mirror of
https://github.com/FlightControl-Master/MOOSE.git
synced 2025-10-29 16:58:06 +00:00
@@ -186,6 +186,12 @@ each detected set of potential targets can be lased or smoked...</p>
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||||
<td class="name" nowrap="nowrap"><a href="##(AI_DESIGNATE).Detection">AI_DESIGNATE.Detection</a></td>
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<td class="summary">
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||||
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||||
</td>
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||||
</tr>
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||||
<tr>
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||||
<td class="name" nowrap="nowrap"><a href="##(AI_DESIGNATE).FlashStatusMenu">AI_DESIGNATE.FlashStatusMenu</a></td>
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||||
<td class="summary">
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||||
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||||
</td>
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||||
</tr>
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<tr>
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@@ -234,6 +240,12 @@ each detected set of potential targets can be lased or smoked...</p>
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<td class="name" nowrap="nowrap"><a href="##(AI_DESIGNATE).MenuAutoLase">AI_DESIGNATE:MenuAutoLase(AutoLase)</a></td>
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<td class="summary">
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||||
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||||
</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(AI_DESIGNATE).MenuFlashStatus">AI_DESIGNATE:MenuFlashStatus(AttackGroup, Flash)</a></td>
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<td class="summary">
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</td>
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</tr>
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<tr>
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@@ -372,12 +384,24 @@ each detected set of potential targets can be lased or smoked...</p>
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<td class="name" nowrap="nowrap"><a href="##(AI_DESIGNATE).SetDesignateMenu">AI_DESIGNATE:SetDesignateMenu()</a></td>
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<td class="summary">
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<p>Sets the Designate Menu.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(AI_DESIGNATE).SetFlashStatusMenu">AI_DESIGNATE:SetFlashStatusMenu(FlashMenu)</a></td>
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<td class="summary">
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<p>Set the flashing of the status menu.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(AI_DESIGNATE).SetLaserCodes">AI_DESIGNATE:SetLaserCodes(<, LaserCodes)</a></td>
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<td class="summary">
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<p>Set an array of possible laser codes.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(AI_DESIGNATE).SetThreatLevelPrioritization">AI_DESIGNATE:SetThreatLevelPrioritization(Prioritize)</a></td>
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<td class="summary">
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<p>Set priorization of Targets based on the <strong>Threat Level of the Target</strong> in an Air to Ground context.</p>
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</td>
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</tr>
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<tr>
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@@ -390,6 +414,12 @@ each detected set of potential targets can be lased or smoked...</p>
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<td class="name" nowrap="nowrap"><a href="##(AI_DESIGNATE).Status">AI_DESIGNATE:Status()</a></td>
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<td class="summary">
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<p>Status Trigger for AI_DESIGNATE </p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(AI_DESIGNATE).ThreatLevelPrioritization">AI_DESIGNATE.ThreatLevelPrioritization</a></td>
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<td class="summary">
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</td>
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</tr>
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<tr>
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@@ -518,38 +548,38 @@ each detected set of potential targets can be lased or smoked...</p>
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<li>A <strong>Designate Menu</strong> is the menu that is dynamically created during the designation process for each <em>AttackGroup</em>.</li>
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</ul>
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<p>The <em>RecceSet</em> is continuously detecting for potential <em>Targets</em>, executing its task as part of the <em>DetectionObject</em>.
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Once <em>Targets</em> have been detected, the <em>DesignateObject</em> will trigger the <strong>Detect Event</strong>.</p>
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<p>The RecceSet is continuously detecting for potential Targets, executing its task as part of the DetectionObject.
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Once Targets have been detected, the DesignateObject will trigger the <strong>Detect Event</strong>.</p>
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<p>As part of the Detect Event, the <em>DetectionItems</em> list is used by the <em>DesignateObject</em> to provide the <em>Players</em> with:</p>
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<p>As part of the Detect Event, the DetectionItems list is used by the DesignateObject to provide the Players with:</p>
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<ul>
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<li>The <em>RecceGroups</em> are reporting to each <em>AttackGroup</em>, sending <strong>Messages</strong> containing the <em>Threat Level</em> and the <em>TargetSet</em> composition.</li>
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<li><strong>Menu options</strong> are created and updated for each <em>AttackGroup</em>, containing the <em>Threat Level</em> and the <em>TargetSet</em> composition.</li>
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<li>The RecceGroups are reporting to each AttackGroup, sending <strong>Messages</strong> containing the Threat Level and the TargetSet composition.</li>
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<li><strong>Menu options</strong> are created and updated for each AttackGroup, containing the Threat Level and the TargetSet composition.</li>
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</ul>
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<p>A <em>Player</em> can then select an action from the <em>Designate Menu</em>. </p>
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<p>A Player can then select an action from the Designate Menu. </p>
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<p><strong>Note that each selected action will be executed for a <em>TargetSet</em>, thus the <em>Target</em> grouping done by the <em>DetectionObject</em>.</strong></p>
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<p><strong>Note that each selected action will be executed for a TargetSet, thus the Target grouping done by the DetectionObject.</strong></p>
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<p>Each <strong>Menu Option</strong> in the <em>Designate Menu</em> has two modes: </p>
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<p>Each <strong>Menu Option</strong> in the Designate Menu has two modes: </p>
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<ol>
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<li>If the <em>TargetSet</em> <strong>is not being designated</strong>, then the <strong>Designate Menu</strong> option for the target Set will provide options to <strong>Lase</strong> or <strong>Smoke</strong> the targets.</li>
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<li>If the TargetSet <strong>is not being designated</strong>, then the <strong>Designate Menu</strong> option for the target Set will provide options to <strong>Lase</strong> or <strong>Smoke</strong> the targets.</li>
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<li>If the Target Set <strong>is being designated</strong>, then the <strong>Designate Menu</strong> option will provide an option to stop or cancel the designation.</li>
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</ol>
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<p>While designating, the <em>RecceGroups</em> will report any change in <em>TargetSet</em> composition or <em>Target</em> presence.</p>
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<p>While designating, the RecceGroups will report any change in TargetSet composition or Target presence.</p>
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<p>The following logic is executed when a <em>TargetSet</em> is selected to be <em>lased</em> from the <em>Designation Menu</em>:</p>
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<p>The following logic is executed when a TargetSet is selected to be <em>lased</em> from the Designation Menu:</p>
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<ul>
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<li>The <em>RecceSet</em> is searched for any <em>Recce</em> that is within <em>designation distance</em> from a <em>Target</em> in the <em>TargetSet</em> that is currently not being designated.</li>
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<li>If there is a <em>Recce</em> found that is currently no designating a target, and is within designation distance from the <em>Target</em>, then that <em>Target</em> will be designated.</li>
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<li>During designation, any <em>Recce</em> that does not have Line of Sight (LOS) and is not within disignation distance from the <em>Target</em>, will stop designating the <em>Target</em>, and a report is given.</li>
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<li>When a <em>Recce</em> is designating a <em>Target</em>, and that <em>Target</em> is destroyed, then the <em>Recce</em> will stop designating the <em>Target</em>, and will report the event.</li>
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<li>When a <em>Recce</em> is designating a <em>Target</em>, and that <em>Recce</em> is destroyed, then the <em>Recce</em> will be removed from the <em>RecceSet</em> and designation will stop without reporting.</li>
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<li>When all <em>RecceGroups</em> are destroyed from the <em>RecceSet</em>, then the DesignationObject will stop functioning, and nothing will be reported.</li>
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<li>The RecceSet is searched for any Recce that is within <em>designation distance</em> from a Target in the TargetSet that is currently not being designated.</li>
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<li>If there is a Recce found that is currently no designating a target, and is within designation distance from the Target, then that Target will be designated.</li>
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<li>During designation, any Recce that does not have Line of Sight (LOS) and is not within disignation distance from the Target, will stop designating the Target, and a report is given.</li>
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<li>When a Recce is designating a Target, and that Target is destroyed, then the Recce will stop designating the Target, and will report the event.</li>
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<li>When a Recce is designating a Target, and that Recce is destroyed, then the Recce will be removed from the RecceSet and designation will stop without reporting.</li>
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<li>When all RecceGroups are destroyed from the RecceSet, then the DesignationObject will stop functioning, and nothing will be reported.</li>
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</ul>
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<p>In this way, the DesignationObject assists players to designate ground targets for a coordinated attack!</p>
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@@ -610,16 +640,37 @@ One laser code can be given or an sequence of laser codes through an table...</p
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<h2>4. Autolase to automatically lase detected targets.</h2>
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<p><em>DetectionItems</em> can be auto lased once detected by <em>Recces</em>. As such, there is almost no action required from the <em>Players</em> using the <em>Designate Menu</em>.
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<p>DetectionItems can be auto lased once detected by Recces. As such, there is almost no action required from the Players using the Designate Menu.
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The <strong>auto lase</strong> function can be activated through the Designation Menu.
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Use the method <a href="##(AI_DESIGNATE).SetAutoLase">AI_DESIGNATE.SetAutoLase</a>() to activate or deactivate the auto lase function programmatically.
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Note that autolase will automatically activate lasing for ALL <em>DetectedItems</em>. Individual items can be switched-off if required using the <em>Designation Menu</em>.</p>
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Note that autolase will automatically activate lasing for ALL DetectedItems. Individual items can be switched-off if required using the Designation Menu.</p>
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<pre><code>AIDesignate:SetAutoLase( true )
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</code></pre>
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<p>Activate the auto lasing.</p>
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<h2>5. Target prioritization on threat level</h2>
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<p>Targets can be detected of different types in one DetectionItem. Depending on the type of the Target, a different threat level applies in an Air to Ground combat context.
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SAMs are of a higher threat than normal tanks. So, if the Target type was recognized, the Recces will select those targets that form the biggest threat first,
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and will continue this until the remaining vehicles with the lowest threat have been reached.</p>
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<p>This threat level prioritization can be activated using the method <a href="##(AI_DESIGNATE).SetThreatLevelPrioritization">AI_DESIGNATE.SetThreatLevelPrioritization</a>().
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If not activated, Targets will be selected in a random order, but most like those first which are the closest to the Recce marking the Target.</p>
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<h2>6. Status Report</h2>
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<p>A status report is available that displays the current Targets detected, grouped per DetectionItem, and a list of which Targets are currently being marked.</p>
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<ul>
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<li>The status report can be shown by selecting "Status" -> "Report Status" from the Designation menu .</li>
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<li>The status report can be automatically flashed by selecting "Status" -> "Flash Status On".</li>
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<li>The automatic flashing of the status report can be deactivated by selecting "Status" -> "Flash Status Off".</li>
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<li>The flashing of the status menu is disabled by default.</li>
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<li>The method <a href="##(AI_DESIGNATE).FlashStatusMenu">AI_DESIGNATE.FlashStatusMenu</a>() can be used to enable or disable to flashing of the status menu.</li>
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</ul>
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</dd>
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</dl>
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@@ -712,6 +763,20 @@ Note that autolase will automatically activate lasing for ALL <em>DetectedItems<
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</dd>
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</dl>
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<dl class="function">
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<dt>
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<em></em>
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<a id="#(AI_DESIGNATE).FlashStatusMenu" >
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<strong>AI_DESIGNATE.FlashStatusMenu</strong>
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</a>
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</dt>
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<dd>
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</dd>
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</dl>
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<dl class="function">
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@@ -796,6 +861,7 @@ function below will use the range 1-7 just in case</p>
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<dl class="function">
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<dt>
|
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|
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<em></em>
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<a id="#(AI_DESIGNATE).LaserCodes" >
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<strong>AI_DESIGNATE.LaserCodes</strong>
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</a>
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@@ -844,6 +910,32 @@ function below will use the range 1-7 just in case</p>
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<dl class="function">
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<dt>
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|
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<a id="#(AI_DESIGNATE).MenuFlashStatus" >
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<strong>AI_DESIGNATE:MenuFlashStatus(AttackGroup, Flash)</strong>
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</a>
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</dt>
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<dd>
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<h3>Parameters</h3>
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<ul>
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<li>
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<p><code><em> AttackGroup </em></code>: </p>
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</li>
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<li>
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<p><code><em> Flash </em></code>: </p>
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</li>
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</ul>
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</dd>
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</dl>
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<dl class="function">
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<dt>
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<a id="#(AI_DESIGNATE).MenuIlluminate" >
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<strong>AI_DESIGNATE:MenuIlluminate(Index)</strong>
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</a>
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@@ -1489,6 +1581,33 @@ The Attack collection of GROUP objects to designate and report for.</p>
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<p><em><a href="##(AI_DESIGNATE)">#AI_DESIGNATE</a>:</em></p>
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</dd>
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</dl>
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<dl class="function">
|
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<dt>
|
||||
|
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<a id="#(AI_DESIGNATE).SetFlashStatusMenu" >
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<strong>AI_DESIGNATE:SetFlashStatusMenu(FlashMenu)</strong>
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</a>
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</dt>
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<dd>
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<p>Set the flashing of the status menu.</p>
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<h3>Parameter</h3>
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<ul>
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<li>
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<p><code><em>#boolean FlashMenu </em></code>:
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true: the status menu will be flashed every detection run; false: no flashing of the menu.</p>
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</li>
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</ul>
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<h3>Return value</h3>
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<p><em><a href="##(AI_DESIGNATE)">#AI_DESIGNATE</a>:</em></p>
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||||
|
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</dd>
|
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</dl>
|
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<dl class="function">
|
||||
@@ -1524,6 +1643,32 @@ number> LaserCodes</p>
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<p><em><a href="##(AI_DESIGNATE)">#AI_DESIGNATE</a>:</em></p>
|
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|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
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<a id="#(AI_DESIGNATE).SetThreatLevelPrioritization" >
|
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<strong>AI_DESIGNATE:SetThreatLevelPrioritization(Prioritize)</strong>
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</a>
|
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</dt>
|
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<dd>
|
||||
|
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<p>Set priorization of Targets based on the <strong>Threat Level of the Target</strong> in an Air to Ground context.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#boolean Prioritize </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(AI_DESIGNATE)">#AI_DESIGNATE</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@@ -1550,6 +1695,20 @@ number> LaserCodes</p>
|
||||
|
||||
<p>Status Trigger for AI_DESIGNATE </p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(AI_DESIGNATE).ThreatLevelPrioritization" >
|
||||
<strong>AI_DESIGNATE.ThreatLevelPrioritization</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
|
||||
@@ -951,9 +951,6 @@ 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>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
|
||||
@@ -189,7 +189,7 @@ DETECTION uses the in-built detection capabilities of DCS World, but adds new fu
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DETECTION_AREAS).CreateDetectionSets">DETECTION_AREAS:CreateDetectionSets()</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DETECTION_AREAS).CreateDetectionItems">DETECTION_AREAS:CreateDetectionItems()</a></td>
|
||||
<td class="summary">
|
||||
<p>Make a DetectionSet table.</p>
|
||||
</td>
|
||||
@@ -346,6 +346,12 @@ DETECTION uses the in-built detection capabilities of DCS World, but adds new fu
|
||||
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).AlphaAngleProbability">DETECTION_BASE.AlphaAngleProbability</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).CleanDetectionItems">DETECTION_BASE:CleanDetectionItems()</a></td>
|
||||
<td class="summary">
|
||||
<p>Make a DetectionSet table.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@@ -355,7 +361,7 @@ DETECTION uses the in-built detection capabilities of DCS World, but adds new fu
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).CreateDetectionSets">DETECTION_BASE:CreateDetectionSets()</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).CreateDetectionItems">DETECTION_BASE:CreateDetectionItems()</a></td>
|
||||
<td class="summary">
|
||||
<p>Make a DetectionSet table.</p>
|
||||
</td>
|
||||
@@ -930,7 +936,7 @@ The different values of Unit.Category can be:</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DETECTION_TYPES).CreateDetectionSets">DETECTION_TYPES:CreateDetectionSets()</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DETECTION_TYPES).CreateDetectionItems">DETECTION_TYPES:CreateDetectionItems()</a></td>
|
||||
<td class="summary">
|
||||
<p>Create the DetectedItems list from the DetectedObjects table.</p>
|
||||
</td>
|
||||
@@ -1006,7 +1012,7 @@ The different values of Unit.Category can be:</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DETECTION_UNITS).CreateDetectionSets">DETECTION_UNITS:CreateDetectionSets()</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DETECTION_UNITS).CreateDetectionItems">DETECTION_UNITS:CreateDetectionItems()</a></td>
|
||||
<td class="summary">
|
||||
<p>Create the DetectedItems list from the DetectedObjects table.</p>
|
||||
</td>
|
||||
@@ -1454,8 +1460,8 @@ self</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(DETECTION_AREAS).CreateDetectionSets" >
|
||||
<strong>DETECTION_AREAS:CreateDetectionSets()</strong>
|
||||
<a id="#(DETECTION_AREAS).CreateDetectionItems" >
|
||||
<strong>DETECTION_AREAS:CreateDetectionItems()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
@@ -2024,6 +2030,27 @@ The index of the DetectedItem.</p>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(DETECTION_BASE).CleanDetectionItems" >
|
||||
<strong>DETECTION_BASE:CleanDetectionItems()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Make a DetectionSet table.</p>
|
||||
|
||||
|
||||
<p>This function will be overridden in the derived clsses.</p>
|
||||
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(DETECTION_BASE)">#DETECTION_BASE</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@@ -2043,8 +2070,8 @@ The index of the DetectedItem.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(DETECTION_BASE).CreateDetectionSets" >
|
||||
<strong>DETECTION_BASE:CreateDetectionSets()</strong>
|
||||
<a id="#(DETECTION_BASE).CreateDetectionItems" >
|
||||
<strong>DETECTION_BASE:CreateDetectionItems()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
@@ -2056,8 +2083,8 @@ The index of the DetectedItem.</p>
|
||||
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(DETECTION_BASE)">#DETECTION_BASE</a>:</em>
|
||||
self</p>
|
||||
<p><em><a href="##(DETECTION_BASE)">#DETECTION_BASE</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
@@ -2174,6 +2201,7 @@ self</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#number</em>
|
||||
<a id="#(DETECTION_BASE).DetectedItemCount" >
|
||||
<strong>DETECTION_BASE.DetectedItemCount</strong>
|
||||
</a>
|
||||
@@ -2187,6 +2215,7 @@ self</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#number</em>
|
||||
<a id="#(DETECTION_BASE).DetectedItemMax" >
|
||||
<strong>DETECTION_BASE.DetectedItemMax</strong>
|
||||
</a>
|
||||
@@ -2300,7 +2329,7 @@ self</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<em>#number</em>
|
||||
<a id="#(DETECTION_BASE).DetectionInterval" >
|
||||
<strong>DETECTION_BASE.DetectionInterval</strong>
|
||||
</a>
|
||||
@@ -4110,8 +4139,8 @@ Beware that when the amount of different types detected is large, the DetectedIt
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(DETECTION_TYPES).CreateDetectionSets" >
|
||||
<strong>DETECTION_TYPES:CreateDetectionSets()</strong>
|
||||
<a id="#(DETECTION_TYPES).CreateDetectionItems" >
|
||||
<strong>DETECTION_TYPES:CreateDetectionItems()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
@@ -4345,8 +4374,8 @@ Beware that when the amount of units detected is large, the DetectedItems list w
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(DETECTION_UNITS).CreateDetectionSets" >
|
||||
<strong>DETECTION_UNITS:CreateDetectionSets()</strong>
|
||||
<a id="#(DETECTION_UNITS).CreateDetectionItems" >
|
||||
<strong>DETECTION_UNITS:CreateDetectionItems()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
@@ -95,7 +95,7 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>Event</code></h1>
|
||||
|
||||
<p><strong>Core</strong> - EVENT models DCS <strong>event dispatching</strong> using a <strong>publish-subscribe</strong> model.</p>
|
||||
<p><strong>Core R2.1</strong> - EVENT models DCS <strong>event dispatching</strong> using a <strong>publish-subscribe</strong> model.</p>
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -213,7 +213,6 @@ on defined intervals (currently every minute).</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#number</em>
|
||||
<a id="#(MOVEMENT).AliveUnits" >
|
||||
<strong>MOVEMENT.AliveUnits</strong>
|
||||
</a>
|
||||
@@ -222,9 +221,6 @@ on defined intervals (currently every minute).</p>
|
||||
|
||||
|
||||
|
||||
|
||||
<p> Contains the counter how many units are currently alive</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
|
||||
@@ -181,6 +181,12 @@
|
||||
<td class="name" nowrap="nowrap"><a href="##(POSITIONABLE).GetMessage">POSITIONABLE:GetMessage(Message, Duration, Name)</a></td>
|
||||
<td class="summary">
|
||||
<p>Returns a message with the callsign embedded (if there is one).</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(POSITIONABLE).GetMessageText">POSITIONABLE:GetMessageText(Message, Name)</a></td>
|
||||
<td class="summary">
|
||||
<p>Returns the message text with the callsign embedded (if there is one).</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@@ -531,6 +537,39 @@ The duration of the message.</p>
|
||||
<p><em><a href="Core.Message.html##(MESSAGE)">Core.Message#MESSAGE</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(POSITIONABLE).GetMessageText" >
|
||||
<strong>POSITIONABLE:GetMessageText(Message, Name)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Returns the message text with the callsign embedded (if there is one).</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string Message </em></code>:
|
||||
The message text</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string Name </em></code>:
|
||||
(optional) The Name of the sender. If not provided, the Name is the type of the Positionable.</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em>#string:</em>
|
||||
The message text</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
|
||||
@@ -969,6 +969,13 @@ mission designer to add a dedicated method</p>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SET_UNIT).ForEachUnitNotInZone">SET_UNIT:ForEachUnitNotInZone(ZoneObject, IteratorFunction, ...)</a></td>
|
||||
<td class="summary">
|
||||
<p>Iterate the SET_UNIT and call an iterator function for each <strong>alive</strong> UNIT presence not in a <a href="Zone.html">Zone</a>, providing the UNIT and optional parameters to the called function.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SET_UNIT).ForEachUnitPerThreatLevel">SET_UNIT:ForEachUnitPerThreatLevel(FromThreatLevel, ToThreatLevel, IteratorFunction, ...)</a></td>
|
||||
<td class="summary">
|
||||
<p>Iterate the SET_UNIT <strong>sorted *per Threat Level</strong> and call an interator function for each <strong>alive</strong> UNIT, providing the UNIT and optional parameters.</p>
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@@ -4755,6 +4762,61 @@ self</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(SET_UNIT).ForEachUnitPerThreatLevel" >
|
||||
<strong>SET_UNIT:ForEachUnitPerThreatLevel(FromThreatLevel, ToThreatLevel, IteratorFunction, ...)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Iterate the SET_UNIT <strong>sorted *per Threat Level</strong> and call an interator function for each <strong>alive</strong> UNIT, providing the UNIT and optional parameters.</p>
|
||||
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#number FromThreatLevel </em></code>:
|
||||
The TreatLevel to start the evaluation <strong>From</strong> (this must be a value between 0 and 10).</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#number ToThreatLevel </em></code>:
|
||||
The TreatLevel to stop the evaluation <strong>To</strong> (this must be a value between 0 and 10).</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#function IteratorFunction </em></code>:
|
||||
The function that will be called when there is an alive UNIT in the SET_UNIT. The function needs to accept a UNIT parameter.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> ... </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(SET_UNIT)">#SET_UNIT</a>:</em>
|
||||
self</p>
|
||||
|
||||
<h3>Usage:</h3>
|
||||
<pre class="example"><code>
|
||||
UnitSet:ForEachUnitPerThreatLevel( 10, 0,
|
||||
-- @param Wrapper.Unit#UNIT UnitObject The UNIT object in the UnitSet, that will be passed to the local function for evaluation.
|
||||
function( UnitObject )
|
||||
.. logic ..
|
||||
end
|
||||
)
|
||||
</code></pre>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(SET_UNIT).GetTypeNames" >
|
||||
<strong>SET_UNIT:GetTypeNames(Delimiter)</strong>
|
||||
</a>
|
||||
|
||||
@@ -2077,6 +2077,9 @@ The group that was spawned. You can use this group for further actions.</p>
|
||||
|
||||
|
||||
|
||||
|
||||
<p> Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
|
||||
@@ -444,6 +444,7 @@ ptional) The name of the new static.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#number</em>
|
||||
<a id="#(SPAWNSTATIC).SpawnIndex" >
|
||||
<strong>SPAWNSTATIC.SpawnIndex</strong>
|
||||
</a>
|
||||
|
||||
@@ -346,7 +346,7 @@ even when there are hardly any players in the mission.</strong></p>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="Event.html">Event</a></td>
|
||||
<td class="summary">
|
||||
<p><strong>Core</strong> - EVENT models DCS <strong>event dispatching</strong> using a <strong>publish-subscribe</strong> model.</p>
|
||||
<p><strong>Core R2.1</strong> - EVENT models DCS <strong>event dispatching</strong> using a <strong>publish-subscribe</strong> model.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
|
||||
Reference in New Issue
Block a user