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Merge pull request #458 from FlightControl-Master/386-ai-designate
386 ai designate
This commit is contained in:
commit
b619ef6a3b
@ -1,9 +1,35 @@
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--- **AI (Release 2.1)** -- Management of target designation.
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--- **AI R2.1** -- Management of target **Designation**.
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--
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-- --
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--
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-- ===
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--
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-- AI_DESIGNATE is orchestrating the designation of potential targets executed by a Recce group,
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-- and communicates these to a dedicated attacking group of players,
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-- so that following a dynamically generated menu system,
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-- each detected set of potential targets can be lased or smoked...
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--
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-- Targets can be:
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--
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-- * **Lased** for a period of time.
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-- * **Smoked**. Artillery or airplanes with Illuminatino ordonance need to be present. (WIP, but early demo ready.)
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-- * **Illuminated** through an illumination bomb. Artillery or airplanes with Illuminatino ordonance need to be present. (WIP, but early demo ready.
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--
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-- ===
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--
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-- # **AUTHORS and CONTRIBUTIONS**
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--
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-- ### Contributions:
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--
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-- * [**Ciribob**](https://forums.eagle.ru/member.php?u=112175): Showing the way how to lase targets + how laser codes work!!! Explained the autolase script.
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-- * [**EasyEB**](https://forums.eagle.ru/member.php?u=112055): Ideas and Beta Testing
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-- * [**Wingthor**](https://forums.eagle.ru/member.php?u=123698): Beta Testing
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--
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--
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-- ### Authors:
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--
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-- * **FlightControl**: Design & Programming
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--
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-- @module AI_Designate
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@ -79,7 +105,7 @@ do -- AI_DESIGNATE
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--
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-- ## 2. AI_DESIGNATE is a FSM
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--
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-- 
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-- ![Process]()
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--
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-- ### 2.1 AI_DESIGNATE States
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--
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@ -111,7 +137,16 @@ do -- AI_DESIGNATE
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--
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-- The above sets a collection of possible laser codes that can be assigned. **Note the { } notation!**
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--
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-- ## 4. Autolase to automatically lase detected targets.
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--
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-- _DetectionItems_ can be auto lased once detected by _Recces_. As such, there is almost no action required from the _Players_ using the _Designate Menu_.
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-- The **auto lase** function can be activated through the Designation Menu.
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-- Use the method @{#AI_DESIGNATE.SetAutoLase}() to activate or deactivate the auto lase function programmatically.
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-- Note that autolase will automatically activate lasing for ALL _DetectedItems_. Individual items can be switched-off if required using the _Designation Menu_.
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--
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-- AIDesignate:SetAutoLase( true )
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--
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-- Activate the auto lasing.
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--
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-- @field #AI_DESIGNATE
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--
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@ -321,7 +356,7 @@ do -- AI_DESIGNATE
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-- @param #AI_DESIGNATE self
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-- @param #list<#number> LaserCodes
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-- @return #AI_DESIGNATE
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function AI_DESIGNATE:SetLaserCodes( LaserCodes )
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function AI_DESIGNATE:SetLaserCodes( LaserCodes ) --R2.1
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self.LaserCodes = ( type( LaserCodes ) == "table" ) and LaserCodes or { LaserCodes }
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self:E(self.LaserCodes)
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@ -336,7 +371,7 @@ do -- AI_DESIGNATE
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-- @param #AI_DESIGNATE self
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-- @param #boolean AutoLase
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-- @return #AI_DESIGNATE
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function AI_DESIGNATE:SetAutoLase( AutoLase )
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function AI_DESIGNATE:SetAutoLase( AutoLase ) --R2.1
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self.AutoLase = AutoLase
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@ -224,14 +224,14 @@ do -- CARGO
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-- @map < #string, Wrapper.Positionable#POSITIONABLE > The alive POSITIONABLE objects representing the the cargo.
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--- (R2.1) CARGO Constructor. This class is an abstract class and should not be instantiated.
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--- CARGO Constructor. This class is an abstract class and should not be instantiated.
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-- @param #CARGO self
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-- @param #string Type
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-- @param #string Name
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-- @param #number Weight
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-- @param #number NearRadius (optional)
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-- @return #CARGO
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function CARGO:New( Type, Name, Weight )
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function CARGO:New( Type, Name, Weight ) --R2.1
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local self = BASE:Inherit( self, FSM:New() ) -- #CARGO
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self:F( { Type, Name, Weight } )
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@ -266,10 +266,10 @@ function CARGO:New( Type, Name, Weight )
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return self
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end
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--- (R2.1) Get the name of the Cargo.
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--- Get the name of the Cargo.
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-- @param #CARGO self
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-- @return #string The name of the Cargo.
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function CARGO:GetName()
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function CARGO:GetName() --R2.1
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return self.Name
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end
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@ -789,11 +789,11 @@ function POINT_VEC3:FlareRed( Azimuth )
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self:Flare( FLARECOLOR.Red, Azimuth )
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end
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--- (R2.1) Returns if a PointVec3 has Line of Sight (LOS) with the ToPointVec3.
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--- Returns if a PointVec3 has Line of Sight (LOS) with the ToPointVec3.
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-- @param #POINT_VEC3 self
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-- @param #POINT_VEC3 ToPointVec3
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-- @return #boolean true If the ToPointVec3 has LOS with the PointVec3, otherwise false.
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function POINT_VEC3:IsLOS( ToPointVec3 )
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function POINT_VEC3:IsLOS( ToPointVec3 ) --R2.1
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-- Measurement of visibility should not be from the ground, so Adding a hypotethical 2 meters to each PointVec3.
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local FromVec3 = self:GetVec3()
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@ -91,11 +91,11 @@ SPAWNSTATIC = {
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-- @list <Core.Zone#ZONE_BASE> SpawnZone
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--- (R2.1) Creates the main object to spawn a @{Static} defined in the ME.
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--- Creates the main object to spawn a @{Static} defined in the ME.
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-- @param #SPAWNSTATIC self
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-- @param #string SpawnTemplatePrefix is the name of the Group in the ME that defines the Template. Each new group will have the name starting with SpawnTemplatePrefix.
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-- @return #SPAWNSTATIC
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function SPAWNSTATIC:NewFromStatic( SpawnTemplatePrefix, CountryID )
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function SPAWNSTATIC:NewFromStatic( SpawnTemplatePrefix, CountryID ) --R2.1
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local self = BASE:Inherit( self, BASE:New() ) -- #SPAWNSTATIC
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self:F( { SpawnTemplatePrefix } )
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@ -113,11 +113,11 @@ function SPAWNSTATIC:NewFromStatic( SpawnTemplatePrefix, CountryID )
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return self
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end
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--- (R2.1) Creates the main object to spawn a @{Static} based on a type name.
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--- Creates the main object to spawn a @{Static} based on a type name.
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-- @param #SPAWNSTATIC self
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-- @param #string SpawnTypeName is the name of the type.
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-- @return #SPAWNSTATIC
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function SPAWNSTATIC:NewFromType( SpawnTypeName, SpawnShapeName, SpawnCategory, CountryID )
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function SPAWNSTATIC:NewFromType( SpawnTypeName, SpawnShapeName, SpawnCategory, CountryID ) --R2.1
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local self = BASE:Inherit( self, BASE:New() ) -- #SPAWNSTATIC
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self:F( { SpawnTypeName } )
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@ -131,13 +131,13 @@ function SPAWNSTATIC:NewFromType( SpawnTypeName, SpawnShapeName, SpawnCategory,
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end
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--- (R2.1) Creates a new @{Static} from a POINT_VEC2.
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--- Creates a new @{Static} from a POINT_VEC2.
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-- @param #SPAWNSTATIC self
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-- @param Core.Point#POINT_VEC2 PointVec2 The 2D coordinate where to spawn the static.
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-- @param #number Heading The heading of the static, which is a number in degrees from 0 to 360.
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-- @param #string (optional) The name of the new static.
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-- @return #SPAWNSTATIC
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function SPAWNSTATIC:SpawnFromPointVec2( PointVec2, Heading, NewName )
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function SPAWNSTATIC:SpawnFromPointVec2( PointVec2, Heading, NewName ) --R2.1
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self:F( { PointVec2, Heading, NewName } )
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local CountryName = _DATABASE.COUNTRY_NAME[self.CountryID]
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@ -161,13 +161,13 @@ function SPAWNSTATIC:SpawnFromPointVec2( PointVec2, Heading, NewName )
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return Static
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end
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--- (R2.1) Creates a new @{Static} from a @{Zone}.
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--- Creates a new @{Static} from a @{Zone}.
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-- @param #SPAWNSTATIC self
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-- @param Core.Zone#ZONE_BASE Zone The Zone where to spawn the static.
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-- @param #number Heading The heading of the static, which is a number in degrees from 0 to 360.
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-- @param #string (optional) The name of the new static.
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-- @return #SPAWNSTATIC
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function SPAWNSTATIC:SpawnFromZone( Zone, Heading, NewName )
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function SPAWNSTATIC:SpawnFromZone( Zone, Heading, NewName ) --R2.1
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self:F( { Zone, Heading, NewName } )
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local Static = self:SpawnFromPointVec2( Zone:GetPointVec2(), Heading, NewName )
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@ -1,10 +1,15 @@
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--- **Core (Release 2.1)** -- Management of SPOT logistics, that can be transported from and to transportation carriers.
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--- **Core 2.1** -- Management of SPOT logistics, that can be transported from and to transportation carriers.
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--
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-- 
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--
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-- ===
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--
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-- Spot lases points endlessly or for a duration.
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-- SPOT implements the DCS Spot class functionality, but adds additional luxury to be able to:
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--
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-- * Spot for a defined duration.
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-- * wiggle the spot at the target.
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-- * Provide a @{Unit} as a target, instead of a point.
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-- * Implement a status machine, LaseOn, LaseOff.
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--
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-- ====
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--
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@ -22,9 +27,20 @@
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--
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-- ### [SPOT YouTube Channel]()
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--
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-- ====
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-- ===
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--
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-- This module is still under construction, but is described above works already, and will keep working ...
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-- # **AUTHORS and CONTRIBUTIONS**
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--
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-- ### Contributions:
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--
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-- * [**Ciribob**](https://forums.eagle.ru/member.php?u=112175): Showing the way how to lase targets + how laser codes work!!! Explained the autolase script.
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-- * [**EasyEB**](https://forums.eagle.ru/member.php?u=112055): Ideas and Beta Testing
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-- * [**Wingthor**](https://forums.eagle.ru/member.php?u=123698): Beta Testing
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--
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--
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-- ### Authors:
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--
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-- * **FlightControl**: Design & Programming
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--
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-- @module Spot
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@ -32,10 +48,43 @@
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do
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--- @type SPOT
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-- @extends Core.Base#BASE
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-- @extends Core.Fsm#FSM
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---
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--- # SPOT class, extends @{Fsm#FSM}
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--
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-- SPOT implements the DCS Spot class functionality, but adds additional luxury to be able to:
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--
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-- * Spot for a defined duration.
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-- * wiggle the spot at the target.
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-- * Provide a @{Unit} as a target, instead of a point.
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-- * Implement a status machine, LaseOn, LaseOff.
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--
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-- ## 1. SPOT constructor
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--
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-- * @{#SPOT.New}(): Creates a new SPOT object.
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--
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-- ## 2. SPOT is a FSM
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--
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-- ![Process]()
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--
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-- ### 2.1 SPOT States
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--
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-- * **Off**: Lasing is switched off.
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-- * **On**: Lasing is switched on.
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-- * **Destroyed**: Target is destroyed.
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--
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-- ### 2.2 SPOT Events
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--
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-- * **@{#SPOT.LaseOn}(Target, LaserCode, Duration)**: Lase to a target.
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-- * **@{#SPOT.LaseOff}()**: Stop lasing the target.
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-- * **@{#SPOT.Lasing}()**: Target is being lased.
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-- * **@{#SPOT.Destroyed}()**: Triggered when target is destroyed.
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--
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-- ## 3. Check if a Target is being lased
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--
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-- The method @{#SPOT.IsLasing}() indicates whether lasing is on or off.
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--
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-- @field #SPOT
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SPOT = {
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ClassName = "SPOT",
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@ -22,46 +22,6 @@
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--
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-- ### [SPAWN YouTube Channel](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl1jirWIo4t4YxqN-HxjqRkL)
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--
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-- ====
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--
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-- # **API CHANGE HISTORY**
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--
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-- The underlying change log documents the API changes. Please read this carefully. The following notation is used:
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--
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-- * **Added** parts are expressed in bold type face.
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-- * _Removed_ parts are expressed in italic type face.
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--
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-- Hereby the change log:
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--
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-- 2017-04-08: SPAWN:**InitDelayOnOff( DelayOnOff )** added.
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-- 2017-04-08: SPAWN:**InitDelayOn()** added.
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-- 2017-04-08: SPAWN:**InitDelayOff()** added.
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--
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-- 2017-03-14: SPAWN:**InitKeepUnitNames()** added.
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-- 2017-03-14: SPAWN:**InitRandomizePosition( RandomizePosition, OuterRadious, InnerRadius )** added.
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--
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-- 2017-02-04: SPAWN:InitUnControlled( **UnControlled** ) replaces SPAWN:InitUnControlled().
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--
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-- 2017-01-24: SPAWN:**InitAIOnOff( AIOnOff )** added.
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-- 2017-01-24: SPAWN:**InitAIOn()** added.
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-- 2017-01-24: SPAWN:**InitAIOff()** added.
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--
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-- 2016-08-15: SPAWN:**InitCleanUp**( SpawnCleanUpInterval ) replaces SPAWN:_CleanUp_( SpawnCleanUpInterval ).
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-- 2016-08-15: SPAWN:**InitRandomizeZones( SpawnZones )** added.
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--
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-- 2016-08-14: SPAWN:**OnSpawnGroup**( SpawnCallBackFunction, ... ) replaces SPAWN:_SpawnFunction_( SpawnCallBackFunction, ... ).
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-- 2016-08-14: SPAWN.SpawnInZone( Zone, __RandomizeGroup__, SpawnIndex ) replaces SpawnInZone( Zone, _RandomizeUnits, OuterRadius, InnerRadius,_ SpawnIndex ).
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-- 2016-08-14: SPAWN.SpawnFromVec3( Vec3, SpawnIndex ) replaces SpawnFromVec3( Vec3, _RandomizeUnits, OuterRadius, InnerRadius,_ SpawnIndex ).
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-- 2016-08-14: SPAWN.SpawnFromVec2( Vec2, SpawnIndex ) replaces SpawnFromVec2( Vec2, _RandomizeUnits, OuterRadius, InnerRadius,_ SpawnIndex ).
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-- 2016-08-14: SPAWN.SpawnFromUnit( SpawnUnit, SpawnIndex ) replaces SpawnFromUnit( SpawnUnit, _RandomizeUnits, OuterRadius, InnerRadius,_ SpawnIndex ).
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-- 2016-08-14: SPAWN.SpawnFromUnit( SpawnUnit, SpawnIndex ) replaces SpawnFromStatic( SpawnStatic, _RandomizeUnits, OuterRadius, InnerRadius,_ SpawnIndex ).
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-- 2016-08-14: SPAWN.**InitRandomizeUnits( RandomizeUnits, OuterRadius, InnerRadius )** added.
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-- 2016-08-14: SPAWN.**Init**Limit( SpawnMaxUnitsAlive, SpawnMaxGroups ) replaces SPAWN._Limit_( SpawnMaxUnitsAlive, SpawnMaxGroups ).
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-- 2016-08-14: SPAWN.**Init**Array( SpawnAngle, SpawnWidth, SpawnDeltaX, SpawnDeltaY ) replaces SPAWN._Array_( SpawnAngle, SpawnWidth, SpawnDeltaX, SpawnDeltaY ).
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-- 2016-08-14: SPAWN.**Init**RandomizeRoute( SpawnStartPoint, SpawnEndPoint, SpawnRadius, SpawnHeight ) replaces SPAWN._RandomizeRoute_( SpawnStartPoint, SpawnEndPoint, SpawnRadius, SpawnHeight ).
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-- 2016-08-14: SPAWN.**Init**RandomizeTemplate( SpawnTemplatePrefixTable ) replaces SPAWN._RandomizeTemplate_( SpawnTemplatePrefixTable ).
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-- 2016-08-14: SPAWN.**Init**UnControlled() replaces SPAWN._UnControlled_().
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **AUTHORS and CONTRIBUTIONS**
|
||||
|
||||
@ -428,14 +428,14 @@ function POSITIONABLE:MessageToGroup( Message, Duration, MessageGroup, Name )
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return nil
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||||
end
|
||||
|
||||
--- (R2.1) Send a message to a @{Set#SET_GROUP}.
|
||||
--- Send a message to a @{Set#SET_GROUP}.
|
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-- The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
|
||||
-- @param #POSITIONABLE self
|
||||
-- @param #string Message The message text
|
||||
-- @param Dcs.DCSTypes#Duration Duration The duration of the message.
|
||||
-- @param Core.Set#SET_GROUP MessageSetGroup The SET_GROUP collection receiving the message.
|
||||
-- @param #string Name (optional) The Name of the sender. If not provided, the Name is the type of the Positionable.
|
||||
function POSITIONABLE:MessageToSetGroup( Message, Duration, MessageSetGroup, Name )
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||||
function POSITIONABLE:MessageToSetGroup( Message, Duration, MessageSetGroup, Name ) --R2.1
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||||
self:F2( { Message, Duration } )
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||||
|
||||
local DCSObject = self:GetDCSObject()
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||||
@ -469,30 +469,30 @@ function POSITIONABLE:Message( Message, Duration, Name )
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||||
return nil
|
||||
end
|
||||
|
||||
--- (R2.1) Create a @{Radio#RADIO}, to allow radio transmission for this POSITIONABLE.
|
||||
--- Create a @{Radio#RADIO}, to allow radio transmission for this POSITIONABLE.
|
||||
-- Set parameters with the methods provided, then use RADIO:Broadcast() to actually broadcast the message
|
||||
-- @param #POSITIONABLE self
|
||||
-- @return #RADIO Radio
|
||||
function POSITIONABLE:GetRadio()
|
||||
function POSITIONABLE:GetRadio() --R2.1
|
||||
self:F2(self)
|
||||
return RADIO:New(self)
|
||||
end
|
||||
|
||||
--- (R2.1) Create a @{Radio#BEACON}, to allow this POSITIONABLE to broadcast beacon signals
|
||||
--- Create a @{Radio#BEACON}, to allow this POSITIONABLE to broadcast beacon signals
|
||||
-- @param #POSITIONABLE self
|
||||
-- @return #RADIO Radio
|
||||
function POSITIONABLE:GetBeacon()
|
||||
function POSITIONABLE:GetBeacon() --R2.1
|
||||
self:F2(self)
|
||||
return BEACON:New(self)
|
||||
end
|
||||
|
||||
--- (R2.1) Start Lasing a POSITIONABLE
|
||||
--- Start Lasing a POSITIONABLE
|
||||
-- @param #POSITIONABLE self
|
||||
-- @param #POSITIONABLE Target
|
||||
-- @param #number LaserCode
|
||||
-- @param #number Duration
|
||||
-- @return Core.Spot#SPOT
|
||||
function POSITIONABLE:LaseUnit( Target, LaserCode, Duration )
|
||||
function POSITIONABLE:LaseUnit( Target, LaserCode, Duration ) --R2.1
|
||||
self:F2()
|
||||
|
||||
LaserCode = LaserCode or math.random( 1000, 9999 )
|
||||
@ -509,10 +509,10 @@ function POSITIONABLE:LaseUnit( Target, LaserCode, Duration )
|
||||
|
||||
end
|
||||
|
||||
--- (R2.1) Stop Lasing a POSITIONABLE
|
||||
--- Stop Lasing a POSITIONABLE
|
||||
-- @param #POSITIONABLE self
|
||||
-- @return #POSITIONABLE
|
||||
function POSITIONABLE:LaseOff()
|
||||
function POSITIONABLE:LaseOff() --R2.1
|
||||
self:F2()
|
||||
|
||||
if self.Spot then
|
||||
@ -523,10 +523,10 @@ function POSITIONABLE:LaseOff()
|
||||
return self
|
||||
end
|
||||
|
||||
--- (R2.1) Check if the POSITIONABLE is lasing a target
|
||||
--- Check if the POSITIONABLE is lasing a target
|
||||
-- @param #POSITIONABLE self
|
||||
-- @return #boolean true if it is lasing a target
|
||||
function POSITIONABLE:IsLasing()
|
||||
function POSITIONABLE:IsLasing() --R2.1
|
||||
self:F2()
|
||||
|
||||
local Lasing = false
|
||||
@ -538,18 +538,18 @@ function POSITIONABLE:IsLasing()
|
||||
return Lasing
|
||||
end
|
||||
|
||||
--- (R2.1) Get the Spot
|
||||
--- Get the Spot
|
||||
-- @param #POSITIONABLE self
|
||||
-- @return Core.Spot#SPOT The Spot
|
||||
function POSITIONABLE:GetSpot()
|
||||
function POSITIONABLE:GetSpot() --R2.1
|
||||
|
||||
return self.Spot
|
||||
end
|
||||
|
||||
--- (R2.1) Get the last assigned laser code
|
||||
--- Get the last assigned laser code
|
||||
-- @param #POSITIONABLE self
|
||||
-- @return #number The laser code
|
||||
function POSITIONABLE:GetLaserCode()
|
||||
function POSITIONABLE:GetLaserCode() --R2.1
|
||||
|
||||
return self.LaserCode
|
||||
end
|
||||
|
||||
@ -1012,22 +1012,22 @@ end
|
||||
|
||||
do -- Detection
|
||||
|
||||
--- (R2.1) Returns if a unit is detecting the TargetUnit.
|
||||
--- Returns if a unit is detecting the TargetUnit.
|
||||
-- @param #UNIT self
|
||||
-- @param #UNIT TargetUnit
|
||||
-- @return #boolean true If the TargetUnit is detected by the unit, otherwise false.
|
||||
function UNIT:IsDetected( TargetUnit )
|
||||
function UNIT:IsDetected( TargetUnit ) --R2.1
|
||||
|
||||
local TargetIsDetected, TargetIsVisible, TargetLastTime, TargetKnowType, TargetKnowDistance, TargetLastPos, TargetLastVelocity = self:IsTargetDetected( TargetUnit:GetDCSObject() )
|
||||
|
||||
return TargetIsDetected
|
||||
end
|
||||
|
||||
--- (R2.1) Returns if a unit has Line of Sight (LOS) with the TargetUnit.
|
||||
--- Returns if a unit has Line of Sight (LOS) with the TargetUnit.
|
||||
-- @param #UNIT self
|
||||
-- @param #UNIT TargetUnit
|
||||
-- @return #boolean true If the TargetUnit has LOS with the unit, otherwise false.
|
||||
function UNIT:IsLOS( TargetUnit )
|
||||
function UNIT:IsLOS( TargetUnit ) --R2.1
|
||||
|
||||
local IsLOS = self:GetPointVec3():IsLOS( TargetUnit:GetPointVec3() )
|
||||
|
||||
|
||||
@ -95,7 +95,7 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>AI_Designate</code></h1>
|
||||
|
||||
<p><strong>AI (Release 2.1)</strong> -- Management of target designation.</p>
|
||||
<p><strong>AI R2.1</strong> -- Management of target <strong>Designation</strong>.</p>
|
||||
|
||||
|
||||
|
||||
@ -103,6 +103,38 @@
|
||||
|
||||
<hr/>
|
||||
|
||||
<p>AI_DESIGNATE is orchestrating the designation of potential targets executed by a Recce group,
|
||||
and communicates these to a dedicated attacking group of players,
|
||||
so that following a dynamically generated menu system,
|
||||
each detected set of potential targets can be lased or smoked...</p>
|
||||
|
||||
<p>Targets can be:</p>
|
||||
|
||||
<ul>
|
||||
<li><strong>Lased</strong> for a period of time.</li>
|
||||
<li><strong>Smoked</strong>. Artillery or airplanes with Illuminatino ordonance need to be present. (WIP, but early demo ready.)</li>
|
||||
<li><strong>Illuminated</strong> through an illumination bomb. Artillery or airplanes with Illuminatino ordonance need to be present. (WIP, but early demo ready.</li>
|
||||
</ul>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><strong>AUTHORS and CONTRIBUTIONS</strong></h1>
|
||||
|
||||
<h3>Contributions:</h3>
|
||||
|
||||
<ul>
|
||||
<li><a href="https://forums.eagle.ru/member.php?u=112175"><strong>Ciribob</strong></a>: Showing the way how to lase targets + how laser codes work!!! Explained the autolase script.</li>
|
||||
<li><a href="https://forums.eagle.ru/member.php?u=112055"><strong>EasyEB</strong></a>: Ideas and Beta Testing</li>
|
||||
<li><a href="https://forums.eagle.ru/member.php?u=123698"><strong>Wingthor</strong></a>: Beta Testing</li>
|
||||
</ul>
|
||||
|
||||
|
||||
<h3>Authors:</h3>
|
||||
|
||||
<ul>
|
||||
<li><strong>FlightControl</strong>: Design & Programming</li>
|
||||
</ul>
|
||||
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
<table class="function_list">
|
||||
@ -121,6 +153,24 @@ each detected set of potential targets can be lased or smoked...</p>
|
||||
<h2><a id="#(AI_DESIGNATE)">Type <code>AI_DESIGNATE</code></a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(AI_DESIGNATE).ActivateAutoLase">AI_DESIGNATE:ActivateAutoLase()</a></td>
|
||||
<td class="summary">
|
||||
<p>Coordinates the Auto Lase.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(AI_DESIGNATE).AttackSet">AI_DESIGNATE.AttackSet</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(AI_DESIGNATE).AutoLase">AI_DESIGNATE.AutoLase</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(AI_DESIGNATE).Designating">AI_DESIGNATE.Designating</a></td>
|
||||
<td class="summary">
|
||||
|
||||
@ -136,18 +186,18 @@ 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).GroupSet">AI_DESIGNATE.GroupSet</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(AI_DESIGNATE).Illuminate">AI_DESIGNATE:Illuminate()</a></td>
|
||||
<td class="summary">
|
||||
<p>Illuminate Trigger for AI_DESIGNATE</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(AI_DESIGNATE).LaseDuration">AI_DESIGNATE.LaseDuration</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -175,31 +225,43 @@ each detected set of potential targets can be lased or smoked...</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(AI_DESIGNATE).MenuIlluminate">AI_DESIGNATE:MenuIlluminate(AttackGroup, Index)</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="##(AI_DESIGNATE).MenuAutoLase">AI_DESIGNATE:MenuAutoLase(AutoLase)</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(AI_DESIGNATE).MenuLaseOff">AI_DESIGNATE:MenuLaseOff(AttackGroup, Index, Duration)</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="##(AI_DESIGNATE).MenuIlluminate">AI_DESIGNATE:MenuIlluminate(Index)</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(AI_DESIGNATE).MenuLaseOn">AI_DESIGNATE:MenuLaseOn(AttackGroup, Index, Duration)</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="##(AI_DESIGNATE).MenuLaseOff">AI_DESIGNATE:MenuLaseOff(Index, Duration)</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(AI_DESIGNATE).MenuSmoke">AI_DESIGNATE:MenuSmoke(AttackGroup, Index, Color)</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="##(AI_DESIGNATE).MenuLaseOn">AI_DESIGNATE:MenuLaseOn(Index, Duration)</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(AI_DESIGNATE).New">AI_DESIGNATE:New(Detection, GroupSet)</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="##(AI_DESIGNATE).MenuSmoke">AI_DESIGNATE:MenuSmoke(Index, Color)</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(AI_DESIGNATE).MenuStatus">AI_DESIGNATE:MenuStatus(AttackGroup)</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(AI_DESIGNATE).New">AI_DESIGNATE:New(Detection, AttackSet)</a></td>
|
||||
<td class="summary">
|
||||
<p>AI_DESIGNATE Constructor.</p>
|
||||
</td>
|
||||
@ -280,12 +342,24 @@ each detected set of potential targets can be lased or smoked...</p>
|
||||
<td class="name" nowrap="nowrap"><a href="##(AI_DESIGNATE).RecceSet">AI_DESIGNATE.RecceSet</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(AI_DESIGNATE).Recces">AI_DESIGNATE.Recces</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(AI_DESIGNATE).SendStatus">AI_DESIGNATE:SendStatus()</a></td>
|
||||
<td class="summary">
|
||||
<p>Sends the status to the Attack Groups.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(AI_DESIGNATE).SetAutoLase">AI_DESIGNATE:SetAutoLase(AutoLase)</a></td>
|
||||
<td class="summary">
|
||||
<p>Set auto lase.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -304,12 +378,6 @@ each detected set of potential targets can be lased or smoked...</p>
|
||||
<td class="name" nowrap="nowrap"><a href="##(AI_DESIGNATE).Smoke">AI_DESIGNATE:Smoke()</a></td>
|
||||
<td class="summary">
|
||||
<p>Smoke Trigger for AI_DESIGNATE </p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(AI_DESIGNATE).Spots">AI_DESIGNATE.Spots</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -367,31 +435,31 @@ each detected set of potential targets can be lased or smoked...</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(AI_DESIGNATE).onafterIlluminate">AI_DESIGNATE:onafterIlluminate(From, Event, To, AttackGroup, Index)</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="##(AI_DESIGNATE).onafterIlluminate">AI_DESIGNATE:onafterIlluminate(From, Event, To, Index)</a></td>
|
||||
<td class="summary">
|
||||
<p>Illuminating</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(AI_DESIGNATE).onafterLaseOff">AI_DESIGNATE:onafterLaseOff(From, Event, To, AttackGroup, Index)</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="##(AI_DESIGNATE).onafterLaseOff">AI_DESIGNATE:onafterLaseOff(From, Event, To, Index)</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(AI_DESIGNATE).onafterLaseOn">AI_DESIGNATE:onafterLaseOn(From, Event, To, AttackGroup, Index, Duration)</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="##(AI_DESIGNATE).onafterLaseOn">AI_DESIGNATE:onafterLaseOn(From, Event, To, Index, Duration)</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(AI_DESIGNATE).onafterLasing">AI_DESIGNATE:onafterLasing(From, Event, To, AttackGroup, Index, Duration)</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="##(AI_DESIGNATE).onafterLasing">AI_DESIGNATE:onafterLasing(From, Event, To, Index, Duration)</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(AI_DESIGNATE).onafterSmoke">AI_DESIGNATE:onafterSmoke(From, Event, To, AttackGroup, Index, Color)</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="##(AI_DESIGNATE).onafterSmoke">AI_DESIGNATE:onafterSmoke(From, Event, To, Index, Color)</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
@ -490,7 +558,7 @@ Once <em>Targets</em> have been detected, the <em>DesignateObject</em> will trig
|
||||
|
||||
<h2>2. AI_DESIGNATE is a FSM</h2>
|
||||
|
||||
<p><img src="µ" alt="Process"/></p>
|
||||
<p><img src="" alt="Process"/></p>
|
||||
|
||||
<h3>2.1 AI_DESIGNATE States</h3>
|
||||
|
||||
@ -528,7 +596,17 @@ 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>
|
||||
|
||||
<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>.
|
||||
The <strong>auto lase</strong> function can be activated through the Designation Menu.
|
||||
Use the method <a href="##(AI_DESIGNATE).SetAutoLase">AI_DESIGNATE.SetAutoLase</a>() to activate or deactivate the auto lase function programmatically.
|
||||
Note that autolase will automatically activate lasing for ALL <em>DetectedItems</em>. Individual items can be switched-off if required using the <em>Designation Menu</em>.</p>
|
||||
|
||||
<pre><code>AIDesignate:SetAutoLase( true )
|
||||
</code></pre>
|
||||
|
||||
<p>Activate the auto lasing.</p>
|
||||
|
||||
|
||||
</dd>
|
||||
@ -540,6 +618,52 @@ One laser code can be given or an sequence of laser codes through an table...</p
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(AI_DESIGNATE).ActivateAutoLase" >
|
||||
<strong>AI_DESIGNATE:ActivateAutoLase()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Coordinates the Auto Lase.</p>
|
||||
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(AI_DESIGNATE)">#AI_DESIGNATE</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(AI_DESIGNATE).AttackSet" >
|
||||
<strong>AI_DESIGNATE.AttackSet</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(AI_DESIGNATE).AutoLase" >
|
||||
<strong>AI_DESIGNATE.AutoLase</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(AI_DESIGNATE).Designating" >
|
||||
<strong>AI_DESIGNATE.Designating</strong>
|
||||
@ -576,20 +700,6 @@ One laser code can be given or an sequence of laser codes through an table...</p
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(AI_DESIGNATE).GroupSet" >
|
||||
<strong>AI_DESIGNATE.GroupSet</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -603,6 +713,20 @@ One laser code can be given or an sequence of laser codes through an table...</p
|
||||
|
||||
<p>Illuminate Trigger for AI_DESIGNATE</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#number</em>
|
||||
<a id="#(AI_DESIGNATE).LaseDuration" >
|
||||
<strong>AI_DESIGNATE.LaseDuration</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -661,21 +785,37 @@ One laser code can be given or an sequence of laser codes through an table...</p
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(AI_DESIGNATE).MenuIlluminate" >
|
||||
<strong>AI_DESIGNATE:MenuIlluminate(AttackGroup, Index)</strong>
|
||||
<a id="#(AI_DESIGNATE).MenuAutoLase" >
|
||||
<strong>AI_DESIGNATE:MenuAutoLase(AutoLase)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> AttackGroup </em></code>: </p>
|
||||
<p><code><em> AutoLase </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(AI_DESIGNATE).MenuIlluminate" >
|
||||
<strong>AI_DESIGNATE:MenuIlluminate(Index)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> Index </em></code>: </p>
|
||||
@ -688,7 +828,7 @@ One laser code can be given or an sequence of laser codes through an table...</p
|
||||
<dt>
|
||||
|
||||
<a id="#(AI_DESIGNATE).MenuLaseOff" >
|
||||
<strong>AI_DESIGNATE:MenuLaseOff(AttackGroup, Index, Duration)</strong>
|
||||
<strong>AI_DESIGNATE:MenuLaseOff(Index, Duration)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
@ -699,11 +839,6 @@ One laser code can be given or an sequence of laser codes through an table...</p
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> AttackGroup </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> Index </em></code>: </p>
|
||||
|
||||
</li>
|
||||
@ -719,7 +854,7 @@ One laser code can be given or an sequence of laser codes through an table...</p
|
||||
<dt>
|
||||
|
||||
<a id="#(AI_DESIGNATE).MenuLaseOn" >
|
||||
<strong>AI_DESIGNATE:MenuLaseOn(AttackGroup, Index, Duration)</strong>
|
||||
<strong>AI_DESIGNATE:MenuLaseOn(Index, Duration)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
@ -730,11 +865,6 @@ One laser code can be given or an sequence of laser codes through an table...</p
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> AttackGroup </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> Index </em></code>: </p>
|
||||
|
||||
</li>
|
||||
@ -750,7 +880,7 @@ One laser code can be given or an sequence of laser codes through an table...</p
|
||||
<dt>
|
||||
|
||||
<a id="#(AI_DESIGNATE).MenuSmoke" >
|
||||
<strong>AI_DESIGNATE:MenuSmoke(AttackGroup, Index, Color)</strong>
|
||||
<strong>AI_DESIGNATE:MenuSmoke(Index, Color)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
@ -761,11 +891,6 @@ One laser code can be given or an sequence of laser codes through an table...</p
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> AttackGroup </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> Index </em></code>: </p>
|
||||
|
||||
</li>
|
||||
@ -780,8 +905,29 @@ One laser code can be given or an sequence of laser codes through an table...</p
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(AI_DESIGNATE).MenuStatus" >
|
||||
<strong>AI_DESIGNATE:MenuStatus(AttackGroup)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> AttackGroup </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(AI_DESIGNATE).New" >
|
||||
<strong>AI_DESIGNATE:New(Detection, GroupSet)</strong>
|
||||
<strong>AI_DESIGNATE:New(Detection, AttackSet)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
@ -800,8 +946,8 @@ One laser code can be given or an sequence of laser codes through an table...</p
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Core.Set.html##(SET_GROUP)">Core.Set#SET_GROUP</a> GroupSet </em></code>:
|
||||
The set of groups to designate for.</p>
|
||||
<p><code><em><a href="Core.Set.html##(SET_GROUP)">Core.Set#SET_GROUP</a> AttackSet </em></code>:
|
||||
The Attack collection of GROUP objects to designate and report for.</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
@ -1226,6 +1372,20 @@ The set of groups to designate for.</p>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(AI_DESIGNATE).Recces" >
|
||||
<strong>AI_DESIGNATE.Recces</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -1244,6 +1404,35 @@ The set of groups to designate for.</p>
|
||||
<p><em><a href="##(AI_DESIGNATE)">#AI_DESIGNATE</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(AI_DESIGNATE).SetAutoLase" >
|
||||
<strong>AI_DESIGNATE:SetAutoLase(AutoLase)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Set auto lase.</p>
|
||||
|
||||
|
||||
<p>Auto lase will start lasing targets immediately when these are in range.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#boolean AutoLase </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(AI_DESIGNATE)">#AI_DESIGNATE</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -1310,20 +1499,6 @@ number> LaserCodes</p>
|
||||
|
||||
<p>Smoke Trigger for AI_DESIGNATE </p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(AI_DESIGNATE).Spots" >
|
||||
<strong>AI_DESIGNATE.Spots</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -1528,7 +1703,7 @@ number> LaserCodes</p>
|
||||
<dt>
|
||||
|
||||
<a id="#(AI_DESIGNATE).onafterIlluminate" >
|
||||
<strong>AI_DESIGNATE:onafterIlluminate(From, Event, To, AttackGroup, Index)</strong>
|
||||
<strong>AI_DESIGNATE:onafterIlluminate(From, Event, To, Index)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
@ -1554,11 +1729,6 @@ number> LaserCodes</p>
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> AttackGroup </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> Index </em></code>: </p>
|
||||
|
||||
</li>
|
||||
@ -1574,7 +1744,7 @@ number> LaserCodes</p>
|
||||
<dt>
|
||||
|
||||
<a id="#(AI_DESIGNATE).onafterLaseOff" >
|
||||
<strong>AI_DESIGNATE:onafterLaseOff(From, Event, To, AttackGroup, Index)</strong>
|
||||
<strong>AI_DESIGNATE:onafterLaseOff(From, Event, To, Index)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
@ -1600,11 +1770,6 @@ number> LaserCodes</p>
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> AttackGroup </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> Index </em></code>: </p>
|
||||
|
||||
</li>
|
||||
@ -1620,7 +1785,7 @@ number> LaserCodes</p>
|
||||
<dt>
|
||||
|
||||
<a id="#(AI_DESIGNATE).onafterLaseOn" >
|
||||
<strong>AI_DESIGNATE:onafterLaseOn(From, Event, To, AttackGroup, Index, Duration)</strong>
|
||||
<strong>AI_DESIGNATE:onafterLaseOn(From, Event, To, Index, Duration)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
@ -1646,11 +1811,6 @@ number> LaserCodes</p>
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> AttackGroup </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> Index </em></code>: </p>
|
||||
|
||||
</li>
|
||||
@ -1660,18 +1820,13 @@ number> LaserCodes</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(AI_DESIGNATE)">#AI_DESIGNATE</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(AI_DESIGNATE).onafterLasing" >
|
||||
<strong>AI_DESIGNATE:onafterLasing(From, Event, To, AttackGroup, Index, Duration)</strong>
|
||||
<strong>AI_DESIGNATE:onafterLasing(From, Event, To, Index, Duration)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
@ -1697,11 +1852,6 @@ number> LaserCodes</p>
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> AttackGroup </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> Index </em></code>: </p>
|
||||
|
||||
</li>
|
||||
@ -1722,7 +1872,7 @@ number> LaserCodes</p>
|
||||
<dt>
|
||||
|
||||
<a id="#(AI_DESIGNATE).onafterSmoke" >
|
||||
<strong>AI_DESIGNATE:onafterSmoke(From, Event, To, AttackGroup, Index, Color)</strong>
|
||||
<strong>AI_DESIGNATE:onafterSmoke(From, Event, To, Index, Color)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
@ -1748,11 +1898,6 @@ number> LaserCodes</p>
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> AttackGroup </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> Index </em></code>: </p>
|
||||
|
||||
</li>
|
||||
|
||||
@ -217,7 +217,7 @@
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(CARGO).GetName">CARGO:GetName()</a></td>
|
||||
<td class="summary">
|
||||
<p>(R2.1) Get the name of the Cargo.</p>
|
||||
<p>Get the name of the Cargo.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -283,7 +283,7 @@
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(CARGO).New">CARGO:New(Type, Name, Weight, NearRadius)</a></td>
|
||||
<td class="summary">
|
||||
<p>(R2.1) CARGO Constructor.</p>
|
||||
<p>CARGO Constructor.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -970,7 +970,7 @@ The radius when the cargo will board the Carrier (to avoid collision).</p>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>(R2.1) Get the name of the Cargo.</p>
|
||||
<p>Get the name of the Cargo.</p>
|
||||
|
||||
<h3>Return value</h3>
|
||||
|
||||
@ -1186,7 +1186,7 @@ The Carrier that will hold the cargo.</p>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>(R2.1) CARGO Constructor.</p>
|
||||
<p>CARGO Constructor.</p>
|
||||
|
||||
|
||||
<p>This class is an abstract class and should not be instantiated.</p>
|
||||
|
||||
@ -213,6 +213,7 @@ on defined intervals (currently every minute).</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#number</em>
|
||||
<a id="#(MOVEMENT).AliveUnits" >
|
||||
<strong>MOVEMENT.AliveUnits</strong>
|
||||
</a>
|
||||
@ -221,6 +222,9 @@ on defined intervals (currently every minute).</p>
|
||||
|
||||
|
||||
|
||||
|
||||
<p> Contains the counter how many units are currently alive</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
|
||||
@ -489,7 +489,7 @@
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(POINT_VEC3).IsLOS">POINT_VEC3:IsLOS(ToPointVec3)</a></td>
|
||||
<td class="summary">
|
||||
<p>(R2.1) Returns if a PointVec3 has Line of Sight (LOS) with the ToPointVec3.</p>
|
||||
<p>Returns if a PointVec3 has Line of Sight (LOS) with the ToPointVec3.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -1451,6 +1451,7 @@ The new calculated POINT_VEC2.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(POINT_VEC2).z" >
|
||||
<strong>POINT_VEC2.z</strong>
|
||||
</a>
|
||||
@ -2151,7 +2152,7 @@ The z coodinate.</p>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>(R2.1) Returns if a PointVec3 has Line of Sight (LOS) with the ToPointVec3.</p>
|
||||
<p>Returns if a PointVec3 has Line of Sight (LOS) with the ToPointVec3.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
|
||||
@ -162,13 +162,19 @@
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(POSITIONABLE).GetBeacon">POSITIONABLE:GetBeacon()</a></td>
|
||||
<td class="summary">
|
||||
<p>(R2.1) Create a <a href="Radio.html##(BEACON)">Radio#BEACON</a>, to allow this POSITIONABLE to broadcast beacon signals</p>
|
||||
<p>Create a <a href="Radio.html##(BEACON)">Radio#BEACON</a>, to allow this POSITIONABLE to broadcast beacon signals</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(POSITIONABLE).GetHeading">POSITIONABLE:GetHeading()</a></td>
|
||||
<td class="summary">
|
||||
<p>Returns the POSITIONABLE heading in degrees.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(POSITIONABLE).GetLaserCode">POSITIONABLE:GetLaserCode()</a></td>
|
||||
<td class="summary">
|
||||
<p>Get the last assigned laser code</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -198,13 +204,19 @@
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(POSITIONABLE).GetRadio">POSITIONABLE:GetRadio()</a></td>
|
||||
<td class="summary">
|
||||
<p>(R2.1) Create a <a href="Radio.html##(RADIO)">Radio#RADIO</a>, to allow radio transmission for this POSITIONABLE.</p>
|
||||
<p>Create a <a href="Radio.html##(RADIO)">Radio#RADIO</a>, to allow radio transmission for this POSITIONABLE.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(POSITIONABLE).GetRandomVec3">POSITIONABLE:GetRandomVec3(Radius)</a></td>
|
||||
<td class="summary">
|
||||
<p>Returns a random <a href="DCSTypes.html##(Vec3)">DCSTypes#Vec3</a> vector within a range, indicating the point in 3D of the POSITIONABLE within the mission.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(POSITIONABLE).GetSpot">POSITIONABLE:GetSpot()</a></td>
|
||||
<td class="summary">
|
||||
<p>Get the Spot</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -246,19 +258,25 @@
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(POSITIONABLE).IsLasing">POSITIONABLE:IsLasing()</a></td>
|
||||
<td class="summary">
|
||||
<p>(R2.1) Check if the POSITIONABLE is lasing a target</p>
|
||||
<p>Check if the POSITIONABLE is lasing a target</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(POSITIONABLE).LaseOff">POSITIONABLE:LaseOff()</a></td>
|
||||
<td class="summary">
|
||||
<p>(R2.1) Stop Lasing a POSITIONABLE</p>
|
||||
<p>Stop Lasing a POSITIONABLE</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(POSITIONABLE).LaseUnit">POSITIONABLE:LaseUnit(Target, LaserCode, Duration)</a></td>
|
||||
<td class="summary">
|
||||
<p>(R2.1) Start Lasing a POSITIONABLE</p>
|
||||
<p>Start Lasing a POSITIONABLE</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(POSITIONABLE).LaserCode">POSITIONABLE.LaserCode</a></td>
|
||||
<td class="summary">
|
||||
<p>The last assigned laser code.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -301,6 +319,12 @@
|
||||
<td class="name" nowrap="nowrap"><a href="##(POSITIONABLE).MessageToRed">POSITIONABLE:MessageToRed(Message, Duration, Name)</a></td>
|
||||
<td class="summary">
|
||||
<p>Send a message to the red coalition.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(POSITIONABLE).MessageToSetGroup">POSITIONABLE:MessageToSetGroup(Message, Duration, MessageSetGroup, Name)</a></td>
|
||||
<td class="summary">
|
||||
<p>Send a message to a <a href="Set.html##(SET_GROUP)">Set#SET_GROUP</a>.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -318,7 +342,7 @@
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(POSITIONABLE).Spot">POSITIONABLE.Spot</a></td>
|
||||
<td class="summary">
|
||||
|
||||
<p>The laser Spot.</p>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
@ -415,7 +439,7 @@ The POSITIONABLE is not existing or alive. </p>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>(R2.1) Create a <a href="Radio.html##(BEACON)">Radio#BEACON</a>, to allow this POSITIONABLE to broadcast beacon signals</p>
|
||||
<p>Create a <a href="Radio.html##(BEACON)">Radio#BEACON</a>, to allow this POSITIONABLE to broadcast beacon signals</p>
|
||||
|
||||
<h3>Return value</h3>
|
||||
|
||||
@ -455,6 +479,24 @@ The POSITIONABLE is not existing or alive.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(POSITIONABLE).GetLaserCode" >
|
||||
<strong>POSITIONABLE:GetLaserCode()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Get the last assigned laser code</p>
|
||||
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em>#number:</em>
|
||||
The laser code</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(POSITIONABLE).GetMessage" >
|
||||
<strong>POSITIONABLE:GetMessage(Message, Duration, Name)</strong>
|
||||
</a>
|
||||
@ -584,7 +626,7 @@ The POSITIONABLE is not existing or alive. </p>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>(R2.1) Create a <a href="Radio.html##(RADIO)">Radio#RADIO</a>, to allow radio transmission for this POSITIONABLE.</p>
|
||||
<p>Create a <a href="Radio.html##(RADIO)">Radio#RADIO</a>, to allow radio transmission for this POSITIONABLE.</p>
|
||||
|
||||
|
||||
<p>Set parameters with the methods provided, then use RADIO:Broadcast() to actually broadcast the message</p>
|
||||
@ -639,6 +681,24 @@ The POSITIONABLE is not existing or alive. </p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(POSITIONABLE).GetSpot" >
|
||||
<strong>POSITIONABLE:GetSpot()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Get the Spot</p>
|
||||
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="Core.Spot.html##(SPOT)">Core.Spot#SPOT</a>:</em>
|
||||
The Spot</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(POSITIONABLE).GetVec2" >
|
||||
<strong>POSITIONABLE:GetVec2()</strong>
|
||||
</a>
|
||||
@ -816,7 +876,7 @@ The POSITIONABLE is not existing or alive. </p>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>(R2.1) Check if the POSITIONABLE is lasing a target</p>
|
||||
<p>Check if the POSITIONABLE is lasing a target</p>
|
||||
|
||||
<h3>Return value</h3>
|
||||
|
||||
@ -834,7 +894,7 @@ true if it is lasing a target</p>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>(R2.1) Stop Lasing a POSITIONABLE</p>
|
||||
<p>Stop Lasing a POSITIONABLE</p>
|
||||
|
||||
<h3>Return value</h3>
|
||||
|
||||
@ -852,7 +912,7 @@ true if it is lasing a target</p>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>(R2.1) Start Lasing a POSITIONABLE</p>
|
||||
<p>Start Lasing a POSITIONABLE</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
@ -877,6 +937,20 @@ true if it is lasing a target</p>
|
||||
<p><em><a href="Core.Spot.html##(SPOT)">Core.Spot#SPOT</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#number</em>
|
||||
<a id="#(POSITIONABLE).LaserCode" >
|
||||
<strong>POSITIONABLE.LaserCode</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>The last assigned laser code.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -1159,6 +1233,49 @@ The duration of the message.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(POSITIONABLE).MessageToSetGroup" >
|
||||
<strong>POSITIONABLE:MessageToSetGroup(Message, Duration, MessageSetGroup, Name)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Send a message to a <a href="Set.html##(SET_GROUP)">Set#SET_GROUP</a>.</p>
|
||||
|
||||
|
||||
<p>The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string Message </em></code>:
|
||||
The message text</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Dcs.DCSTypes.html##(Duration)">Dcs.DCSTypes#Duration</a> Duration </em></code>:
|
||||
The duration of the message.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Core.Set.html##(SET_GROUP)">Core.Set#SET_GROUP</a> MessageSetGroup </em></code>:
|
||||
The SET_GROUP collection receiving the message.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string Name </em></code>:
|
||||
(optional) The Name of the sender. If not provided, the Name is the type of the Positionable.</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(POSITIONABLE).New" >
|
||||
<strong>POSITIONABLE:New(PositionableName)</strong>
|
||||
</a>
|
||||
@ -1207,7 +1324,7 @@ self</p>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
<p>The laser Spot.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
@ -123,48 +123,6 @@
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><strong>API CHANGE HISTORY</strong></h1>
|
||||
|
||||
<p>The underlying change log documents the API changes. Please read this carefully. The following notation is used:</p>
|
||||
|
||||
<ul>
|
||||
<li><strong>Added</strong> parts are expressed in bold type face.</li>
|
||||
<li><em>Removed</em> parts are expressed in italic type face.</li>
|
||||
</ul>
|
||||
|
||||
<p>Hereby the change log:</p>
|
||||
|
||||
<p>2017-04-08: SPAWN:<strong>InitDelayOnOff( DelayOnOff )</strong> added. <br/>
|
||||
2017-04-08: SPAWN:<strong>InitDelayOn()</strong> added. <br/>
|
||||
2017-04-08: SPAWN:<strong>InitDelayOff()</strong> added. </p>
|
||||
|
||||
<p>2017-03-14: SPAWN:<strong>InitKeepUnitNames()</strong> added. <br/>
|
||||
2017-03-14: SPAWN:<strong>InitRandomizePosition( RandomizePosition, OuterRadious, InnerRadius )</strong> added. </p>
|
||||
|
||||
<p>2017-02-04: SPAWN:InitUnControlled( <strong>UnControlled</strong> ) replaces SPAWN:InitUnControlled(). </p>
|
||||
|
||||
<p>2017-01-24: SPAWN:<strong>InitAIOnOff( AIOnOff )</strong> added. <br/>
|
||||
2017-01-24: SPAWN:<strong>InitAIOn()</strong> added. <br/>
|
||||
2017-01-24: SPAWN:<strong>InitAIOff()</strong> added. </p>
|
||||
|
||||
<p>2016-08-15: SPAWN:<strong>InitCleanUp</strong>( SpawnCleanUpInterval ) replaces SPAWN:<em>CleanUp</em>( SpawnCleanUpInterval ). <br/>
|
||||
2016-08-15: SPAWN:<strong>InitRandomizeZones( SpawnZones )</strong> added.</p>
|
||||
|
||||
<p>2016-08-14: SPAWN:<strong>OnSpawnGroup</strong>( SpawnCallBackFunction, ... ) replaces SPAWN:<em>SpawnFunction</em>( SpawnCallBackFunction, ... ). <br/>
|
||||
2016-08-14: SPAWN.SpawnInZone( Zone, <strong>RandomizeGroup</strong>, SpawnIndex ) replaces SpawnInZone( Zone, <em>RandomizeUnits, OuterRadius, InnerRadius,</em> SpawnIndex ). <br/>
|
||||
2016-08-14: SPAWN.SpawnFromVec3( Vec3, SpawnIndex ) replaces SpawnFromVec3( Vec3, <em>RandomizeUnits, OuterRadius, InnerRadius,</em> SpawnIndex ). <br/>
|
||||
2016-08-14: SPAWN.SpawnFromVec2( Vec2, SpawnIndex ) replaces SpawnFromVec2( Vec2, <em>RandomizeUnits, OuterRadius, InnerRadius,</em> SpawnIndex ). <br/>
|
||||
2016-08-14: SPAWN.SpawnFromUnit( SpawnUnit, SpawnIndex ) replaces SpawnFromUnit( SpawnUnit, <em>RandomizeUnits, OuterRadius, InnerRadius,</em> SpawnIndex ). <br/>
|
||||
2016-08-14: SPAWN.SpawnFromUnit( SpawnUnit, SpawnIndex ) replaces SpawnFromStatic( SpawnStatic, <em>RandomizeUnits, OuterRadius, InnerRadius,</em> SpawnIndex ). <br/>
|
||||
2016-08-14: SPAWN.<strong>InitRandomizeUnits( RandomizeUnits, OuterRadius, InnerRadius )</strong> added. <br/>
|
||||
2016-08-14: SPAWN.<strong>Init</strong>Limit( SpawnMaxUnitsAlive, SpawnMaxGroups ) replaces SPAWN.<em>Limit</em>( SpawnMaxUnitsAlive, SpawnMaxGroups ). <br/>
|
||||
2016-08-14: SPAWN.<strong>Init</strong>Array( SpawnAngle, SpawnWidth, SpawnDeltaX, SpawnDeltaY ) replaces SPAWN.<em>Array</em>( SpawnAngle, SpawnWidth, SpawnDeltaX, SpawnDeltaY ). <br/>
|
||||
2016-08-14: SPAWN.<strong>Init</strong>RandomizeRoute( SpawnStartPoint, SpawnEndPoint, SpawnRadius, SpawnHeight ) replaces SPAWN.<em>RandomizeRoute</em>( SpawnStartPoint, SpawnEndPoint, SpawnRadius, SpawnHeight ). <br/>
|
||||
2016-08-14: SPAWN.<strong>Init</strong>RandomizeTemplate( SpawnTemplatePrefixTable ) replaces SPAWN.<em>RandomizeTemplate</em>( SpawnTemplatePrefixTable ). <br/>
|
||||
2016-08-14: SPAWN.<strong>Init</strong>UnControlled() replaces SPAWN.<em>UnControlled</em>(). </p>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><strong>AUTHORS and CONTRIBUTIONS</strong></h1>
|
||||
|
||||
<h3>Contributions:</h3>
|
||||
@ -812,12 +770,6 @@ 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>
|
||||
@ -2119,6 +2071,9 @@ 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">
|
||||
@ -2572,6 +2527,9 @@ when nothing was spawned.</p>
|
||||
|
||||
|
||||
|
||||
|
||||
<p> Overwrite unit names by default with group name.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -2586,6 +2544,9 @@ when nothing was spawned.</p>
|
||||
|
||||
|
||||
|
||||
|
||||
<p> By default, no InitLimit</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -2621,7 +2582,7 @@ when nothing was spawned.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<em>#number</em>
|
||||
<a id="#(SPAWN).SpawnMaxGroups" >
|
||||
<strong>SPAWN.SpawnMaxGroups</strong>
|
||||
</a>
|
||||
@ -2638,7 +2599,7 @@ when nothing was spawned.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<em>#number</em>
|
||||
<a id="#(SPAWN).SpawnMaxUnitsAlive" >
|
||||
<strong>SPAWN.SpawnMaxUnitsAlive</strong>
|
||||
</a>
|
||||
@ -2990,7 +2951,7 @@ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):Schedule( 600, 0.5 )
|
||||
|
||||
|
||||
|
||||
<p> When the first Spawn executes, all the Groups need to be made visible before start.</p>
|
||||
<p> Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
@ -3556,20 +3517,6 @@ 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>
|
||||
|
||||
|
||||
@ -169,25 +169,25 @@
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPAWNSTATIC).NewFromStatic">SPAWNSTATIC:NewFromStatic(SpawnTemplatePrefix, CountryID)</a></td>
|
||||
<td class="summary">
|
||||
<p>(R2.1) Creates the main object to spawn a <a href="Static.html">Static</a> defined in the ME.</p>
|
||||
<p>Creates the main object to spawn a <a href="Static.html">Static</a> defined in the ME.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPAWNSTATIC).NewFromType">SPAWNSTATIC:NewFromType(SpawnTypeName, SpawnShapeName, SpawnCategory, CountryID)</a></td>
|
||||
<td class="summary">
|
||||
<p>(R2.1) Creates the main object to spawn a <a href="Static.html">Static</a> based on a type name.</p>
|
||||
<p>Creates the main object to spawn a <a href="Static.html">Static</a> based on a type name.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPAWNSTATIC).SpawnFromPointVec2">SPAWNSTATIC:SpawnFromPointVec2(PointVec2, Heading, (, NewName)</a></td>
|
||||
<td class="summary">
|
||||
<p>(R2.1) Creates a new <a href="Static.html">Static</a> from a POINT_VEC2.</p>
|
||||
<p>Creates a new <a href="Static.html">Static</a> from a POINT_VEC2.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPAWNSTATIC).SpawnFromZone">SPAWNSTATIC:SpawnFromZone(Zone, Heading, (, NewName)</a></td>
|
||||
<td class="summary">
|
||||
<p>(R2.1) Creates a new <a href="Static.html">Static</a> from a <a href="Zone.html">Zone</a>.</p>
|
||||
<p>Creates a new <a href="Static.html">Static</a> from a <a href="Zone.html">Zone</a>.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -288,7 +288,7 @@ By default, spawned <a href="Static.html">Static</a>s will follow a naming conve
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>(R2.1) Creates the main object to spawn a <a href="Static.html">Static</a> defined in the ME.</p>
|
||||
<p>Creates the main object to spawn a <a href="Static.html">Static</a> defined in the ME.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
@ -320,7 +320,7 @@ is the name of the Group in the ME that defines the Template. Each new group wi
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>(R2.1) Creates the main object to spawn a <a href="Static.html">Static</a> based on a type name.</p>
|
||||
<p>Creates the main object to spawn a <a href="Static.html">Static</a> based on a type name.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
@ -362,7 +362,7 @@ is the name of the type.</p>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>(R2.1) Creates a new <a href="Static.html">Static</a> from a POINT_VEC2.</p>
|
||||
<p>Creates a new <a href="Static.html">Static</a> from a POINT_VEC2.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
@ -406,7 +406,7 @@ ptional) The name of the new static.</p>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>(R2.1) Creates a new <a href="Static.html">Static</a> from a <a href="Zone.html">Zone</a>.</p>
|
||||
<p>Creates a new <a href="Static.html">Static</a> from a <a href="Zone.html">Zone</a>.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
@ -444,6 +444,7 @@ ptional) The name of the new static.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#number</em>
|
||||
<a id="#(SPAWNSTATIC).SpawnIndex" >
|
||||
<strong>SPAWNSTATIC.SpawnIndex</strong>
|
||||
</a>
|
||||
|
||||
@ -95,7 +95,7 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>Spot</code></h1>
|
||||
|
||||
<p><strong>Core (Release 2.1)</strong> -- Management of SPOT logistics, that can be transported from and to transportation carriers.</p>
|
||||
<p><strong>Core 2.1</strong> -- Management of SPOT logistics, that can be transported from and to transportation carriers.</p>
|
||||
|
||||
|
||||
|
||||
@ -103,7 +103,14 @@
|
||||
|
||||
<hr/>
|
||||
|
||||
<p>Spot lases points endlessly or for a duration.</p>
|
||||
<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>wiggle the spot at the target.</li>
|
||||
<li>Provide a <a href="Unit.html">Unit</a> as a target, instead of a point.</li>
|
||||
<li>Implement a status machine, LaseOn, LaseOff.</li>
|
||||
</ul>
|
||||
|
||||
<hr/>
|
||||
|
||||
@ -123,7 +130,22 @@
|
||||
|
||||
<hr/>
|
||||
|
||||
<p>This module is still under construction, but is described above works already, and will keep working ...</p>
|
||||
<h1><strong>AUTHORS and CONTRIBUTIONS</strong></h1>
|
||||
|
||||
<h3>Contributions:</h3>
|
||||
|
||||
<ul>
|
||||
<li><a href="https://forums.eagle.ru/member.php?u=112175"><strong>Ciribob</strong></a>: Showing the way how to lase targets + how laser codes work!!! Explained the autolase script.</li>
|
||||
<li><a href="https://forums.eagle.ru/member.php?u=112055"><strong>EasyEB</strong></a>: Ideas and Beta Testing</li>
|
||||
<li><a href="https://forums.eagle.ru/member.php?u=123698"><strong>Wingthor</strong></a>: Beta Testing</li>
|
||||
</ul>
|
||||
|
||||
|
||||
<h3>Authors:</h3>
|
||||
|
||||
<ul>
|
||||
<li><strong>FlightControl</strong>: Design & Programming</li>
|
||||
</ul>
|
||||
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
@ -131,34 +153,28 @@
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#SPOT">SPOT</a></td>
|
||||
<td class="summary">
|
||||
<h1>SPOT class, extends <a href="Fsm.html##(FSM)">Fsm#FSM</a></h1>
|
||||
|
||||
<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>
|
||||
</ul>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
<h2><a id="#(SPOT)">Type <code>SPOT</code></a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<<<<<<< HEAD
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPOT).IsLasing">SPOT:IsLasing()</a></td>
|
||||
<td class="summary">
|
||||
<p>Check if the SPOT is lasing</p>
|
||||
=======
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPOT).Destroyed">SPOT:Destroyed()</a></td>
|
||||
<td class="summary">
|
||||
<p>Destroyed Trigger for SPOT</p>
|
||||
>>>>>>> master
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPOT).LaseOff">SPOT:LaseOff()</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPOT).IsLasing">SPOT:IsLasing()</a></td>
|
||||
<td class="summary">
|
||||
<p>LaseOff Trigger for SPOT</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPOT).LaseOn">SPOT:LaseOn()</a></td>
|
||||
<td class="summary">
|
||||
<p>LaseOn Trigger for SPOT</p>
|
||||
<p>Check if the SPOT is lasing</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -183,6 +199,12 @@
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPOT).LaserCode">SPOT.LaserCode</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPOT).Lasing">SPOT.Lasing</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -192,15 +214,12 @@
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<<<<<<< HEAD
|
||||
=======
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPOT).OnAfterDestroyed">SPOT:OnAfterDestroyed(From, Event, To)</a></td>
|
||||
<td class="summary">
|
||||
<p>Destroyed Handler OnAfter for SPOT</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
>>>>>>> master
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPOT).OnAfterLaseOff">SPOT:OnAfterLaseOff(From, Event, To)</a></td>
|
||||
<td class="summary">
|
||||
<p>LaseOff Handler OnAfter for SPOT</p>
|
||||
@ -213,15 +232,12 @@
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<<<<<<< HEAD
|
||||
=======
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPOT).OnBeforeDestroyed">SPOT:OnBeforeDestroyed(From, Event, To)</a></td>
|
||||
<td class="summary">
|
||||
<p>Destroyed Handler OnBefore for SPOT</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
>>>>>>> master
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPOT).OnBeforeLaseOff">SPOT:OnBeforeLaseOff(From, Event, To)</a></td>
|
||||
<td class="summary">
|
||||
<p>LaseOff Handler OnBefore for SPOT</p>
|
||||
@ -270,15 +286,12 @@
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<<<<<<< HEAD
|
||||
=======
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPOT).__Destroyed">SPOT:__Destroyed(Delay)</a></td>
|
||||
<td class="summary">
|
||||
<p>Destroyed Asynchronous Trigger for SPOT</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
>>>>>>> master
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPOT).__LaseOff">SPOT:__LaseOff(Delay)</a></td>
|
||||
<td class="summary">
|
||||
<p>LaseOff Asynchronous Trigger for SPOT</p>
|
||||
@ -321,6 +334,51 @@
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<h1>SPOT class, extends <a href="Fsm.html##(FSM)">Fsm#FSM</a></h1>
|
||||
|
||||
<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>
|
||||
</ul>
|
||||
|
||||
|
||||
<ul>
|
||||
<li>wiggle the spot at the target.</li>
|
||||
<li>Provide a <a href="Unit.html">Unit</a> as a target, instead of a point.</li>
|
||||
<li>Implement a status machine, LaseOn, LaseOff.</li>
|
||||
</ul>
|
||||
|
||||
<h2>1. SPOT constructor</h2>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(SPOT).New">SPOT.New</a>(): Creates a new SPOT object.</li>
|
||||
</ul>
|
||||
|
||||
<h2>2. SPOT is a FSM</h2>
|
||||
|
||||
<p><img src="" alt="Process"/></p>
|
||||
|
||||
<h3>2.1 SPOT States</h3>
|
||||
|
||||
<ul>
|
||||
<li><strong>Off</strong>: Lasing is switched off.</li>
|
||||
<li><strong>On</strong>: Lasing is switched on.</li>
|
||||
<li><strong>Destroyed</strong>: Target is destroyed.</li>
|
||||
</ul>
|
||||
|
||||
<h3>2.2 SPOT Events</h3>
|
||||
|
||||
<ul>
|
||||
<li>**<a href="##(SPOT).LaseOn">SPOT.LaseOn</a>(Target, LaserCode, Duration)**: Lase to a target.</li>
|
||||
<li>**<a href="##(SPOT).LaseOff">SPOT.LaseOff</a>()**: Stop lasing the target.</li>
|
||||
<li>**<a href="##(SPOT).Lasing">SPOT.Lasing</a>()**: Target is being lased.</li>
|
||||
<li>**<a href="##(SPOT).Destroyed">SPOT.Destroyed</a>()**: Triggered when target is destroyed.</li>
|
||||
</ul>
|
||||
|
||||
<h2>3. Check if a Target is being lased</h2>
|
||||
|
||||
<p>The method <a href="##(SPOT).IsLasing">SPOT.IsLasing</a>() indicates whether lasing is on or off.</p>
|
||||
|
||||
|
||||
</dd>
|
||||
@ -332,53 +390,31 @@
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<<<<<<< HEAD
|
||||
<a id="#(SPOT).IsLasing" >
|
||||
<strong>SPOT:IsLasing()</strong>
|
||||
=======
|
||||
<a id="#(SPOT).Destroyed" >
|
||||
<strong>SPOT:Destroyed()</strong>
|
||||
>>>>>>> master
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<<<<<<< HEAD
|
||||
<p>Destroyed Trigger for SPOT</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(SPOT).IsLasing" >
|
||||
<strong>SPOT:IsLasing()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Check if the SPOT is lasing</p>
|
||||
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em>#boolean:</em>
|
||||
true if it is lasing</p>
|
||||
=======
|
||||
<p>Destroyed Trigger for SPOT</p>
|
||||
>>>>>>> master
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(SPOT).LaseOff" >
|
||||
<strong>SPOT:LaseOff()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>LaseOff Trigger for SPOT</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(SPOT).LaseOn" >
|
||||
<strong>SPOT:LaseOn()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>LaseOn Trigger for SPOT</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
@ -434,6 +470,20 @@ true if it is lasing</p>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#boolean</em>
|
||||
<a id="#(SPOT).Lasing" >
|
||||
<strong>SPOT.Lasing</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -475,8 +525,6 @@ true if it is lasing</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<<<<<<< HEAD
|
||||
=======
|
||||
<a id="#(SPOT).OnAfterDestroyed" >
|
||||
<strong>SPOT:OnAfterDestroyed(From, Event, To)</strong>
|
||||
</a>
|
||||
@ -508,7 +556,6 @@ true if it is lasing</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
>>>>>>> master
|
||||
<a id="#(SPOT).OnAfterLaseOff" >
|
||||
<strong>SPOT:OnAfterLaseOff(From, Event, To)</strong>
|
||||
</a>
|
||||
@ -571,8 +618,6 @@ true if it is lasing</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<<<<<<< HEAD
|
||||
=======
|
||||
<a id="#(SPOT).OnBeforeDestroyed" >
|
||||
<strong>SPOT:OnBeforeDestroyed(From, Event, To)</strong>
|
||||
</a>
|
||||
@ -609,7 +654,6 @@ true if it is lasing</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
>>>>>>> master
|
||||
<a id="#(SPOT).OnBeforeLaseOff" >
|
||||
<strong>SPOT:OnBeforeLaseOff(From, Event, To)</strong>
|
||||
</a>
|
||||
@ -730,10 +774,6 @@ true if it is lasing</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<<<<<<< HEAD
|
||||
<a id="#(SPOT).Spot" >
|
||||
<strong>SPOT.Spot</strong>
|
||||
=======
|
||||
<a id="#(SPOT).SpotIR" >
|
||||
<strong>SPOT.SpotIR</strong>
|
||||
</a>
|
||||
@ -749,7 +789,6 @@ true if it is lasing</p>
|
||||
|
||||
<a id="#(SPOT).SpotLaser" >
|
||||
<strong>SPOT.SpotLaser</strong>
|
||||
>>>>>>> master
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
@ -774,8 +813,6 @@ true if it is lasing</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<<<<<<< HEAD
|
||||
=======
|
||||
<a id="#(SPOT).__Destroyed" >
|
||||
<strong>SPOT:__Destroyed(Delay)</strong>
|
||||
</a>
|
||||
@ -797,7 +834,6 @@ true if it is lasing</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
>>>>>>> master
|
||||
<a id="#(SPOT).__LaseOff" >
|
||||
<strong>SPOT:__LaseOff(Delay)</strong>
|
||||
</a>
|
||||
|
||||
@ -305,7 +305,7 @@
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(UNIT).IsDetected">UNIT:IsDetected(TargetUnit)</a></td>
|
||||
<td class="summary">
|
||||
<p>(R2.1) Returns if a unit is detecting the TargetUnit.</p>
|
||||
<p>Returns if a unit is detecting the TargetUnit.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -329,7 +329,7 @@
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(UNIT).IsLOS">UNIT:IsLOS(TargetUnit)</a></td>
|
||||
<td class="summary">
|
||||
<p>(R2.1) Returns if a unit has Line of Sight (LOS) with the TargetUnit.</p>
|
||||
<p>Returns if a unit has Line of Sight (LOS) with the TargetUnit.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -1305,7 +1305,7 @@ if the Unit is not existing or is not alive. </p>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>(R2.1) Returns if a unit is detecting the TargetUnit.</p>
|
||||
<p>Returns if a unit is detecting the TargetUnit.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
@ -1405,7 +1405,7 @@ Returns true if the unit is within the <a href="Zone.html##(ZONE_BASE)">Zone#ZON
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>(R2.1) Returns if a unit has Line of Sight (LOS) with the TargetUnit.</p>
|
||||
<p>Returns if a unit has Line of Sight (LOS) with the TargetUnit.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
|
||||
@ -154,7 +154,7 @@ even when there are hardly any players in the mission.</strong></p>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="AI_Designate.html">AI_Designate</a></td>
|
||||
<td class="summary">
|
||||
<p><strong>AI (Release 2.1)</strong> -- Management of target designation.</p>
|
||||
<p><strong>AI R2.1</strong> -- Management of target <strong>Designation</strong>.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -505,7 +505,7 @@ and creates a CSV file logging the scoring events and results for use at team or
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="Spot.html">Spot</a></td>
|
||||
<td class="summary">
|
||||
<p><strong>Core (Release 2.1)</strong> -- Management of SPOT logistics, that can be transported from and to transportation carriers.</p>
|
||||
<p><strong>Core 2.1</strong> -- Management of SPOT logistics, that can be transported from and to transportation carriers.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
|
||||
BIN
docs/Presentations/SPOT/Dia1.JPG
Normal file
BIN
docs/Presentations/SPOT/Dia1.JPG
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 198 KiB |
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Reference in New Issue
Block a user