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Documentation
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@@ -58,6 +58,31 @@ AIRBASE = {
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}
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}
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--- @field Caucasus
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--- @field Caucasus
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--
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-- These are the airbase names that can be specified with AIRBASE.Caucasus:
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--
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-- * AIRBASE.Caucasus.Gelendzhik
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-- * AIRBASE.Caucasus.Krasnodar_Pashkovsky
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-- * AIRBASE.Caucasus.Sukhumi_Babushara
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-- * AIRBASE.Caucasus.Gudauta
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-- * AIRBASE.Caucasus.Batumi
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-- * AIRBASE.Caucasus.Senaki_Kolkhi
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-- * AIRBASE.Caucasus.Kobuleti
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-- * AIRBASE.Caucasus.Kutaisi
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-- * AIRBASE.Caucasus.Tbilisi_Lochini
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-- * AIRBASE.Caucasus.Soganlug
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-- * AIRBASE.Caucasus.Vaziani
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-- * AIRBASE.Caucasus.Anapa_Vityazevo
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-- * AIRBASE.Caucasus.Krasnodar_Center
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-- * AIRBASE.Caucasus.Novorossiysk
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-- * AIRBASE.Caucasus.Krymsk
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-- * AIRBASE.Caucasus.Maykop_Khanskaya
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-- * AIRBASE.Caucasus.Sochi_Adler
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-- * AIRBASE.Caucasus.Mineralnye_Vody
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-- * AIRBASE.Caucasus.Nalchik
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-- * AIRBASE.Caucasus.Mozdok
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-- * AIRBASE.Caucasus.Beslan
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--
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AIRBASE.Caucasus = {
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AIRBASE.Caucasus = {
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["Gelendzhik"] = "Gelendzhik",
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["Gelendzhik"] = "Gelendzhik",
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["Krasnodar_Pashkovsky"] = "Krasnodar-Pashkovsky",
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["Krasnodar_Pashkovsky"] = "Krasnodar-Pashkovsky",
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@@ -936,6 +936,9 @@ Use the method <a href="##(AI_PATROL_ZONE).ManageDamage">AI<em>PATROL</em>ZONE.M
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<p> This table contains the targets detected during patrol.</p>
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</dd>
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</dd>
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</dl>
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</dl>
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<dl class="function">
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<dl class="function">
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@@ -2269,6 +2269,7 @@ The amount of seconds to delay the action.</p>
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<dl class="function">
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<dl class="function">
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<dt>
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<dt>
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<em></em>
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<a id="#(CARGO_CRATE).CargoCarrier" >
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<a id="#(CARGO_CRATE).CargoCarrier" >
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<strong>CARGO_CRATE.CargoCarrier</strong>
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<strong>CARGO_CRATE.CargoCarrier</strong>
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</a>
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</a>
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@@ -237,6 +237,7 @@ on defined intervals (currently every minute).</p>
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<dl class="function">
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<dl class="function">
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<dt>
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<dt>
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<em>#number</em>
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<a id="#(MOVEMENT).AliveUnits" >
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<a id="#(MOVEMENT).AliveUnits" >
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<strong>MOVEMENT.AliveUnits</strong>
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<strong>MOVEMENT.AliveUnits</strong>
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</a>
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</a>
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@@ -245,6 +246,9 @@ on defined intervals (currently every minute).</p>
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<p> Contains the counter how many units are currently alive</p>
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</dd>
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</dd>
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</dl>
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</dl>
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<dl class="function">
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<dl class="function">
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@@ -1250,7 +1250,7 @@ true if metric.</p>
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<dl class="function">
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<dl class="function">
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<dt>
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<dt>
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<em>#boolean</em>
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<em></em>
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<a id="#(SETTINGS).Metric" >
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<a id="#(SETTINGS).Metric" >
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<strong>SETTINGS.Metric</strong>
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<strong>SETTINGS.Metric</strong>
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</a>
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</a>
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@@ -2314,6 +2314,9 @@ The group that was spawned. You can use this group for further actions.</p>
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<p> Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.</p>
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</dd>
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</dd>
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</dl>
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</dl>
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<dl class="function">
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<dl class="function">
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@@ -2989,6 +2992,9 @@ when nothing was spawned.</p>
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<p> Overwrite unit names by default with group name.</p>
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</dd>
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</dd>
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</dl>
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</dl>
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<dl class="function">
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<dl class="function">
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@@ -3410,7 +3416,7 @@ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):Schedule( 600, 0.5 )
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<p> When the first Spawn executes, all the Groups need to be made visible before start.</p>
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<p> Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.</p>
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</dd>
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</dd>
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</dl>
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</dl>
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@@ -562,7 +562,7 @@ based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TA
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<dl class="function">
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<dl class="function">
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<dt>
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<dt>
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<em><a href="Core.Cargo.html##(CARGO)">Core.Cargo#CARGO</a></em>
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<em><a href="Core.Cargo.html##(CARGO_GROUP)">Core.Cargo#CARGO_GROUP</a></em>
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<a id="#(FSM_PROCESS).Cargo" >
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<a id="#(FSM_PROCESS).Cargo" >
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<strong>FSM_PROCESS.Cargo</strong>
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<strong>FSM_PROCESS.Cargo</strong>
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</a>
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</a>
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@@ -576,6 +576,7 @@ based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TA
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<dl class="function">
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<dl class="function">
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<dt>
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<dt>
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<em></em>
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<a id="#(FSM_PROCESS).DeployZone" >
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<a id="#(FSM_PROCESS).DeployZone" >
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<strong>FSM_PROCESS.DeployZone</strong>
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<strong>FSM_PROCESS.DeployZone</strong>
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</a>
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</a>
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@@ -640,7 +641,7 @@ based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TA
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<dl class="function">
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<dl class="function">
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<dt>
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<dt>
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<em></em>
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<em>#number</em>
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<a id="#(TASK_CARGO).CargoLimit" >
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<a id="#(TASK_CARGO).CargoLimit" >
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<strong>TASK_CARGO.CargoLimit</strong>
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<strong>TASK_CARGO.CargoLimit</strong>
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</a>
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</a>
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@@ -489,7 +489,6 @@ The name of the player.</p>
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<dl class="function">
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<dl class="function">
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<dt>
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<dt>
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<em></em>
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<a id="#(ZONE_GOAL).SmokeTime" >
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<a id="#(ZONE_GOAL).SmokeTime" >
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<strong>ZONE_GOAL.SmokeTime</strong>
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<strong>ZONE_GOAL.SmokeTime</strong>
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</a>
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</a>
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@@ -498,9 +497,6 @@ The name of the player.</p>
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<p>self.SmokeColor = nil</p>
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</dd>
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</dd>
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</dl>
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</dl>
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<dl class="function">
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<dl class="function">
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@@ -100,8 +100,6 @@ These AI Controlling Classes are based on FSM (Finite State Machine) Classes, an
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MOOSE Functional Classes provide various functions that are useful in mission design.
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MOOSE Functional Classes provide various functions that are useful in mission design.
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* [SPAWN](Documentation/Spawn.html): Spawn new groups (and units) during mission execution.
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* [ESCORT](Documentation/Escort.html): Makes groups consisting of helicopters, airplanes, ground troops or ships within a mission joining your flight. You can control these groups through the ratio menu during your flight. Available commands are around: Navigation, Position Hold, Reporting (Target Detection), Attacking, Assisted Attacks, ROE, Evasion, Mission Execution and more ...
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* [ESCORT](Documentation/Escort.html): Makes groups consisting of helicopters, airplanes, ground troops or ships within a mission joining your flight. You can control these groups through the ratio menu during your flight. Available commands are around: Navigation, Position Hold, Reporting (Target Detection), Attacking, Assisted Attacks, ROE, Evasion, Mission Execution and more ...
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* [MISSILETRAINER](Documentation/MissileTrainer.html): Missile trainer, it destroys missiles when they are within a certain range of player airplanes, displays tracking and alert messages of missile launches; approach; destruction, and configure with radio menu commands. Various APIs available to configure the trainer.
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* [MISSILETRAINER](Documentation/MissileTrainer.html): Missile trainer, it destroys missiles when they are within a certain range of player airplanes, displays tracking and alert messages of missile launches; approach; destruction, and configure with radio menu commands. Various APIs available to configure the trainer.
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@@ -120,6 +118,11 @@ MOOSE Functional Classes provide various functions that are useful in mission de
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* [RAT](Documentation/Rat.html): Random Air Traffic engine developed by FunkyFranky, use the available airspace!
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* [RAT](Documentation/Rat.html): Random Air Traffic engine developed by FunkyFranky, use the available airspace!
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* [ATC_GROUND](Documentation/ATC_Ground.html): Monitor players on the airbase and make them behave and provide instructions.
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* [ATC_GROUND](Documentation/ATC_Ground.html#ATC_GROUND_CAUCASUS): ATC Ground operations for Caucasus.
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* [ATC_GROUND](Documentation/ATC_Ground.html#ATC_GROUND_NEVADA): ATC Ground operations for Nevada.
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* [ATC_GROUND](Documentation/ATC_Ground.html#ATC_GROUND_NORMANDY): ATC Ground operations for Normandy.
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## 2.4. MOOSE Wrapper Classes
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## 2.4. MOOSE Wrapper Classes
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MOOSE Wrapper Classes provide an object oriented hierarchical mechanism to manage the DCS objects within the simulator.
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MOOSE Wrapper Classes provide an object oriented hierarchical mechanism to manage the DCS objects within the simulator.
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@@ -156,6 +159,10 @@ These classes define the base building blocks of the MOOSE framework. These clas
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* [SCHEDULER](Documentation/Scheduler.html): This class implements a timer scheduler that will call at optional specified intervals repeatedly or just one time a scheduled function.
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* [SCHEDULER](Documentation/Scheduler.html): This class implements a timer scheduler that will call at optional specified intervals repeatedly or just one time a scheduled function.
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* [SPAWN](Documentation/Spawn.html#SPAWN): Spawn new groups (and units) during mission execution.
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* [SPAWNSTATIC](Documentation/SpawnStatic.html#SPAWNSTATIC): Spawn Static objects using a predefined "template".
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* [Finite State Machines](Documentation/Fsm.html): Finite State Machine provides a process management or state machine capability for various scenarios.
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* [Finite State Machines](Documentation/Fsm.html): Finite State Machine provides a process management or state machine capability for various scenarios.
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* [FSM](Documentation/Fsm.html#FSM): The main FSM class can be used to build a generic Finite State Machine.
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* [FSM](Documentation/Fsm.html#FSM): The main FSM class can be used to build a generic Finite State Machine.
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* [FSM\_CONTROLLABLE](Documentation/Fsm.html#FSM_CONTROLLABLE): An FSM class to control a Controllable. A controllable is a group or unit that can be controlled.
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* [FSM\_CONTROLLABLE](Documentation/Fsm.html#FSM_CONTROLLABLE): An FSM class to control a Controllable. A controllable is a group or unit that can be controlled.
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@@ -190,8 +197,6 @@ These classes define the base building blocks of the MOOSE framework. These clas
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* [CARGO](Documentation/Cargo.html): Manage Cargo in the simulation.
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* [CARGO](Documentation/Cargo.html): Manage Cargo in the simulation.
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* [CARGO\_GROUP](Documentation/Cargo.html#CARGO_GROUP): Manage Cargo that is defined as a GROUP object within the simulation.
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* [CARGO\_GROUP](Documentation/Cargo.html#CARGO_GROUP): Manage Cargo that is defined as a GROUP object within the simulation.
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* [SPAWNSTATIC](Documentation/SpawnStatic.html#SPAWNSTATIC): Spawn Static objects using a predefined "template".
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* [BEACON](Documentation/Radio.html): Create beacons.
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* [BEACON](Documentation/Radio.html): Create beacons.
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* [RADIO](Documentation/Radio.html): Create radio communication.
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* [RADIO](Documentation/Radio.html): Create radio communication.
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