Documentation

This commit is contained in:
FlightControl_Master
2017-10-27 07:00:40 +02:00
parent 86ad985e0b
commit bdf5c1e960
9 changed files with 53 additions and 12 deletions

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@@ -58,6 +58,31 @@ AIRBASE = {
} }
--- @field Caucasus --- @field Caucasus
--
-- These are the airbase names that can be specified with AIRBASE.Caucasus:
--
-- * AIRBASE.Caucasus.Gelendzhik
-- * AIRBASE.Caucasus.Krasnodar_Pashkovsky
-- * AIRBASE.Caucasus.Sukhumi_Babushara
-- * AIRBASE.Caucasus.Gudauta
-- * AIRBASE.Caucasus.Batumi
-- * AIRBASE.Caucasus.Senaki_Kolkhi
-- * AIRBASE.Caucasus.Kobuleti
-- * AIRBASE.Caucasus.Kutaisi
-- * AIRBASE.Caucasus.Tbilisi_Lochini
-- * AIRBASE.Caucasus.Soganlug
-- * AIRBASE.Caucasus.Vaziani
-- * AIRBASE.Caucasus.Anapa_Vityazevo
-- * AIRBASE.Caucasus.Krasnodar_Center
-- * AIRBASE.Caucasus.Novorossiysk
-- * AIRBASE.Caucasus.Krymsk
-- * AIRBASE.Caucasus.Maykop_Khanskaya
-- * AIRBASE.Caucasus.Sochi_Adler
-- * AIRBASE.Caucasus.Mineralnye_Vody
-- * AIRBASE.Caucasus.Nalchik
-- * AIRBASE.Caucasus.Mozdok
-- * AIRBASE.Caucasus.Beslan
--
AIRBASE.Caucasus = { AIRBASE.Caucasus = {
["Gelendzhik"] = "Gelendzhik", ["Gelendzhik"] = "Gelendzhik",
["Krasnodar_Pashkovsky"] = "Krasnodar-Pashkovsky", ["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
<p> This table contains the targets detected during patrol.</p>
</dd> </dd>
</dl> </dl>
<dl class="function"> <dl class="function">

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@@ -2269,6 +2269,7 @@ The amount of seconds to delay the action.</p>
<dl class="function"> <dl class="function">
<dt> <dt>
<em></em>
<a id="#(CARGO_CRATE).CargoCarrier" > <a id="#(CARGO_CRATE).CargoCarrier" >
<strong>CARGO_CRATE.CargoCarrier</strong> <strong>CARGO_CRATE.CargoCarrier</strong>
</a> </a>

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@@ -237,6 +237,7 @@ on defined intervals (currently every minute).</p>
<dl class="function"> <dl class="function">
<dt> <dt>
<em>#number</em>
<a id="#(MOVEMENT).AliveUnits" > <a id="#(MOVEMENT).AliveUnits" >
<strong>MOVEMENT.AliveUnits</strong> <strong>MOVEMENT.AliveUnits</strong>
</a> </a>
@@ -245,6 +246,9 @@ on defined intervals (currently every minute).</p>
<p> Contains the counter how many units are currently alive</p>
</dd> </dd>
</dl> </dl>
<dl class="function"> <dl class="function">

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@@ -1250,7 +1250,7 @@ true if metric.</p>
<dl class="function"> <dl class="function">
<dt> <dt>
<em>#boolean</em> <em></em>
<a id="#(SETTINGS).Metric" > <a id="#(SETTINGS).Metric" >
<strong>SETTINGS.Metric</strong> <strong>SETTINGS.Metric</strong>
</a> </a>

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@@ -2314,6 +2314,9 @@ 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> </dd>
</dl> </dl>
<dl class="function"> <dl class="function">
@@ -2989,6 +2992,9 @@ when nothing was spawned.</p>
<p> Overwrite unit names by default with group name.</p>
</dd> </dd>
</dl> </dl>
<dl class="function"> <dl class="function">
@@ -3410,7 +3416,7 @@ 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> </dd>
</dl> </dl>

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@@ -562,7 +562,7 @@ based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TA
<dl class="function"> <dl class="function">
<dt> <dt>
<em><a href="Core.Cargo.html##(CARGO)">Core.Cargo#CARGO</a></em> <em><a href="Core.Cargo.html##(CARGO_GROUP)">Core.Cargo#CARGO_GROUP</a></em>
<a id="#(FSM_PROCESS).Cargo" > <a id="#(FSM_PROCESS).Cargo" >
<strong>FSM_PROCESS.Cargo</strong> <strong>FSM_PROCESS.Cargo</strong>
</a> </a>
@@ -576,6 +576,7 @@ based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TA
<dl class="function"> <dl class="function">
<dt> <dt>
<em></em>
<a id="#(FSM_PROCESS).DeployZone" > <a id="#(FSM_PROCESS).DeployZone" >
<strong>FSM_PROCESS.DeployZone</strong> <strong>FSM_PROCESS.DeployZone</strong>
</a> </a>
@@ -640,7 +641,7 @@ based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TA
<dl class="function"> <dl class="function">
<dt> <dt>
<em></em> <em>#number</em>
<a id="#(TASK_CARGO).CargoLimit" > <a id="#(TASK_CARGO).CargoLimit" >
<strong>TASK_CARGO.CargoLimit</strong> <strong>TASK_CARGO.CargoLimit</strong>
</a> </a>

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@@ -489,7 +489,6 @@ The name of the player.</p>
<dl class="function"> <dl class="function">
<dt> <dt>
<em></em>
<a id="#(ZONE_GOAL).SmokeTime" > <a id="#(ZONE_GOAL).SmokeTime" >
<strong>ZONE_GOAL.SmokeTime</strong> <strong>ZONE_GOAL.SmokeTime</strong>
</a> </a>
@@ -498,9 +497,6 @@ The name of the player.</p>
<p>self.SmokeColor = nil</p>
</dd> </dd>
</dl> </dl>
<dl class="function"> <dl class="function">

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@@ -100,8 +100,6 @@ These AI Controlling Classes are based on FSM (Finite State Machine) Classes, an
MOOSE Functional Classes provide various functions that are useful in mission design. MOOSE Functional Classes provide various functions that are useful in mission design.
* [SPAWN](Documentation/Spawn.html): Spawn new groups (and units) during mission execution.
* [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 ... * [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 ...
* [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. * [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.
@@ -120,6 +118,11 @@ MOOSE Functional Classes provide various functions that are useful in mission de
* [RAT](Documentation/Rat.html): Random Air Traffic engine developed by FunkyFranky, use the available airspace! * [RAT](Documentation/Rat.html): Random Air Traffic engine developed by FunkyFranky, use the available airspace!
* [ATC_GROUND](Documentation/ATC_Ground.html): Monitor players on the airbase and make them behave and provide instructions.
* [ATC_GROUND](Documentation/ATC_Ground.html#ATC_GROUND_CAUCASUS): ATC Ground operations for Caucasus.
* [ATC_GROUND](Documentation/ATC_Ground.html#ATC_GROUND_NEVADA): ATC Ground operations for Nevada.
* [ATC_GROUND](Documentation/ATC_Ground.html#ATC_GROUND_NORMANDY): ATC Ground operations for Normandy.
## 2.4. MOOSE Wrapper Classes ## 2.4. MOOSE Wrapper Classes
MOOSE Wrapper Classes provide an object oriented hierarchical mechanism to manage the DCS objects within the simulator. MOOSE Wrapper Classes provide an object oriented hierarchical mechanism to manage the DCS objects within the simulator.
@@ -156,6 +159,10 @@ These classes define the base building blocks of the MOOSE framework. These clas
* [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. * [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.
* [SPAWN](Documentation/Spawn.html#SPAWN): Spawn new groups (and units) during mission execution.
* [SPAWNSTATIC](Documentation/SpawnStatic.html#SPAWNSTATIC): Spawn Static objects using a predefined "template".
* [Finite State Machines](Documentation/Fsm.html): Finite State Machine provides a process management or state machine capability for various scenarios. * [Finite State Machines](Documentation/Fsm.html): Finite State Machine provides a process management or state machine capability for various scenarios.
* [FSM](Documentation/Fsm.html#FSM): The main FSM class can be used to build a generic Finite State Machine. * [FSM](Documentation/Fsm.html#FSM): The main FSM class can be used to build a generic Finite State Machine.
* [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. * [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.
@@ -190,8 +197,6 @@ These classes define the base building blocks of the MOOSE framework. These clas
* [CARGO](Documentation/Cargo.html): Manage Cargo in the simulation. * [CARGO](Documentation/Cargo.html): Manage Cargo in the simulation.
* [CARGO\_GROUP](Documentation/Cargo.html#CARGO_GROUP): Manage Cargo that is defined as a GROUP object within the simulation. * [CARGO\_GROUP](Documentation/Cargo.html#CARGO_GROUP): Manage Cargo that is defined as a GROUP object within the simulation.
* [SPAWNSTATIC](Documentation/SpawnStatic.html#SPAWNSTATIC): Spawn Static objects using a predefined "template".
* [BEACON](Documentation/Radio.html): Create beacons. * [BEACON](Documentation/Radio.html): Create beacons.
* [RADIO](Documentation/Radio.html): Create radio communication. * [RADIO](Documentation/Radio.html): Create radio communication.