New File Structure Updates

This commit is contained in:
FlightControl
2016-12-06 10:17:21 +01:00
parent 931464dfec
commit dd162831fa
62 changed files with 1317 additions and 1291 deletions

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@@ -1,8 +1,8 @@
--- This module contains the GROUP class.
--
-- 1) @{Group#GROUP} class, extends @{Controllable#CONTROLLABLE}
-- 1) @{Wrapper.Group#GROUP} class, extends @{Wrapper.Controllable#CONTROLLABLE}
-- =============================================================
-- The @{Group#GROUP} class is a wrapper class to handle the DCS Group objects:
-- The @{Wrapper.Group#GROUP} class is a wrapper class to handle the DCS Group objects:
--
-- * Support all DCS Group APIs.
-- * Enhance with Group specific APIs not in the DCS Group API set.
@@ -32,7 +32,7 @@
-- -----------------------
-- Several group task methods are available that help you to prepare tasks.
-- These methods return a string consisting of the task description, which can then be given to either a
-- @{Controllable#CONTROLLABLE.PushTask} or @{Controllable#CONTROLLABLE.SetTask} method to assign the task to the GROUP.
-- @{Wrapper.Controllable#CONTROLLABLE.PushTask} or @{Wrapper.Controllable#CONTROLLABLE.SetTask} method to assign the task to the GROUP.
-- Tasks are specific for the category of the GROUP, more specific, for AIR, GROUND or AIR and GROUND.
-- Each task description where applicable indicates for which group category the task is valid.
-- There are 2 main subdivisions of tasks: Assigned tasks and EnRoute tasks.
@@ -44,63 +44,63 @@
--
-- Find below a list of the **assigned task** methods:
--
-- * @{Controllable#CONTROLLABLE.TaskAttackGroup}: (AIR) Attack a Group.
-- * @{Controllable#CONTROLLABLE.TaskAttackMapObject}: (AIR) Attacking the map object (building, structure, e.t.c).
-- * @{Controllable#CONTROLLABLE.TaskAttackUnit}: (AIR) Attack the Unit.
-- * @{Controllable#CONTROLLABLE.TaskBombing}: (Controllable#CONTROLLABLEDelivering weapon at the point on the ground.
-- * @{Controllable#CONTROLLABLE.TaskBombingRunway}: (AIR) Delivering weapon on the runway.
-- * @{Controllable#CONTROLLABLE.TaskEmbarking}: (AIR) Move the group to a Vec2 Point, wait for a defined duration and embark a group.
-- * @{Controllable#CONTROLLABLE.TaskEmbarkToTransport}: (GROUND) Embark to a Transport landed at a location.
-- * @{Controllable#CONTROLLABLE.TaskEscort}: (AIR) Escort another airborne group.
-- * @{Controllable#CONTROLLABLE.TaskFAC_AttackGroup}: (AIR + GROUND) The task makes the group/unit a FAC and orders the FAC to control the target (enemy ground group) destruction.
-- * @{Controllable#CONTROLLABLE.TaskFireAtPoint}: (GROUND) Fire at a VEC2 point until ammunition is finished.
-- * @{Controllable#CONTROLLABLE.TaskFollow}: (AIR) Following another airborne group.
-- * @{Controllable#CONTROLLABLE.TaskHold}: (GROUND) Hold ground group from moving.
-- * @{Controllable#CONTROLLABLE.TaskHoldPosition}: (AIR) Hold position at the current position of the first unit of the group.
-- * @{Controllable#CONTROLLABLE.TaskLand}: (AIR HELICOPTER) Landing at the ground. For helicopters only.
-- * @{Controllable#CONTROLLABLE.TaskLandAtZone}: (AIR) Land the group at a @{Zone#ZONE_RADIUS).
-- * @{Controllable#CONTROLLABLE.TaskOrbitCircle}: (AIR) Orbit at the current position of the first unit of the group at a specified alititude.
-- * @{Controllable#CONTROLLABLE.TaskOrbitCircleAtVec2}: (AIR) Orbit at a specified position at a specified alititude during a specified duration with a specified speed.
-- * @{Controllable#CONTROLLABLE.TaskRefueling}: (AIR) Refueling from the nearest tanker. No parameters.
-- * @{Controllable#CONTROLLABLE.TaskRoute}: (AIR + GROUND) Return a Misson task to follow a given route defined by Points.
-- * @{Controllable#CONTROLLABLE.TaskRouteToVec2}: (AIR + GROUND) Make the Group move to a given point.
-- * @{Controllable#CONTROLLABLE.TaskRouteToVec3}: (AIR + GROUND) Make the Group move to a given point.
-- * @{Controllable#CONTROLLABLE.TaskRouteToZone}: (AIR + GROUND) Route the group to a given zone.
-- * @{Controllable#CONTROLLABLE.TaskReturnToBase}: (AIR) Route the group to an airbase.
-- * @{Wrapper.Controllable#CONTROLLABLE.TaskAttackGroup}: (AIR) Attack a Group.
-- * @{Wrapper.Controllable#CONTROLLABLE.TaskAttackMapObject}: (AIR) Attacking the map object (building, structure, e.t.c).
-- * @{Wrapper.Controllable#CONTROLLABLE.TaskAttackUnit}: (AIR) Attack the Unit.
-- * @{Wrapper.Controllable#CONTROLLABLE.TaskBombing}: (Wrapper.Controllable#CONTROLLABLEDelivering weapon at the point on the ground.
-- * @{Wrapper.Controllable#CONTROLLABLE.TaskBombingRunway}: (AIR) Delivering weapon on the runway.
-- * @{Wrapper.Controllable#CONTROLLABLE.TaskEmbarking}: (AIR) Move the group to a Vec2 Point, wait for a defined duration and embark a group.
-- * @{Wrapper.Controllable#CONTROLLABLE.TaskEmbarkToTransport}: (GROUND) Embark to a Transport landed at a location.
-- * @{Wrapper.Controllable#CONTROLLABLE.TaskEscort}: (AIR) Escort another airborne group.
-- * @{Wrapper.Controllable#CONTROLLABLE.TaskFAC_AttackGroup}: (AIR + GROUND) The task makes the group/unit a FAC and orders the FAC to control the target (enemy ground group) destruction.
-- * @{Wrapper.Controllable#CONTROLLABLE.TaskFireAtPoint}: (GROUND) Fire at a VEC2 point until ammunition is finished.
-- * @{Wrapper.Controllable#CONTROLLABLE.TaskFollow}: (AIR) Following another airborne group.
-- * @{Wrapper.Controllable#CONTROLLABLE.TaskHold}: (GROUND) Hold ground group from moving.
-- * @{Wrapper.Controllable#CONTROLLABLE.TaskHoldPosition}: (AIR) Hold position at the current position of the first unit of the group.
-- * @{Wrapper.Controllable#CONTROLLABLE.TaskLand}: (AIR HELICOPTER) Landing at the ground. For helicopters only.
-- * @{Wrapper.Controllable#CONTROLLABLE.TaskLandAtZone}: (AIR) Land the group at a @{Core.Zone#ZONE_RADIUS).
-- * @{Wrapper.Controllable#CONTROLLABLE.TaskOrbitCircle}: (AIR) Orbit at the current position of the first unit of the group at a specified alititude.
-- * @{Wrapper.Controllable#CONTROLLABLE.TaskOrbitCircleAtVec2}: (AIR) Orbit at a specified position at a specified alititude during a specified duration with a specified speed.
-- * @{Wrapper.Controllable#CONTROLLABLE.TaskRefueling}: (AIR) Refueling from the nearest tanker. No parameters.
-- * @{Wrapper.Controllable#CONTROLLABLE.TaskRoute}: (AIR + GROUND) Return a Misson task to follow a given route defined by Points.
-- * @{Wrapper.Controllable#CONTROLLABLE.TaskRouteToVec2}: (AIR + GROUND) Make the Group move to a given point.
-- * @{Wrapper.Controllable#CONTROLLABLE.TaskRouteToVec3}: (AIR + GROUND) Make the Group move to a given point.
-- * @{Wrapper.Controllable#CONTROLLABLE.TaskRouteToZone}: (AIR + GROUND) Route the group to a given zone.
-- * @{Wrapper.Controllable#CONTROLLABLE.TaskReturnToBase}: (AIR) Route the group to an airbase.
--
-- ### 1.2.2) EnRoute task methods
--
-- EnRoute tasks require the targets of the task need to be detected by the group (using its sensors) before the task can be executed:
--
-- * @{Controllable#CONTROLLABLE.EnRouteTaskAWACS}: (AIR) Aircraft will act as an AWACS for friendly units (will provide them with information about contacts). No parameters.
-- * @{Controllable#CONTROLLABLE.EnRouteTaskEngageGroup}: (AIR) Engaging a group. The task does not assign the target group to the unit/group to attack now; it just allows the unit/group to engage the target group as well as other assigned targets.
-- * @{Controllable#CONTROLLABLE.EnRouteTaskEngageTargets}: (AIR) Engaging targets of defined types.
-- * @{Controllable#CONTROLLABLE.EnRouteTaskEWR}: (AIR) Attack the Unit.
-- * @{Controllable#CONTROLLABLE.EnRouteTaskFAC}: (AIR + GROUND) The task makes the group/unit a FAC and lets the FAC to choose a targets (enemy ground group) around as well as other assigned targets.
-- * @{Controllable#CONTROLLABLE.EnRouteTaskFAC_EngageGroup}: (AIR + GROUND) The task makes the group/unit a FAC and lets the FAC to choose the target (enemy ground group) as well as other assigned targets.
-- * @{Controllable#CONTROLLABLE.EnRouteTaskTanker}: (AIR) Aircraft will act as a tanker for friendly units. No parameters.
-- * @{Wrapper.Controllable#CONTROLLABLE.EnRouteTaskAWACS}: (AIR) Aircraft will act as an AWACS for friendly units (will provide them with information about contacts). No parameters.
-- * @{Wrapper.Controllable#CONTROLLABLE.EnRouteTaskEngageGroup}: (AIR) Engaging a group. The task does not assign the target group to the unit/group to attack now; it just allows the unit/group to engage the target group as well as other assigned targets.
-- * @{Wrapper.Controllable#CONTROLLABLE.EnRouteTaskEngageTargets}: (AIR) Engaging targets of defined types.
-- * @{Wrapper.Controllable#CONTROLLABLE.EnRouteTaskEWR}: (AIR) Attack the Unit.
-- * @{Wrapper.Controllable#CONTROLLABLE.EnRouteTaskFAC}: (AIR + GROUND) The task makes the group/unit a FAC and lets the FAC to choose a targets (enemy ground group) around as well as other assigned targets.
-- * @{Wrapper.Controllable#CONTROLLABLE.EnRouteTaskFAC_EngageGroup}: (AIR + GROUND) The task makes the group/unit a FAC and lets the FAC to choose the target (enemy ground group) as well as other assigned targets.
-- * @{Wrapper.Controllable#CONTROLLABLE.EnRouteTaskTanker}: (AIR) Aircraft will act as a tanker for friendly units. No parameters.
--
-- ### 1.2.3) Preparation task methods
--
-- There are certain task methods that allow to tailor the task behaviour:
--
-- * @{Controllable#CONTROLLABLE.TaskWrappedAction}: Return a WrappedAction Task taking a Command.
-- * @{Controllable#CONTROLLABLE.TaskCombo}: Return a Combo Task taking an array of Tasks.
-- * @{Controllable#CONTROLLABLE.TaskCondition}: Return a condition section for a controlled task.
-- * @{Controllable#CONTROLLABLE.TaskControlled}: Return a Controlled Task taking a Task and a TaskCondition.
-- * @{Wrapper.Controllable#CONTROLLABLE.TaskWrappedAction}: Return a WrappedAction Task taking a Command.
-- * @{Wrapper.Controllable#CONTROLLABLE.TaskCombo}: Return a Combo Task taking an array of Tasks.
-- * @{Wrapper.Controllable#CONTROLLABLE.TaskCondition}: Return a condition section for a controlled task.
-- * @{Wrapper.Controllable#CONTROLLABLE.TaskControlled}: Return a Controlled Task taking a Task and a TaskCondition.
--
-- ### 1.2.4) Obtain the mission from group templates
--
-- Group templates contain complete mission descriptions. Sometimes you want to copy a complete mission from a group and assign it to another:
--
-- * @{Controllable#CONTROLLABLE.TaskMission}: (AIR + GROUND) Return a mission task from a mission template.
-- * @{Wrapper.Controllable#CONTROLLABLE.TaskMission}: (AIR + GROUND) Return a mission task from a mission template.
--
-- 1.3) GROUP Command methods
-- --------------------------
-- Group **command methods** prepare the execution of commands using the @{Controllable#CONTROLLABLE.SetCommand} method:
-- Group **command methods** prepare the execution of commands using the @{Wrapper.Controllable#CONTROLLABLE.SetCommand} method:
--
-- * @{Controllable#CONTROLLABLE.CommandDoScript}: Do Script command.
-- * @{Controllable#CONTROLLABLE.CommandSwitchWayPoint}: Perform a switch waypoint command.
-- * @{Wrapper.Controllable#CONTROLLABLE.CommandDoScript}: Do Script command.
-- * @{Wrapper.Controllable#CONTROLLABLE.CommandSwitchWayPoint}: Perform a switch waypoint command.
--
-- 1.4) GROUP Option methods
-- -------------------------
@@ -108,31 +108,31 @@
--
-- ### 1.4.1) Rule of Engagement:
--
-- * @{Controllable#CONTROLLABLE.OptionROEWeaponFree}
-- * @{Controllable#CONTROLLABLE.OptionROEOpenFire}
-- * @{Controllable#CONTROLLABLE.OptionROEReturnFire}
-- * @{Controllable#CONTROLLABLE.OptionROEEvadeFire}
-- * @{Wrapper.Controllable#CONTROLLABLE.OptionROEWeaponFree}
-- * @{Wrapper.Controllable#CONTROLLABLE.OptionROEOpenFire}
-- * @{Wrapper.Controllable#CONTROLLABLE.OptionROEReturnFire}
-- * @{Wrapper.Controllable#CONTROLLABLE.OptionROEEvadeFire}
--
-- To check whether an ROE option is valid for a specific group, use:
--
-- * @{Controllable#CONTROLLABLE.OptionROEWeaponFreePossible}
-- * @{Controllable#CONTROLLABLE.OptionROEOpenFirePossible}
-- * @{Controllable#CONTROLLABLE.OptionROEReturnFirePossible}
-- * @{Controllable#CONTROLLABLE.OptionROEEvadeFirePossible}
-- * @{Wrapper.Controllable#CONTROLLABLE.OptionROEWeaponFreePossible}
-- * @{Wrapper.Controllable#CONTROLLABLE.OptionROEOpenFirePossible}
-- * @{Wrapper.Controllable#CONTROLLABLE.OptionROEReturnFirePossible}
-- * @{Wrapper.Controllable#CONTROLLABLE.OptionROEEvadeFirePossible}
--
-- ### 1.4.2) Rule on thread:
--
-- * @{Controllable#CONTROLLABLE.OptionROTNoReaction}
-- * @{Controllable#CONTROLLABLE.OptionROTPassiveDefense}
-- * @{Controllable#CONTROLLABLE.OptionROTEvadeFire}
-- * @{Controllable#CONTROLLABLE.OptionROTVertical}
-- * @{Wrapper.Controllable#CONTROLLABLE.OptionROTNoReaction}
-- * @{Wrapper.Controllable#CONTROLLABLE.OptionROTPassiveDefense}
-- * @{Wrapper.Controllable#CONTROLLABLE.OptionROTEvadeFire}
-- * @{Wrapper.Controllable#CONTROLLABLE.OptionROTVertical}
--
-- To test whether an ROT option is valid for a specific group, use:
--
-- * @{Controllable#CONTROLLABLE.OptionROTNoReactionPossible}
-- * @{Controllable#CONTROLLABLE.OptionROTPassiveDefensePossible}
-- * @{Controllable#CONTROLLABLE.OptionROTEvadeFirePossible}
-- * @{Controllable#CONTROLLABLE.OptionROTVerticalPossible}
-- * @{Wrapper.Controllable#CONTROLLABLE.OptionROTNoReactionPossible}
-- * @{Wrapper.Controllable#CONTROLLABLE.OptionROTPassiveDefensePossible}
-- * @{Wrapper.Controllable#CONTROLLABLE.OptionROTEvadeFirePossible}
-- * @{Wrapper.Controllable#CONTROLLABLE.OptionROTVerticalPossible}
--
-- 1.5) GROUP Zone validation methods
-- ----------------------------------
@@ -143,14 +143,14 @@
-- * @{#GROUP.IsPartlyInZone}: Returns true if some units of the group are within a @{Zone}.
-- * @{#GROUP.IsNotInZone}: Returns true if none of the group units of the group are within a @{Zone}.
--
-- The zone can be of any @{Zone} class derived from @{Zone#ZONE_BASE}. So, these methods are polymorphic to the zones tested on.
-- The zone can be of any @{Zone} class derived from @{Core.Zone#ZONE_BASE}. So, these methods are polymorphic to the zones tested on.
--
-- @module Group
-- @author FlightControl
--- The GROUP class
-- @type GROUP
-- @extends Controllable#CONTROLLABLE
-- @extends Wrapper.Controllable#CONTROLLABLE
-- @field #string GroupName The name of the group.
GROUP = {
ClassName = "GROUP",
@@ -158,7 +158,7 @@ GROUP = {
--- Create a new GROUP from a DCSGroup
-- @param #GROUP self
-- @param DCSGroup#Group GroupName The DCS Group name
-- @param Dcs.DCSWrapper.Group#Group GroupName The DCS Group name
-- @return #GROUP self
function GROUP:Register( GroupName )
local self = BASE:Inherit( self, CONTROLLABLE:New( GroupName ) )
@@ -171,11 +171,11 @@ end
--- Find the GROUP wrapper class instance using the DCS Group.
-- @param #GROUP self
-- @param DCSGroup#Group DCSGroup The DCS Group.
-- @param Dcs.DCSWrapper.Group#Group DCSGroup The DCS Group.
-- @return #GROUP The GROUP.
function GROUP:Find( DCSGroup )
local GroupName = DCSGroup:getName() -- Group#GROUP
local GroupName = DCSGroup:getName() -- Wrapper.Group#GROUP
local GroupFound = _DATABASE:FindGroup( GroupName )
return GroupFound
end
@@ -194,7 +194,7 @@ end
--- Returns the DCS Group.
-- @param #GROUP self
-- @return DCSGroup#Group The DCS Group.
-- @return Dcs.DCSWrapper.Group#Group The DCS Group.
function GROUP:GetDCSObject()
local DCSGroup = Group.getByName( self.GroupName )
@@ -246,7 +246,7 @@ end
--- Returns category of the DCS Group.
-- @param #GROUP self
-- @return DCSGroup#Group.Category The category ID
-- @return Dcs.DCSWrapper.Group#Group.Category The category ID
function GROUP:GetCategory()
self:F2( self.GroupName )
@@ -286,7 +286,7 @@ end
--- Returns the coalition of the DCS Group.
-- @param #GROUP self
-- @return DCSCoalitionObject#coalition.side The coalition side of the DCS Group.
-- @return Dcs.DCSCoalitionWrapper.Object#coalition.side The coalition side of the DCS Group.
function GROUP:GetCoalition()
self:F2( self.GroupName )
@@ -302,7 +302,7 @@ end
--- Returns the country of the DCS Group.
-- @param #GROUP self
-- @return DCScountry#country.id The country identifier.
-- @return Dcs.DCScountry#country.id The country identifier.
-- @return #nil The DCS Group is not existing or alive.
function GROUP:GetCountry()
self:F2( self.GroupName )
@@ -321,7 +321,7 @@ end
-- If the underlying DCS Unit does not exist, the method will return nil. .
-- @param #GROUP self
-- @param #number UnitNumber The number of the UNIT wrapper class to be returned.
-- @return Unit#UNIT The UNIT wrapper class.
-- @return Wrapper.Unit#UNIT The UNIT wrapper class.
function GROUP:GetUnit( UnitNumber )
self:F2( { self.GroupName, UnitNumber } )
@@ -341,7 +341,7 @@ end
-- If the underlying DCS Unit does not exist, the method will return nil. .
-- @param #GROUP self
-- @param #number UnitNumber The number of the DCS Unit to be returned.
-- @return DCSUnit#Unit The DCS Unit.
-- @return Dcs.DCSWrapper.Unit#Unit The DCS Unit.
function GROUP:GetDCSUnit( UnitNumber )
self:F2( { self.GroupName, UnitNumber } )
@@ -474,7 +474,7 @@ end
--- Returns the current point (Vec2 vector) of the first DCS Unit in the DCS Group.
-- @param #GROUP self
-- @return DCSTypes#Vec2 Current Vec2 point of the first DCS Unit of the DCS Group.
-- @return Dcs.DCSTypes#Vec2 Current Vec2 point of the first DCS Unit of the DCS Group.
function GROUP:GetVec2()
self:F2( self.GroupName )
@@ -486,7 +486,7 @@ function GROUP:GetVec2()
end
--- Returns the current Vec3 vector of the first DCS Unit in the GROUP.
-- @return DCSTypes#Vec3 Current Vec3 of the first DCS Unit of the GROUP.
-- @return Dcs.DCSTypes#Vec3 Current Vec3 of the first DCS Unit of the GROUP.
function GROUP:GetVec3()
self:F2( self.GroupName )
@@ -501,13 +501,13 @@ end
--- Returns true if all units of the group are within a @{Zone}.
-- @param #GROUP self
-- @param Zone#ZONE_BASE Zone The zone to test.
-- @return #boolean Returns true if the Group is completely within the @{Zone#ZONE_BASE}
-- @param Core.Zone#ZONE_BASE Zone The zone to test.
-- @return #boolean Returns true if the Group is completely within the @{Core.Zone#ZONE_BASE}
function GROUP:IsCompletelyInZone( Zone )
self:F2( { self.GroupName, Zone } )
for UnitID, UnitData in pairs( self:GetUnits() ) do
local Unit = UnitData -- Unit#UNIT
local Unit = UnitData -- Wrapper.Unit#UNIT
-- TODO: Rename IsPointVec3InZone to IsVec3InZone
if Zone:IsPointVec3InZone( Unit:GetVec3() ) then
else
@@ -520,13 +520,13 @@ end
--- Returns true if some units of the group are within a @{Zone}.
-- @param #GROUP self
-- @param Zone#ZONE_BASE Zone The zone to test.
-- @return #boolean Returns true if the Group is completely within the @{Zone#ZONE_BASE}
-- @param Core.Zone#ZONE_BASE Zone The zone to test.
-- @return #boolean Returns true if the Group is completely within the @{Core.Zone#ZONE_BASE}
function GROUP:IsPartlyInZone( Zone )
self:F2( { self.GroupName, Zone } )
for UnitID, UnitData in pairs( self:GetUnits() ) do
local Unit = UnitData -- Unit#UNIT
local Unit = UnitData -- Wrapper.Unit#UNIT
if Zone:IsPointVec3InZone( Unit:GetVec3() ) then
return true
end
@@ -537,13 +537,13 @@ end
--- Returns true if none of the group units of the group are within a @{Zone}.
-- @param #GROUP self
-- @param Zone#ZONE_BASE Zone The zone to test.
-- @return #boolean Returns true if the Group is completely within the @{Zone#ZONE_BASE}
-- @param Core.Zone#ZONE_BASE Zone The zone to test.
-- @return #boolean Returns true if the Group is completely within the @{Core.Zone#ZONE_BASE}
function GROUP:IsNotInZone( Zone )
self:F2( { self.GroupName, Zone } )
for UnitID, UnitData in pairs( self:GetUnits() ) do
local Unit = UnitData -- Unit#UNIT
local Unit = UnitData -- Wrapper.Unit#UNIT
if Zone:IsPointVec3InZone( Unit:GetVec3() ) then
return false
end
@@ -712,7 +712,7 @@ end
-- SPAWNING
--- Respawn the @{GROUP} using a (tweaked) template of the Group.
-- The template must be retrieved with the @{Group#GROUP.GetTemplate}() function.
-- The template must be retrieved with the @{Wrapper.Group#GROUP.GetTemplate}() function.
-- The template contains all the definitions as declared within the mission file.
-- To understand templates, do the following:
--
@@ -728,7 +728,7 @@ end
-- * When the group is alive, it will tweak the template x, y and heading coordinates of the group and the embedded units to the current units positions.
-- * Then it will destroy the current alive group.
-- * And it will respawn the group using your new template definition.
-- @param Group#GROUP self
-- @param Wrapper.Group#GROUP self
-- @param #table Template The template of the Group retrieved with GROUP:GetTemplate()
function GROUP:Respawn( Template )
@@ -740,7 +740,7 @@ function GROUP:Respawn( Template )
self:E( #Template.units )
for UnitID, UnitData in pairs( self:GetUnits() ) do
local GroupUnit = UnitData -- Unit#UNIT
local GroupUnit = UnitData -- Wrapper.Unit#UNIT
self:E( GroupUnit:GetName() )
if GroupUnit:IsAlive() then
local GroupUnitVec3 = GroupUnit:GetVec3()
@@ -777,7 +777,7 @@ end
--- Sets the CountryID of the group in a Template.
-- @param #GROUP self
-- @param DCScountry#country.id CountryID The country ID.
-- @param Dcs.DCScountry#country.id CountryID The country ID.
-- @return #table
function GROUP:SetTemplateCountry( Template, CountryID )
Template.CountryID = CountryID
@@ -786,7 +786,7 @@ end
--- Sets the CoalitionID of the group in a Template.
-- @param #GROUP self
-- @param DCSCoalitionObject#coalition.side CoalitionID The coalition ID.
-- @param Dcs.DCSCoalitionWrapper.Object#coalition.side CoalitionID The coalition ID.
-- @return #table
function GROUP:SetTemplateCoalition( Template, CoalitionID )
Template.CoalitionID = CoalitionID
@@ -814,7 +814,7 @@ function GROUP:GetTaskRoute()
return routines.utils.deepCopy( _DATABASE.Templates.Groups[self.GroupName].Template.route.points )
end
--- Return the route of a group by using the @{Database#DATABASE} class.
--- Return the route of a group by using the @{Core.Database#DATABASE} class.
-- @param #GROUP self
-- @param #number Begin The route point from where the copy will start. The base route point is 0.
-- @param #number End The route point where the copy will end. The End point is the last point - the End point. The last point has base 0.