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Documentation Improvements
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@ -7,7 +7,7 @@
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-- ===
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--
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-- @module AI.AI_A2A
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-- @image Air_To_Air_Dispatching.JPG
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-- @image AI_Air_To_Air_Dispatching.JPG
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--BASE:TraceClass("AI_A2A")
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@ -7,7 +7,7 @@
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-- ===
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--
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-- @module AI.AI_A2A_Cap
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-- @image Combat_Air_Patrol.JPG
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-- @image AI_Combat_Air_Patrol.JPG
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--- @type AI_A2A_CAP
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-- @extends AI.AI_A2A_Patrol#AI_A2A_PATROL
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@ -150,7 +150,7 @@
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-- ### Authors: **Stonehouse**, **SNAFU** in terms of the advice, documentation, and the original GCICAP script.
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--
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-- @module AI.AI_A2A_Dispatcher
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-- @image Air_To_Air_Dispatching.JPG
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-- @image AI_Air_To_Air_Dispatching.JPG
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@ -9,6 +9,7 @@
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-- ===
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--
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-- @module AI.AI_A2A_GCI
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-- @image AI_AI_Ground_Control_Intercept.JPG
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@ -7,7 +7,7 @@
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-- ===
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--
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-- @module AI.AI_A2A_Patrol
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-- @image Air_Patrolling.JPG
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-- @image AI_Air_Patrolling.JPG
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--- @type AI_A2A_PATROL
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@ -18,7 +18,7 @@
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-- ===
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--
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-- @module AI.AI_Bai
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-- @image Battlefield_Air_Interdiction.JPG
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-- @image AI_Battlefield_Air_Interdiction.JPG
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--- AI_BAI_ZONE class
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@ -22,7 +22,7 @@
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-- ===
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--
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-- @module AI.AI_Cap
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-- @image Combat_Air_Patrol.JPG
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-- @image AI_Combat_Air_Patrol.JPG
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--- @type AI_CAP_ZONE
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@ -1,10 +1,6 @@
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--- **AI** -- (R2.1) - Manages the independent process of Close Air Support for airplanes.
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--
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-- ===
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--
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-- 
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--
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-- ===
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--
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-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/CAS%20-%20Close%20Air%20Support)
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--
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@ -24,7 +20,7 @@
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-- ===
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--
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-- @module AI.AI_Cas
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-- @image AI_Close_Air_Support.JPG
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--- AI_CAS_ZONE class
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-- @type AI_CAS_ZONE
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@ -7,6 +7,7 @@
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-- ===
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--
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-- @module AI.AI_Cargo_APC
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-- @image AI_Cargo_Dispatching_For_APC.JPG
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--- @type AI_CARGO_APC
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-- @extends Core.Fsm#FSM_CONTROLLABLE
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@ -7,6 +7,7 @@
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-- ===
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--
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-- @module AI.AI_Cargo_Airplane
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-- @image AI_Cargo_Dispatching_For_Airplanes.JPG
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--- @type AI_CARGO_AIRPLANE
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-- @extends Core.Fsm#FSM_CONTROLLABLE
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@ -7,6 +7,7 @@
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-- ===
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--
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-- @module AI.AI_Cargo_Dispatcher
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-- @image AI_Cargo_Dispatching_For_Helicopters.JPG
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--- @type AI_CARGO_DISPATCHER
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-- @extends Core.Fsm#FSM
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@ -7,7 +7,7 @@
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-- ===
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--
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-- @module AI.AI_Cargo_Dispatcher_APC
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-- @image Cargo_Dispatching_For_APC.JPG
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-- @image AI_Cargo_Dispatching_For_APC.JPG
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--- @type AI_CARGO_DISPATCHER_APC
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-- @extends AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER
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@ -7,7 +7,8 @@
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-- ===
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--
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-- @module AI.AI_Cargo_Dispatcher_Airplane
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-- @image AI_Cargo_Dispatching_For_Airplanes.JPG
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--
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--- @type AI_CARGO_DISPATCHER_AIRPLANE
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-- @extends AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER
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@ -9,6 +9,7 @@
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-- ===
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--
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-- @module AI.AI_Cargo_Dispatcher_Helicopter
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-- @image AI_Cargo_Dispatching_For_Helicopters.JPG
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--- @type AI_CARGO_DISPATCHER_HELICOPTER
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-- @extends AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER
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@ -7,6 +7,7 @@
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-- ===
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--
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-- @module AI.AI_Cargo_Helicopter
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-- @image AI_Cargo_Dispatching_For_Helicopters.JPG
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--- @type AI_CARGO_HELICOPTER
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-- @extends Core.Fsm#FSM_CONTROLLABLE
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@ -2,10 +2,6 @@
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--
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-- ===
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--
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-- 
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--
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-- ===
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--
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-- AI_FORMATION makes AI @{Wrapper.Group}s fly in formation of various compositions.
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-- The AI_FORMATION class models formations in a different manner than the internal DCS formation logic!!!
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-- The purpose of the class is to:
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@ -46,6 +42,7 @@
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-- ===
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--
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-- @module AI.AI_Formation
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-- @image AI_Large_Formations.JPG
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--- AI_FORMATION class
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-- @type AI_FORMATION
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@ -2,10 +2,6 @@
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--
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-- ===
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--
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-- 
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--
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-- ===
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--
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-- AI PATROL classes makes AI Controllables execute an Patrol.
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--
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-- There are the following types of PATROL classes defined:
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@ -31,7 +27,7 @@
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-- ===
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--
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-- @module AI.AI_Patrol
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-- @image AI_Air_Patrolling.JPG
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--- AI_PATROL_ZONE class
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-- @type AI_PATROL_ZONE
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@ -1,15 +1,6 @@
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--- **Core** -- Management of CARGO logistics, that can be transported from and to transportation carriers.
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--
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-- ===
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--
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-- 
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--
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-- ===
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--
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--
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-- This module is still under construction, but is described above works already, and will keep working ...
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--
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-- ===
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--
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-- ### Author: **FlightControl**
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-- ### Contributions:
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@ -17,6 +8,7 @@
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-- ===
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--
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-- @module Cargo.Cargo
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-- @image Cargo.JPG
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-- Events
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@ -1,10 +1,6 @@
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--- **Cargo** -- Management of single cargo crates, which are based on a @{Static} object.
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--
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-- ===
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--
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-- 
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--
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-- ===
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--
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-- ### [Demo Missions]()
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--
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@ -18,6 +14,7 @@
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-- ===
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--
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-- @module Cargo.CargoCrate
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-- @image Cargo_Crates.JPG
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do -- CARGO_CRATE
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@ -18,6 +18,7 @@
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-- ===
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--
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-- @module Cargo.CargoGroup
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-- @image Cargo_Groups.JPG
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do -- CARGO_GROUP
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@ -1,10 +1,6 @@
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--- **Cargo** -- Management of single cargo crates, which are based on a @{Static} object. The cargo can only be slingloaded.
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--
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-- ===
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--
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-- 
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--
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-- ===
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--
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-- ### [Demo Missions]()
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--
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@ -18,6 +14,7 @@
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-- ===
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--
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-- @module Cargo.CargoSlingload
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-- @image Cargo_Slingload.JPG
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do -- CARGO_SLINGLOAD
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--- **Cargo** -- Management of single cargo logistics, which are based on a @{Wrapper.Unit} object.
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--
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-- ===
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--
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-- 
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--
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-- ===
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--
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-- ### [Demo Missions]()
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--
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@ -18,6 +14,7 @@
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-- ===
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--
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-- @module Cargo.CargoUnit
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-- @image Cargo_Units.JPG
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do -- CARGO_UNIT
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@ -1,15 +1,12 @@
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--- **Core** -- BASE forms **the basis of the MOOSE framework**. Each class within the MOOSE framework derives from BASE.
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--
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-- 
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--
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-- ===
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--
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-- ### Author: **FlightControl**
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-- ### Contributions:
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--
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-- ===
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--
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-- @module Core.Base
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-- @image Core_Base.JPG
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@ -26,9 +23,7 @@ local _ClassID = 0
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-- @field ClassID The ID number of the class.
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-- @field ClassNameAndID The name of the class concatenated with the ID number of the class.
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--- # 1) #BASE class
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--
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-- All classes within the MOOSE framework are derived from the BASE class.
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--- All classes within the MOOSE framework are derived from the BASE class.
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--
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-- BASE provides facilities for :
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--
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@ -8,14 +8,13 @@
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-- ===
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--
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-- @module Core.Database
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-- @image Core_Database.JPG
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--- @type DATABASE
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-- @extends Core.Base#BASE
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--- # DATABASE class, extends @{Core.Base#BASE}
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--
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-- Mission designers can use the DATABASE class to refer to:
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--- Mission designers can use the DATABASE class to refer to:
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--
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-- * STATICS
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-- * UNITS
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@ -1,7 +1,5 @@
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--- **Core** -- EVENT models DCS **event dispatching** using a **publish-subscribe** model.
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--
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-- 
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--
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-- ===
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--
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-- # 1) Event Handling Overview
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@ -165,6 +163,7 @@
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-- ===
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--
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-- @module Core.Event
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-- @image Core_Event.JPG
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--- The EVENT structure
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@ -1,8 +1,6 @@
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--- **Core** -- The **FSM** (**F**inite **S**tate **M**achine) class and derived **FSM\_** classes
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-- are design patterns allowing efficient (long-lasting) processes and workflows.
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--
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-- 
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--
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-- ===
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--
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-- A Finite State Machine (FSM) models a process flow that transitions between various **States** through triggered **Events**.
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@ -65,6 +63,7 @@
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-- ===
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--
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-- @module Core.Fsm
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-- @image Core_Finite_State_Machine.JPG
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do -- FSM
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@ -72,9 +71,7 @@ do -- FSM
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-- @extends Core.Base#BASE
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--- # FSM class, extends @{Core.Base#BASE}
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--
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-- A Finite State Machine (FSM) models a process flow that transitions between various **States** through triggered **Events**.
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--- A Finite State Machine (FSM) models a process flow that transitions between various **States** through triggered **Events**.
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--
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-- A FSM can only be in one of a finite number of states.
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-- The machine is in only one state at a time; the state it is in at any given time is called the **current state**.
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@ -804,9 +801,7 @@ do -- FSM_CONTROLLABLE
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-- @field Wrapper.Controllable#CONTROLLABLE Controllable
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-- @extends Core.Fsm#FSM
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--- # FSM_CONTROLLABLE, extends @{#FSM}
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--
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-- FSM_CONTROLLABLE class models Finite State Machines for @{Wrapper.Controllable}s, which are @{Wrapper.Group}s, @{Wrapper.Unit}s, @{Client}s.
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--- FSM_CONTROLLABLE class models Finite State Machines for @{Wrapper.Controllable}s, which are @{Wrapper.Group}s, @{Wrapper.Unit}s, @{Client}s.
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--
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-- ===
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--
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@ -939,9 +934,7 @@ do -- FSM_PROCESS
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-- @extends Core.Fsm#FSM_CONTROLLABLE
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--- # FSM_PROCESS, extends @{#FSM}
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--
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-- FSM_PROCESS class models Finite State Machines for @{Task} actions, which control @{Client}s.
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--- FSM_PROCESS class models Finite State Machines for @{Task} actions, which control @{Client}s.
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--
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-- ===
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--
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@ -1184,9 +1177,7 @@ do -- FSM_TASK
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-- @field Tasking.Task#TASK Task
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-- @extends #FSM
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--- # FSM_TASK, extends @{#FSM}
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--
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-- FSM_TASK class models Finite State Machines for @{Task}s.
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--- FSM_TASK class models Finite State Machines for @{Task}s.
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--
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-- ===
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--
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@ -1230,9 +1221,7 @@ do -- FSM_SET
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-- @extends Core.Fsm#FSM
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--- # FSM_SET, extends @{#FSM}
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--
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-- FSM_SET class models Finite State Machines for @{Set}s. Note that these FSMs control multiple objects!!! So State concerns here
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--- FSM_SET class models Finite State Machines for @{Set}s. Note that these FSMs control multiple objects!!! So State concerns here
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-- for multiple objects or the position of the state machine in the process.
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--
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-- ===
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-- ===
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--
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-- @module Core.Goal
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-- @image Core_Goal.JPG
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do -- Goal
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@ -18,9 +19,7 @@ do -- Goal
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-- @extends Core.Fsm#FSM
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--- # GOAL class, extends @{Core.Fsm#FSM}
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--
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-- GOAL models processes that have an objective with a defined achievement. Derived classes implement the ways how the achievements can be realized.
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--- GOAL models processes that have an objective with a defined achievement. Derived classes implement the ways how the achievements can be realized.
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--
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-- ## 1. GOAL constructor
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--
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-- ===
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--
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-- @module Core.Menu
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-- @image Core_Menu.JPG
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MENU_INDEX = {}
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@ -182,8 +183,7 @@ do -- MENU_BASE
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--- @type MENU_BASE
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-- @extends Base#BASE
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--- # MENU_BASE class, extends @{Core.Base#BASE}
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-- The MENU_BASE class defines the main MENU class where other MENU classes are derived from.
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--- The MENU_BASE class defines the main MENU class where other MENU classes are derived from.
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-- This is an abstract class, so don't use it.
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-- @field #MENU_BASE
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MENU_BASE = {
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@ -286,9 +286,7 @@ do -- MENU_COMMAND_BASE
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-- @field #function MenuCallHandler
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-- @extends Core.Menu#MENU_BASE
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--- # MENU_COMMAND_BASE class, extends @{Core.Base#BASE}
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-- ----------------------------------------------------------
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-- The MENU_COMMAND_BASE class defines the main MENU class where other MENU COMMAND_
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--- The MENU_COMMAND_BASE class defines the main MENU class where other MENU COMMAND_
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-- classes are derived from, in order to set commands.
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--
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-- @field #MENU_COMMAND_BASE
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@ -358,9 +356,7 @@ do -- MENU_MISSION
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--- @type MENU_MISSION
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-- @extends Core.Menu#MENU_BASE
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--- # MENU_MISSION class, extends @{Menu#MENU_BASE}
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--
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-- The MENU_MISSION class manages the main menus for a complete mission.
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--- The MENU_MISSION class manages the main menus for a complete mission.
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-- You can add menus with the @{#MENU_MISSION.New} method, which constructs a MENU_MISSION object and returns you the object reference.
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-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_MISSION.Remove}.
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-- @field #MENU_MISSION
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@ -455,9 +451,7 @@ do -- MENU_MISSION_COMMAND
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--- @type MENU_MISSION_COMMAND
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-- @extends Core.Menu#MENU_COMMAND_BASE
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--- # MENU_MISSION_COMMAND class, extends @{Menu#MENU_COMMAND_BASE}
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--
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-- The MENU_MISSION_COMMAND class manages the command menus for a complete mission, which allow players to execute functions during mission execution.
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--- The MENU_MISSION_COMMAND class manages the command menus for a complete mission, which allow players to execute functions during mission execution.
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-- You can add menus with the @{#MENU_MISSION_COMMAND.New} method, which constructs a MENU_MISSION_COMMAND object and returns you the object reference.
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-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_MISSION_COMMAND.Remove}.
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--
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@ -542,9 +536,7 @@ do -- MENU_COALITION
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||||
--- @type MENU_COALITION
|
||||
-- @extends Core.Menu#MENU_BASE
|
||||
|
||||
--- # MENU_COALITION class, extends @{Menu#MENU_BASE}
|
||||
--
|
||||
-- The @{Menu#MENU_COALITION} class manages the main menus for coalitions.
|
||||
--- The @{Menu#MENU_COALITION} class manages the main menus for coalitions.
|
||||
-- You can add menus with the @{#MENU_COALITION.New} method, which constructs a MENU_COALITION object and returns you the object reference.
|
||||
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_COALITION.Remove}.
|
||||
--
|
||||
@ -680,9 +672,7 @@ do -- MENU_COALITION_COMMAND
|
||||
--- @type MENU_COALITION_COMMAND
|
||||
-- @extends Core.Menu#MENU_COMMAND_BASE
|
||||
|
||||
--- # MENU_COALITION_COMMAND class, extends @{Menu#MENU_COMMAND_BASE}
|
||||
--
|
||||
-- The MENU_COALITION_COMMAND class manages the command menus for coalitions, which allow players to execute functions during mission execution.
|
||||
--- The MENU_COALITION_COMMAND class manages the command menus for coalitions, which allow players to execute functions during mission execution.
|
||||
-- You can add menus with the @{#MENU_COALITION_COMMAND.New} method, which constructs a MENU_COALITION_COMMAND object and returns you the object reference.
|
||||
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_COALITION_COMMAND.Remove}.
|
||||
--
|
||||
@ -780,9 +770,7 @@ do
|
||||
-- @extends Core.Menu#MENU_BASE
|
||||
|
||||
|
||||
--- #MENU_GROUP class, extends @{Menu#MENU_BASE}
|
||||
--
|
||||
-- The MENU_GROUP class manages the main menus for coalitions.
|
||||
--- The MENU_GROUP class manages the main menus for coalitions.
|
||||
-- You can add menus with the @{#MENU_GROUP.New} method, which constructs a MENU_GROUP object and returns you the object reference.
|
||||
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_GROUP.Remove}.
|
||||
--
|
||||
@ -938,9 +926,7 @@ do
|
||||
--- @type MENU_GROUP_COMMAND
|
||||
-- @extends Core.Menu#MENU_COMMAND_BASE
|
||||
|
||||
--- # MENU_GROUP_COMMAND class, extends @{Menu#MENU_COMMAND_BASE}
|
||||
--
|
||||
-- The @{Menu#MENU_GROUP_COMMAND} class manages the command menus for coalitions, which allow players to execute functions during mission execution.
|
||||
--- The @{Menu#MENU_GROUP_COMMAND} class manages the command menus for coalitions, which allow players to execute functions during mission execution.
|
||||
-- You can add menus with the @{#MENU_GROUP_COMMAND.New} method, which constructs a MENU_GROUP_COMMAND object and returns you the object reference.
|
||||
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_GROUP_COMMAND.Remove}.
|
||||
--
|
||||
@ -1035,9 +1021,7 @@ do
|
||||
-- @extends Core.Menu#MENU_BASE
|
||||
|
||||
|
||||
--- #MENU_GROUP_DELAYED class, extends @{Menu#MENU_BASE}
|
||||
--
|
||||
-- The MENU_GROUP_DELAYED class manages the main menus for groups.
|
||||
--- The MENU_GROUP_DELAYED class manages the main menus for groups.
|
||||
-- You can add menus with the @{#MENU_GROUP.New} method, which constructs a MENU_GROUP object and returns you the object reference.
|
||||
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_GROUP.Remove}.
|
||||
-- The creation of the menu item is delayed however, and must be created using the @{#MENU_GROUP.Set} method.
|
||||
@ -1171,9 +1155,7 @@ do
|
||||
--- @type MENU_GROUP_COMMAND_DELAYED
|
||||
-- @extends Core.Menu#MENU_COMMAND_BASE
|
||||
|
||||
--- # MENU_GROUP_COMMAND_DELAYED class, extends @{Menu#MENU_COMMAND_BASE}
|
||||
--
|
||||
-- The @{Menu#MENU_GROUP_COMMAND_DELAYED} class manages the command menus for coalitions, which allow players to execute functions during mission execution.
|
||||
--- The @{Menu#MENU_GROUP_COMMAND_DELAYED} class manages the command menus for coalitions, which allow players to execute functions during mission execution.
|
||||
-- You can add menus with the @{#MENU_GROUP_COMMAND_DELAYED.New} method, which constructs a MENU_GROUP_COMMAND_DELAYED object and returns you the object reference.
|
||||
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_GROUP_COMMAND_DELAYED.Remove}.
|
||||
--
|
||||
|
||||
@ -1,18 +1,15 @@
|
||||
--- **Core** -- MESSAGE class takes are of the **real-time notifications** and **messages to players** during a simulation.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module Core.Message
|
||||
-- @image Core_Message.JPG
|
||||
|
||||
--- The MESSAGE class
|
||||
-- @type MESSAGE
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
--- # MESSAGE class, extends @{Core.Base#BASE}
|
||||
--
|
||||
-- Message System to display Messages to Clients, Coalitions or All.
|
||||
--- Message System to display Messages to Clients, Coalitions or All.
|
||||
-- Messages are shown on the display panel for an amount of seconds, and will then disappear.
|
||||
-- Messages can contain a category which is indicating the category of the message.
|
||||
--
|
||||
|
||||
@ -1,7 +1,5 @@
|
||||
--- **Core** -- **POINT\_VEC** classes define an **extensive API** to **manage 3D points** in the simulation space.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # Demo Missions
|
||||
@ -27,7 +25,7 @@
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- @module Core.Point
|
||||
|
||||
-- @image Core_Coordinate.JPG
|
||||
|
||||
|
||||
|
||||
@ -38,9 +36,7 @@ do -- COORDINATE
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
|
||||
--- # COORDINATE class, extends @{Core.Base#BASE}
|
||||
--
|
||||
-- COORDINATE defines a 3D point in the simulator and with its methods, you can use or manipulate the point in 3D space.
|
||||
--- COORDINATE defines a 3D point in the simulator and with its methods, you can use or manipulate the point in 3D space.
|
||||
--
|
||||
-- ## COORDINATE constructor
|
||||
--
|
||||
@ -1584,9 +1580,7 @@ do -- POINT_VEC3
|
||||
-- @extends Core.Point#COORDINATE
|
||||
|
||||
|
||||
--- # POINT_VEC3 class, extends @{Point#COORDINATE}
|
||||
--
|
||||
-- POINT_VEC3 defines a 3D point in the simulator and with its methods, you can use or manipulate the point in 3D space.
|
||||
--- POINT_VEC3 defines a 3D point in the simulator and with its methods, you can use or manipulate the point in 3D space.
|
||||
--
|
||||
-- **Important Note:** Most of the functions in this section were taken from MIST, and reworked to OO concepts.
|
||||
-- In order to keep the credibility of the the author,
|
||||
@ -1797,9 +1791,7 @@ do -- POINT_VEC2
|
||||
-- @field Dcs.DCSTypes#Distance y the y coordinate in meters.
|
||||
-- @extends Core.Point#COORDINATE
|
||||
|
||||
--- # POINT_VEC2 class, extends @{Point#COORDINATE}
|
||||
--
|
||||
-- The @{Point#POINT_VEC2} class defines a 2D point in the simulator. The height coordinate (if needed) will be the land height + an optional added height specified.
|
||||
--- The @{Point#POINT_VEC2} class defines a 2D point in the simulator. The height coordinate (if needed) will be the land height + an optional added height specified.
|
||||
--
|
||||
-- ## POINT_VEC2 constructor
|
||||
--
|
||||
|
||||
@ -1,7 +1,5 @@
|
||||
--- **Core** -- The RADIO Module is responsible for everything that is related to radio transmission and you can hear in DCS, be it TACAN beacons, Radio transmissions...
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- The Radio contains 2 classes : RADIO and BEACON
|
||||
@ -33,6 +31,7 @@
|
||||
-- ### Author: Hugues "Grey_Echo" Bousquet
|
||||
--
|
||||
-- @module Core.Radio
|
||||
-- @image Core_Radio.JPG
|
||||
|
||||
|
||||
--- # RADIO class, extends @{Core.Base#BASE}
|
||||
|
||||
@ -9,6 +9,7 @@
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- @module Core.Report
|
||||
-- @image Core_Report.JPG
|
||||
|
||||
|
||||
--- The REPORT class
|
||||
|
||||
@ -31,6 +31,7 @@
|
||||
-- ### Authors: FlightControl : Design & Programming
|
||||
--
|
||||
-- @module Core.ScheduleDispatcher
|
||||
-- @image Core_Schedule_Dispatcher.JPG
|
||||
|
||||
--- The SCHEDULEDISPATCHER structure
|
||||
-- @type SCHEDULEDISPATCHER
|
||||
|
||||
@ -1,7 +1,5 @@
|
||||
--- **Core** -- SCHEDULER prepares and handles the **execution of functions over scheduled time (intervals)**.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- SCHEDULER manages the **scheduling of functions**:
|
||||
@ -40,7 +38,7 @@
|
||||
-- ===
|
||||
--
|
||||
-- @module Core.Scheduler
|
||||
|
||||
-- @image Core_Scheduler.JPG
|
||||
|
||||
--- The SCHEDULER class
|
||||
-- @type SCHEDULER
|
||||
@ -48,9 +46,7 @@
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
|
||||
--- # SCHEDULER class, extends @{Core.Base#BASE}
|
||||
--
|
||||
-- The SCHEDULER class creates schedule.
|
||||
--- The SCHEDULER class creates schedule.
|
||||
--
|
||||
-- A SCHEDULER can manage **multiple** (repeating) schedules. Each planned or executing schedule has a unique **ScheduleID**.
|
||||
-- The ScheduleID is returned when the method @{#SCHEDULER.Schedule}() is called.
|
||||
|
||||
@ -1,7 +1,5 @@
|
||||
--- **Core** -- SET_ classes define **collections** of objects to perform **bulk actions** and logically **group** objects.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- SET_ classes group objects of the same type into a collection, which is either:
|
||||
@ -31,6 +29,7 @@
|
||||
-- ===
|
||||
--
|
||||
-- @module Core.Set
|
||||
-- @image Core_Sets.JPG
|
||||
|
||||
|
||||
--- @type SET_BASE
|
||||
@ -41,18 +40,17 @@
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
|
||||
--- # 1) SET_BASE class, extends @{Core.Base#BASE}
|
||||
-- The @{Core.Set#SET_BASE} class defines the core functions that define a collection of objects.
|
||||
--- The @{Core.Set#SET_BASE} class defines the core functions that define a collection of objects.
|
||||
-- A SET provides iterators to iterate the SET, but will **temporarily** yield the ForEach interator loop at defined **"intervals"** to the mail simulator loop.
|
||||
-- In this way, large loops can be done while not blocking the simulator main processing loop.
|
||||
-- The default **"yield interval"** is after 10 objects processed.
|
||||
-- The default **"time interval"** is after 0.001 seconds.
|
||||
--
|
||||
-- ## 1.1) Add or remove objects from the SET
|
||||
-- ## Add or remove objects from the SET
|
||||
--
|
||||
-- Some key core functions are @{Core.Set#SET_BASE.Add} and @{Core.Set#SET_BASE.Remove} to add or remove objects from the SET in your logic.
|
||||
--
|
||||
-- ## 1.2) Define the SET iterator **"yield interval"** and the **"time interval"**
|
||||
-- ## Define the SET iterator **"yield interval"** and the **"time interval"**
|
||||
--
|
||||
-- Modify the iterator intervals with the @{Core.Set#SET_BASE.SetInteratorIntervals} method.
|
||||
-- You can set the **"yield interval"**, and the **"time interval"**. (See above).
|
||||
@ -647,27 +645,25 @@ end
|
||||
--- @type SET_GROUP
|
||||
-- @extends Core.Set#SET_BASE
|
||||
|
||||
--- # SET_GROUP class, extends @{Core.Set#SET_BASE}
|
||||
--
|
||||
-- Mission designers can use the @{Core.Set#SET_GROUP} class to build sets of groups belonging to certain:
|
||||
--- Mission designers can use the @{Core.Set#SET_GROUP} class to build sets of groups belonging to certain:
|
||||
--
|
||||
-- * Coalitions
|
||||
-- * Categories
|
||||
-- * Countries
|
||||
-- * Starting with certain prefix strings.
|
||||
--
|
||||
-- ## 1. SET_GROUP constructor
|
||||
-- ## SET_GROUP constructor
|
||||
--
|
||||
-- Create a new SET_GROUP object with the @{#SET_GROUP.New} method:
|
||||
--
|
||||
-- * @{#SET_GROUP.New}: Creates a new SET_GROUP object.
|
||||
--
|
||||
-- ## 2. Add or Remove GROUP(s) from SET_GROUP
|
||||
-- ## Add or Remove GROUP(s) from SET_GROUP
|
||||
--
|
||||
-- GROUPS can be added and removed using the @{Core.Set#SET_GROUP.AddGroupsByName} and @{Core.Set#SET_GROUP.RemoveGroupsByName} respectively.
|
||||
-- These methods take a single GROUP name or an array of GROUP names to be added or removed from SET_GROUP.
|
||||
--
|
||||
-- ## 3. SET_GROUP filter criteria
|
||||
-- ## SET_GROUP filter criteria
|
||||
--
|
||||
-- You can set filter criteria to define the set of groups within the SET_GROUP.
|
||||
-- Filter criteria are defined by:
|
||||
@ -694,7 +690,7 @@ end
|
||||
--
|
||||
-- * @{#SET_GROUP.FilterZones}: Builds the SET_GROUP with the groups within a @{Core.Zone#ZONE}.
|
||||
--
|
||||
-- ## 4. SET_GROUP iterators
|
||||
-- ## SET_GROUP iterators
|
||||
--
|
||||
-- Once the filters have been defined and the SET_GROUP has been built, you can iterate the SET_GROUP with the available iterator methods.
|
||||
-- The iterator methods will walk the SET_GROUP set, and call for each element within the set a function that you provide.
|
||||
@ -706,11 +702,11 @@ end
|
||||
-- * @{#SET_GROUP.ForEachGroupNotInZone}: Iterate the SET_GROUP and call an iterator function for each **alive** GROUP presence not in a @{Zone}, providing the GROUP and optional parameters to the called function.
|
||||
--
|
||||
--
|
||||
-- ## 5. SET_GROUP trigger events on the GROUP objects.
|
||||
-- ## SET_GROUP trigger events on the GROUP objects.
|
||||
--
|
||||
-- The SET is derived from the FSM class, which provides extra capabilities to track the contents of the GROUP objects in the SET_GROUP.
|
||||
--
|
||||
-- ### 5.1. When a GROUP object crashes or is dead, the SET_GROUP will trigger a **Dead** event.
|
||||
-- ### When a GROUP object crashes or is dead, the SET_GROUP will trigger a **Dead** event.
|
||||
--
|
||||
-- You can handle the event using the OnBefore and OnAfter event handlers.
|
||||
-- The event handlers need to have the paramters From, Event, To, GroupObject.
|
||||
@ -1423,9 +1419,7 @@ do -- SET_UNIT
|
||||
--- @type SET_UNIT
|
||||
-- @extends Core.Set#SET_BASE
|
||||
|
||||
--- # 3) SET_UNIT class, extends @{Core.Set#SET_BASE}
|
||||
--
|
||||
-- Mission designers can use the SET_UNIT class to build sets of units belonging to certain:
|
||||
--- Mission designers can use the SET_UNIT class to build sets of units belonging to certain:
|
||||
--
|
||||
-- * Coalitions
|
||||
-- * Categories
|
||||
@ -1433,18 +1427,18 @@ do -- SET_UNIT
|
||||
-- * Unit types
|
||||
-- * Starting with certain prefix strings.
|
||||
--
|
||||
-- ## 3.1) SET_UNIT constructor
|
||||
-- ## SET_UNIT constructor
|
||||
--
|
||||
-- Create a new SET_UNIT object with the @{#SET_UNIT.New} method:
|
||||
--
|
||||
-- * @{#SET_UNIT.New}: Creates a new SET_UNIT object.
|
||||
--
|
||||
-- ## 3.2) Add or Remove UNIT(s) from SET_UNIT
|
||||
-- ## Add or Remove UNIT(s) from SET_UNIT
|
||||
--
|
||||
-- UNITs can be added and removed using the @{Core.Set#SET_UNIT.AddUnitsByName} and @{Core.Set#SET_UNIT.RemoveUnitsByName} respectively.
|
||||
-- These methods take a single UNIT name or an array of UNIT names to be added or removed from SET_UNIT.
|
||||
--
|
||||
-- ## 3.3) SET_UNIT filter criteria
|
||||
-- ## SET_UNIT filter criteria
|
||||
--
|
||||
-- You can set filter criteria to define the set of units within the SET_UNIT.
|
||||
-- Filter criteria are defined by:
|
||||
@ -1463,7 +1457,7 @@ do -- SET_UNIT
|
||||
--
|
||||
-- * @{#SET_UNIT.FilterZones}: Builds the SET_UNIT with the units within a @{Core.Zone#ZONE}.
|
||||
--
|
||||
-- ## 3.4) SET_UNIT iterators
|
||||
-- ## SET_UNIT iterators
|
||||
--
|
||||
-- Once the filters have been defined and the SET_UNIT has been built, you can iterate the SET_UNIT with the available iterator methods.
|
||||
-- The iterator methods will walk the SET_UNIT set, and call for each element within the set a function that you provide.
|
||||
@ -1479,13 +1473,13 @@ do -- SET_UNIT
|
||||
-- * @{#SET_UNIT.ForEachUnitCompletelyInZone}: Iterate and call an iterator function for each **alive** UNIT presence completely in a @{Zone}, providing the UNIT and optional parameters to the called function.
|
||||
-- * @{#SET_UNIT.ForEachUnitNotInZone}: Iterate and call an iterator function for each **alive** UNIT presence not in a @{Zone}, providing the UNIT and optional parameters to the called function.
|
||||
--
|
||||
-- ## 3.5 ) SET_UNIT atomic methods
|
||||
-- ## SET_UNIT atomic methods
|
||||
--
|
||||
-- Various methods exist for a SET_UNIT to perform actions or calculations and retrieve results from the SET_UNIT:
|
||||
--
|
||||
-- * @{#SET_UNIT.GetTypeNames}(): Retrieve the type names of the @{Wrapper.Unit}s in the SET, delimited by a comma.
|
||||
--
|
||||
-- ## 4. SET_UNIT iterators
|
||||
-- ## SET_UNIT iterators
|
||||
--
|
||||
-- Once the filters have been defined and the SET_UNIT has been built, you can iterate the SET_UNIT with the available iterator methods.
|
||||
-- The iterator methods will walk the SET_UNIT set, and call for each element within the set a function that you provide.
|
||||
@ -1495,11 +1489,11 @@ do -- SET_UNIT
|
||||
-- * @{#SET_UNIT.ForEachUnitInZone}: Iterate the SET_UNIT and call an iterator function for each **alive** UNIT object presence completely in a @{Zone}, providing the UNIT object and optional parameters to the called function.
|
||||
-- * @{#SET_UNIT.ForEachUnitNotInZone}: Iterate the SET_UNIT and call an iterator function for each **alive** UNIT object presence not in a @{Zone}, providing the UNIT object and optional parameters to the called function.
|
||||
--
|
||||
-- ## 5. SET_UNIT trigger events on the UNIT objects.
|
||||
-- ## SET_UNIT trigger events on the UNIT objects.
|
||||
--
|
||||
-- The SET is derived from the FSM class, which provides extra capabilities to track the contents of the UNIT objects in the SET_UNIT.
|
||||
--
|
||||
-- ### 5.1. When a UNIT object crashes or is dead, the SET_UNIT will trigger a **Dead** event.
|
||||
-- ### When a UNIT object crashes or is dead, the SET_UNIT will trigger a **Dead** event.
|
||||
--
|
||||
-- You can handle the event using the OnBefore and OnAfter event handlers.
|
||||
-- The event handlers need to have the paramters From, Event, To, GroupObject.
|
||||
@ -2423,9 +2417,7 @@ do -- SET_STATIC
|
||||
--- @type SET_STATIC
|
||||
-- @extends Core.Set#SET_BASE
|
||||
|
||||
--- # 3) SET_STATIC class, extends @{Core.Set#SET_BASE}
|
||||
--
|
||||
-- Mission designers can use the SET_STATIC class to build sets of Statics belonging to certain:
|
||||
--- Mission designers can use the SET_STATIC class to build sets of Statics belonging to certain:
|
||||
--
|
||||
-- * Coalitions
|
||||
-- * Categories
|
||||
@ -2433,18 +2425,18 @@ do -- SET_STATIC
|
||||
-- * Static types
|
||||
-- * Starting with certain prefix strings.
|
||||
--
|
||||
-- ## 3.1) SET_STATIC constructor
|
||||
-- ## SET_STATIC constructor
|
||||
--
|
||||
-- Create a new SET_STATIC object with the @{#SET_STATIC.New} method:
|
||||
--
|
||||
-- * @{#SET_STATIC.New}: Creates a new SET_STATIC object.
|
||||
--
|
||||
-- ## 3.2) Add or Remove STATIC(s) from SET_STATIC
|
||||
-- ## Add or Remove STATIC(s) from SET_STATIC
|
||||
--
|
||||
-- STATICs can be added and removed using the @{Core.Set#SET_STATIC.AddStaticsByName} and @{Core.Set#SET_STATIC.RemoveStaticsByName} respectively.
|
||||
-- These methods take a single STATIC name or an array of STATIC names to be added or removed from SET_STATIC.
|
||||
--
|
||||
-- ## 3.3) SET_STATIC filter criteria
|
||||
-- ## SET_STATIC filter criteria
|
||||
--
|
||||
-- You can set filter criteria to define the set of units within the SET_STATIC.
|
||||
-- Filter criteria are defined by:
|
||||
@ -2463,7 +2455,7 @@ do -- SET_STATIC
|
||||
--
|
||||
-- * @{#SET_STATIC.FilterZones}: Builds the SET_STATIC with the units within a @{Core.Zone#ZONE}.
|
||||
--
|
||||
-- ## 3.4) SET_STATIC iterators
|
||||
-- ## SET_STATIC iterators
|
||||
--
|
||||
-- Once the filters have been defined and the SET_STATIC has been built, you can iterate the SET_STATIC with the available iterator methods.
|
||||
-- The iterator methods will walk the SET_STATIC set, and call for each element within the set a function that you provide.
|
||||
@ -2479,7 +2471,7 @@ do -- SET_STATIC
|
||||
-- * @{#SET_STATIC.ForEachStaticCompletelyInZone}: Iterate and call an iterator function for each **alive** STATIC presence completely in a @{Zone}, providing the STATIC and optional parameters to the called function.
|
||||
-- * @{#SET_STATIC.ForEachStaticNotInZone}: Iterate and call an iterator function for each **alive** STATIC presence not in a @{Zone}, providing the STATIC and optional parameters to the called function.
|
||||
--
|
||||
-- ## 3.5 ) SET_STATIC atomic methods
|
||||
-- ## SET_STATIC atomic methods
|
||||
--
|
||||
-- Various methods exist for a SET_STATIC to perform actions or calculations and retrieve results from the SET_STATIC:
|
||||
--
|
||||
@ -3099,9 +3091,7 @@ end
|
||||
|
||||
|
||||
|
||||
--- # 4) SET_CLIENT class, extends @{Core.Set#SET_BASE}
|
||||
--
|
||||
-- Mission designers can use the @{Core.Set#SET_CLIENT} class to build sets of units belonging to certain:
|
||||
--- Mission designers can use the @{Core.Set#SET_CLIENT} class to build sets of units belonging to certain:
|
||||
--
|
||||
-- * Coalitions
|
||||
-- * Categories
|
||||
@ -3109,18 +3099,18 @@ end
|
||||
-- * Client types
|
||||
-- * Starting with certain prefix strings.
|
||||
--
|
||||
-- ## 4.1) SET_CLIENT constructor
|
||||
-- ## SET_CLIENT constructor
|
||||
--
|
||||
-- Create a new SET_CLIENT object with the @{#SET_CLIENT.New} method:
|
||||
--
|
||||
-- * @{#SET_CLIENT.New}: Creates a new SET_CLIENT object.
|
||||
--
|
||||
-- ## 4.2) Add or Remove CLIENT(s) from SET_CLIENT
|
||||
-- ## Add or Remove CLIENT(s) from SET_CLIENT
|
||||
--
|
||||
-- CLIENTs can be added and removed using the @{Core.Set#SET_CLIENT.AddClientsByName} and @{Core.Set#SET_CLIENT.RemoveClientsByName} respectively.
|
||||
-- These methods take a single CLIENT name or an array of CLIENT names to be added or removed from SET_CLIENT.
|
||||
--
|
||||
-- ## 4.3) SET_CLIENT filter criteria
|
||||
-- ## SET_CLIENT filter criteria
|
||||
--
|
||||
-- You can set filter criteria to define the set of clients within the SET_CLIENT.
|
||||
-- Filter criteria are defined by:
|
||||
@ -3139,7 +3129,7 @@ end
|
||||
--
|
||||
-- * @{#SET_CLIENT.FilterZones}: Builds the SET_CLIENT with the clients within a @{Core.Zone#ZONE}.
|
||||
--
|
||||
-- ## 4.4) SET_CLIENT iterators
|
||||
-- ## SET_CLIENT iterators
|
||||
--
|
||||
-- Once the filters have been defined and the SET_CLIENT has been built, you can iterate the SET_CLIENT with the available iterator methods.
|
||||
-- The iterator methods will walk the SET_CLIENT set, and call for each element within the set a function that you provide.
|
||||
@ -3512,17 +3502,15 @@ end
|
||||
|
||||
|
||||
|
||||
--- # 4) SET_PLAYER class, extends @{Core.Set#SET_BASE}
|
||||
--- Mission designers can use the @{Core.Set#SET_PLAYER} class to build sets of units belonging to alive players:
|
||||
--
|
||||
-- Mission designers can use the @{Core.Set#SET_PLAYER} class to build sets of units belonging to alive players:
|
||||
--
|
||||
-- ## 4.1) SET_PLAYER constructor
|
||||
-- ## SET_PLAYER constructor
|
||||
--
|
||||
-- Create a new SET_PLAYER object with the @{#SET_PLAYER.New} method:
|
||||
--
|
||||
-- * @{#SET_PLAYER.New}: Creates a new SET_PLAYER object.
|
||||
--
|
||||
-- ## 4.3) SET_PLAYER filter criteria
|
||||
-- ## SET_PLAYER filter criteria
|
||||
--
|
||||
-- You can set filter criteria to define the set of clients within the SET_PLAYER.
|
||||
-- Filter criteria are defined by:
|
||||
@ -3541,7 +3529,7 @@ end
|
||||
--
|
||||
-- * @{#SET_PLAYER.FilterZones}: Builds the SET_PLAYER with the clients within a @{Core.Zone#ZONE}.
|
||||
--
|
||||
-- ## 4.4) SET_PLAYER iterators
|
||||
-- ## SET_PLAYER iterators
|
||||
--
|
||||
-- Once the filters have been defined and the SET_PLAYER has been built, you can iterate the SET_PLAYER with the available iterator methods.
|
||||
-- The iterator methods will walk the SET_PLAYER set, and call for each element within the set a function that you provide.
|
||||
@ -3909,24 +3897,22 @@ end
|
||||
--- @type SET_AIRBASE
|
||||
-- @extends Core.Set#SET_BASE
|
||||
|
||||
--- # 5) SET_AIRBASE class, extends @{Core.Set#SET_BASE}
|
||||
--
|
||||
-- Mission designers can use the @{Core.Set#SET_AIRBASE} class to build sets of airbases optionally belonging to certain:
|
||||
--- Mission designers can use the @{Core.Set#SET_AIRBASE} class to build sets of airbases optionally belonging to certain:
|
||||
--
|
||||
-- * Coalitions
|
||||
--
|
||||
-- ## 5.1) SET_AIRBASE constructor
|
||||
-- ## SET_AIRBASE constructor
|
||||
--
|
||||
-- Create a new SET_AIRBASE object with the @{#SET_AIRBASE.New} method:
|
||||
--
|
||||
-- * @{#SET_AIRBASE.New}: Creates a new SET_AIRBASE object.
|
||||
--
|
||||
-- ## 5.2) Add or Remove AIRBASEs from SET_AIRBASE
|
||||
-- ## Add or Remove AIRBASEs from SET_AIRBASE
|
||||
--
|
||||
-- AIRBASEs can be added and removed using the @{Core.Set#SET_AIRBASE.AddAirbasesByName} and @{Core.Set#SET_AIRBASE.RemoveAirbasesByName} respectively.
|
||||
-- These methods take a single AIRBASE name or an array of AIRBASE names to be added or removed from SET_AIRBASE.
|
||||
--
|
||||
-- ## 5.3) SET_AIRBASE filter criteria
|
||||
-- ## SET_AIRBASE filter criteria
|
||||
--
|
||||
-- You can set filter criteria to define the set of clients within the SET_AIRBASE.
|
||||
-- Filter criteria are defined by:
|
||||
@ -3937,7 +3923,7 @@ end
|
||||
--
|
||||
-- * @{#SET_AIRBASE.FilterStart}: Starts the filtering of the airbases within the SET_AIRBASE.
|
||||
--
|
||||
-- ## 5.4) SET_AIRBASE iterators
|
||||
-- ## SET_AIRBASE iterators
|
||||
--
|
||||
-- Once the filters have been defined and the SET_AIRBASE has been built, you can iterate the SET_AIRBASE with the available iterator methods.
|
||||
-- The iterator methods will walk the SET_AIRBASE set, and call for each airbase within the set a function that you provide.
|
||||
@ -4198,9 +4184,7 @@ end
|
||||
--- @type SET_CARGO
|
||||
-- @extends Core.Set#SET_BASE
|
||||
|
||||
--- # (R2.1) SET_CARGO class, extends @{Core.Set#SET_BASE}
|
||||
--
|
||||
-- Mission designers can use the @{Core.Set#SET_CARGO} class to build sets of cargos optionally belonging to certain:
|
||||
--- Mission designers can use the @{Core.Set#SET_CARGO} class to build sets of cargos optionally belonging to certain:
|
||||
--
|
||||
-- * Coalitions
|
||||
-- * Types
|
||||
@ -4260,7 +4244,7 @@ SET_CARGO = {
|
||||
}
|
||||
|
||||
|
||||
--- (R2.1) Creates a new SET_CARGO object, building a set of cargos belonging to a coalitions and categories.
|
||||
--- Creates a new SET_CARGO object, building a set of cargos belonging to a coalitions and categories.
|
||||
-- @param #SET_CARGO self
|
||||
-- @return #SET_CARGO
|
||||
-- @usage
|
||||
@ -4632,9 +4616,7 @@ end
|
||||
--- @type SET_ZONE
|
||||
-- @extends Core.Set#SET_BASE
|
||||
|
||||
--- # SET_ZONE class, extends @{Core.Set#SET_BASE}
|
||||
--
|
||||
-- Mission designers can use the @{Core.Set#SET_ZONE} class to build sets of zones of various types.
|
||||
--- Mission designers can use the @{Core.Set#SET_ZONE} class to build sets of zones of various types.
|
||||
--
|
||||
-- ## SET_ZONE constructor
|
||||
--
|
||||
@ -4647,7 +4629,7 @@ end
|
||||
-- ZONEs can be added and removed using the @{Core.Set#SET_ZONE.AddZonesByName} and @{Core.Set#SET_ZONE.RemoveZonesByName} respectively.
|
||||
-- These methods take a single ZONE name or an array of ZONE names to be added or removed from SET_ZONE.
|
||||
--
|
||||
-- ## 5.3) SET_ZONE filter criteria
|
||||
-- ## SET_ZONE filter criteria
|
||||
--
|
||||
-- You can set filter criteria to build the collection of zones in SET_ZONE.
|
||||
-- Filter criteria are defined by:
|
||||
@ -4658,7 +4640,7 @@ end
|
||||
--
|
||||
-- * @{#SET_ZONE.FilterStart}: Starts the filtering of the zones within the SET_ZONE.
|
||||
--
|
||||
-- ## 5.4) SET_ZONE iterators
|
||||
-- ## SET_ZONE iterators
|
||||
--
|
||||
-- Once the filters have been defined and the SET_ZONE has been built, you can iterate the SET_ZONE with the available iterator methods.
|
||||
-- The iterator methods will walk the SET_ZONE set, and call for each airbase within the set a function that you provide.
|
||||
|
||||
@ -1,7 +1,5 @@
|
||||
--- **Core** -- Manages various settings for MOOSE classes.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- The documentation of the SETTINGS class can be found further in this document.
|
||||
@ -17,20 +15,16 @@
|
||||
-- * **FlightControl**: Design & Programming
|
||||
--
|
||||
-- @module Core.Settings
|
||||
-- @image Core_Settings.JPG
|
||||
|
||||
|
||||
--- @type SETTINGS
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
--- # SETTINGS class, extends @{Core.Base#BASE}
|
||||
-- The SETTINGS class takes care of various settings that influence the behaviour of certain functionalities and classes within the MOOSE framework.
|
||||
--- The SETTINGS class takes care of various settings that influence the behaviour of certain functionalities and classes within the MOOSE framework.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- The SETTINGS class takes care of various settings that influence the behaviour of certain functionalities and classes within the MOOSE framework.
|
||||
-- SETTINGS can work on 2 levels:
|
||||
--
|
||||
@ -39,29 +33,29 @@
|
||||
--
|
||||
-- So, when there isn't any **Player setting** defined for a player for a specific setting, or, the player cannot be identified, the **Default setting** will be used instead.
|
||||
--
|
||||
-- ## 1. \_SETTINGS object
|
||||
-- ## \_SETTINGS object
|
||||
--
|
||||
-- MOOSE defines by default a singleton object called **\_SETTINGS**. Use this object to modify all the **Default settings** for a running mission.
|
||||
-- For each player, MOOSE will automatically allocate also a **player settings** object, and will expose a radio menu to allow the player to adapt the settings to his own preferences.
|
||||
--
|
||||
-- ## 2. SETTINGS Menu
|
||||
-- ## SETTINGS Menu
|
||||
--
|
||||
-- Settings can be adapted by the Players and by the Mission Administrator through **radio menus, which are automatically available in the mission**.
|
||||
-- These menus can be found **on level F10 under "Settings"**. There are two kinds of menus generated by the system.
|
||||
--
|
||||
-- ### 2.1. Default settings menu
|
||||
-- ### Default settings menu
|
||||
--
|
||||
-- A menu is created automatically per Command Center that allows to modify the **Default** settings.
|
||||
-- So, when joining a CC unit, a menu will be available that allows to change the settings parameters **FOR ALL THE PLAYERS**!
|
||||
-- Note that the **Default settings** will only be used when a player has not choosen its own settings.
|
||||
--
|
||||
-- ### 2.2. Player settings menu
|
||||
-- ### Player settings menu
|
||||
--
|
||||
-- A menu is created automatically per Player Slot (group) that allows to modify the **Player** settings.
|
||||
-- So, when joining a slot, a menu wil be available that allows to change the settings parameters **FOR THE PLAYER ONLY**!
|
||||
-- Note that when a player has not chosen a specific setting, the **Default settings** will be used.
|
||||
--
|
||||
-- ### 2.3. Show or Hide the Player Setting menus
|
||||
-- ### Show or Hide the Player Setting menus
|
||||
--
|
||||
-- Of course, it may be requried not to show any setting menus. In this case, a method is available on the **\_SETTINGS object**.
|
||||
-- Use @{#SETTINGS.SetPlayerMenuOff}() to hide the player menus, and use @{#SETTINGS.SetPlayerMenuOn}() show the player menus.
|
||||
@ -75,14 +69,14 @@
|
||||
-- -- But only when a player exits and reenters the slot these settings will have effect!
|
||||
--
|
||||
--
|
||||
-- ## 3. Settings
|
||||
-- ## Settings
|
||||
--
|
||||
-- There are different settings that are managed and applied within the MOOSE framework.
|
||||
-- See below a comprehensive description of each.
|
||||
--
|
||||
-- ### 3.1. **A2G coordinates** display formatting
|
||||
-- ### **A2G coordinates** display formatting
|
||||
--
|
||||
-- #### 3.1.1. A2G coordinates setting **types**
|
||||
-- #### A2G coordinates setting **types**
|
||||
--
|
||||
-- Will customize which display format is used to indicate A2G coordinates in text as part of the Command Center communications.
|
||||
--
|
||||
@ -91,11 +85,11 @@
|
||||
-- - A2G LL DMS: Lattitude Longitude [Degrees Minutes Seconds](https://en.wikipedia.org/wiki/Geographic_coordinate_conversion). The accuracy can also be adapted.
|
||||
-- - A2G LL DDM: Lattitude Longitude [Decimal Degrees Minutes](https://en.wikipedia.org/wiki/Decimal_degrees). The accuracy can also be adapted.
|
||||
--
|
||||
-- #### 3.1.2. A2G coordinates setting **menu**
|
||||
-- #### A2G coordinates setting **menu**
|
||||
--
|
||||
-- The settings can be changed by using the **Default settings menu** on the Command Center or the **Player settings menu** on the Player Slot.
|
||||
--
|
||||
-- #### 3.1.3. A2G coordinates setting **methods**
|
||||
-- #### A2G coordinates setting **methods**
|
||||
--
|
||||
-- There are different methods that can be used to change the **System settings** using the \_SETTINGS object.
|
||||
--
|
||||
@ -104,14 +98,14 @@
|
||||
-- - @{#SETTINGS.SetA2G_LL_DMS}(): Enable the LL DMS display formatting by default. Use @{SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting.
|
||||
-- - @{#SETTINGS.SetA2G_LL_DDM}(): Enable the LL DDM display formatting by default. Use @{SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting.
|
||||
--
|
||||
-- #### 3.1.4. A2G coordinates setting - additional notes
|
||||
-- #### A2G coordinates setting - additional notes
|
||||
--
|
||||
-- One additional note on BR. In a situation when a BR coordinate should be given,
|
||||
-- but there isn't any player context (no player unit to reference from), the MGRS formatting will be applied!
|
||||
--
|
||||
-- ### 3.2. **A2A coordinates** formatting
|
||||
-- ### **A2A coordinates** formatting
|
||||
--
|
||||
-- #### 3.2.1. A2A coordinates setting **types**
|
||||
-- #### A2A coordinates setting **types**
|
||||
--
|
||||
-- Will customize which display format is used to indicate A2A coordinates in text as part of the Command Center communications.
|
||||
--
|
||||
@ -121,11 +115,11 @@
|
||||
-- - A2A LL DDM: Lattitude Longitude [Decimal Degrees and Minutes](https://en.wikipedia.org/wiki/Decimal_degrees). The accuracy can also be adapted.
|
||||
-- - A2A BULLS: [Bullseye](http://falcon4.wikidot.com/concepts:bullseye).
|
||||
--
|
||||
-- #### 3.2.2. A2A coordinates setting **menu**
|
||||
-- #### A2A coordinates setting **menu**
|
||||
--
|
||||
-- The settings can be changed by using the **Default settings menu** on the Command Center or the **Player settings menu** on the Player Slot.
|
||||
--
|
||||
-- #### 3.2.3. A2A coordinates setting **methods**
|
||||
-- #### A2A coordinates setting **methods**
|
||||
--
|
||||
-- There are different methods that can be used to change the **System settings** using the \_SETTINGS object.
|
||||
--
|
||||
@ -135,34 +129,34 @@
|
||||
-- - @{#SETTINGS.SetA2A_LL_DDM}(): Enable the LL DDM display formatting by default. Use @{SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting.
|
||||
-- - @{#SETTINGS.SetA2A_BULLS}(): Enable the BULLSeye display formatting by default.
|
||||
--
|
||||
-- #### 3.2.4. A2A coordinates settings - additional notes
|
||||
-- #### A2A coordinates settings - additional notes
|
||||
--
|
||||
-- One additional note on BRAA. In a situation when a BRAA coordinate should be given,
|
||||
-- but there isn't any player context (no player unit to reference from), the MGRS formatting will be applied!
|
||||
--
|
||||
-- ### 3.3. **Measurements** formatting
|
||||
-- ### **Measurements** formatting
|
||||
--
|
||||
-- #### 3.3.1. Measurements setting **types**
|
||||
-- #### Measurements setting **types**
|
||||
--
|
||||
-- Will customize the measurements system being used as part as part of the Command Center communications.
|
||||
--
|
||||
-- - **Metrics** system: Applies the [Metrics system](https://en.wikipedia.org/wiki/Metric_system) ...
|
||||
-- - **Imperial** system: Applies the [Imperial system](https://en.wikipedia.org/wiki/Imperial_units) ...
|
||||
--
|
||||
-- #### 3.3.2. Measurements setting **menu**
|
||||
-- #### Measurements setting **menu**
|
||||
--
|
||||
-- The settings can be changed by using the **Default settings menu** on the Command Center or the **Player settings menu** on the Player Slot.
|
||||
--
|
||||
-- #### 3.3.3. Measurements setting **methods**
|
||||
-- #### Measurements setting **methods**
|
||||
--
|
||||
-- There are different methods that can be used to change the **Default settings** using the \_SETTINGS object.
|
||||
--
|
||||
-- - @{#SETTINGS.SetMetric}(): Enable the Metric system.
|
||||
-- - @{#SETTINGS.SetImperial}(): Enable the Imperial system.
|
||||
--
|
||||
-- ### 3.4. **Message** display times
|
||||
-- ### **Message** display times
|
||||
--
|
||||
-- #### 3.4.1. Message setting **types**
|
||||
-- #### Message setting **types**
|
||||
--
|
||||
-- There are various **Message Types** that will influence the duration how long a message will appear as part of the Command Center communications.
|
||||
--
|
||||
@ -172,7 +166,7 @@
|
||||
-- - **Overview report**: Provides a short report overview, the summary of the report.
|
||||
-- - **Detailed report**: Provides a complete report.
|
||||
--
|
||||
-- #### 3.4.2. Message setting **menu**
|
||||
-- #### Message setting **menu**
|
||||
--
|
||||
-- The settings can be changed by using the **Default settings menu** on the Command Center or the **Player settings menu** on the Player Slot.
|
||||
--
|
||||
|
||||
@ -1,7 +1,5 @@
|
||||
--- **Core** -- SPAWN class dynamically spawns new groups of units in your missions.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- The documentation of the SPAWN class can be found further in this document.
|
||||
@ -22,6 +20,7 @@
|
||||
-- ===
|
||||
--
|
||||
-- @module Core.Spawn
|
||||
-- @image Core_Spawn.JPG
|
||||
|
||||
|
||||
--- SPAWN Class
|
||||
@ -37,13 +36,7 @@
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
|
||||
--- # SPAWN class, extends @{Core.Base#BASE}
|
||||
--
|
||||
-- -- 
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- The SPAWN class allows to spawn dynamically new groups.
|
||||
--- The SPAWN class allows to spawn dynamically new groups.
|
||||
-- Each SPAWN object needs to be have related **template groups** setup in the Mission Editor (ME),
|
||||
-- which is a normal group with the **Late Activation** flag set.
|
||||
-- This template group will never be activated in your mission.
|
||||
|
||||
@ -1,7 +1,5 @@
|
||||
--- **Core** -- Spawn dynamically new STATICs in your missions.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- SPAWNSTATIC spawns static structures in your missions dynamically. See below the SPAWNSTATIC class documentation.
|
||||
@ -30,6 +28,7 @@
|
||||
-- ===
|
||||
--
|
||||
-- @module Core.SpawnStatic
|
||||
-- @image Core_Spawnstatic.JPG
|
||||
|
||||
|
||||
|
||||
@ -37,9 +36,7 @@
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
|
||||
--- # SPAWNSTATIC class, extends @{Core.Base#BASE}
|
||||
--
|
||||
-- The SPAWNSTATIC class allows to spawn dynamically new @{Static}s.
|
||||
--- The SPAWNSTATIC class allows to spawn dynamically new @{Static}s.
|
||||
-- Through creating a copy of an existing static object template as defined in the Mission Editor (ME),
|
||||
-- SPAWNSTATIC can retireve the properties of the defined static object template (like type, category etc), and "copy"
|
||||
-- these properties to create a new static object and place it at the desired coordinate.
|
||||
|
||||
@ -1,7 +1,5 @@
|
||||
--- **Core** -- Management of SPOT logistics, that can be transported from and to transportation carriers.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- SPOT implements the DCS Spot class functionality, but adds additional luxury to be able to:
|
||||
@ -39,6 +37,7 @@
|
||||
-- ===
|
||||
--
|
||||
-- @module Core.Spot
|
||||
-- @image Core_Spot.JPG
|
||||
|
||||
|
||||
do
|
||||
@ -47,9 +46,7 @@ do
|
||||
-- @extends Core.Fsm#FSM
|
||||
|
||||
|
||||
--- # SPOT class, extends @{Fsm#FSM}
|
||||
--
|
||||
-- SPOT implements the DCS Spot class functionality, but adds additional luxury to be able to:
|
||||
--- SPOT implements the DCS Spot class functionality, but adds additional luxury to be able to:
|
||||
--
|
||||
-- * Mark targets for a defined duration.
|
||||
-- * wiggle the spot at the target.
|
||||
|
||||
@ -11,6 +11,8 @@
|
||||
-- ===
|
||||
--
|
||||
-- @module Core.UserFlag
|
||||
-- @image Core_Userflag.JPG
|
||||
--
|
||||
|
||||
do -- UserFlag
|
||||
|
||||
@ -18,11 +20,9 @@ do -- UserFlag
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
|
||||
--- # USERFLAG class, extends @{Core.Base#BASE}
|
||||
--- Management of DCS User Flags.
|
||||
--
|
||||
-- Management of DCS User Flags.
|
||||
--
|
||||
-- ## 1. USERFLAG constructor
|
||||
-- ## USERFLAG constructor
|
||||
--
|
||||
-- * @{#USERFLAG.New}(): Creates a new USERFLAG object.
|
||||
--
|
||||
|
||||
@ -11,6 +11,7 @@
|
||||
-- ===
|
||||
--
|
||||
-- @module Core.UserSound
|
||||
-- @image Core_Usersound.JPG
|
||||
|
||||
do -- UserSound
|
||||
|
||||
@ -18,11 +19,9 @@ do -- UserSound
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
|
||||
--- # USERSOUND class, extends @{Core.Base#BASE}
|
||||
--- Management of DCS User Sound.
|
||||
--
|
||||
-- Management of DCS User Sound.
|
||||
--
|
||||
-- ## 1. USERSOUND constructor
|
||||
-- ## USERSOUND constructor
|
||||
--
|
||||
-- * @{#USERSOUND.New}(): Creates a new USERSOUND object.
|
||||
--
|
||||
|
||||
@ -8,6 +8,7 @@
|
||||
-- ===
|
||||
--
|
||||
-- @module Core.Velocity
|
||||
-- @image Core_Velocity.JPG
|
||||
|
||||
do -- Velocity
|
||||
|
||||
@ -15,11 +16,9 @@ do -- Velocity
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
|
||||
--- # VELOCITY class, extends @{Core.Base#BASE}
|
||||
--
|
||||
-- VELOCITY models a speed, which can be expressed in various formats according the Settings.
|
||||
--
|
||||
-- ## 1. VELOCITY constructor
|
||||
-- ## VELOCITY constructor
|
||||
--
|
||||
-- * @{#VELOCITY.New}(): Creates a new VELOCITY object.
|
||||
--
|
||||
|
||||
@ -1,7 +1,5 @@
|
||||
--- **Core** -- ZONE classes define **zones** within your mission of **various forms**, with **various capabilities**.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- There are essentially two core functions that zones accomodate:
|
||||
@ -35,6 +33,7 @@
|
||||
-- ===
|
||||
--
|
||||
-- @module Core.Zone
|
||||
-- @image Core_Zones.JPG
|
||||
|
||||
|
||||
--- @type ZONE_BASE
|
||||
@ -43,9 +42,7 @@
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
|
||||
--- # ZONE_BASE class, extends @{Core.Base#BASE}
|
||||
--
|
||||
-- This class is an abstract BASE class for derived classes, and is not meant to be instantiated.
|
||||
--- This class is an abstract BASE class for derived classes, and is not meant to be instantiated.
|
||||
--
|
||||
-- ## Each zone has a name:
|
||||
--
|
||||
@ -380,9 +377,7 @@ end
|
||||
-- @field Dcs.DCSTypes#Distance Radius The radius of the zone.
|
||||
-- @extends #ZONE_BASE
|
||||
|
||||
--- # ZONE_RADIUS class, extends @{Core.Zone#ZONE_BASE}
|
||||
--
|
||||
-- The ZONE_RADIUS class defined by a zone name, a location and a radius.
|
||||
--- The ZONE_RADIUS class defined by a zone name, a location and a radius.
|
||||
-- This class implements the inherited functions from Core.Zone#ZONE_BASE taking into account the own zone format and properties.
|
||||
--
|
||||
-- ## ZONE_RADIUS constructor
|
||||
@ -951,9 +946,7 @@ end
|
||||
-- @extends #ZONE_RADIUS
|
||||
|
||||
|
||||
--- # ZONE class, extends @{Core.Zone#ZONE_RADIUS}
|
||||
--
|
||||
-- The ZONE class, defined by the zone name as defined within the Mission Editor.
|
||||
--- The ZONE class, defined by the zone name as defined within the Mission Editor.
|
||||
-- This class implements the inherited functions from @{#ZONE_RADIUS} taking into account the own zone format and properties.
|
||||
--
|
||||
-- ## ZONE constructor
|
||||
@ -1023,9 +1016,7 @@ end
|
||||
-- @field Wrapper.Unit#UNIT ZoneUNIT
|
||||
-- @extends Core.Zone#ZONE_RADIUS
|
||||
|
||||
--- # ZONE_UNIT class, extends @{Core.Zone#ZONE_RADIUS}
|
||||
--
|
||||
-- The ZONE_UNIT class defined by a zone around a @{Unit#UNIT} with a radius.
|
||||
--- The ZONE_UNIT class defined by a zone around a @{Unit#UNIT} with a radius.
|
||||
-- This class implements the inherited functions from @{#ZONE_RADIUS} taking into account the own zone format and properties.
|
||||
--
|
||||
-- @field #ZONE_UNIT
|
||||
@ -1116,9 +1107,7 @@ end
|
||||
-- @extends #ZONE_RADIUS
|
||||
|
||||
|
||||
--- # ZONE_GROUP class, extends @{Core.Zone#ZONE_RADIUS}
|
||||
--
|
||||
-- The ZONE_GROUP class defines by a zone around a @{Wrapper.Group#GROUP} with a radius. The current leader of the group defines the center of the zone.
|
||||
--- The ZONE_GROUP class defines by a zone around a @{Wrapper.Group#GROUP} with a radius. The current leader of the group defines the center of the zone.
|
||||
-- This class implements the inherited functions from @{Core.Zone#ZONE_RADIUS} taking into account the own zone format and properties.
|
||||
--
|
||||
-- @field #ZONE_GROUP
|
||||
@ -1197,9 +1186,7 @@ end
|
||||
-- @extends #ZONE_BASE
|
||||
|
||||
|
||||
--- # ZONE_POLYGON_BASE class, extends @{Core.Zone#ZONE_BASE}
|
||||
--
|
||||
-- The ZONE_POLYGON_BASE class defined by a sequence of @{Wrapper.Group#GROUP} waypoints within the Mission Editor, forming a polygon.
|
||||
--- The ZONE_POLYGON_BASE class defined by a sequence of @{Wrapper.Group#GROUP} waypoints within the Mission Editor, forming a polygon.
|
||||
-- This class implements the inherited functions from @{Core.Zone#ZONE_RADIUS} taking into account the own zone format and properties.
|
||||
-- This class is an abstract BASE class for derived classes, and is not meant to be instantiated.
|
||||
--
|
||||
@ -1474,9 +1461,7 @@ end
|
||||
-- @extends #ZONE_POLYGON_BASE
|
||||
|
||||
|
||||
--- # ZONE_POLYGON class, extends @{Core.Zone#ZONE_POLYGON_BASE}
|
||||
--
|
||||
-- The ZONE_POLYGON class defined by a sequence of @{Wrapper.Group#GROUP} waypoints within the Mission Editor, forming a polygon.
|
||||
--- The ZONE_POLYGON class defined by a sequence of @{Wrapper.Group#GROUP} waypoints within the Mission Editor, forming a polygon.
|
||||
-- This class implements the inherited functions from @{Core.Zone#ZONE_RADIUS} taking into account the own zone format and properties.
|
||||
--
|
||||
-- ## Declare a ZONE_POLYGON directly in the DCS mission editor!
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user