mirror of
https://github.com/FlightControl-Master/MOOSE.git
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Cleanup
This commit is contained in:
@@ -238,7 +238,7 @@ end
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--- Finds a AIRBASE from the _DATABASE using a DCSAirbase object.
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-- @param #AIRBASE self
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-- @param Dcs.DCSWrapper.Airbase#Airbase DCSAirbase An existing DCS Airbase object reference.
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-- @param DCS#Airbase DCSAirbase An existing DCS Airbase object reference.
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-- @return Wrapper.Airbase#AIRBASE self
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function AIRBASE:Find( DCSAirbase )
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@@ -273,7 +273,7 @@ end
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--- Return the DCSGroup of a Client.
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-- This function is modified to deal with a couple of bugs in DCS 1.5.3
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-- @param #CLIENT self
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-- @return Dcs.DCSWrapper.Group#Group
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-- @return DCS#Group The group of the Client.
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function CLIENT:GetDCSGroup()
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self:F3()
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@@ -347,10 +347,10 @@ function CLIENT:GetDCSGroup()
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end
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-- TODO: Check Dcs.DCSTypes#Group.ID
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-- TODO: Check DCS#Group.ID
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--- Get the group ID of the client.
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-- @param #CLIENT self
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-- @return Dcs.DCSTypes#Group.ID
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-- @return DCS#Group.ID
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function CLIENT:GetClientGroupID()
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local ClientGroup = self:GetDCSGroup()
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@@ -389,7 +389,7 @@ end
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--- Returns the DCSUnit of the CLIENT.
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-- @param #CLIENT self
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-- @return Dcs.DCSTypes#Unit
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-- @return DCS#Unit
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function CLIENT:GetClientGroupDCSUnit()
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self:F2()
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@@ -14,7 +14,7 @@
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--- @type CONTROLLABLE
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-- @extends Wrapper.Positionable#POSITIONABLE
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-- @field Dcs.DCSWrapper.Controllable#Controllable DCSControllable The DCS controllable class.
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-- @field DCS#Controllable DCSControllable The DCS controllable class.
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-- @field #string ControllableName The name of the controllable.
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@@ -171,7 +171,7 @@ CONTROLLABLE = {
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--- Create a new CONTROLLABLE from a DCSControllable
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-- @param #CONTROLLABLE self
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-- @param Dcs.DCSWrapper.Controllable#Controllable ControllableName The DCS Controllable name
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-- @param #string ControllableName The DCS Controllable name
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-- @return #CONTROLLABLE self
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function CONTROLLABLE:New( ControllableName )
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local self = BASE:Inherit( self, POSITIONABLE:New( ControllableName ) ) -- #CONTROLLABLE
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@@ -186,7 +186,7 @@ end
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--- Get the controller for the CONTROLLABLE.
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-- @param #CONTROLLABLE self
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-- @return Dcs.DCSController#Controller
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-- @return DCS#Controller
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function CONTROLLABLE:_GetController()
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local DCSControllable = self:GetDCSObject()
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@@ -396,13 +396,13 @@ end
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--- Return a condition section for a controlled task.
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-- @param #CONTROLLABLE self
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-- @param Dcs.DCSTime#Time time
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-- @param DCS#Time time
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-- @param #string userFlag
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-- @param #boolean userFlagValue
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-- @param #string condition
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-- @param Dcs.DCSTime#Time duration
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-- @param DCS#Time duration
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-- @param #number lastWayPoint
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-- return Dcs.DCSTasking.Task#Task
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-- return DCS#Task
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function CONTROLLABLE:TaskCondition( time, userFlag, userFlagValue, condition, duration, lastWayPoint )
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self:F2( { time, userFlag, userFlagValue, condition, duration, lastWayPoint } )
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@@ -420,9 +420,9 @@ end
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--- Return a Controlled Task taking a Task and a TaskCondition.
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-- @param #CONTROLLABLE self
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-- @param Dcs.DCSTasking.Task#Task DCSTask
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-- @param DCS#Task DCSTask
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-- @param #DCSStopCondition DCSStopCondition
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-- @return Dcs.DCSTasking.Task#Task
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-- @return DCS#Task
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function CONTROLLABLE:TaskControlled( DCSTask, DCSStopCondition )
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self:F2( { DCSTask, DCSStopCondition } )
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@@ -442,8 +442,8 @@ end
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--- Return a Combo Task taking an array of Tasks.
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-- @param #CONTROLLABLE self
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-- @param Dcs.DCSTasking.Task#TaskArray DCSTasks Array of @{DCSTasking.Task#Task}
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-- @return Dcs.DCSTasking.Task#Task
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-- @param DCS#TaskArray DCSTasks Array of @{DCSTasking.Task#Task}
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-- @return DCS#Task
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function CONTROLLABLE:TaskCombo( DCSTasks )
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self:F2( { DCSTasks } )
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@@ -466,8 +466,8 @@ end
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--- Return a WrappedAction Task taking a Command.
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-- @param #CONTROLLABLE self
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-- @param Dcs.DCSCommand#Command DCSCommand
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-- @return Dcs.DCSTasking.Task#Task
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-- @param DCS#Command DCSCommand
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-- @return DCS#Task
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function CONTROLLABLE:TaskWrappedAction( DCSCommand, Index )
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self:F2( { DCSCommand } )
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@@ -490,8 +490,8 @@ end
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--- Set a Task at a Waypoint using a Route list.
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-- @param #CONTROLLABLE self
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-- @param #table Waypoint The Waypoint!
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-- @param Dcs.DCSTasking.Task#Task Task The Task structure to be executed!
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-- @return Dcs.DCSTasking.Task#Task
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-- @param DCS#Task Task The Task structure to be executed!
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-- @return DCS#Task
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function CONTROLLABLE:SetTaskWaypoint( Waypoint, Task )
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Waypoint.task = self:TaskCombo( { Task } )
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@@ -505,7 +505,7 @@ end
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--- Executes a command action
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-- @param #CONTROLLABLE self
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-- @param Dcs.DCSCommand#Command DCSCommand
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-- @param DCS#Command DCSCommand
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-- @return #CONTROLLABLE self
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function CONTROLLABLE:SetCommand( DCSCommand )
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self:F2( DCSCommand )
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@@ -525,7 +525,7 @@ end
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-- @param #CONTROLLABLE self
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-- @param #number FromWayPoint
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-- @param #number ToWayPoint
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-- @return Dcs.DCSTasking.Task#Task
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-- @return DCS#Task
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-- @usage
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-- --- This test demonstrates the use(s) of the SwitchWayPoint method of the GROUP class.
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-- HeliGroup = GROUP:FindByName( "Helicopter" )
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@@ -564,7 +564,7 @@ end
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--
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-- @param #CONTROLLABLE self
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-- @param #boolean StopRoute true if the ground unit needs to stop, false if it needs to continue to move.
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-- @return Dcs.DCSTasking.Task#Task
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-- @return DCS#Task
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function CONTROLLABLE:CommandStopRoute( StopRoute )
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self:F2( { StopRoute } )
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@@ -587,12 +587,12 @@ end
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-- @param #CONTROLLABLE self
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-- @param Wrapper.Controllable#CONTROLLABLE AttackGroup The Controllable to be attacked.
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-- @param #number WeaponType (optional) Bitmask of weapon types those allowed to use. If parameter is not defined that means no limits on weapon usage.
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-- @param Dcs.DCSTypes#AI.Task.WeaponExpend WeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.
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-- @param DCS#AI.Task.WeaponExpend WeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.
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-- @param #number AttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
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-- @param Dcs.DCSTypes#Azimuth Direction (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
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-- @param Dcs.DCSTypes#Distance Altitude (optional) Desired attack start altitude. Controllable/aircraft will make its attacks from the altitude. If the altitude is too low or too high to use weapon aircraft/controllable will choose closest altitude to the desired attack start altitude. If the desired altitude is defined controllable/aircraft will not attack from safe altitude.
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-- @param DCS#Azimuth Direction (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
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-- @param DCS#Distance Altitude (optional) Desired attack start altitude. Controllable/aircraft will make its attacks from the altitude. If the altitude is too low or too high to use weapon aircraft/controllable will choose closest altitude to the desired attack start altitude. If the desired altitude is defined controllable/aircraft will not attack from safe altitude.
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-- @param #boolean AttackQtyLimit (optional) The flag determines how to interpret attackQty parameter. If the flag is true then attackQty is a limit on maximal attack quantity for "AttackGroup" and "AttackUnit" tasks. If the flag is false then attackQty is a desired attack quantity for "Bombing" and "BombingRunway" tasks.
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-- @return Dcs.DCSTasking.Task#Task The DCS task structure.
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-- @return DCS#Task The DCS task structure.
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function CONTROLLABLE:TaskAttackGroup( AttackGroup, WeaponType, WeaponExpend, AttackQty, Direction, Altitude, AttackQtyLimit )
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self:F2( { self.ControllableName, AttackGroup, WeaponType, WeaponExpend, AttackQty, Direction, Altitude, AttackQtyLimit } )
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@@ -644,13 +644,13 @@ end
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-- @param #CONTROLLABLE self
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-- @param Wrapper.Unit#UNIT AttackUnit The UNIT.
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-- @param #boolean GroupAttack (optional) If true, all units in the group will attack the Unit when found.
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-- @param Dcs.DCSTypes#AI.Task.WeaponExpend WeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.
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-- @param DCS#AI.Task.WeaponExpend WeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.
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-- @param #number AttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
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-- @param Dcs.DCSTypes#Azimuth Direction (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
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-- @param DCS#Azimuth Direction (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
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-- @param #number Altitude (optional) The altitude from where to attack.
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-- @param #boolean Visible (optional) not a clue.
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-- @param #number WeaponType (optional) The WeaponType.
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-- @return Dcs.DCSTasking.Task#Task The DCS task structure.
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-- @return DCS#Task The DCS task structure.
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function CONTROLLABLE:TaskAttackUnit( AttackUnit, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, Visible, WeaponType )
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self:F2( { self.ControllableName, AttackUnit, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, Visible, WeaponType } )
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@@ -680,14 +680,14 @@ end
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--- (AIR) Delivering weapon at the point on the ground.
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-- @param #CONTROLLABLE self
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-- @param Dcs.DCSTypes#Vec2 Vec2 2D-coordinates of the point to deliver weapon at.
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-- @param DCS#Vec2 Vec2 2D-coordinates of the point to deliver weapon at.
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-- @param #boolean GroupAttack (optional) If true, all units in the group will attack the Unit when found.
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-- @param Dcs.DCSTypes#AI.Task.WeaponExpend WeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.
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-- @param DCS#AI.Task.WeaponExpend WeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.
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-- @param #number AttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
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-- @param Dcs.DCSTypes#Azimuth Direction (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
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-- @param DCS#Azimuth Direction (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
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-- @param #number Altitude (optional) The altitude from where to attack.
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-- @param #number WeaponType (optional) The WeaponType.
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-- @return Dcs.DCSTasking.Task#Task The DCS task structure.
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-- @return DCS#Task The DCS task structure.
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function CONTROLLABLE:TaskBombing( Vec2, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, WeaponType )
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self:F2( { self.ControllableName, Vec2, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, WeaponType } )
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@@ -714,14 +714,14 @@ end
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--- (AIR) Attacking the map object (building, structure, e.t.c).
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-- @param #CONTROLLABLE self
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-- @param Dcs.DCSTypes#Vec2 Vec2 2D-coordinates of the point to deliver weapon at.
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-- @param DCS#Vec2 Vec2 2D-coordinates of the point to deliver weapon at.
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-- @param #boolean GroupAttack (optional) If true, all units in the group will attack the Unit when found.
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-- @param Dcs.DCSTypes#AI.Task.WeaponExpend WeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.
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-- @param DCS#AI.Task.WeaponExpend WeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.
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-- @param #number AttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
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-- @param Dcs.DCSTypes#Azimuth Direction (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
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-- @param DCS#Azimuth Direction (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
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-- @param #number Altitude (optional) The altitude from where to attack.
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-- @param #number WeaponType (optional) The WeaponType.
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-- @return Dcs.DCSTasking.Task#Task The DCS task structure.
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-- @return DCS#Task The DCS task structure.
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function CONTROLLABLE:TaskAttackMapObject( Vec2, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, WeaponType )
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self:F2( { self.ControllableName, Vec2, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, WeaponType } )
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@@ -749,7 +749,7 @@ end
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--- (AIR) Orbit at a specified position at a specified alititude during a specified duration with a specified speed.
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-- @param #CONTROLLABLE self
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-- @param Dcs.DCSTypes#Vec2 Point The point to hold the position.
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-- @param DCS#Vec2 Point The point to hold the position.
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-- @param #number Altitude The altitude [m] to hold the position.
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-- @param #number Speed The speed [m/s] flying when holding the position.
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-- @return #CONTROLLABLE self
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@@ -832,11 +832,11 @@ end
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-- @param #CONTROLLABLE self
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-- @param Wrapper.Airbase#AIRBASE Airbase Airbase to attack.
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-- @param #number WeaponType (optional) Bitmask of weapon types those allowed to use. If parameter is not defined that means no limits on weapon usage.
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-- @param Dcs.DCSTypes#AI.Task.WeaponExpend WeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.
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-- @param DCS#AI.Task.WeaponExpend WeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.
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-- @param #number AttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
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-- @param Dcs.DCSTypes#Azimuth Direction (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
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-- @param DCS#Azimuth Direction (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
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-- @param #boolean ControllableAttack (optional) Flag indicates that the target must be engaged by all aircrafts of the controllable. Has effect only if the task is assigned to a controllable, not to a single aircraft.
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-- @return Dcs.DCSTasking.Task#Task The DCS task structure.
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-- @return DCS#Task The DCS task structure.
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function CONTROLLABLE:TaskBombingRunway( Airbase, WeaponType, WeaponExpend, AttackQty, Direction, ControllableAttack )
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self:F2( { self.ControllableName, Airbase, WeaponType, WeaponExpend, AttackQty, Direction, ControllableAttack } )
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@@ -871,7 +871,7 @@ end
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--- (AIR) Refueling from the nearest tanker. No parameters.
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-- @param #CONTROLLABLE self
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-- @return Dcs.DCSTasking.Task#Task The DCS task structure.
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-- @return DCS#Task The DCS task structure.
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function CONTROLLABLE:TaskRefueling()
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self:F2( { self.ControllableName } )
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@@ -893,7 +893,7 @@ end
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--- (AIR HELICOPTER) Landing at the ground. For helicopters only.
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-- @param #CONTROLLABLE self
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-- @param Dcs.DCSTypes#Vec2 Point The point where to land.
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-- @param DCS#Vec2 Point The point where to land.
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-- @param #number Duration The duration in seconds to stay on the ground.
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-- @return #CONTROLLABLE self
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function CONTROLLABLE:TaskLandAtVec2( Point, Duration )
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@@ -958,9 +958,9 @@ end
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-- If another controllable is on land the unit / controllable will orbit around.
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-- @param #CONTROLLABLE self
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-- @param Wrapper.Controllable#CONTROLLABLE FollowControllable The controllable to be followed.
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-- @param Dcs.DCSTypes#Vec3 Vec3 Position of the unit / lead unit of the controllable relative lead unit of another controllable in frame reference oriented by course of lead unit of another controllable. If another controllable is on land the unit / controllable will orbit around.
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-- @param DCS#Vec3 Vec3 Position of the unit / lead unit of the controllable relative lead unit of another controllable in frame reference oriented by course of lead unit of another controllable. If another controllable is on land the unit / controllable will orbit around.
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-- @param #number LastWaypointIndex Detach waypoint of another controllable. Once reached the unit / controllable Follow task is finished.
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-- @return Dcs.DCSTasking.Task#Task The DCS task structure.
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-- @return DCS#Task The DCS task structure.
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function CONTROLLABLE:TaskFollow( FollowControllable, Vec3, LastWaypointIndex )
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self:F2( { self.ControllableName, FollowControllable, Vec3, LastWaypointIndex } )
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@@ -1000,11 +1000,11 @@ end
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-- The unit / controllable will also protect that controllable from threats of specified types.
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-- @param #CONTROLLABLE self
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-- @param Wrapper.Controllable#CONTROLLABLE EscortControllable The controllable to be escorted.
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-- @param Dcs.DCSTypes#Vec3 Vec3 Position of the unit / lead unit of the controllable relative lead unit of another controllable in frame reference oriented by course of lead unit of another controllable. If another controllable is on land the unit / controllable will orbit around.
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-- @param DCS#Vec3 Vec3 Position of the unit / lead unit of the controllable relative lead unit of another controllable in frame reference oriented by course of lead unit of another controllable. If another controllable is on land the unit / controllable will orbit around.
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-- @param #number LastWaypointIndex Detach waypoint of another controllable. Once reached the unit / controllable Follow task is finished.
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-- @param #number EngagementDistanceMax Maximal distance from escorted controllable to threat. If the threat is already engaged by escort escort will disengage if the distance becomes greater than 1.5 * engagementDistMax.
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-- @param Dcs.DCSTypes#AttributeNameArray TargetTypes Array of AttributeName that is contains threat categories allowed to engage.
|
||||
-- @return Dcs.DCSTasking.Task#Task The DCS task structure.
|
||||
-- @param DCS#AttributeNameArray TargetTypes Array of AttributeName that is contains threat categories allowed to engage.
|
||||
-- @return DCS#Task The DCS task structure.
|
||||
function CONTROLLABLE:TaskEscort( FollowControllable, Vec3, LastWaypointIndex, EngagementDistance, TargetTypes )
|
||||
self:F2( { self.ControllableName, FollowControllable, Vec3, LastWaypointIndex, EngagementDistance, TargetTypes } )
|
||||
|
||||
@@ -1046,11 +1046,11 @@ end
|
||||
|
||||
--- (GROUND) Fire at a VEC2 point until ammunition is finished.
|
||||
-- @param #CONTROLLABLE self
|
||||
-- @param Dcs.DCSTypes#Vec2 Vec2 The point to fire at.
|
||||
-- @param Dcs.DCSTypes#Distance Radius The radius of the zone to deploy the fire at.
|
||||
-- @param DCS#Vec2 Vec2 The point to fire at.
|
||||
-- @param DCS#Distance Radius The radius of the zone to deploy the fire at.
|
||||
-- @param #number AmmoCount (optional) Quantity of ammunition to expand (omit to fire until ammunition is depleted).
|
||||
-- @param #number WeaponType (optional) Enum for weapon type ID. This value is only required if you want the group firing to use a specific weapon, for instance using the task on a ship to force it to fire guided missiles at targets within cannon range. See http://wiki.hoggit.us/view/DCS_enum_weapon_flag
|
||||
-- @return Dcs.DCSTasking.Task#Task The DCS task structure.
|
||||
-- @return DCS#Task The DCS task structure.
|
||||
function CONTROLLABLE:TaskFireAtPoint( Vec2, Radius, AmmoCount, WeaponType )
|
||||
self:F2( { self.ControllableName, Vec2, Radius, AmmoCount, WeaponType } )
|
||||
|
||||
@@ -1089,7 +1089,7 @@ end
|
||||
|
||||
--- (GROUND) Hold ground controllable from moving.
|
||||
-- @param #CONTROLLABLE self
|
||||
-- @return Dcs.DCSTasking.Task#Task The DCS task structure.
|
||||
-- @return DCS#Task The DCS task structure.
|
||||
function CONTROLLABLE:TaskHold()
|
||||
self:F2( { self.ControllableName } )
|
||||
|
||||
@@ -1118,9 +1118,9 @@ end
|
||||
-- @param #CONTROLLABLE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE AttackGroup Target CONTROLLABLE.
|
||||
-- @param #number WeaponType Bitmask of weapon types those allowed to use. If parameter is not defined that means no limits on weapon usage.
|
||||
-- @param Dcs.DCSTypes#AI.Task.Designation Designation (optional) Designation type.
|
||||
-- @param DCS#AI.Task.Designation Designation (optional) Designation type.
|
||||
-- @param #boolean Datalink (optional) Allows to use datalink to send the target information to attack aircraft. Enabled by default.
|
||||
-- @return Dcs.DCSTasking.Task#Task The DCS task structure.
|
||||
-- @return DCS#Task The DCS task structure.
|
||||
function CONTROLLABLE:TaskFAC_AttackGroup( AttackGroup, WeaponType, Designation, Datalink )
|
||||
self:F2( { self.ControllableName, AttackGroup, WeaponType, Designation, Datalink } )
|
||||
|
||||
@@ -1152,10 +1152,10 @@ end
|
||||
|
||||
--- (AIR) Engaging targets of defined types.
|
||||
-- @param #CONTROLLABLE self
|
||||
-- @param Dcs.DCSTypes#Distance Distance Maximal distance from the target to a route leg. If the target is on a greater distance it will be ignored.
|
||||
-- @param Dcs.DCSTypes#AttributeNameArray TargetTypes Array of target categories allowed to engage.
|
||||
-- @param DCS#Distance Distance Maximal distance from the target to a route leg. If the target is on a greater distance it will be ignored.
|
||||
-- @param DCS#AttributeNameArray TargetTypes Array of target categories allowed to engage.
|
||||
-- @param #number Priority All enroute tasks have the priority parameter. This is a number (less value - higher priority) that determines actions related to what task will be performed first.
|
||||
-- @return Dcs.DCSTasking.Task#Task The DCS task structure.
|
||||
-- @return DCS#Task The DCS task structure.
|
||||
function CONTROLLABLE:EnRouteTaskEngageTargets( Distance, TargetTypes, Priority )
|
||||
self:F2( { self.ControllableName, Distance, TargetTypes, Priority } )
|
||||
|
||||
@@ -1185,11 +1185,11 @@ end
|
||||
|
||||
--- (AIR) Engaging a targets of defined types at circle-shaped zone.
|
||||
-- @param #CONTROLLABLE self
|
||||
-- @param Dcs.DCSTypes#Vec2 Vec2 2D-coordinates of the zone.
|
||||
-- @param Dcs.DCSTypes#Distance Radius Radius of the zone.
|
||||
-- @param Dcs.DCSTypes#AttributeNameArray TargetTypes Array of target categories allowed to engage.
|
||||
-- @param DCS#Vec2 Vec2 2D-coordinates of the zone.
|
||||
-- @param DCS#Distance Radius Radius of the zone.
|
||||
-- @param DCS#AttributeNameArray TargetTypes Array of target categories allowed to engage.
|
||||
-- @param #number Priority All en-route tasks have the priority parameter. This is a number (less value - higher priority) that determines actions related to what task will be performed first.
|
||||
-- @return Dcs.DCSTasking.Task#Task The DCS task structure.
|
||||
-- @return DCS#Task The DCS task structure.
|
||||
function CONTROLLABLE:EnRouteTaskEngageTargetsInZone( Vec2, Radius, TargetTypes, Priority )
|
||||
self:F2( { self.ControllableName, Vec2, Radius, TargetTypes, Priority } )
|
||||
|
||||
@@ -1223,12 +1223,12 @@ end
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE AttackGroup The Controllable to be attacked.
|
||||
-- @param #number Priority All en-route tasks have the priority parameter. This is a number (less value - higher priority) that determines actions related to what task will be performed first.
|
||||
-- @param #number WeaponType (optional) Bitmask of weapon types those allowed to use. If parameter is not defined that means no limits on weapon usage.
|
||||
-- @param Dcs.DCSTypes#AI.Task.WeaponExpend WeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.
|
||||
-- @param DCS#AI.Task.WeaponExpend WeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.
|
||||
-- @param #number AttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
|
||||
-- @param Dcs.DCSTypes#Azimuth Direction (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
|
||||
-- @param Dcs.DCSTypes#Distance Altitude (optional) Desired attack start altitude. Controllable/aircraft will make its attacks from the altitude. If the altitude is too low or too high to use weapon aircraft/controllable will choose closest altitude to the desired attack start altitude. If the desired altitude is defined controllable/aircraft will not attack from safe altitude.
|
||||
-- @param DCS#Azimuth Direction (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
|
||||
-- @param DCS#Distance Altitude (optional) Desired attack start altitude. Controllable/aircraft will make its attacks from the altitude. If the altitude is too low or too high to use weapon aircraft/controllable will choose closest altitude to the desired attack start altitude. If the desired altitude is defined controllable/aircraft will not attack from safe altitude.
|
||||
-- @param #boolean AttackQtyLimit (optional) The flag determines how to interpret attackQty parameter. If the flag is true then attackQty is a limit on maximal attack quantity for "AttackGroup" and "AttackUnit" tasks. If the flag is false then attackQty is a desired attack quantity for "Bombing" and "BombingRunway" tasks.
|
||||
-- @return Dcs.DCSTasking.Task#Task The DCS task structure.
|
||||
-- @return DCS#Task The DCS task structure.
|
||||
function CONTROLLABLE:EnRouteTaskEngageGroup( AttackGroup, Priority, WeaponType, WeaponExpend, AttackQty, Direction, Altitude, AttackQtyLimit )
|
||||
self:F2( { self.ControllableName, AttackGroup, Priority, WeaponType, WeaponExpend, AttackQty, Direction, Altitude, AttackQtyLimit } )
|
||||
|
||||
@@ -1284,13 +1284,13 @@ end
|
||||
-- @param Wrapper.Unit#UNIT EngageUnit The UNIT.
|
||||
-- @param #number Priority (optional) All en-route tasks have the priority parameter. This is a number (less value - higher priority) that determines actions related to what task will be performed first.
|
||||
-- @param #boolean GroupAttack (optional) If true, all units in the group will attack the Unit when found.
|
||||
-- @param Dcs.DCSTypes#AI.Task.WeaponExpend WeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.
|
||||
-- @param DCS#AI.Task.WeaponExpend WeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.
|
||||
-- @param #number AttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
|
||||
-- @param Dcs.DCSTypes#Azimuth Direction (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
|
||||
-- @param Dcs.DCSTypes#Distance Altitude (optional) Desired altitude to perform the unit engagement.
|
||||
-- @param DCS#Azimuth Direction (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
|
||||
-- @param DCS#Distance Altitude (optional) Desired altitude to perform the unit engagement.
|
||||
-- @param #boolean Visible (optional) Unit must be visible.
|
||||
-- @param #boolean ControllableAttack (optional) Flag indicates that the target must be engaged by all aircrafts of the controllable. Has effect only if the task is assigned to a controllable, not to a single aircraft.
|
||||
-- @return Dcs.DCSTasking.Task#Task The DCS task structure.
|
||||
-- @return DCS#Task The DCS task structure.
|
||||
function CONTROLLABLE:EnRouteTaskEngageUnit( EngageUnit, Priority, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, Visible, ControllableAttack )
|
||||
self:F2( { self.ControllableName, EngageUnit, Priority, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, Visible, ControllableAttack } )
|
||||
|
||||
@@ -1334,7 +1334,7 @@ end
|
||||
|
||||
--- (AIR) Aircraft will act as an AWACS for friendly units (will provide them with information about contacts). No parameters.
|
||||
-- @param #CONTROLLABLE self
|
||||
-- @return Dcs.DCSTasking.Task#Task The DCS task structure.
|
||||
-- @return DCS#Task The DCS task structure.
|
||||
function CONTROLLABLE:EnRouteTaskAWACS( )
|
||||
self:F2( { self.ControllableName } )
|
||||
|
||||
@@ -1357,7 +1357,7 @@ end
|
||||
|
||||
--- (AIR) Aircraft will act as a tanker for friendly units. No parameters.
|
||||
-- @param #CONTROLLABLE self
|
||||
-- @return Dcs.DCSTasking.Task#Task The DCS task structure.
|
||||
-- @return DCS#Task The DCS task structure.
|
||||
function CONTROLLABLE:EnRouteTaskTanker( )
|
||||
self:F2( { self.ControllableName } )
|
||||
|
||||
@@ -1382,7 +1382,7 @@ end
|
||||
|
||||
--- (GROUND) Ground unit (EW-radar) will act as an EWR for friendly units (will provide them with information about contacts). No parameters.
|
||||
-- @param #CONTROLLABLE self
|
||||
-- @return Dcs.DCSTasking.Task#Task The DCS task structure.
|
||||
-- @return DCS#Task The DCS task structure.
|
||||
function CONTROLLABLE:EnRouteTaskEWR( )
|
||||
self:F2( { self.ControllableName } )
|
||||
|
||||
@@ -1412,9 +1412,9 @@ end
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE AttackGroup Target CONTROLLABLE.
|
||||
-- @param #number Priority All en-route tasks have the priority parameter. This is a number (less value - higher priority) that determines actions related to what task will be performed first.
|
||||
-- @param #number WeaponType Bitmask of weapon types those allowed to use. If parameter is not defined that means no limits on weapon usage.
|
||||
-- @param Dcs.DCSTypes#AI.Task.Designation Designation (optional) Designation type.
|
||||
-- @param DCS#AI.Task.Designation Designation (optional) Designation type.
|
||||
-- @param #boolean Datalink (optional) Allows to use datalink to send the target information to attack aircraft. Enabled by default.
|
||||
-- @return Dcs.DCSTasking.Task#Task The DCS task structure.
|
||||
-- @return DCS#Task The DCS task structure.
|
||||
function CONTROLLABLE:EnRouteTaskFAC_EngageGroup( AttackGroup, Priority, WeaponType, Designation, Datalink )
|
||||
self:F2( { self.ControllableName, AttackGroup, WeaponType, Priority, Designation, Datalink } )
|
||||
|
||||
@@ -1449,9 +1449,9 @@ end
|
||||
-- The killer is player-controlled allied CAS-aircraft that is in contact with the FAC.
|
||||
-- If the task is assigned to the controllable lead unit will be a FAC.
|
||||
-- @param #CONTROLLABLE self
|
||||
-- @param Dcs.DCSTypes#Distance Radius The maximal distance from the FAC to a target.
|
||||
-- @param DCS#Distance Radius The maximal distance from the FAC to a target.
|
||||
-- @param #number Priority All en-route tasks have the priority parameter. This is a number (less value - higher priority) that determines actions related to what task will be performed first.
|
||||
-- @return Dcs.DCSTasking.Task#Task The DCS task structure.
|
||||
-- @return DCS#Task The DCS task structure.
|
||||
function CONTROLLABLE:EnRouteTaskFAC( Radius, Priority )
|
||||
self:F2( { self.ControllableName, Radius, Priority } )
|
||||
|
||||
@@ -1480,10 +1480,10 @@ end
|
||||
|
||||
--- (AIR) Move the controllable to a Vec2 Point, wait for a defined duration and embark a controllable.
|
||||
-- @param #CONTROLLABLE self
|
||||
-- @param Dcs.DCSTypes#Vec2 Point The point where to wait.
|
||||
-- @param DCS#Vec2 Point The point where to wait.
|
||||
-- @param #number Duration The duration in seconds to wait.
|
||||
-- @param #CONTROLLABLE EmbarkingControllable The controllable to be embarked.
|
||||
-- @return Dcs.DCSTasking.Task#Task The DCS task structure
|
||||
-- @return DCS#Task The DCS task structure
|
||||
function CONTROLLABLE:TaskEmbarking( Point, Duration, EmbarkingControllable )
|
||||
self:F2( { self.ControllableName, Point, Duration, EmbarkingControllable.DCSControllable } )
|
||||
|
||||
@@ -1507,13 +1507,13 @@ end
|
||||
|
||||
--- Move to a defined Vec2 Point, and embark to a controllable when arrived within a defined Radius.
|
||||
-- @param #CONTROLLABLE self
|
||||
-- @param Dcs.DCSTypes#Vec2 Point The point where to wait.
|
||||
-- @param DCS#Vec2 Point The point where to wait.
|
||||
-- @param #number Radius The radius of the embarking zone around the Point.
|
||||
-- @return Dcs.DCSTasking.Task#Task The DCS task structure.
|
||||
-- @return DCS#Task The DCS task structure.
|
||||
function CONTROLLABLE:TaskEmbarkToTransport( Point, Radius )
|
||||
self:F2( { self.ControllableName, Point, Radius } )
|
||||
|
||||
local DCSTask --Dcs.DCSTasking.Task#Task
|
||||
local DCSTask --DCS#Task
|
||||
DCSTask = { id = 'EmbarkToTransport',
|
||||
params = { x = Point.x,
|
||||
y = Point.y,
|
||||
@@ -1608,7 +1608,7 @@ end
|
||||
--- (AIR + GROUND) Return a mission task from a mission template.
|
||||
-- @param #CONTROLLABLE self
|
||||
-- @param #table TaskMission A table containing the mission task.
|
||||
-- @return Dcs.DCSTasking.Task#Task
|
||||
-- @return DCS#Task
|
||||
function CONTROLLABLE:TaskMission( TaskMission )
|
||||
self:F2( Points )
|
||||
|
||||
@@ -1762,7 +1762,7 @@ end
|
||||
--- Return a Misson task to follow a given route defined by Points.
|
||||
-- @param #CONTROLLABLE self
|
||||
-- @param #table Points A table of route points.
|
||||
-- @return Dcs.DCSTasking.Task#Task
|
||||
-- @return DCS#Task
|
||||
function CONTROLLABLE:TaskRoute( Points )
|
||||
self:F2( Points )
|
||||
|
||||
@@ -1777,7 +1777,7 @@ do -- Route methods
|
||||
|
||||
--- (AIR + GROUND) Make the Controllable move to fly to a given point.
|
||||
-- @param #CONTROLLABLE self
|
||||
-- @param Dcs.DCSTypes#Vec3 Point The destination point in Vec3 format.
|
||||
-- @param DCS#Vec3 Point The destination point in Vec3 format.
|
||||
-- @param #number Speed The speed [m/s] to travel.
|
||||
-- @return #CONTROLLABLE self
|
||||
function CONTROLLABLE:RouteToVec2( Point, Speed )
|
||||
@@ -1828,7 +1828,7 @@ do -- Route methods
|
||||
|
||||
--- (AIR + GROUND) Make the Controllable move to a given point.
|
||||
-- @param #CONTROLLABLE self
|
||||
-- @param Dcs.DCSTypes#Vec3 Point The destination point in Vec3 format.
|
||||
-- @param DCS#Vec3 Point The destination point in Vec3 format.
|
||||
-- @param #number Speed The speed [m/s] to travel.
|
||||
-- @return #CONTROLLABLE self
|
||||
function CONTROLLABLE:RouteToVec3( Point, Speed )
|
||||
|
||||
@@ -113,9 +113,9 @@ GROUPTEMPLATE.Takeoff = {
|
||||
-- It is merely added to the @{Core.Database}.
|
||||
-- @param #GROUP self
|
||||
-- @param #table GroupTemplate The GroupTemplate Structure exactly as defined within the mission editor.
|
||||
-- @param Dcs.DCScoalition#coalition.side CoalitionSide The coalition.side of the group.
|
||||
-- @param Dcs.DCSGroup#Group.Category CategoryID The Group.Category of the group.
|
||||
-- @param Dcs.DCScountry#country.id CountryID the country.id of the group.
|
||||
-- @param DCS#coalition.side CoalitionSide The coalition.side of the group.
|
||||
-- @param DCS#Group.Category CategoryID The Group.Category of the group.
|
||||
-- @param DCS#country.id CountryID the country.id of the group.
|
||||
-- @return #GROUP self
|
||||
function GROUP:NewTemplate( GroupTemplate, CoalitionSide, CategoryID, CountryID )
|
||||
local GroupName = GroupTemplate.name
|
||||
@@ -149,7 +149,7 @@ end
|
||||
|
||||
--- Find the GROUP wrapper class instance using the DCS Group.
|
||||
-- @param #GROUP self
|
||||
-- @param Dcs.DCSWrapper.Group#Group DCSGroup The DCS Group.
|
||||
-- @param DCS#Group DCSGroup The DCS Group.
|
||||
-- @return #GROUP The GROUP.
|
||||
function GROUP:Find( DCSGroup )
|
||||
|
||||
@@ -172,7 +172,7 @@ end
|
||||
|
||||
--- Returns the DCS Group.
|
||||
-- @param #GROUP self
|
||||
-- @return Dcs.DCSWrapper.Group#Group The DCS Group.
|
||||
-- @return DCS#Group The DCS Group.
|
||||
function GROUP:GetDCSObject()
|
||||
local DCSGroup = Group.getByName( self.GroupName )
|
||||
|
||||
@@ -185,7 +185,7 @@ end
|
||||
|
||||
--- Returns the @{DCSTypes#Position3} position vectors indicating the point and direction vectors in 3D of the POSITIONABLE within the mission.
|
||||
-- @param Wrapper.Positionable#POSITIONABLE self
|
||||
-- @return Dcs.DCSTypes#Position The 3D position vectors of the POSITIONABLE.
|
||||
-- @return DCS#Position The 3D position vectors of the POSITIONABLE.
|
||||
-- @return #nil The POSITIONABLE is not existing or alive.
|
||||
function GROUP:GetPositionVec3() -- Overridden from POSITIONABLE:GetPositionVec3()
|
||||
self:F2( self.PositionableName )
|
||||
@@ -217,11 +217,11 @@ end
|
||||
function GROUP:IsAlive()
|
||||
self:F2( self.GroupName )
|
||||
|
||||
local DCSGroup = self:GetDCSObject() -- Dcs.DCSGroup#Group
|
||||
local DCSGroup = self:GetDCSObject() -- DCS#Group
|
||||
|
||||
if DCSGroup then
|
||||
if DCSGroup:isExist() then
|
||||
local DCSUnit = DCSGroup:getUnit(1) -- Dcs.DCSUnit#Unit
|
||||
local DCSUnit = DCSGroup:getUnit(1) -- DCS#Unit
|
||||
if DCSUnit then
|
||||
local GroupIsAlive = DCSUnit:isActive()
|
||||
self:T3( GroupIsAlive )
|
||||
@@ -277,7 +277,7 @@ end
|
||||
|
||||
--- Returns category of the DCS Group.
|
||||
-- @param #GROUP self
|
||||
-- @return Dcs.DCSWrapper.Group#Group.Category The category ID
|
||||
-- @return DCS#Group.Category The category ID
|
||||
function GROUP:GetCategory()
|
||||
self:F2( self.GroupName )
|
||||
|
||||
@@ -317,7 +317,7 @@ end
|
||||
|
||||
--- Returns the coalition of the DCS Group.
|
||||
-- @param #GROUP self
|
||||
-- @return Dcs.DCSCoalitionWrapper.Object#coalition.side The coalition side of the DCS Group.
|
||||
-- @return DCS#coalition.side The coalition side of the DCS Group.
|
||||
function GROUP:GetCoalition()
|
||||
self:F2( self.GroupName )
|
||||
|
||||
@@ -333,7 +333,7 @@ end
|
||||
|
||||
--- Returns the country of the DCS Group.
|
||||
-- @param #GROUP self
|
||||
-- @return Dcs.DCScountry#country.id The country identifier.
|
||||
-- @return DCS#country.id The country identifier.
|
||||
-- @return #nil The DCS Group is not existing or alive.
|
||||
function GROUP:GetCountry()
|
||||
self:F2( self.GroupName )
|
||||
@@ -448,7 +448,7 @@ 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 Dcs.DCSWrapper.Unit#Unit The DCS Unit.
|
||||
-- @return DCS#Unit The DCS Unit.
|
||||
function GROUP:GetDCSUnit( UnitNumber )
|
||||
self:F3( { self.GroupName, UnitNumber } )
|
||||
|
||||
@@ -488,7 +488,7 @@ end
|
||||
|
||||
--- Returns the average velocity Vec3 vector.
|
||||
-- @param Wrapper.Group#GROUP self
|
||||
-- @return Dcs.DCSTypes#Vec3 The velocity Vec3 vector
|
||||
-- @return DCS#Vec3 The velocity Vec3 vector
|
||||
-- @return #nil The GROUP is not existing or alive.
|
||||
function GROUP:GetVelocityVec3()
|
||||
self:F2( self.GroupName )
|
||||
@@ -524,7 +524,7 @@ end
|
||||
--- Returns the average group height in meters.
|
||||
-- @param Wrapper.Group#GROUP self
|
||||
-- @param #boolean FromGround Measure from the ground or from sea level. Provide **true** for measuring from the ground. **false** or **nil** if you measure from sea level.
|
||||
-- @return Dcs.DCSTypes#Vec3 The height of the group.
|
||||
-- @return DCS#Vec3 The height of the group.
|
||||
-- @return #nil The GROUP is not existing or alive.
|
||||
function GROUP:GetHeight( FromGround )
|
||||
self:F2( self.GroupName )
|
||||
@@ -658,7 +658,7 @@ end
|
||||
|
||||
--- Returns the current point (Vec2 vector) of the first DCS Unit in the DCS Group.
|
||||
-- @param #GROUP self
|
||||
-- @return Dcs.DCSTypes#Vec2 Current Vec2 point of the first DCS Unit of the DCS Group.
|
||||
-- @return DCS#Vec2 Current Vec2 point of the first DCS Unit of the DCS Group.
|
||||
function GROUP:GetVec2()
|
||||
self:F2( self.GroupName )
|
||||
|
||||
@@ -671,7 +671,7 @@ end
|
||||
|
||||
--- Returns the current Vec3 vector of the first DCS Unit in the GROUP.
|
||||
-- @param #GROUP self
|
||||
-- @return Dcs.DCSTypes#Vec3 Current Vec3 of the first DCS Unit of the GROUP.
|
||||
-- @return DCS#Vec3 Current Vec3 of the first DCS Unit of the GROUP.
|
||||
function GROUP:GetVec3()
|
||||
self:F2( self.GroupName )
|
||||
|
||||
@@ -723,10 +723,10 @@ end
|
||||
--- Returns a random @{DCSTypes#Vec3} vector (point in 3D of the UNIT within the mission) within a range around the first UNIT of the GROUP.
|
||||
-- @param #GROUP self
|
||||
-- @param #number Radius
|
||||
-- @return Dcs.DCSTypes#Vec3 The random 3D point vector around the first UNIT of the GROUP.
|
||||
-- @return DCS#Vec3 The random 3D point vector around the first UNIT of the GROUP.
|
||||
-- @return #nil The GROUP is invalid or empty
|
||||
-- @usage
|
||||
-- -- If Radius is ignored, returns the Dcs.DCSTypes#Vec3 of first UNIT of the GROUP
|
||||
-- -- If Radius is ignored, returns the DCS#Vec3 of first UNIT of the GROUP
|
||||
function GROUP:GetRandomVec3(Radius)
|
||||
self:F2(self.GroupName)
|
||||
|
||||
@@ -1004,10 +1004,10 @@ do -- AI methods
|
||||
-- @return #GROUP The GROUP.
|
||||
function GROUP:SetAIOnOff( AIOnOff )
|
||||
|
||||
local DCSGroup = self:GetDCSObject() -- Dcs.DCSGroup#Group
|
||||
local DCSGroup = self:GetDCSObject() -- DCS#Group
|
||||
|
||||
if DCSGroup then
|
||||
local DCSController = DCSGroup:getController() -- Dcs.DCSController#Controller
|
||||
local DCSController = DCSGroup:getController() -- DCS#Controller
|
||||
if DCSController then
|
||||
DCSController:setOnOff( AIOnOff )
|
||||
return self
|
||||
@@ -1114,7 +1114,7 @@ end
|
||||
|
||||
--- Sets the CountryID of the group in a Template.
|
||||
-- @param #GROUP self
|
||||
-- @param Dcs.DCScountry#country.id CountryID The country ID.
|
||||
-- @param DCS#country.id CountryID The country ID.
|
||||
-- @return #table
|
||||
function GROUP:SetTemplateCountry( Template, CountryID )
|
||||
Template.CountryID = CountryID
|
||||
@@ -1123,7 +1123,7 @@ end
|
||||
|
||||
--- Sets the CoalitionID of the group in a Template.
|
||||
-- @param #GROUP self
|
||||
-- @param Dcs.DCSCoalitionWrapper.Object#coalition.side CoalitionID The coalition ID.
|
||||
-- @param DCS#coalition.side CoalitionID The coalition ID.
|
||||
-- @return #table
|
||||
function GROUP:SetTemplateCoalition( Template, CoalitionID )
|
||||
Template.CoalitionID = CoalitionID
|
||||
|
||||
@@ -9,6 +9,7 @@
|
||||
-- ===
|
||||
--
|
||||
-- @module Wrapper.Identifiable
|
||||
-- @image MOOSE.JPG
|
||||
|
||||
--- @type IDENTIFIABLE
|
||||
-- @extends Wrapper.Object#OBJECT
|
||||
@@ -42,7 +43,7 @@ local _CategoryName = {
|
||||
|
||||
--- Create a new IDENTIFIABLE from a DCSIdentifiable
|
||||
-- @param #IDENTIFIABLE self
|
||||
-- @param Dcs.DCSWrapper.Identifiable#Identifiable IdentifiableName The DCS Identifiable name
|
||||
-- @param #string IdentifiableName The DCS Identifiable name
|
||||
-- @return #IDENTIFIABLE self
|
||||
function IDENTIFIABLE:New( IdentifiableName )
|
||||
local self = BASE:Inherit( self, OBJECT:New( IdentifiableName ) )
|
||||
@@ -60,7 +61,7 @@ end
|
||||
function IDENTIFIABLE:IsAlive()
|
||||
self:F3( self.IdentifiableName )
|
||||
|
||||
local DCSIdentifiable = self:GetDCSObject() -- Dcs.DCSObject#Object
|
||||
local DCSIdentifiable = self:GetDCSObject() -- DCS#Object
|
||||
|
||||
if DCSIdentifiable then
|
||||
local IdentifiableIsAlive = DCSIdentifiable:isExist()
|
||||
@@ -108,7 +109,7 @@ end
|
||||
|
||||
--- Returns category of the DCS Identifiable.
|
||||
-- @param #IDENTIFIABLE self
|
||||
-- @return Dcs.DCSWrapper.Object#Object.Category The category ID
|
||||
-- @return DCS#Object.Category The category ID
|
||||
function IDENTIFIABLE:GetCategory()
|
||||
self:F2( self.ObjectName )
|
||||
|
||||
@@ -140,7 +141,7 @@ end
|
||||
|
||||
--- Returns coalition of the Identifiable.
|
||||
-- @param #IDENTIFIABLE self
|
||||
-- @return Dcs.DCSCoalitionWrapper.Object#coalition.side The side of the coalition.
|
||||
-- @return DCS#coalition.side The side of the coalition.
|
||||
-- @return #nil The DCS Identifiable is not existing or alive.
|
||||
function IDENTIFIABLE:GetCoalition()
|
||||
self:F2( self.IdentifiableName )
|
||||
@@ -189,7 +190,7 @@ end
|
||||
|
||||
--- Returns country of the Identifiable.
|
||||
-- @param #IDENTIFIABLE self
|
||||
-- @return Dcs.DCScountry#country.id The country identifier.
|
||||
-- @return DCS#country.id The country identifier.
|
||||
-- @return #nil The DCS Identifiable is not existing or alive.
|
||||
function IDENTIFIABLE:GetCountry()
|
||||
self:F2( self.IdentifiableName )
|
||||
@@ -210,7 +211,7 @@ end
|
||||
|
||||
--- Returns Identifiable descriptor. Descriptor type depends on Identifiable category.
|
||||
-- @param #IDENTIFIABLE self
|
||||
-- @return Dcs.DCSWrapper.Identifiable#Identifiable.Desc The Identifiable descriptor.
|
||||
-- @return DCS#Object.Desc The Identifiable descriptor.
|
||||
-- @return #nil The DCS Identifiable is not existing or alive.
|
||||
function IDENTIFIABLE:GetDesc()
|
||||
self:F2( self.IdentifiableName )
|
||||
|
||||
@@ -9,6 +9,7 @@
|
||||
-- ===
|
||||
--
|
||||
-- @module Wrapper.Object
|
||||
-- @image MOOSE.JPG
|
||||
|
||||
|
||||
--- @type OBJECT
|
||||
@@ -40,7 +41,7 @@ OBJECT = {
|
||||
|
||||
--- Create a new OBJECT from a DCSObject
|
||||
-- @param #OBJECT self
|
||||
-- @param Dcs.DCSWrapper.Object#Object ObjectName The Object name
|
||||
-- @param DCS#Object ObjectName The Object name
|
||||
-- @return #OBJECT self
|
||||
function OBJECT:New( ObjectName, Test )
|
||||
local self = BASE:Inherit( self, BASE:New() )
|
||||
@@ -53,7 +54,7 @@ end
|
||||
|
||||
--- Returns the unit's unique identifier.
|
||||
-- @param Wrapper.Object#OBJECT self
|
||||
-- @return Dcs.DCSWrapper.Object#Object.ID ObjectID
|
||||
-- @return DCS#Object.ID ObjectID
|
||||
-- @return #nil The DCS Object is not existing or alive.
|
||||
function OBJECT:GetID()
|
||||
|
||||
|
||||
@@ -60,7 +60,7 @@ POSITIONABLE.__.Cargo = {}
|
||||
|
||||
--- Create a new POSITIONABLE from a DCSPositionable
|
||||
-- @param #POSITIONABLE self
|
||||
-- @param Dcs.DCSWrapper.Positionable#Positionable PositionableName The POSITIONABLE name
|
||||
-- @param #string PositionableName The POSITIONABLE name
|
||||
-- @return #POSITIONABLE self
|
||||
function POSITIONABLE:New( PositionableName )
|
||||
local self = BASE:Inherit( self, IDENTIFIABLE:New( PositionableName ) )
|
||||
@@ -71,7 +71,7 @@ end
|
||||
|
||||
--- Returns the @{DCSTypes#Position3} position vectors indicating the point and direction vectors in 3D of the POSITIONABLE within the mission.
|
||||
-- @param Wrapper.Positionable#POSITIONABLE self
|
||||
-- @return Dcs.DCSTypes#Position The 3D position vectors of the POSITIONABLE.
|
||||
-- @return DCS#Position The 3D position vectors of the POSITIONABLE.
|
||||
-- @return #nil The POSITIONABLE is not existing or alive.
|
||||
function POSITIONABLE:GetPositionVec3()
|
||||
self:F2( self.PositionableName )
|
||||
@@ -91,7 +91,7 @@ end
|
||||
|
||||
--- Returns the @{DCSTypes#Vec2} vector indicating the point in 2D of the POSITIONABLE within the mission.
|
||||
-- @param Wrapper.Positionable#POSITIONABLE self
|
||||
-- @return Dcs.DCSTypes#Vec2 The 2D point vector of the POSITIONABLE.
|
||||
-- @return DCS#Vec2 The 2D point vector of the POSITIONABLE.
|
||||
-- @return #nil The POSITIONABLE is not existing or alive.
|
||||
function POSITIONABLE:GetVec2()
|
||||
self:F2( self.PositionableName )
|
||||
@@ -188,10 +188,10 @@ end
|
||||
--- Returns a random @{DCSTypes#Vec3} vector within a range, indicating the point in 3D of the POSITIONABLE within the mission.
|
||||
-- @param Wrapper.Positionable#POSITIONABLE self
|
||||
-- @param #number Radius
|
||||
-- @return Dcs.DCSTypes#Vec3 The 3D point vector of the POSITIONABLE.
|
||||
-- @return DCS#Vec3 The 3D point vector of the POSITIONABLE.
|
||||
-- @return #nil The POSITIONABLE is not existing or alive.
|
||||
-- @usage
|
||||
-- -- If Radius is ignored, returns the Dcs.DCSTypes#Vec3 of first UNIT of the GROUP
|
||||
-- -- If Radius is ignored, returns the DCS#Vec3 of first UNIT of the GROUP
|
||||
function POSITIONABLE:GetRandomVec3( Radius )
|
||||
self:F2( self.PositionableName )
|
||||
|
||||
@@ -222,7 +222,7 @@ end
|
||||
|
||||
--- Returns the @{DCSTypes#Vec3} vector indicating the 3D vector of the POSITIONABLE within the mission.
|
||||
-- @param Wrapper.Positionable#POSITIONABLE self
|
||||
-- @return Dcs.DCSTypes#Vec3 The 3D point vector of the POSITIONABLE.
|
||||
-- @return DCS#Vec3 The 3D point vector of the POSITIONABLE.
|
||||
-- @return #nil The POSITIONABLE is not existing or alive.
|
||||
function POSITIONABLE:GetVec3()
|
||||
self:F2( self.PositionableName )
|
||||
@@ -243,7 +243,7 @@ end
|
||||
|
||||
--- Get the bounding box of the underlying POSITIONABLE DCS Object.
|
||||
-- @param #POSITIONABLE self
|
||||
-- @return Dcs.DCSTypes#Distance The bounding box of the POSITIONABLE.
|
||||
-- @return DCS#Distance The bounding box of the POSITIONABLE.
|
||||
-- @return #nil The POSITIONABLE is not existing or alive.
|
||||
function POSITIONABLE:GetBoundingBox() --R2.1
|
||||
self:F2()
|
||||
@@ -251,7 +251,7 @@ function POSITIONABLE:GetBoundingBox() --R2.1
|
||||
local DCSPositionable = self:GetDCSObject()
|
||||
|
||||
if DCSPositionable then
|
||||
local PositionableDesc = DCSPositionable:getDesc() --Dcs.DCSTypes#Desc
|
||||
local PositionableDesc = DCSPositionable:getDesc() --DCS#Desc
|
||||
if PositionableDesc then
|
||||
local PositionableBox = PositionableDesc.box
|
||||
return PositionableBox
|
||||
@@ -266,7 +266,7 @@ end
|
||||
|
||||
--- Returns the altitude of the POSITIONABLE.
|
||||
-- @param Wrapper.Positionable#POSITIONABLE self
|
||||
-- @return Dcs.DCSTypes#Distance The altitude of the POSITIONABLE.
|
||||
-- @return DCS#Distance The altitude of the POSITIONABLE.
|
||||
-- @return #nil The POSITIONABLE is not existing or alive.
|
||||
function POSITIONABLE:GetAltitude()
|
||||
self:F2()
|
||||
@@ -274,7 +274,7 @@ function POSITIONABLE:GetAltitude()
|
||||
local DCSPositionable = self:GetDCSObject()
|
||||
|
||||
if DCSPositionable then
|
||||
local PositionablePointVec3 = DCSPositionable:getPoint() --Dcs.DCSTypes#Vec3
|
||||
local PositionablePointVec3 = DCSPositionable:getPoint() --DCS#Vec3
|
||||
return PositionablePointVec3.y
|
||||
end
|
||||
|
||||
@@ -383,7 +383,7 @@ end
|
||||
|
||||
--- Returns the POSITIONABLE velocity Vec3 vector.
|
||||
-- @param Wrapper.Positionable#POSITIONABLE self
|
||||
-- @return Dcs.DCSTypes#Vec3 The velocity Vec3 vector
|
||||
-- @return DCS#Vec3 The velocity Vec3 vector
|
||||
-- @return #nil The POSITIONABLE is not existing or alive.
|
||||
function POSITIONABLE:GetVelocityVec3()
|
||||
self:F2( self.PositionableName )
|
||||
@@ -404,7 +404,7 @@ end
|
||||
|
||||
--- Returns the POSITIONABLE height in meters.
|
||||
-- @param Wrapper.Positionable#POSITIONABLE self
|
||||
-- @return Dcs.DCSTypes#Vec3 The height of the positionable.
|
||||
-- @return DCS#Vec3 The height of the positionable.
|
||||
-- @return #nil The POSITIONABLE is not existing or alive.
|
||||
function POSITIONABLE:GetHeight() --R2.1
|
||||
self:F2( self.PositionableName )
|
||||
@@ -483,7 +483,7 @@ end
|
||||
--- Returns a message with the callsign embedded (if there is one).
|
||||
-- @param #POSITIONABLE self
|
||||
-- @param #string Message The message text
|
||||
-- @param Dcs.DCSTypes#Duration Duration The duration of the message.
|
||||
-- @param DCS#Duration Duration The duration of the message.
|
||||
-- @param #string Name (optional) The Name of the sender. If not provided, the Name is the type of the Positionable.
|
||||
-- @return Core.Message#MESSAGE
|
||||
function POSITIONABLE:GetMessage( Message, Duration, Name ) --R2.1 changed callsign and name and using GetMessageText
|
||||
@@ -518,7 +518,7 @@ end
|
||||
-- The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
|
||||
-- @param #POSITIONABLE self
|
||||
-- @param #string Message The message text
|
||||
-- @param Dcs.DCSTypes#Duration Duration The duration of the message.
|
||||
-- @param DCS#Duration Duration The duration of the message.
|
||||
-- @param #string Name (optional) The Name of the sender. If not provided, the Name is the type of the Positionable.
|
||||
function POSITIONABLE:MessageToAll( Message, Duration, Name )
|
||||
self:F2( { Message, Duration } )
|
||||
@@ -535,8 +535,8 @@ end
|
||||
-- The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
|
||||
-- @param #POSITIONABLE self
|
||||
-- @param #string Message The message text
|
||||
-- @param Dcs.DCSTYpes#Duration Duration The duration of the message.
|
||||
-- @param Dcs.DCScoalition#coalition MessageCoalition The Coalition receiving the message.
|
||||
-- @param DCS#Duration Duration The duration of the message.
|
||||
-- @param DCS#coalition MessageCoalition The Coalition receiving the message.
|
||||
-- @param #string Name (optional) The Name of the sender. If not provided, the Name is the type of the Positionable.
|
||||
function POSITIONABLE:MessageToCoalition( Message, Duration, MessageCoalition, Name )
|
||||
self:F2( { Message, Duration } )
|
||||
@@ -557,7 +557,7 @@ end
|
||||
-- @param #POSITIONABLE self
|
||||
-- @param #string Message The message text
|
||||
-- @param Core.Message#MESSAGE.Type MessageType The message type that determines the duration.
|
||||
-- @param Dcs.DCScoalition#coalition MessageCoalition The Coalition receiving the message.
|
||||
-- @param DCS#coalition MessageCoalition The Coalition receiving the message.
|
||||
-- @param #string Name (optional) The Name of the sender. If not provided, the Name is the type of the Positionable.
|
||||
function POSITIONABLE:MessageTypeToCoalition( Message, MessageType, MessageCoalition, Name )
|
||||
self:F2( { Message, MessageType } )
|
||||
@@ -577,7 +577,7 @@ end
|
||||
-- The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
|
||||
-- @param #POSITIONABLE self
|
||||
-- @param #string Message The message text
|
||||
-- @param Dcs.DCSTYpes#Duration Duration The duration of the message.
|
||||
-- @param DCS#Duration Duration The duration of the message.
|
||||
-- @param #string Name (optional) The Name of the sender. If not provided, the Name is the type of the Positionable.
|
||||
function POSITIONABLE:MessageToRed( Message, Duration, Name )
|
||||
self:F2( { Message, Duration } )
|
||||
@@ -594,7 +594,7 @@ end
|
||||
-- The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
|
||||
-- @param #POSITIONABLE self
|
||||
-- @param #string Message The message text
|
||||
-- @param Dcs.DCSTypes#Duration Duration The duration of the message.
|
||||
-- @param DCS#Duration Duration The duration of the message.
|
||||
-- @param #string Name (optional) The Name of the sender. If not provided, the Name is the type of the Positionable.
|
||||
function POSITIONABLE:MessageToBlue( Message, Duration, Name )
|
||||
self:F2( { Message, Duration } )
|
||||
@@ -611,7 +611,7 @@ end
|
||||
-- The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
|
||||
-- @param #POSITIONABLE self
|
||||
-- @param #string Message The message text
|
||||
-- @param Dcs.DCSTypes#Duration Duration The duration of the message.
|
||||
-- @param DCS#Duration Duration The duration of the message.
|
||||
-- @param Wrapper.Client#CLIENT Client The client object receiving the message.
|
||||
-- @param #string Name (optional) The Name of the sender. If not provided, the Name is the type of the Positionable.
|
||||
function POSITIONABLE:MessageToClient( Message, Duration, Client, Name )
|
||||
@@ -629,7 +629,7 @@ end
|
||||
-- The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
|
||||
-- @param #POSITIONABLE self
|
||||
-- @param #string Message The message text
|
||||
-- @param Dcs.DCSTypes#Duration Duration The duration of the message.
|
||||
-- @param DCS#Duration Duration The duration of the message.
|
||||
-- @param Wrapper.Group#GROUP MessageGroup The GROUP object receiving the message.
|
||||
-- @param #string Name (optional) The Name of the sender. If not provided, the Name is the type of the Positionable.
|
||||
function POSITIONABLE:MessageToGroup( Message, Duration, MessageGroup, Name )
|
||||
@@ -676,7 +676,7 @@ end
|
||||
-- The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
|
||||
-- @param #POSITIONABLE self
|
||||
-- @param #string Message The message text
|
||||
-- @param Dcs.DCSTypes#Duration Duration The duration of the message.
|
||||
-- @param DCS#Duration Duration The duration of the message.
|
||||
-- @param Core.Set#SET_GROUP MessageSetGroup The SET_GROUP collection receiving the message.
|
||||
-- @param #string Name (optional) The Name of the sender. If not provided, the Name is the type of the Positionable.
|
||||
function POSITIONABLE:MessageToSetGroup( Message, Duration, MessageSetGroup, Name ) --R2.1
|
||||
@@ -700,7 +700,7 @@ end
|
||||
-- The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
|
||||
-- @param #POSITIONABLE self
|
||||
-- @param #string Message The message text
|
||||
-- @param Dcs.DCSTypes#Duration Duration The duration of the message.
|
||||
-- @param DCS#Duration Duration The duration of the message.
|
||||
-- @param #string Name (optional) The Name of the sender. If not provided, the Name is the type of the Positionable.
|
||||
function POSITIONABLE:Message( Message, Duration, Name )
|
||||
self:F2( { Message, Duration } )
|
||||
|
||||
@@ -56,7 +56,7 @@ end
|
||||
|
||||
--- Finds a STATIC from the _DATABASE using a DCSStatic object.
|
||||
-- @param #STATIC self
|
||||
-- @param Dcs.DCSWrapper.Static#Static DCSStatic An existing DCS Static object reference.
|
||||
-- @param DCS#StaticObject DCSStatic An existing DCS Static object reference.
|
||||
-- @return #STATIC self
|
||||
function STATIC:Find( DCSStatic )
|
||||
|
||||
|
||||
@@ -45,7 +45,7 @@
|
||||
--
|
||||
-- The DCS Unit APIs are used extensively within MOOSE. The UNIT class has for each DCS Unit API a corresponding method.
|
||||
-- To be able to distinguish easily in your code the difference between a UNIT API call and a DCS Unit API call,
|
||||
-- the first letter of the method is also capitalized. So, by example, the DCS Unit method @{DCSWrapper.Unit#Unit.getName}()
|
||||
-- the first letter of the method is also capitalized. So, by example, the DCS Unit method @{DCS#Unit.getName}()
|
||||
-- is implemented in the UNIT class as @{#UNIT.GetName}().
|
||||
--
|
||||
-- ## Smoke, Flare Units
|
||||
@@ -116,7 +116,7 @@ end
|
||||
|
||||
--- Finds a UNIT from the _DATABASE using a DCSUnit object.
|
||||
-- @param #UNIT self
|
||||
-- @param Dcs.DCSWrapper.Unit#Unit DCSUnit An existing DCS Unit object reference.
|
||||
-- @param DCS#Unit DCSUnit An existing DCS Unit object reference.
|
||||
-- @return #UNIT self
|
||||
function UNIT:Find( DCSUnit )
|
||||
|
||||
@@ -145,7 +145,7 @@ end
|
||||
|
||||
|
||||
--- @param #UNIT self
|
||||
-- @return Dcs.DCSWrapper.Unit#Unit
|
||||
-- @return DCS#Unit
|
||||
function UNIT:GetDCSObject()
|
||||
|
||||
local DCSUnit = Unit.getByName( self.UnitName )
|
||||
@@ -311,7 +311,7 @@ end
|
||||
function UNIT:IsAlive()
|
||||
self:F3( self.UnitName )
|
||||
|
||||
local DCSUnit = self:GetDCSObject() -- Dcs.DCSUnit#Unit
|
||||
local DCSUnit = self:GetDCSObject() -- DCS#Unit
|
||||
|
||||
if DCSUnit then
|
||||
local UnitIsAlive = DCSUnit:isExist() and DCSUnit:isActive()
|
||||
@@ -352,7 +352,7 @@ end
|
||||
function UNIT:GetPlayerName()
|
||||
self:F2( self.UnitName )
|
||||
|
||||
local DCSUnit = self:GetDCSObject() -- Dcs.DCSUnit#Unit
|
||||
local DCSUnit = self:GetDCSObject() -- DCS#Unit
|
||||
|
||||
if DCSUnit then
|
||||
|
||||
@@ -458,7 +458,7 @@ end
|
||||
|
||||
--- Returns the Unit's ammunition.
|
||||
-- @param #UNIT self
|
||||
-- @return Dcs.DCSWrapper.Unit#Unit.Ammo
|
||||
-- @return DCS#Unit.Ammo
|
||||
-- @return #nil The DCS Unit is not existing or alive.
|
||||
function UNIT:GetAmmo()
|
||||
self:F2( self.UnitName )
|
||||
@@ -475,7 +475,7 @@ end
|
||||
|
||||
--- Returns the unit sensors.
|
||||
-- @param #UNIT self
|
||||
-- @return Dcs.DCSWrapper.Unit#Unit.Sensors
|
||||
-- @return DCS#Unit.Sensors
|
||||
-- @return #nil The DCS Unit is not existing or alive.
|
||||
function UNIT:GetSensors()
|
||||
self:F2( self.UnitName )
|
||||
@@ -539,7 +539,7 @@ end
|
||||
-- * Second value is the object of the radar's interest. Not nil only if at least one radar of the unit is tracking a target.
|
||||
-- @param #UNIT self
|
||||
-- @return #boolean Indicates if at least one of the unit's radar(s) is on.
|
||||
-- @return Dcs.DCSWrapper.Object#Object The object of the radar's interest. Not nil only if at least one radar of the unit is tracking a target.
|
||||
-- @return DCS#Object The object of the radar's interest. Not nil only if at least one radar of the unit is tracking a target.
|
||||
-- @return #nil The DCS Unit is not existing or alive.
|
||||
function UNIT:GetRadar()
|
||||
self:F2( self.UnitName )
|
||||
|
||||
Reference in New Issue
Block a user