Merge branch 'develop' into FF/Develop

This commit is contained in:
funkyfranky
2018-05-24 19:39:48 +02:00
91 changed files with 568 additions and 686 deletions

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@@ -42,8 +42,8 @@ local _ClassID = 0
--
-- ## 1.1) BASE constructor
--
-- Any class derived from BASE, will use the @{Base#BASE.New} constructor embedded in the @{Base#BASE.Inherit} method.
-- See an example at the @{Base#BASE.New} method how this is done.
-- Any class derived from BASE, will use the @{Core.Base#BASE.New} constructor embedded in the @{Core.Base#BASE.Inherit} method.
-- See an example at the @{Core.Base#BASE.New} method how this is done.
--
-- ## 1.2) Trace information for debugging
--

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@@ -13,7 +13,7 @@
--- @type DATABASE
-- @extends Core.Base#BASE
--- # DATABASE class, extends @{Base#BASE}
--- # DATABASE class, extends @{Core.Base#BASE}
--
-- Mission designers can use the DATABASE class to refer to:
--

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@@ -61,8 +61,8 @@
-- So, when the DCS event occurs, the class will be notified of that event.
-- There are two functions which you use to subscribe to or unsubscribe from an event.
--
-- * @{Base#BASE.HandleEvent}(): Subscribe to a DCS Event.
-- * @{Base#BASE.UnHandleEvent}(): Unsubscribe from a DCS Event.
-- * @{Core.Base#BASE.HandleEvent}(): Subscribe to a DCS Event.
-- * @{Core.Base#BASE.UnHandleEvent}(): Unsubscribe from a DCS Event.
--
-- Note that for a UNIT, the event will be handled **for that UNIT only**!
-- Note that for a GROUP, the event will be handled **for all the UNITs in that GROUP only**!
@@ -112,7 +112,7 @@
-- # 2) EVENTS type
--
-- The EVENTS structure contains names for all the different DCS events that objects can subscribe to using the
-- @{Base#BASE.HandleEvent}() method.
-- @{Core.Base#BASE.HandleEvent}() method.
--
-- # 3) EVENTDATA type
--
@@ -183,7 +183,7 @@ world.event.S_EVENT_NEW_ZONE = world.event.S_EVENT_MAX + 1002
world.event.S_EVENT_DELETE_ZONE = world.event.S_EVENT_MAX + 1003
--- The different types of events supported by MOOSE.
-- Use this structure to subscribe to events using the @{Base#BASE.HandleEvent}() method.
-- Use this structure to subscribe to events using the @{Core.Base#BASE.HandleEvent}() method.
-- @type EVENTS
EVENTS = {
Shot = world.event.S_EVENT_SHOT,
@@ -235,7 +235,7 @@ EVENTS = {
-- @field #string IniUnitName (UNIT/STATIC) The initiating UNIT name (same as IniDCSUnitName).
-- @field Dcs.DCSGroup#Group IniDCSGroup (UNIT) The initiating {DCSGroup#Group}.
-- @field #string IniDCSGroupName (UNIT) The initiating Group name.
-- @field Wrapper.Group#GROUP IniGroup (UNIT) The initiating MOOSE wrapper @{Group#GROUP} of the initiator Group object.
-- @field Wrapper.Group#GROUP IniGroup (UNIT) The initiating MOOSE wrapper @{Wrapper.Group#GROUP} of the initiator Group object.
-- @field #string IniGroupName UNIT) The initiating GROUP name (same as IniDCSGroupName).
-- @field #string IniPlayerName (UNIT) The name of the initiating player in case the Unit is a client or player slot.
-- @field Dcs.DCScoalition#coalition.side IniCoalition (UNIT) The coalition of the initiator.
@@ -250,7 +250,7 @@ EVENTS = {
-- @field #string TgtUnitName (UNIT/STATIC) The target UNIT name (same as TgtDCSUnitName).
-- @field Dcs.DCSGroup#Group TgtDCSGroup (UNIT) The target {DCSGroup#Group}.
-- @field #string TgtDCSGroupName (UNIT) The target Group name.
-- @field Wrapper.Group#GROUP TgtGroup (UNIT) The target MOOSE wrapper @{Group#GROUP} of the target Group object.
-- @field Wrapper.Group#GROUP TgtGroup (UNIT) The target MOOSE wrapper @{Wrapper.Group#GROUP} of the target Group object.
-- @field #string TgtGroupName (UNIT) The target GROUP name (same as TgtDCSGroupName).
-- @field #string TgtPlayerName (UNIT) The name of the target player in case the Unit is a client or player slot.
-- @field Dcs.DCScoalition#coalition.side TgtCoalition (UNIT) The coalition of the target.
@@ -527,7 +527,7 @@ end
--- Clears all event subscriptions for a @{Base#BASE} derived object.
--- Clears all event subscriptions for a @{Core.Base#BASE} derived object.
-- @param #EVENT self
-- @param Core.Base#BASE EventObject
function EVENT:RemoveAll( EventObject )

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@@ -52,7 +52,7 @@
--
-- * @{#FSM_TASK}: Models Finite State Machines for @{Task}s.
-- * @{#FSM_PROCESS}: Models Finite State Machines for @{Task} actions, which control @{Client}s.
-- * @{#FSM_CONTROLLABLE}: Models Finite State Machines for @{Controllable}s, which are @{Group}s, @{Unit}s, @{Client}s.
-- * @{#FSM_CONTROLLABLE}: Models Finite State Machines for @{Wrapper.Controllable}s, which are @{Wrapper.Group}s, @{Wrapper.Unit}s, @{Client}s.
-- * @{#FSM_SET}: Models Finite State Machines for @{Set}s. Note that these FSMs control multiple objects!!! So State concerns here
-- for multiple objects or the position of the state machine in the process.
--
@@ -72,7 +72,7 @@ do -- FSM
-- @extends Core.Base#BASE
--- # FSM class, extends @{Base#BASE}
--- # FSM class, extends @{Core.Base#BASE}
--
-- A Finite State Machine (FSM) models a process flow that transitions between various **States** through triggered **Events**.
--
@@ -410,7 +410,7 @@ do -- FSM
return self._Transitions or {}
end
--- Set the default @{Process} template with key ProcessName providing the ProcessClass and the process object when it is assigned to a @{Controllable} by the task.
--- Set the default @{Process} template with key ProcessName providing the ProcessClass and the process object when it is assigned to a @{Wrapper.Controllable} by the task.
-- @param #FSM self
-- @param #table From Can contain a string indicating the From state or a table of strings containing multiple From states.
-- @param #string Event The Event name.
@@ -806,7 +806,7 @@ do -- FSM_CONTROLLABLE
--- # FSM_CONTROLLABLE, extends @{#FSM}
--
-- FSM_CONTROLLABLE class models Finite State Machines for @{Controllable}s, which are @{Group}s, @{Unit}s, @{Client}s.
-- FSM_CONTROLLABLE class models Finite State Machines for @{Wrapper.Controllable}s, which are @{Wrapper.Group}s, @{Wrapper.Unit}s, @{Client}s.
--
-- ===
--
@@ -1116,7 +1116,7 @@ do -- FSM_PROCESS
--- Assign the process to a @{Unit} and activate the process.
--- Assign the process to a @{Wrapper.Unit} and activate the process.
-- @param #FSM_PROCESS self
-- @param Task.Tasking#TASK Task
-- @param Wrapper.Unit#UNIT ProcessUnit

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@@ -18,7 +18,7 @@ do -- Goal
-- @extends Core.Fsm#FSM
--- # GOAL class, extends @{Fsm#FSM}
--- # GOAL class, extends @{Core.Fsm#FSM}
--
-- GOAL models processes that have an objective with a defined achievement. Derived classes implement the ways how the achievements can be realized.
--

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@@ -182,7 +182,7 @@ do -- MENU_BASE
--- @type MENU_BASE
-- @extends Base#BASE
--- # MENU_BASE class, extends @{Base#BASE}
--- # MENU_BASE class, extends @{Core.Base#BASE}
-- The MENU_BASE class defines the main MENU class where other MENU classes are derived from.
-- This is an abstract class, so don't use it.
-- @field #MENU_BASE
@@ -286,7 +286,7 @@ do -- MENU_COMMAND_BASE
-- @field #function MenuCallHandler
-- @extends Core.Menu#MENU_BASE
--- # MENU_COMMAND_BASE class, extends @{Base#BASE}
--- # MENU_COMMAND_BASE class, extends @{Core.Base#BASE}
-- ----------------------------------------------------------
-- The MENU_COMMAND_BASE class defines the main MENU class where other MENU COMMAND_
-- classes are derived from, in order to set commands.
@@ -469,7 +469,7 @@ do -- MENU_MISSION_COMMAND
--- MENU_MISSION constructor. Creates a new radio command item for a complete mission file, which can invoke a function with parameters.
-- @param #MENU_MISSION_COMMAND self
-- @param #string MenuText The text for the menu.
-- @param Menu#MENU_MISSION ParentMenu The parent menu.
-- @param Core.Menu#MENU_MISSION ParentMenu The parent menu.
-- @param CommandMenuFunction A function that is called when the menu key is pressed.
-- @param CommandMenuArgument An argument for the function. There can only be ONE argument given. So multiple arguments must be wrapped into a table. See the below example how to do this.
-- @return #MENU_MISSION_COMMAND self
@@ -695,7 +695,7 @@ do -- MENU_COALITION_COMMAND
-- @param #MENU_COALITION_COMMAND self
-- @param Dcs.DCSCoalition#coalition.side Coalition The coalition owning the menu.
-- @param #string MenuText The text for the menu.
-- @param Menu#MENU_COALITION ParentMenu The parent menu.
-- @param Core.Menu#MENU_COALITION ParentMenu The parent menu.
-- @param CommandMenuFunction A function that is called when the menu key is pressed.
-- @param CommandMenuArgument An argument for the function. There can only be ONE argument given. So multiple arguments must be wrapped into a table. See the below example how to do this.
-- @return #MENU_COALITION_COMMAND

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@@ -10,7 +10,7 @@
-- @type MESSAGE
-- @extends Core.Base#BASE
--- # MESSAGE class, extends @{Base#BASE}
--- # MESSAGE class, extends @{Core.Base#BASE}
--
-- Message System to display Messages to Clients, Coalitions or All.
-- Messages are shown on the display panel for an amount of seconds, and will then disappear.
@@ -26,7 +26,7 @@
-- Messages are sent:
--
-- * To a @{Client} using @{Message#MESSAGE.ToClient}().
-- * To a @{Group} using @{Message#MESSAGE.ToGroup}()
-- * To a @{Wrapper.Group} using @{Message#MESSAGE.ToGroup}()
-- * To a coalition using @{Message#MESSAGE.ToCoalition}().
-- * To the red coalition using @{Message#MESSAGE.ToRed}().
-- * To the blue coalition using @{Message#MESSAGE.ToBlue}().

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@@ -38,7 +38,7 @@ do -- COORDINATE
-- @extends Core.Base#BASE
--- # COORDINATE class, extends @{Base#BASE}
--- # COORDINATE class, extends @{Core.Base#BASE}
--
-- COORDINATE defines a 3D point in the simulator and with its methods, you can use or manipulate the point in 3D space.
--
@@ -57,7 +57,7 @@ do -- COORDINATE
-- * @{#COORDINATE.WaypointAir}(): Build an air route point.
-- * @{#COORDINATE.WaypointGround}(): Build a ground route point.
--
-- Route points can be used in the Route methods of the @{Group#GROUP} class.
-- Route points can be used in the Route methods of the @{Wrapper.Group#GROUP} class.
--
--
-- ## Smoke, flare, explode, illuminate
@@ -1189,7 +1189,7 @@ do -- COORDINATE
--- Mark to Group
-- @param #COORDINATE self
-- @param #string MarkText Free format text that shows the marking clarification.
-- @param Wrapper.Group#GROUP MarkGroup The @{Group} that receives the mark.
-- @param Wrapper.Group#GROUP MarkGroup The @{Wrapper.Group} that receives the mark.
-- @return #number The resulting Mark ID which is a number.
-- @usage
-- local TargetCoord = TargetGroup:GetCoordinate()

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@@ -18,9 +18,9 @@
-- * They need to be added in .\l10n\DEFAULT\ in you .miz file (wich can be decompressed like a .zip file),
-- * For simplicty sake, you can **let DCS' Mission Editor add the file** itself, by creating a new Trigger with the action "Sound to Country", and choosing your sound file and a country you don't use in your mission.
--
-- Due to weird DCS quirks, **radio communications behave differently** if sent by a @{Unit#UNIT} or a @{Group#GROUP} or by any other @{Positionable#POSITIONABLE}
-- Due to weird DCS quirks, **radio communications behave differently** if sent by a @{Unit#UNIT} or a @{Wrapper.Group#GROUP} or by any other @{Positionable#POSITIONABLE}
--
-- * If the transmitter is a @{Unit#UNIT} or a @{Group#GROUP}, DCS will set the power of the transmission automatically,
-- * If the transmitter is a @{Unit#UNIT} or a @{Wrapper.Group#GROUP}, DCS will set the power of the transmission automatically,
-- * If the transmitter is any other @{Positionable#POSITIONABLE}, the transmisison can't be subtitled or looped.
--
-- Note that obviously, the **frequency** and the **modulation** of the transmission are important only if the players are piloting an **Advanced System Modelling** enabled aircraft,
@@ -35,7 +35,7 @@
-- @module Core.Radio
--- # RADIO class, extends @{Base#BASE}
--- # RADIO class, extends @{Core.Base#BASE}
--
-- ## RADIO usage
--
@@ -45,14 +45,14 @@
-- * Then, you will **set the relevant parameters** to the transmission (see below),
-- * When done, you can actually **broadcast the transmission** (i.e. play the sound) with the @{RADIO.Broadcast}() function.
--
-- Methods to set relevant parameters for both a @{Unit#UNIT} or a @{Group#GROUP} or any other @{Positionable#POSITIONABLE}
-- Methods to set relevant parameters for both a @{Unit#UNIT} or a @{Wrapper.Group#GROUP} or any other @{Positionable#POSITIONABLE}
--
-- * @{#RADIO.SetFileName}() : Sets the file name of your sound file (e.g. "Noise.ogg"),
-- * @{#RADIO.SetFrequency}() : Sets the frequency of your transmission.
-- * @{#RADIO.SetModulation}() : Sets the modulation of your transmission.
-- * @{#RADIO.SetLoop}() : Choose if you want the transmission to be looped. If you need your transmission to be looped, you might need a @{#BEACON} instead...
--
-- Additional Methods to set relevant parameters if the transmiter is a @{Unit#UNIT} or a @{Group#GROUP}
-- Additional Methods to set relevant parameters if the transmiter is a @{Unit#UNIT} or a @{Wrapper.Group#GROUP}
--
-- * @{#RADIO.SetSubtitle}() : Set both the subtitle and its duration,
-- * @{#RADIO.NewUnitTransmission}() : Shortcut to set all the relevant parameters in one method call
@@ -64,7 +64,7 @@
--
-- What is this power thing ?
--
-- * If your transmission is sent by a @{Positionable#POSITIONABLE} other than a @{Unit#UNIT} or a @{Group#GROUP}, you can set the power of the antenna,
-- * If your transmission is sent by a @{Positionable#POSITIONABLE} other than a @{Unit#UNIT} or a @{Wrapper.Group#GROUP}, you can set the power of the antenna,
-- * Otherwise, DCS sets it automatically, depending on what's available on your Unit,
-- * If the player gets **too far** from the transmiter, or if the antenna is **too weak**, the transmission will **fade** and **become noisyer**,
-- * This an automated DCS calculation you have no say on,
@@ -339,7 +339,7 @@ function RADIO:StopBroadcast()
end
--- # BEACON class, extends @{Base#BASE}
--- # BEACON class, extends @{Core.Base#BASE}
--
-- After attaching a @{#BEACON} to your @{Positionable#POSITIONABLE}, you need to select the right function to activate the kind of beacon you want.
-- There are two types of BEACONs available : the AA TACAN Beacon and the general purpose Radio Beacon.
@@ -348,7 +348,7 @@ end
--
-- ## AA TACAN Beacon usage
--
-- This beacon only works with airborne @{Unit#UNIT} or a @{Group#GROUP}. Use @{#BEACON:AATACAN}() to set the beacon parameters and start the beacon.
-- This beacon only works with airborne @{Unit#UNIT} or a @{Wrapper.Group#GROUP}. Use @{#BEACON:AATACAN}() to set the beacon parameters and start the beacon.
-- Use @#BEACON:StopAATACAN}() to stop it.
--
-- ## General Purpose Radio Beacon usage

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@@ -1,3 +1,16 @@
--- **Core** -- **REPORT** class provides a handy means to create messages and reports.
--
-- ===
--
-- ### Authors:
--
-- * FlightControl : Design & Programming
--
-- ### Contributions:
--
-- @module Core.Report
--- The REPORT class
-- @type REPORT
-- @extends Core.Base#BASE

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@@ -48,7 +48,7 @@
-- @extends Core.Base#BASE
--- # SCHEDULER class, extends @{Base#BASE}
--- # SCHEDULER class, extends @{Core.Base#BASE}
--
-- The SCHEDULER class creates schedule.
--

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@@ -11,10 +11,10 @@
--
-- Various types of SET_ classes are available:
--
-- * @{#SET_UNIT}: Defines a colleciton of @{Unit}s filtered by filter criteria.
-- * @{#SET_GROUP}: Defines a collection of @{Group}s filtered by filter criteria.
-- * @{#SET_UNIT}: Defines a colleciton of @{Wrapper.Unit}s filtered by filter criteria.
-- * @{#SET_GROUP}: Defines a collection of @{Wrapper.Group}s filtered by filter criteria.
-- * @{#SET_CLIENT}: Defines a collection of @{Client}s filterd by filter criteria.
-- * @{#SET_AIRBASE}: Defines a collection of @{Airbase}s filtered by filter criteria.
-- * @{#SET_AIRBASE}: Defines a collection of @{Wrapper.Airbase}s filtered by filter criteria.
--
-- These classes are derived from @{#SET_BASE}, which contains the main methods to manage SETs.
--
@@ -41,8 +41,8 @@
-- @extends Core.Base#BASE
--- # 1) SET_BASE class, extends @{Base#BASE}
-- The @{Set#SET_BASE} class defines the core functions that define a collection of objects.
--- # 1) SET_BASE class, extends @{Core.Base#BASE}
-- The @{Core.Set#SET_BASE} class defines the core functions that define a collection of objects.
-- A SET provides iterators to iterate the SET, but will **temporarily** yield the ForEach interator loop at defined **"intervals"** to the mail simulator loop.
-- In this way, large loops can be done while not blocking the simulator main processing loop.
-- The default **"yield interval"** is after 10 objects processed.
@@ -50,11 +50,11 @@
--
-- ## 1.1) Add or remove objects from the SET
--
-- Some key core functions are @{Set#SET_BASE.Add} and @{Set#SET_BASE.Remove} to add or remove objects from the SET in your logic.
-- Some key core functions are @{Core.Set#SET_BASE.Add} and @{Core.Set#SET_BASE.Remove} to add or remove objects from the SET in your logic.
--
-- ## 1.2) Define the SET iterator **"yield interval"** and the **"time interval"**
--
-- Modify the iterator intervals with the @{Set#SET_BASE.SetInteratorIntervals} method.
-- Modify the iterator intervals with the @{Core.Set#SET_BASE.SetInteratorIntervals} method.
-- You can set the **"yield interval"**, and the **"time interval"**. (See above).
--
-- @field #SET_BASE SET_BASE
@@ -118,7 +118,7 @@ function SET_BASE:New( Database )
return self
end
--- Finds an @{Base#BASE} object based on the object Name.
--- Finds an @{Core.Base#BASE} object based on the object Name.
-- @param #SET_BASE self
-- @param #string ObjectName
-- @return Core.Base#BASE The Object found.
@@ -170,7 +170,7 @@ function SET_BASE:GetSetObjects() -- R2.3
end
--- Removes a @{Base#BASE} object from the @{Set#SET_BASE} and derived classes, based on the Object Name.
--- Removes a @{Core.Base#BASE} object from the @{Core.Set#SET_BASE} and derived classes, based on the Object Name.
-- @param #SET_BASE self
-- @param #string ObjectName
-- @param NoTriggerEvent (optional) When `true`, the :Remove() method will not trigger a **Removed** event.
@@ -195,7 +195,7 @@ function SET_BASE:Remove( ObjectName, NoTriggerEvent )
end
--- Adds a @{Base#BASE} object in the @{Set#SET_BASE}, using a given ObjectName as the index.
--- Adds a @{Core.Base#BASE} object in the @{Core.Set#SET_BASE}, using a given ObjectName as the index.
-- @param #SET_BASE self
-- @param #string ObjectName
-- @param Core.Base#BASE Object
@@ -213,7 +213,7 @@ function SET_BASE:Add( ObjectName, Object )
self:Added( ObjectName, Object )
end
--- Adds a @{Base#BASE} object in the @{Set#SET_BASE}, using the Object Name as the index.
--- Adds a @{Core.Base#BASE} object in the @{Core.Set#SET_BASE}, using the Object Name as the index.
-- @param #SET_BASE self
-- @param Wrapper.Object#OBJECT Object
-- @return Core.Base#BASE The added BASE Object.
@@ -229,7 +229,7 @@ end
--- Gets a @{Base#BASE} object from the @{Set#SET_BASE} and derived classes, based on the Object Name.
--- Gets a @{Core.Base#BASE} object from the @{Core.Set#SET_BASE} and derived classes, based on the Object Name.
-- @param #SET_BASE self
-- @param #string ObjectName
-- @return Core.Base#BASE
@@ -242,7 +242,7 @@ function SET_BASE:Get( ObjectName )
return Object
end
--- Gets the first object from the @{Set#SET_BASE} and derived classes.
--- Gets the first object from the @{Core.Set#SET_BASE} and derived classes.
-- @param #SET_BASE self
-- @return Core.Base#BASE
function SET_BASE:GetFirst()
@@ -253,7 +253,7 @@ function SET_BASE:GetFirst()
return FirstObject
end
--- Gets the last object from the @{Set#SET_BASE} and derived classes.
--- Gets the last object from the @{Core.Set#SET_BASE} and derived classes.
-- @param #SET_BASE self
-- @return Core.Base#BASE
function SET_BASE:GetLast()
@@ -264,7 +264,7 @@ function SET_BASE:GetLast()
return LastObject
end
--- Gets a random object from the @{Set#SET_BASE} and derived classes.
--- Gets a random object from the @{Core.Set#SET_BASE} and derived classes.
-- @param #SET_BASE self
-- @return Core.Base#BASE
function SET_BASE:GetRandom()
@@ -275,7 +275,7 @@ function SET_BASE:GetRandom()
end
--- Retrieves the amount of objects in the @{Set#SET_BASE} and derived classes.
--- Retrieves the amount of objects in the @{Core.Set#SET_BASE} and derived classes.
-- @param #SET_BASE self
-- @return #number Count
function SET_BASE:Count()
@@ -647,9 +647,9 @@ end
--- @type SET_GROUP
-- @extends Core.Set#SET_BASE
--- # SET_GROUP class, extends @{Set#SET_BASE}
--- # SET_GROUP class, extends @{Core.Set#SET_BASE}
--
-- Mission designers can use the @{Set#SET_GROUP} class to build sets of groups belonging to certain:
-- Mission designers can use the @{Core.Set#SET_GROUP} class to build sets of groups belonging to certain:
--
-- * Coalitions
-- * Categories
@@ -664,7 +664,7 @@ end
--
-- ## 2. Add or Remove GROUP(s) from SET_GROUP
--
-- GROUPS can be added and removed using the @{Set#SET_GROUP.AddGroupsByName} and @{Set#SET_GROUP.RemoveGroupsByName} respectively.
-- GROUPS can be added and removed using the @{Core.Set#SET_GROUP.AddGroupsByName} and @{Core.Set#SET_GROUP.RemoveGroupsByName} respectively.
-- These methods take a single GROUP name or an array of GROUP names to be added or removed from SET_GROUP.
--
-- ## 3. SET_GROUP filter criteria
@@ -692,7 +692,7 @@ end
--
-- Planned filter criteria within development are (so these are not yet available):
--
-- * @{#SET_GROUP.FilterZones}: Builds the SET_GROUP with the groups within a @{Zone#ZONE}.
-- * @{#SET_GROUP.FilterZones}: Builds the SET_GROUP with the groups within a @{Core.Zone#ZONE}.
--
-- ## 4. SET_GROUP iterators
--
@@ -1423,7 +1423,7 @@ do -- SET_UNIT
--- @type SET_UNIT
-- @extends Core.Set#SET_BASE
--- # 3) SET_UNIT class, extends @{Set#SET_BASE}
--- # 3) SET_UNIT class, extends @{Core.Set#SET_BASE}
--
-- Mission designers can use the SET_UNIT class to build sets of units belonging to certain:
--
@@ -1441,7 +1441,7 @@ do -- SET_UNIT
--
-- ## 3.2) Add or Remove UNIT(s) from SET_UNIT
--
-- UNITs can be added and removed using the @{Set#SET_UNIT.AddUnitsByName} and @{Set#SET_UNIT.RemoveUnitsByName} respectively.
-- UNITs can be added and removed using the @{Core.Set#SET_UNIT.AddUnitsByName} and @{Core.Set#SET_UNIT.RemoveUnitsByName} respectively.
-- These methods take a single UNIT name or an array of UNIT names to be added or removed from SET_UNIT.
--
-- ## 3.3) SET_UNIT filter criteria
@@ -1461,7 +1461,7 @@ do -- SET_UNIT
--
-- Planned filter criteria within development are (so these are not yet available):
--
-- * @{#SET_UNIT.FilterZones}: Builds the SET_UNIT with the units within a @{Zone#ZONE}.
-- * @{#SET_UNIT.FilterZones}: Builds the SET_UNIT with the units within a @{Core.Zone#ZONE}.
--
-- ## 3.4) SET_UNIT iterators
--
@@ -1483,7 +1483,7 @@ do -- SET_UNIT
--
-- Various methods exist for a SET_UNIT to perform actions or calculations and retrieve results from the SET_UNIT:
--
-- * @{#SET_UNIT.GetTypeNames}(): Retrieve the type names of the @{Unit}s in the SET, delimited by a comma.
-- * @{#SET_UNIT.GetTypeNames}(): Retrieve the type names of the @{Wrapper.Unit}s in the SET, delimited by a comma.
--
-- ## 4. SET_UNIT iterators
--
@@ -2392,10 +2392,10 @@ do -- SET_UNIT
end
--- Retrieve the type names of the @{Unit}s in the SET, delimited by an optional delimiter.
--- Retrieve the type names of the @{Wrapper.Unit}s in the SET, delimited by an optional delimiter.
-- @param #SET_UNIT self
-- @param #string Delimiter (optional) The delimiter, which is default a comma.
-- @return #string The types of the @{Unit}s delimited.
-- @return #string The types of the @{Wrapper.Unit}s delimited.
function SET_UNIT:GetTypeNames( Delimiter )
Delimiter = Delimiter or ", "
@@ -2423,7 +2423,7 @@ do -- SET_STATIC
--- @type SET_STATIC
-- @extends Core.Set#SET_BASE
--- # 3) SET_STATIC class, extends @{Set#SET_BASE}
--- # 3) SET_STATIC class, extends @{Core.Set#SET_BASE}
--
-- Mission designers can use the SET_STATIC class to build sets of Statics belonging to certain:
--
@@ -2441,7 +2441,7 @@ do -- SET_STATIC
--
-- ## 3.2) Add or Remove STATIC(s) from SET_STATIC
--
-- STATICs can be added and removed using the @{Set#SET_STATIC.AddStaticsByName} and @{Set#SET_STATIC.RemoveStaticsByName} respectively.
-- STATICs can be added and removed using the @{Core.Set#SET_STATIC.AddStaticsByName} and @{Core.Set#SET_STATIC.RemoveStaticsByName} respectively.
-- These methods take a single STATIC name or an array of STATIC names to be added or removed from SET_STATIC.
--
-- ## 3.3) SET_STATIC filter criteria
@@ -2461,7 +2461,7 @@ do -- SET_STATIC
--
-- Planned filter criteria within development are (so these are not yet available):
--
-- * @{#SET_STATIC.FilterZones}: Builds the SET_STATIC with the units within a @{Zone#ZONE}.
-- * @{#SET_STATIC.FilterZones}: Builds the SET_STATIC with the units within a @{Core.Zone#ZONE}.
--
-- ## 3.4) SET_STATIC iterators
--
@@ -3099,9 +3099,9 @@ end
--- # 4) SET_CLIENT class, extends @{Set#SET_BASE}
--- # 4) SET_CLIENT class, extends @{Core.Set#SET_BASE}
--
-- Mission designers can use the @{Set#SET_CLIENT} class to build sets of units belonging to certain:
-- Mission designers can use the @{Core.Set#SET_CLIENT} class to build sets of units belonging to certain:
--
-- * Coalitions
-- * Categories
@@ -3117,7 +3117,7 @@ end
--
-- ## 4.2) Add or Remove CLIENT(s) from SET_CLIENT
--
-- CLIENTs can be added and removed using the @{Set#SET_CLIENT.AddClientsByName} and @{Set#SET_CLIENT.RemoveClientsByName} respectively.
-- CLIENTs can be added and removed using the @{Core.Set#SET_CLIENT.AddClientsByName} and @{Core.Set#SET_CLIENT.RemoveClientsByName} respectively.
-- These methods take a single CLIENT name or an array of CLIENT names to be added or removed from SET_CLIENT.
--
-- ## 4.3) SET_CLIENT filter criteria
@@ -3137,7 +3137,7 @@ end
--
-- Planned filter criteria within development are (so these are not yet available):
--
-- * @{#SET_CLIENT.FilterZones}: Builds the SET_CLIENT with the clients within a @{Zone#ZONE}.
-- * @{#SET_CLIENT.FilterZones}: Builds the SET_CLIENT with the clients within a @{Core.Zone#ZONE}.
--
-- ## 4.4) SET_CLIENT iterators
--
@@ -3512,9 +3512,9 @@ end
--- # 4) SET_PLAYER class, extends @{Set#SET_BASE}
--- # 4) SET_PLAYER class, extends @{Core.Set#SET_BASE}
--
-- Mission designers can use the @{Set#SET_PLAYER} class to build sets of units belonging to alive players:
-- Mission designers can use the @{Core.Set#SET_PLAYER} class to build sets of units belonging to alive players:
--
-- ## 4.1) SET_PLAYER constructor
--
@@ -3539,7 +3539,7 @@ end
--
-- Planned filter criteria within development are (so these are not yet available):
--
-- * @{#SET_PLAYER.FilterZones}: Builds the SET_PLAYER with the clients within a @{Zone#ZONE}.
-- * @{#SET_PLAYER.FilterZones}: Builds the SET_PLAYER with the clients within a @{Core.Zone#ZONE}.
--
-- ## 4.4) SET_PLAYER iterators
--
@@ -3909,9 +3909,9 @@ end
--- @type SET_AIRBASE
-- @extends Core.Set#SET_BASE
--- # 5) SET_AIRBASE class, extends @{Set#SET_BASE}
--- # 5) SET_AIRBASE class, extends @{Core.Set#SET_BASE}
--
-- Mission designers can use the @{Set#SET_AIRBASE} class to build sets of airbases optionally belonging to certain:
-- Mission designers can use the @{Core.Set#SET_AIRBASE} class to build sets of airbases optionally belonging to certain:
--
-- * Coalitions
--
@@ -3923,7 +3923,7 @@ end
--
-- ## 5.2) Add or Remove AIRBASEs from SET_AIRBASE
--
-- AIRBASEs can be added and removed using the @{Set#SET_AIRBASE.AddAirbasesByName} and @{Set#SET_AIRBASE.RemoveAirbasesByName} respectively.
-- AIRBASEs can be added and removed using the @{Core.Set#SET_AIRBASE.AddAirbasesByName} and @{Core.Set#SET_AIRBASE.RemoveAirbasesByName} respectively.
-- These methods take a single AIRBASE name or an array of AIRBASE names to be added or removed from SET_AIRBASE.
--
-- ## 5.3) SET_AIRBASE filter criteria
@@ -4139,10 +4139,10 @@ function SET_AIRBASE:ForEachAirbase( IteratorFunction, ... )
return self
end
--- Iterate the SET_AIRBASE while identifying the nearest @{Airbase#AIRBASE} from a @{Point#POINT_VEC2}.
--- Iterate the SET_AIRBASE while identifying the nearest @{Wrapper.Airbase#AIRBASE} from a @{Point#POINT_VEC2}.
-- @param #SET_AIRBASE self
-- @param Core.Point#POINT_VEC2 PointVec2 A @{Point#POINT_VEC2} object from where to evaluate the closest @{Airbase#AIRBASE}.
-- @return Wrapper.Airbase#AIRBASE The closest @{Airbase#AIRBASE}.
-- @param Core.Point#POINT_VEC2 PointVec2 A @{Point#POINT_VEC2} object from where to evaluate the closest @{Wrapper.Airbase#AIRBASE}.
-- @return Wrapper.Airbase#AIRBASE The closest @{Wrapper.Airbase#AIRBASE}.
function SET_AIRBASE:FindNearestAirbaseFromPointVec2( PointVec2 )
self:F2( PointVec2 )
@@ -4198,9 +4198,9 @@ end
--- @type SET_CARGO
-- @extends Core.Set#SET_BASE
--- # (R2.1) SET_CARGO class, extends @{Set#SET_BASE}
--- # (R2.1) SET_CARGO class, extends @{Core.Set#SET_BASE}
--
-- Mission designers can use the @{Set#SET_CARGO} class to build sets of cargos optionally belonging to certain:
-- Mission designers can use the @{Core.Set#SET_CARGO} class to build sets of cargos optionally belonging to certain:
--
-- * Coalitions
-- * Types
@@ -4214,7 +4214,7 @@ end
--
-- ## Add or Remove CARGOs from SET_CARGO
--
-- CARGOs can be added and removed using the @{Set#SET_CARGO.AddCargosByName} and @{Set#SET_CARGO.RemoveCargosByName} respectively.
-- CARGOs can be added and removed using the @{Core.Set#SET_CARGO.AddCargosByName} and @{Core.Set#SET_CARGO.RemoveCargosByName} respectively.
-- These methods take a single CARGO name or an array of CARGO names to be added or removed from SET_CARGO.
--
-- ## SET_CARGO filter criteria
@@ -4632,9 +4632,9 @@ end
--- @type SET_ZONE
-- @extends Core.Set#SET_BASE
--- # SET_ZONE class, extends @{Set#SET_BASE}
--- # SET_ZONE class, extends @{Core.Set#SET_BASE}
--
-- Mission designers can use the @{Set#SET_ZONE} class to build sets of zones of various types.
-- Mission designers can use the @{Core.Set#SET_ZONE} class to build sets of zones of various types.
--
-- ## SET_ZONE constructor
--
@@ -4644,7 +4644,7 @@ end
--
-- ## Add or Remove ZONEs from SET_ZONE
--
-- ZONEs can be added and removed using the @{Set#SET_ZONE.AddZonesByName} and @{Set#SET_ZONE.RemoveZonesByName} respectively.
-- ZONEs can be added and removed using the @{Core.Set#SET_ZONE.AddZonesByName} and @{Core.Set#SET_ZONE.RemoveZonesByName} respectively.
-- These methods take a single ZONE name or an array of ZONE names to be added or removed from SET_ZONE.
--
-- ## 5.3) SET_ZONE filter criteria

View File

@@ -22,7 +22,7 @@
--- @type SETTINGS
-- @extends Core.Base#BASE
--- # SETTINGS class, extends @{Base#BASE}
--- # SETTINGS class, extends @{Core.Base#BASE}
-- The SETTINGS class takes care of various settings that influence the behaviour of certain functionalities and classes within the MOOSE framework.
--
-- ===

View File

@@ -37,7 +37,7 @@
-- @extends Core.Base#BASE
--- # SPAWN class, extends @{Base#BASE}
--- # SPAWN class, extends @{Core.Base#BASE}
--
-- -- ![Banner Image](..\Presentations\SPAWN\SPAWN.JPG)
--
@@ -67,8 +67,8 @@
-- **Limits** can be set on how many groups can be spawn in each SPAWN object,
-- using the method @{#SPAWN.InitLimit}. SPAWN has 2 kind of limits:
--
-- * The maximum amount of @{Unit}s that can be **alive** at the same time...
-- * The maximum amount of @{Group}s that can be **spawned**... This is more of a **resource**-type of limit.
-- * The maximum amount of @{Wrapper.Unit}s that can be **alive** at the same time...
-- * The maximum amount of @{Wrapper.Group}s that can be **spawned**... This is more of a **resource**-type of limit.
--
-- When new groups get spawned using the **Spawn** methods,
-- it will be evaluated whether any limits have been reached.
@@ -82,7 +82,7 @@
-- with unlimited resources = :InitLimit( 100, 0 ) and 10 groups are alive, but two groups have only one unit alive in the group,
-- then a sequent Spawn(Scheduled) will allow a new group to be spawned!!!
--
-- ### IMPORTANT!! If a limit has been reached, it is possible that a **Spawn** method returns **nil**, meaning, no @{Group} had been spawned!!!
-- ### IMPORTANT!! If a limit has been reached, it is possible that a **Spawn** method returns **nil**, meaning, no @{Wrapper.Group} had been spawned!!!
--
-- Spawned groups get **the same name** as the name of the template group.
-- Spawned units in those groups keep _by default_ **the same name** as the name of the template group.
@@ -117,7 +117,7 @@
-- Create a new SPAWN object with the @{#SPAWN.New}() or the @{#SPAWN.NewWithAlias}() methods:
--
-- * @{#SPAWN.New}(): Creates a new SPAWN object taking the name of the group that represents the GROUP template (definition).
-- * @{#SPAWN.NewWithAlias}(): Creates a new SPAWN object taking the name of the group that represents the GROUP template (definition), and gives each spawned @{Group} an different name.
-- * @{#SPAWN.NewWithAlias}(): Creates a new SPAWN object taking the name of the group that represents the GROUP template (definition), and gives each spawned @{Wrapper.Group} an different name.
--
-- It is important to understand how the SPAWN class works internally. The SPAWN object created will contain internally a list of groups that will be spawned and that are already spawned.
-- The initialization methods will modify this list of groups so that when a group gets spawned, ALL information is already prepared when spawning. This is done for performance reasons.
@@ -149,15 +149,15 @@
--
-- ### Position randomization
--
-- * @{#SPAWN.InitRandomizePosition}(): Randomizes the position of @{Group}s that are spawned within a **radius band**, given an Outer and Inner radius, from the point that the spawn happens.
-- * @{#SPAWN.InitRandomizeUnits}(): Randomizes the @{Unit}s in the @{Group} that is spawned within a **radius band**, given an Outer and Inner radius.
-- * @{#SPAWN.InitRandomizePosition}(): Randomizes the position of @{Wrapper.Group}s that are spawned within a **radius band**, given an Outer and Inner radius, from the point that the spawn happens.
-- * @{#SPAWN.InitRandomizeUnits}(): Randomizes the @{Wrapper.Unit}s in the @{Wrapper.Group} that is spawned within a **radius band**, given an Outer and Inner radius.
-- * @{#SPAWN.InitRandomizeZones}(): Randomizes the spawning between a predefined list of @{Zone}s that are declared using this function. Each zone can be given a probability factor.
--
-- ### Enable / Disable AI when spawning a new @{Group}
-- ### Enable / Disable AI when spawning a new @{Wrapper.Group}
--
-- * @{#SPAWN.InitAIOn}(): Turns the AI On when spawning the new @{Group} object.
-- * @{#SPAWN.InitAIOff}(): Turns the AI Off when spawning the new @{Group} object.
-- * @{#SPAWN.InitAIOnOff}(): Turns the AI On or Off when spawning the new @{Group} object.
-- * @{#SPAWN.InitAIOn}(): Turns the AI On when spawning the new @{Wrapper.Group} object.
-- * @{#SPAWN.InitAIOff}(): Turns the AI Off when spawning the new @{Wrapper.Group} object.
-- * @{#SPAWN.InitAIOnOff}(): Turns the AI On or Off when spawning the new @{Wrapper.Group} object.
--
-- ### Limit scheduled spawning
--
@@ -165,11 +165,11 @@
--
-- ### Delay initial scheduled spawn
--
-- * @{#SPAWN.InitDelayOnOff}(): Turns the inital delay On/Off when scheduled spawning the first @{Group} object.
-- * @{#SPAWN.InitDelayOn}(): Turns the inital delay On when scheduled spawning the first @{Group} object.
-- * @{#SPAWN.InitDelayOff}(): Turns the inital delay Off when scheduled spawning the first @{Group} object.
-- * @{#SPAWN.InitDelayOnOff}(): Turns the inital delay On/Off when scheduled spawning the first @{Wrapper.Group} object.
-- * @{#SPAWN.InitDelayOn}(): Turns the inital delay On when scheduled spawning the first @{Wrapper.Group} object.
-- * @{#SPAWN.InitDelayOff}(): Turns the inital delay Off when scheduled spawning the first @{Wrapper.Group} object.
--
-- ### Repeat spawned @{Group}s upon landing
-- ### Repeat spawned @{Wrapper.Group}s upon landing
--
-- * @{#SPAWN.InitRepeat}() or @{#SPAWN.InitRepeatOnLanding}(): This method is used to re-spawn automatically the same group after it has landed.
-- * @{#SPAWN.InitRepeatOnEngineShutDown}(): This method is used to re-spawn automatically the same group after it has landed and it shuts down the engines at the ramp.
@@ -186,9 +186,9 @@
-- * @{#SPAWN.SpawnFromVec3}(): Spawn a new group from a Vec3 coordinate. (The group will can be spawned at a point in the air).
-- * @{#SPAWN.SpawnFromVec2}(): Spawn a new group from a Vec2 coordinate. (The group will be spawned at land height ).
-- * @{#SPAWN.SpawnFromStatic}(): Spawn a new group from a structure, taking the position of a @{Static}.
-- * @{#SPAWN.SpawnFromUnit}(): Spawn a new group taking the position of a @{Unit}.
-- * @{#SPAWN.SpawnFromUnit}(): Spawn a new group taking the position of a @{Wrapper.Unit}.
-- * @{#SPAWN.SpawnInZone}(): Spawn a new group in a @{Zone}.
-- * @{#SPAWN.SpawnAtAirbase}(): Spawn a new group at an @{Airbase}, which can be an airdrome, ship or helipad.
-- * @{#SPAWN.SpawnAtAirbase}(): Spawn a new group at an @{Wrapper.Airbase}, which can be an airdrome, ship or helipad.
--
-- Note that @{#SPAWN.Spawn} and @{#SPAWN.ReSpawn} return a @{GROUP#GROUP.New} object, that contains a reference to the DCSGroup object.
-- You can use the @{GROUP} object to do further actions with the DCSGroup.
@@ -226,21 +226,21 @@
-- This models AI that has succesfully returned to their airbase, to restart their combat activities.
-- Check the @{#SPAWN.InitCleanUp}() for further info.
--
-- ## Catch the @{Group} Spawn Event in a callback function!
-- ## Catch the @{Wrapper.Group} Spawn Event in a callback function!
--
-- When using the @{#SPAWN.SpawnScheduled)() method, new @{Group}s are created following the spawn time interval parameters.
-- When a new @{Group} is spawned, you maybe want to execute actions with that group spawned at the spawn event.
-- When using the @{#SPAWN.SpawnScheduled)() method, new @{Wrapper.Group}s are created following the spawn time interval parameters.
-- When a new @{Wrapper.Group} is spawned, you maybe want to execute actions with that group spawned at the spawn event.
-- The SPAWN class supports this functionality through the method @{#SPAWN.OnSpawnGroup}( **function( SpawnedGroup ) end ** ),
-- which takes a function as a parameter that you can define locally.
-- Whenever a new @{Group} is spawned, the given function is called, and the @{Group} that was just spawned, is given as a parameter.
-- As a result, your spawn event handling function requires one parameter to be declared, which will contain the spawned @{Group} object.
-- Whenever a new @{Wrapper.Group} is spawned, the given function is called, and the @{Wrapper.Group} that was just spawned, is given as a parameter.
-- As a result, your spawn event handling function requires one parameter to be declared, which will contain the spawned @{Wrapper.Group} object.
-- A coding example is provided at the description of the @{#SPAWN.OnSpawnGroup}( **function( SpawnedGroup ) end ** ) method.
--
-- ## Delay the initial spawning
--
-- When using the @{#SPAWN.SpawnScheduled)() method, the default behaviour of this method will be that it will spawn the initial (first) @{Group}
-- When using the @{#SPAWN.SpawnScheduled)() method, the default behaviour of this method will be that it will spawn the initial (first) @{Wrapper.Group}
-- immediately when :SpawnScheduled() is initiated. The methods @{#SPAWN.InitDelayOnOff}() and @{#SPAWN.InitDelayOn}() can be used to
-- activate a delay before the first @{Group} is spawned. For completeness, a method @{#SPAWN.InitDelayOff}() is also available, that
-- activate a delay before the first @{Wrapper.Group} is spawned. For completeness, a method @{#SPAWN.InitDelayOff}() is also available, that
-- can be used to switch off the initial delay. Because there is no delay by default, this method would only be used when a
-- @{#SPAWN.SpawnScheduledStop}() ; @{#SPAWN.SpawnScheduledStart}() sequence would have been used.
--
@@ -270,7 +270,7 @@ SPAWN.Takeoff = {
-- @list <Core.Zone#ZONE_BASE> SpawnZone
--- Creates the main object to spawn a @{Group} defined in the DCS ME.
--- Creates the main object to spawn a @{Wrapper.Group} defined in the DCS ME.
-- @param #SPAWN self
-- @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.
-- @return #SPAWN
@@ -551,9 +551,9 @@ function SPAWN:InitRandomizeRoute( SpawnStartPoint, SpawnEndPoint, SpawnRadius,
return self
end
--- Randomizes the position of @{Group}s that are spawned within a **radius band**, given an Outer and Inner radius, from the point that the spawn happens.
--- Randomizes the position of @{Wrapper.Group}s that are spawned within a **radius band**, given an Outer and Inner radius, from the point that the spawn happens.
-- @param #SPAWN self
-- @param #boolean RandomizePosition If true, SPAWN will perform the randomization of the @{Group}s position between a given outer and inner radius.
-- @param #boolean RandomizePosition If true, SPAWN will perform the randomization of the @{Wrapper.Group}s position between a given outer and inner radius.
-- @param Dcs.DCSTypes#Distance OuterRadius (optional) The outer radius in meters where the new group will be spawned.
-- @param Dcs.DCSTypes#Distance InnerRadius (optional) The inner radius in meters where the new group will NOT be spawned.
-- @return #SPAWN
@@ -904,7 +904,7 @@ function SPAWN:InitArray( SpawnAngle, SpawnWidth, SpawnDeltaX, SpawnDeltaY )
end
do -- AI methods
--- Turns the AI On or Off for the @{Group} when spawning.
--- Turns the AI On or Off for the @{Wrapper.Group} when spawning.
-- @param #SPAWN self
-- @param #boolean AIOnOff A value of true sets the AI On, a value of false sets the AI Off.
-- @return #SPAWN The SPAWN object
@@ -914,7 +914,7 @@ do -- AI methods
return self
end
--- Turns the AI On for the @{Group} when spawning.
--- Turns the AI On for the @{Wrapper.Group} when spawning.
-- @param #SPAWN self
-- @return #SPAWN The SPAWN object
function SPAWN:InitAIOn()
@@ -922,7 +922,7 @@ do -- AI methods
return self:InitAIOnOff( true )
end
--- Turns the AI Off for the @{Group} when spawning.
--- Turns the AI Off for the @{Wrapper.Group} when spawning.
-- @param #SPAWN self
-- @return #SPAWN The SPAWN object
function SPAWN:InitAIOff()
@@ -933,8 +933,8 @@ do -- AI methods
end -- AI methods
do -- Delay methods
--- Turns the Delay On or Off for the first @{Group} scheduled spawning.
-- The default value is that for scheduled spawning, there is an initial delay when spawning the first @{Group}.
--- Turns the Delay On or Off for the first @{Wrapper.Group} scheduled spawning.
-- The default value is that for scheduled spawning, there is an initial delay when spawning the first @{Wrapper.Group}.
-- @param #SPAWN self
-- @param #boolean DelayOnOff A value of true sets the Delay On, a value of false sets the Delay Off.
-- @return #SPAWN The SPAWN object
@@ -944,7 +944,7 @@ do -- Delay methods
return self
end
--- Turns the Delay On for the @{Group} when spawning.
--- Turns the Delay On for the @{Wrapper.Group} when spawning.
-- @param #SPAWN self
-- @return #SPAWN The SPAWN object
function SPAWN:InitDelayOn()
@@ -952,7 +952,7 @@ do -- Delay methods
return self:InitDelayOnOff( true )
end
--- Turns the Delay Off for the @{Group} when spawning.
--- Turns the Delay Off for the @{Wrapper.Group} when spawning.
-- @param #SPAWN self
-- @return #SPAWN The SPAWN object
function SPAWN:InitDelayOff()
@@ -1172,7 +1172,7 @@ end
--- Allows to place a CallFunction hook when a new group spawns.
-- The provided method will be called when a new group is spawned, including its given parameters.
-- The first parameter of the SpawnFunction is the @{Group#GROUP} that was spawned.
-- The first parameter of the SpawnFunction is the @{Wrapper.Group#GROUP} that was spawned.
-- @param #SPAWN self
-- @param #function SpawnCallBackFunction The function to be called when a group spawns.
-- @param SpawnFunctionArguments A random amount of arguments to be provided to the function when the group spawns.
@@ -1200,28 +1200,28 @@ function SPAWN:OnSpawnGroup( SpawnCallBackFunction, ... )
return self
end
--- Will spawn a group at an @{Airbase}.
--- Will spawn a group at an @{Wrapper.Airbase}.
-- This method is mostly advisable to be used if you want to simulate spawning units at an airbase.
-- Note that each point in the route assigned to the spawning group is reset to the point of the spawn.
-- You can use the returned group to further define the route to be followed.
--
-- The @{Airbase#AIRBASE} object must refer to a valid airbase known in the sim.
-- The @{Wrapper.Airbase#AIRBASE} object must refer to a valid airbase known in the sim.
-- You can use the following enumerations to search for the pre-defined airbases on the current known maps of DCS:
--
-- * @{Airbase#AIRBASE.Caucasus}: The airbases on the Caucasus map.
-- * @{Airbase#AIRBASE.Nevada}: The airbases on the Nevada (NTTR) map.
-- * @{Airbase#AIRBASE.Normandy}: The airbases on the Normandy map.
-- * @{Wrapper.Airbase#AIRBASE.Caucasus}: The airbases on the Caucasus map.
-- * @{Wrapper.Airbase#AIRBASE.Nevada}: The airbases on the Nevada (NTTR) map.
-- * @{Wrapper.Airbase#AIRBASE.Normandy}: The airbases on the Normandy map.
--
-- Use the method @{Airbase#AIRBASE.FindByName}() to retrieve the airbase object.
-- Use the method @{Wrapper.Airbase#AIRBASE.FindByName}() to retrieve the airbase object.
-- The known AIRBASE objects are automatically imported at mission start by MOOSE.
-- Therefore, there isn't any New() constructor defined for AIRBASE objects.
--
-- Ships and Farps are added within the mission, and are therefore not known.
-- For these AIRBASE objects, there isn't an @{Airbase#AIRBASE} enumeration defined.
-- You need to provide the **exact name** of the airbase as the parameter to the @{Airbase#AIRBASE.FindByName}() method!
-- For these AIRBASE objects, there isn't an @{Wrapper.Airbase#AIRBASE} enumeration defined.
-- You need to provide the **exact name** of the airbase as the parameter to the @{Wrapper.Airbase#AIRBASE.FindByName}() method!
--
-- @param #SPAWN self
-- @param Wrapper.Airbase#AIRBASE SpawnAirbase The @{Airbase} where to spawn the group.
-- @param Wrapper.Airbase#AIRBASE SpawnAirbase The @{Wrapper.Airbase} where to spawn the group.
-- @param #SPAWN.Takeoff Takeoff (optional) The location and takeoff method. Default is Hot.
-- @param #number TakeoffAltitude (optional) The altitude above the ground.
-- @return Wrapper.Group#GROUP that was spawned.
@@ -1579,12 +1579,12 @@ function SPAWN:SpawnFromStatic( HostStatic, MinHeight, MaxHeight, SpawnIndex )
end
--- Will spawn a Group within a given @{Zone}.
-- The @{Zone} can be of any type derived from @{Zone#ZONE_BASE}.
-- Once the @{Group} is spawned within the zone, the @{Group} will continue on its route.
-- The @{Zone} can be of any type derived from @{Core.Zone#ZONE_BASE}.
-- Once the @{Wrapper.Group} is spawned within the zone, the @{Wrapper.Group} will continue on its route.
-- The **first waypoint** (where the group is spawned) is replaced with the zone location coordinates.
-- @param #SPAWN self
-- @param Core.Zone#ZONE Zone The zone where the group is to be spawned.
-- @param #boolean RandomizeGroup (optional) Randomization of the @{Group} position in the zone.
-- @param #boolean RandomizeGroup (optional) Randomization of the @{Wrapper.Group} position in the zone.
-- @param #number MinHeight (optional) The minimum height to spawn an airborne group into the zone.
-- @param #number MaxHeight (optional) The maximum height to spawn an airborne group into the zone.
-- @param #number SpawnIndex (optional) The index which group to spawn within the given zone.
@@ -1680,12 +1680,12 @@ function SPAWN:SpawnGroupName( SpawnIndex )
end
--- Will find the first alive @{Group} it has spawned, and return the alive @{Group} object and the first Index where the first alive @{Group} object has been found.
--- Will find the first alive @{Wrapper.Group} it has spawned, and return the alive @{Wrapper.Group} object and the first Index where the first alive @{Wrapper.Group} object has been found.
-- @param #SPAWN self
-- @return Wrapper.Group#GROUP, #number The @{Group} object found, the new Index where the group was found.
-- @return Wrapper.Group#GROUP, #number The @{Wrapper.Group} object found, the new Index where the group was found.
-- @return #nil, #nil When no group is found, #nil is returned.
-- @usage
-- -- Find the first alive @{Group} object of the SpawnPlanes SPAWN object @{Group} collection that it has spawned during the mission.
-- -- Find the first alive @{Wrapper.Group} object of the SpawnPlanes SPAWN object @{Wrapper.Group} collection that it has spawned during the mission.
-- local GroupPlane, Index = SpawnPlanes:GetFirstAliveGroup()
-- while GroupPlane ~= nil do
-- -- Do actions with the GroupPlane object.
@@ -1705,13 +1705,13 @@ function SPAWN:GetFirstAliveGroup()
end
--- Will find the next alive @{Group} object from a given Index, and return a reference to the alive @{Group} object and the next Index where the alive @{Group} has been found.
--- Will find the next alive @{Wrapper.Group} object from a given Index, and return a reference to the alive @{Wrapper.Group} object and the next Index where the alive @{Wrapper.Group} has been found.
-- @param #SPAWN self
-- @param #number SpawnIndexStart A Index holding the start position to search from. This method can also be used to find the first alive @{Group} object from the given Index.
-- @return Wrapper.Group#GROUP, #number The next alive @{Group} object found, the next Index where the next alive @{Group} object was found.
-- @return #nil, #nil When no alive @{Group} object is found from the start Index position, #nil is returned.
-- @param #number SpawnIndexStart A Index holding the start position to search from. This method can also be used to find the first alive @{Wrapper.Group} object from the given Index.
-- @return Wrapper.Group#GROUP, #number The next alive @{Wrapper.Group} object found, the next Index where the next alive @{Wrapper.Group} object was found.
-- @return #nil, #nil When no alive @{Wrapper.Group} object is found from the start Index position, #nil is returned.
-- @usage
-- -- Find the first alive @{Group} object of the SpawnPlanes SPAWN object @{Group} collection that it has spawned during the mission.
-- -- Find the first alive @{Wrapper.Group} object of the SpawnPlanes SPAWN object @{Wrapper.Group} collection that it has spawned during the mission.
-- local GroupPlane, Index = SpawnPlanes:GetFirstAliveGroup()
-- while GroupPlane ~= nil do
-- -- Do actions with the GroupPlane object.
@@ -1731,12 +1731,12 @@ function SPAWN:GetNextAliveGroup( SpawnIndexStart )
return nil, nil
end
--- Will find the last alive @{Group} object, and will return a reference to the last live @{Group} object and the last Index where the last alive @{Group} object has been found.
--- Will find the last alive @{Wrapper.Group} object, and will return a reference to the last live @{Wrapper.Group} object and the last Index where the last alive @{Wrapper.Group} object has been found.
-- @param #SPAWN self
-- @return Wrapper.Group#GROUP, #number The last alive @{Group} object found, the last Index where the last alive @{Group} object was found.
-- @return #nil, #nil When no alive @{Group} object is found, #nil is returned.
-- @return Wrapper.Group#GROUP, #number The last alive @{Wrapper.Group} object found, the last Index where the last alive @{Wrapper.Group} object was found.
-- @return #nil, #nil When no alive @{Wrapper.Group} object is found, #nil is returned.
-- @usage
-- -- Find the last alive @{Group} object of the SpawnPlanes SPAWN object @{Group} collection that it has spawned during the mission.
-- -- Find the last alive @{Wrapper.Group} object of the SpawnPlanes SPAWN object @{Wrapper.Group} collection that it has spawned during the mission.
-- local GroupPlane, Index = SpawnPlanes:GetLastAliveGroup()
-- if GroupPlane then -- GroupPlane can be nil!!!
-- -- Do actions with the GroupPlane object.

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@@ -37,7 +37,7 @@
-- @extends Core.Base#BASE
--- # SPAWNSTATIC class, extends @{Base#BASE}
--- # SPAWNSTATIC class, extends @{Core.Base#BASE}
--
-- The SPAWNSTATIC class allows to spawn dynamically new @{Static}s.
-- Through creating a copy of an existing static object template as defined in the Mission Editor (ME),

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@@ -8,7 +8,7 @@
--
-- * Spot for a defined duration.
-- * wiggle the spot at the target.
-- * Provide a @{Unit} as a target, instead of a point.
-- * Provide a @{Wrapper.Unit} as a target, instead of a point.
-- * Implement a status machine, LaseOn, LaseOff.
--
-- ===
@@ -53,7 +53,7 @@ do
--
-- * Mark targets for a defined duration.
-- * wiggle the spot at the target.
-- * Provide a @{Unit} as a target, instead of a point.
-- * Provide a @{Wrapper.Unit} as a target, instead of a point.
-- * Implement a status machine, LaseOn, LaseOff.
--
-- ## 1. SPOT constructor

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@@ -18,7 +18,7 @@ do -- UserFlag
-- @extends Core.Base#BASE
--- # USERFLAG class, extends @{Base#BASE}
--- # USERFLAG class, extends @{Core.Base#BASE}
--
-- Management of DCS User Flags.
--

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@@ -18,7 +18,7 @@ do -- UserSound
-- @extends Core.Base#BASE
--- # USERSOUND class, extends @{Base#BASE}
--- # USERSOUND class, extends @{Core.Base#BASE}
--
-- Management of DCS User Sound.
--
@@ -110,9 +110,9 @@ do -- UserSound
end
--- Play the usersound to the given @{Group}.
--- Play the usersound to the given @{Wrapper.Group}.
-- @param #USERSOUND self
-- @param Wrapper.Group#GROUP Group The @{Group} to play the usersound to.
-- @param Wrapper.Group#GROUP Group The @{Wrapper.Group} to play the usersound to.
-- @return #USERSOUND The usersound instance.
-- @usage
-- local BlueVictory = USERSOUND:New( "BlueVictory.ogg" )

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@@ -15,7 +15,7 @@ do -- Velocity
-- @extends Core.Base#BASE
--- # VELOCITY class, extends @{Base#BASE}
--- # VELOCITY class, extends @{Core.Base#BASE}
--
-- VELOCITY models a speed, which can be expressed in various formats according the Settings.
--
@@ -125,7 +125,7 @@ do -- VELOCITY_POSITIONABLE
-- @extends Core.Base#BASE
--- # VELOCITY_POSITIONABLE class, extends @{Base#BASE}
--- # VELOCITY_POSITIONABLE class, extends @{Core.Base#BASE}
--
-- VELOCITY_POSITIONABLE monitors the speed of an @{Positionable} in the simulation, which can be expressed in various formats according the Settings.
--

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@@ -12,7 +12,7 @@
-- The object classes are using the zone classes to test the zone boundaries, which can take various forms:
--
-- * Test if completely within the zone.
-- * Test if partly within the zone (for @{Group#GROUP} objects).
-- * Test if partly within the zone (for @{Wrapper.Group#GROUP} objects).
-- * Test if not in the zone.
-- * Distance to the nearest intersecting point of the zone.
-- * Distance to the center of the zone.
@@ -24,8 +24,8 @@
-- * @{#ZONE_RADIUS}: The ZONE_RADIUS class defined by a zone name, a location and a radius.
-- * @{#ZONE}: The ZONE class, defined by the zone name as defined within the Mission Editor.
-- * @{#ZONE_UNIT}: The ZONE_UNIT class defines by a zone around a @{Unit#UNIT} with a radius.
-- * @{#ZONE_GROUP}: The ZONE_GROUP class defines by a zone around a @{Group#GROUP} with a radius.
-- * @{#ZONE_POLYGON}: The ZONE_POLYGON class defines by a sequence of @{Group#GROUP} waypoints within the Mission Editor, forming a polygon.
-- * @{#ZONE_GROUP}: The ZONE_GROUP class defines by a zone around a @{Wrapper.Group#GROUP} with a radius.
-- * @{#ZONE_POLYGON}: The ZONE_POLYGON class defines by a sequence of @{Wrapper.Group#GROUP} waypoints within the Mission Editor, forming a polygon.
--
-- ===
--
@@ -43,7 +43,7 @@
-- @extends Core.Base#BASE
--- # ZONE_BASE class, extends @{Base#BASE}
--- # ZONE_BASE class, extends @{Core.Base#BASE}
--
-- This class is an abstract BASE class for derived classes, and is not meant to be instantiated.
--
@@ -53,7 +53,7 @@
-- * @{#ZONE_BASE.SetName}(): Sets the name of the zone.
--
--
-- ## Each zone implements two polymorphic functions defined in @{Zone#ZONE_BASE}:
-- ## Each zone implements two polymorphic functions defined in @{Core.Zone#ZONE_BASE}:
--
-- * @{#ZONE_BASE.IsVec2InZone}(): Returns if a 2D vector is within the zone.
-- * @{#ZONE_BASE.IsVec3InZone}(): Returns if a 3D vector is within the zone.
@@ -380,7 +380,7 @@ end
-- @field Dcs.DCSTypes#Distance Radius The radius of the zone.
-- @extends #ZONE_BASE
--- # ZONE_RADIUS class, extends @{Zone#ZONE_BASE}
--- # ZONE_RADIUS class, extends @{Core.Zone#ZONE_BASE}
--
-- The ZONE_RADIUS class defined by a zone name, a location and a radius.
-- This class implements the inherited functions from Core.Zone#ZONE_BASE taking into account the own zone format and properties.
@@ -952,7 +952,7 @@ end
-- @extends #ZONE_RADIUS
--- # ZONE class, extends @{Zone#ZONE_RADIUS}
--- # ZONE class, extends @{Core.Zone#ZONE_RADIUS}
--
-- The ZONE class, defined by the zone name as defined within the Mission Editor.
-- This class implements the inherited functions from @{#ZONE_RADIUS} taking into account the own zone format and properties.
@@ -966,7 +966,7 @@ end
-- You can declare a ZONE using the DCS mission editor by adding a trigger zone in the mission editor.
--
-- Then during mission startup, when loading Moose.lua, this trigger zone will be detected as a ZONE declaration.
-- Within the background, a ZONE object will be created within the @{Database}.
-- Within the background, a ZONE object will be created within the @{Core.Database}.
-- The ZONE name will be the trigger zone name.
--
-- So, you can search yourself for the ZONE object by using the @{#ZONE.FindByName}() method.
@@ -1024,7 +1024,7 @@ end
-- @field Wrapper.Unit#UNIT ZoneUNIT
-- @extends Core.Zone#ZONE_RADIUS
--- # ZONE_UNIT class, extends @{Zone#ZONE_RADIUS}
--- # ZONE_UNIT class, extends @{Core.Zone#ZONE_RADIUS}
--
-- The ZONE_UNIT class defined by a zone around a @{Unit#UNIT} with a radius.
-- This class implements the inherited functions from @{#ZONE_RADIUS} taking into account the own zone format and properties.
@@ -1117,20 +1117,20 @@ end
-- @extends #ZONE_RADIUS
--- # ZONE_GROUP class, extends @{Zone#ZONE_RADIUS}
--- # ZONE_GROUP class, extends @{Core.Zone#ZONE_RADIUS}
--
-- The ZONE_GROUP class defines by a zone around a @{Group#GROUP} with a radius. The current leader of the group defines the center of the zone.
-- This class implements the inherited functions from @{Zone#ZONE_RADIUS} taking into account the own zone format and properties.
-- The ZONE_GROUP class defines by a zone around a @{Wrapper.Group#GROUP} with a radius. The current leader of the group defines the center of the zone.
-- This class implements the inherited functions from @{Core.Zone#ZONE_RADIUS} taking into account the own zone format and properties.
--
-- @field #ZONE_GROUP
ZONE_GROUP = {
ClassName="ZONE_GROUP",
}
--- Constructor to create a ZONE_GROUP instance, taking the zone name, a zone @{Group#GROUP} and a radius.
--- Constructor to create a ZONE_GROUP instance, taking the zone name, a zone @{Wrapper.Group#GROUP} and a radius.
-- @param #ZONE_GROUP self
-- @param #string ZoneName Name of the zone.
-- @param Wrapper.Group#GROUP ZoneGROUP The @{Group} as the center of the zone.
-- @param Wrapper.Group#GROUP ZoneGROUP The @{Wrapper.Group} as the center of the zone.
-- @param Dcs.DCSTypes#Distance Radius The radius of the zone.
-- @return #ZONE_GROUP self
function ZONE_GROUP:New( ZoneName, ZoneGROUP, Radius )
@@ -1146,9 +1146,9 @@ function ZONE_GROUP:New( ZoneName, ZoneGROUP, Radius )
end
--- Returns the current location of the @{Group}.
--- Returns the current location of the @{Wrapper.Group}.
-- @param #ZONE_GROUP self
-- @return Dcs.DCSTypes#Vec2 The location of the zone based on the @{Group} location.
-- @return Dcs.DCSTypes#Vec2 The location of the zone based on the @{Wrapper.Group} location.
function ZONE_GROUP:GetVec2()
self:F( self.ZoneName )
@@ -1159,9 +1159,9 @@ function ZONE_GROUP:GetVec2()
return ZoneVec2
end
--- Returns a random location within the zone of the @{Group}.
--- Returns a random location within the zone of the @{Wrapper.Group}.
-- @param #ZONE_GROUP self
-- @return Dcs.DCSTypes#Vec2 The random location of the zone based on the @{Group} location.
-- @return Dcs.DCSTypes#Vec2 The random location of the zone based on the @{Wrapper.Group} location.
function ZONE_GROUP:GetRandomVec2()
self:F( self.ZoneName )
@@ -1198,10 +1198,10 @@ end
-- @extends #ZONE_BASE
--- # ZONE_POLYGON_BASE class, extends @{Zone#ZONE_BASE}
--- # ZONE_POLYGON_BASE class, extends @{Core.Zone#ZONE_BASE}
--
-- The ZONE_POLYGON_BASE class defined by a sequence of @{Group#GROUP} waypoints within the Mission Editor, forming a polygon.
-- This class implements the inherited functions from @{Zone#ZONE_RADIUS} taking into account the own zone format and properties.
-- The ZONE_POLYGON_BASE class defined by a sequence of @{Wrapper.Group#GROUP} waypoints within the Mission Editor, forming a polygon.
-- This class implements the inherited functions from @{Core.Zone#ZONE_RADIUS} taking into account the own zone format and properties.
-- This class is an abstract BASE class for derived classes, and is not meant to be instantiated.
--
-- ## Zone point randomization
@@ -1222,7 +1222,7 @@ ZONE_POLYGON_BASE = {
-- @list <Dcs.DCSTypes#Vec2>
--- Constructor to create a ZONE_POLYGON_BASE instance, taking the zone name and an array of @{DCSTypes#Vec2}, forming a polygon.
-- The @{Group#GROUP} waypoints define the polygon corners. The first and the last point are automatically connected.
-- The @{Wrapper.Group#GROUP} waypoints define the polygon corners. The first and the last point are automatically connected.
-- @param #ZONE_POLYGON_BASE self
-- @param #string ZoneName Name of the zone.
-- @param #ZONE_POLYGON_BASE.ListVec2 PointsArray An array of @{DCSTypes#Vec2}, forming a polygon..
@@ -1246,7 +1246,7 @@ end
--- Returns the center location of the polygon.
-- @param #ZONE_GROUP self
-- @return Dcs.DCSTypes#Vec2 The location of the zone based on the @{Group} location.
-- @return Dcs.DCSTypes#Vec2 The location of the zone based on the @{Wrapper.Group} location.
function ZONE_POLYGON_BASE:GetVec2()
self:F( self.ZoneName )
@@ -1475,10 +1475,10 @@ end
-- @extends #ZONE_POLYGON_BASE
--- # ZONE_POLYGON class, extends @{Zone#ZONE_POLYGON_BASE}
--- # ZONE_POLYGON class, extends @{Core.Zone#ZONE_POLYGON_BASE}
--
-- The ZONE_POLYGON class defined by a sequence of @{Group#GROUP} waypoints within the Mission Editor, forming a polygon.
-- This class implements the inherited functions from @{Zone#ZONE_RADIUS} taking into account the own zone format and properties.
-- The ZONE_POLYGON class defined by a sequence of @{Wrapper.Group#GROUP} waypoints within the Mission Editor, forming a polygon.
-- This class implements the inherited functions from @{Core.Zone#ZONE_RADIUS} taking into account the own zone format and properties.
--
-- ## Declare a ZONE_POLYGON directly in the DCS mission editor!
--
@@ -1486,7 +1486,7 @@ end
--
-- So, imagine you have a group declared in the mission editor, with group name `DefenseZone~ZONE_POLYGON`.
-- Then during mission startup, when loading Moose.lua, this group will be detected as a ZONE_POLYGON declaration.
-- Within the background, a ZONE_POLYGON object will be created within the @{Database} using the properties of the group.
-- Within the background, a ZONE_POLYGON object will be created within the @{Core.Database} using the properties of the group.
-- The ZONE_POLYGON name will be the group name without the ~ZONE_POLYGON tag.
--
-- So, you can search yourself for the ZONE_POLYGON by using the @{#ZONE_POLYGON.FindByName}() method.
@@ -1505,8 +1505,8 @@ ZONE_POLYGON = {
ClassName="ZONE_POLYGON",
}
--- Constructor to create a ZONE_POLYGON instance, taking the zone name and the @{Group#GROUP} defined within the Mission Editor.
-- The @{Group#GROUP} waypoints define the polygon corners. The first and the last point are automatically connected by ZONE_POLYGON.
--- Constructor to create a ZONE_POLYGON instance, taking the zone name and the @{Wrapper.Group#GROUP} defined within the Mission Editor.
-- The @{Wrapper.Group#GROUP} waypoints define the polygon corners. The first and the last point are automatically connected by ZONE_POLYGON.
-- @param #ZONE_POLYGON self
-- @param #string ZoneName Name of the zone.
-- @param Wrapper.Group#GROUP ZoneGroup The GROUP waypoints as defined within the Mission Editor define the polygon shape.
@@ -1522,8 +1522,8 @@ function ZONE_POLYGON:New( ZoneName, ZoneGroup )
end
--- Constructor to create a ZONE_POLYGON instance, taking the zone name and the **name** of the @{Group#GROUP} defined within the Mission Editor.
-- The @{Group#GROUP} waypoints define the polygon corners. The first and the last point are automatically connected by ZONE_POLYGON.
--- Constructor to create a ZONE_POLYGON instance, taking the zone name and the **name** of the @{Wrapper.Group#GROUP} defined within the Mission Editor.
-- The @{Wrapper.Group#GROUP} waypoints define the polygon corners. The first and the last point are automatically connected by ZONE_POLYGON.
-- @param #ZONE_POLYGON self
-- @param #string ZoneName Name of the zone.
-- @param #string GroupName The group name of the GROUP defining the waypoints within the Mission Editor to define the polygon shape.