2016-06-02 14:49:10 +02:00

684 lines
16 KiB
HTML

<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html>
<head>
<link rel="stylesheet" href="stylesheet.css" type="text/css"/>
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
<div id="product_name"><big><b></b></big></div>
<div id="product_description"></div>
</div>
<div id="main">
<div id="navigation">
<h2>Modules</h2>
<ul><li>
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="Airbase.html">Airbase</a></li>
<li><a href="Base.html">Base</a></li>
<li><a href="CARGO.html">CARGO</a></li>
<li><a href="CleanUp.html">CleanUp</a></li>
<li><a href="Client.html">Client</a></li>
<li><a href="DCSAirbase.html">DCSAirbase</a></li>
<li><a href="DCSCoalitionObject.html">DCSCoalitionObject</a></li>
<li><a href="DCSCommand.html">DCSCommand</a></li>
<li><a href="DCSController.html">DCSController</a></li>
<li><a href="DCSGroup.html">DCSGroup</a></li>
<li><a href="DCSObject.html">DCSObject</a></li>
<li><a href="DCSTask.html">DCSTask</a></li>
<li><a href="DCSTypes.html">DCSTypes</a></li>
<li><a href="DCSUnit.html">DCSUnit</a></li>
<li><a href="DCSWorld.html">DCSWorld</a></li>
<li><a href="DCStimer.html">DCStimer</a></li>
<li><a href="DEPLOYTASK.html">DEPLOYTASK</a></li>
<li><a href="DESTROYBASETASK.html">DESTROYBASETASK</a></li>
<li><a href="DESTROYGROUPSTASK.html">DESTROYGROUPSTASK</a></li>
<li><a href="DESTROYRADARSTASK.html">DESTROYRADARSTASK</a></li>
<li><a href="DESTROYUNITTYPESTASK.html">DESTROYUNITTYPESTASK</a></li>
<li><a href="Database.html">Database</a></li>
<li><a href="Escort.html">Escort</a></li>
<li><a href="Event.html">Event</a></li>
<li><a href="GOHOMETASK.html">GOHOMETASK</a></li>
<li><a href="Group.html">Group</a></li>
<li><a href="GroupSet.html">GroupSet</a></li>
<li><a href="MOVEMENT.html">MOVEMENT</a></li>
<li><a href="Menu.html">Menu</a></li>
<li><a href="Message.html">Message</a></li>
<li><a href="MissileTrainer.html">MissileTrainer</a></li>
<li><a href="Mission.html">Mission</a></li>
<li><a href="NOTASK.html">NOTASK</a></li>
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
<li><a href="STAGE.html">STAGE</a></li>
<li><a href="Scheduler.html">Scheduler</a></li>
<li><a href="Scoring.html">Scoring</a></li>
<li><a href="Sead.html">Sead</a></li>
<li><a href="Set.html">Set</a></li>
<li><a href="Spawn.html">Spawn</a></li>
<li><a href="StaticObject.html">StaticObject</a></li>
<li><a href="TASK.html">TASK</a></li>
<li><a href="Unit.html">Unit</a></li>
<li>UnitSet</li>
<li><a href="Zone.html">Zone</a></li>
<li><a href="env.html">env</a></li>
<li><a href="land.html">land</a></li>
<li><a href="routines.html">routines</a></li>
</ul>
</div>
<div id="content">
<h1>Module <code>UnitSet</code></h1>
<p>Create and manage a set of units.</p>
<h1><a href="##(UNITSET)">#UNITSET</a> class</h1>
<p>Mission designers can use the UNITSET class to build sets of units belonging to certain:</p>
<ul>
<li>Coalitions</li>
<li>Categories</li>
<li>Countries</li>
<li>Unit types</li>
<li>Starting with certain prefix strings.</li>
</ul>
<h1>UNITSET construction methods:</h1>
<p>Create a new UNITSET object with the <a href="##(UNITSET).New">UNITSET.New</a> method:</p>
<ul>
<li><a href="##(UNITSET).New">UNITSET.New</a>: Creates a new UNITSET object.</li>
</ul>
<h1>UNITSET filter criteria: </h1>
<p>You can set filter criteria to define the set of units within the UNITSET.
Filter criteria are defined by:</p>
<ul>
<li><a href="##(UNITSET).FilterCoalitions">UNITSET.FilterCoalitions</a>: Builds the UNITSET with the units belonging to the coalition(s).</li>
<li><a href="##(UNITSET).FilterCategories">UNITSET.FilterCategories</a>: Builds the UNITSET with the units belonging to the category(ies).</li>
<li><a href="##(UNITSET).FilterTypes">UNITSET.FilterTypes</a>: Builds the UNITSET with the units belonging to the unit type(s).</li>
<li><a href="##(UNITSET).FilterCountries">UNITSET.FilterCountries</a>: Builds the UNITSET with the units belonging to the country(ies).</li>
<li><a href="##(UNITSET).FilterPrefixes">UNITSET.FilterPrefixes</a>: Builds the UNITSET with the units starting with the same prefix string(s).</li>
</ul>
<p>Once the filter criteria have been set for the UNITSET, you can start filtering using:</p>
<ul>
<li><a href="##(UNITSET).FilterStart">UNITSET.FilterStart</a>: Starts the filtering of the units within the UNITSET.</li>
</ul>
<p>Planned filter criteria within development are (so these are not yet available):</p>
<ul>
<li><a href="##(UNITSET).FilterZones">UNITSET.FilterZones</a>: Builds the UNITSET with the units within a <a href="Zone.html##(ZONE)">Zone#ZONE</a>.</li>
</ul>
<h1>UNITSET iterators:</h1>
<p>Once the filters have been defined and the UNITSET has been built, you can iterate the UNITSET with the available iterator methods.
The iterator methods will walk the UNITSET set, and call for each element within the set a function that you provide.
The following iterator methods are currently available within the UNITSET:</p>
<ul>
<li><a href="##(UNITSET).ForEachUnit">UNITSET.ForEachUnit</a>: Calls a function for each alive unit it finds within the UNITSET.</li>
</ul>
<p>Planned iterators methods in development are (so these are not yet available):</p>
<ul>
<li><a href="##(UNITSET).ForEachUnitInGroup">UNITSET.ForEachUnitInGroup</a>: Calls a function for each group contained within the UNITSET.</li>
<li><a href="##(UNITSET).ForEachUnitInZone">UNITSET.ForEachUnitInZone</a>: Calls a function for each unit within a certain zone contained within the UNITSET.</li>
</ul>
<h2>Global(s)</h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="#UNITSET">UNITSET</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(UNITSET)">Type <code>UNITSET</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(UNITSET).AddInDatabase">UNITSET:AddInDatabase(Event)</a></td>
<td class="summary">
<p>Handles the Database to check on an event (birth) that the Object was added in the Database.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(UNITSET).ClassName">UNITSET.ClassName</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(UNITSET).Filter">UNITSET.Filter</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(UNITSET).FilterCategories">UNITSET:FilterCategories(Categories)</a></td>
<td class="summary">
<p>Builds a set of units out of categories.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(UNITSET).FilterCoalitions">UNITSET:FilterCoalitions(Coalitions)</a></td>
<td class="summary">
<p>Builds a set of units of coalitions.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(UNITSET).FilterCountries">UNITSET:FilterCountries(Countries)</a></td>
<td class="summary">
<p>Builds a set of units of defined countries.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(UNITSET).FilterMeta">UNITSET.FilterMeta</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(UNITSET).FilterPrefixes">UNITSET:FilterPrefixes(Prefixes)</a></td>
<td class="summary">
<p>Builds a set of units of defined unit prefixes.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(UNITSET).FilterStart">UNITSET:FilterStart()</a></td>
<td class="summary">
<p>Starts the filtering.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(UNITSET).FilterTypes">UNITSET:FilterTypes(Types)</a></td>
<td class="summary">
<p>Builds a set of units of defined unit types.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(UNITSET).FindInDatabase">UNITSET:FindInDatabase(Event)</a></td>
<td class="summary">
<p>Handles the Database to check on any event that Object exists in the Database.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(UNITSET).FindUnit">UNITSET:FindUnit(UnitName)</a></td>
<td class="summary">
<p>Finds a Unit based on the Unit Name.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(UNITSET).ForEachUnit">UNITSET:ForEachUnit(IteratorFunction, ...)</a></td>
<td class="summary">
<p>Interate the UNITSET and call an interator function for each <strong>alive</strong> UNIT, providing the UNIT and optional parameters.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(UNITSET).IsIncludeObject">UNITSET:IsIncludeObject(MUnit)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(UNITSET).New">UNITSET:New()</a></td>
<td class="summary">
<p>Creates a new UNITSET object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(UNITSET).Units">UNITSET.Units</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2>Global(s)</h2>
<dl class="function">
<dt>
<em><a href="##(UNITSET)">#UNITSET</a></em>
<a id="UNITSET" >
<strong>UNITSET</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(UnitSet)" >Type <code>UnitSet</code></a></h2>
<h2><a id="#(UNITSET)" >Type <code>UNITSET</code></a></h2>
<p>UNITSET class</p>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<a id="#(UNITSET).AddInDatabase" >
<strong>UNITSET:AddInDatabase(Event)</strong>
</a>
</dt>
<dd>
<p>Handles the Database to check on an event (birth) that the Object was added in the Database.</p>
<p>This is required, because sometimes the _DATABASE birth event gets called later than the SET birth event!</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Event.html##(EVENTDATA)">Event#EVENTDATA</a> Event </em></code>: </p>
</li>
</ul>
<h3>Return values</h3>
<ol>
<li>
<p><em>#string:</em>
The name of the UNIT</p>
</li>
<li>
<p><em>#table:</em>
The UNIT</p>
</li>
</ol>
</dd>
</dl>
<dl class="function">
<dt>
<em>#string</em>
<a id="#(UNITSET).ClassName" >
<strong>UNITSET.ClassName</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(UNITSET).Filter" >
<strong>UNITSET.Filter</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(UNITSET).FilterCategories" >
<strong>UNITSET:FilterCategories(Categories)</strong>
</a>
</dt>
<dd>
<p>Builds a set of units out of categories.</p>
<p>Possible current categories are plane, helicopter, ground, ship.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#string Categories </em></code>:
Can take the following values: "plane", "helicopter", "ground", "ship".</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(UNITSET)">#UNITSET</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(UNITSET).FilterCoalitions" >
<strong>UNITSET:FilterCoalitions(Coalitions)</strong>
</a>
</dt>
<dd>
<p>Builds a set of units of coalitions.</p>
<p>Possible current coalitions are red, blue and neutral.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#string Coalitions </em></code>:
Can take the following values: "red", "blue", "neutral".</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(UNITSET)">#UNITSET</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(UNITSET).FilterCountries" >
<strong>UNITSET:FilterCountries(Countries)</strong>
</a>
</dt>
<dd>
<p>Builds a set of units of defined countries.</p>
<p>Possible current countries are those known within DCS world.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#string Countries </em></code>:
Can take those country strings known within DCS world.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(UNITSET)">#UNITSET</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(UNITSET).FilterMeta" >
<strong>UNITSET.FilterMeta</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(UNITSET).FilterPrefixes" >
<strong>UNITSET:FilterPrefixes(Prefixes)</strong>
</a>
</dt>
<dd>
<p>Builds a set of units of defined unit prefixes.</p>
<p>All the units starting with the given prefixes will be included within the set.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#string Prefixes </em></code>:
The prefix of which the unit name starts with.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(UNITSET)">#UNITSET</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(UNITSET).FilterStart" >
<strong>UNITSET:FilterStart()</strong>
</a>
</dt>
<dd>
<p>Starts the filtering.</p>
<h3>Return value</h3>
<p><em><a href="##(UNITSET)">#UNITSET</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(UNITSET).FilterTypes" >
<strong>UNITSET:FilterTypes(Types)</strong>
</a>
</dt>
<dd>
<p>Builds a set of units of defined unit types.</p>
<p>Possible current types are those types known within DCS world.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#string Types </em></code>:
Can take those type strings known within DCS world.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(UNITSET)">#UNITSET</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(UNITSET).FindInDatabase" >
<strong>UNITSET:FindInDatabase(Event)</strong>
</a>
</dt>
<dd>
<p>Handles the Database to check on any event that Object exists in the Database.</p>
<p>This is required, because sometimes the _DATABASE event gets called later than the SET event or vise versa!</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Event.html##(EVENTDATA)">Event#EVENTDATA</a> Event </em></code>: </p>
</li>
</ul>
<h3>Return values</h3>
<ol>
<li>
<p><em>#string:</em>
The name of the UNIT</p>
</li>
<li>
<p><em>#table:</em>
The UNIT</p>
</li>
</ol>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(UNITSET).FindUnit" >
<strong>UNITSET:FindUnit(UnitName)</strong>
</a>
</dt>
<dd>
<p>Finds a Unit based on the Unit Name.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#string UnitName </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="Unit.html##(UNIT)">Unit#UNIT</a>:</em>
The found Unit.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(UNITSET).ForEachUnit" >
<strong>UNITSET:ForEachUnit(IteratorFunction, ...)</strong>
</a>
</dt>
<dd>
<p>Interate the UNITSET 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>#function IteratorFunction </em></code>:
The function that will be called when there is an alive UNIT in the UNITSET. 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="##(UNITSET)">#UNITSET</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(UNITSET).IsIncludeObject" >
<strong>UNITSET:IsIncludeObject(MUnit)</strong>
</a>
</dt>
<dd>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Unit.html##(UNIT)">Unit#UNIT</a> MUnit </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(UNITSET)">#UNITSET</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(UNITSET).New" >
<strong>UNITSET:New()</strong>
</a>
</dt>
<dd>
<p>Creates a new UNITSET object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names.</p>
<h3>Return value</h3>
<p><em><a href="##(UNITSET)">#UNITSET</a>:</em></p>
<h3>Usage:</h3>
<pre class="example"><code>-- Define a new UNITSET Object. This DBObject will contain a reference to all alive Units.
DBObject = UNITSET:New()</code></pre>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(UNITSET).Units" >
<strong>UNITSET.Units</strong>
</a>
</dt>
<dd>
</dd>
</dl>
</div>
</div>
</body>
</html>