diff --git a/Moose Development/Moose/Core/Menu.lua b/Moose Development/Moose/Core/Menu.lua index 25ea2989e..8e361f41f 100644 --- a/Moose Development/Moose/Core/Menu.lua +++ b/Moose Development/Moose/Core/Menu.lua @@ -27,109 +27,26 @@ -- -- === -- --- The above menus classes **are derived** from 2 main **abstract** classes defined within the MOOSE framework (so don't use these): +-- # **AUTHORS and CONTRIBUTIONS** -- --- 1) MENU_ BASE abstract base classes (don't use them) --- ==================================================== --- The underlying base menu classes are **NOT** to be used within your missions. --- These are simply abstract base classes defining a couple of fields that are used by the --- derived MENU_ classes to manage menus. +-- ### Contributions: -- --- 1.1) @{#MENU_BASE} class, extends @{Base#BASE} --- -------------------------------------------------- --- The @{#MENU_BASE} class defines the main MENU class where other MENU classes are derived from. --- --- 1.2) @{#MENU_COMMAND_BASE} class, extends @{Base#BASE} --- ---------------------------------------------------------- --- The @{#MENU_COMMAND_BASE} class defines the main MENU class where other MENU COMMAND_ classes are derived from, in order to set commands. --- --- === --- --- **The next menus define the MENU classes that you can use within your missions.** --- --- 2) MENU MISSION classes --- ====================== --- The underlying classes manage the menus for a complete mission file. --- --- 2.1) @{#MENU_MISSION} class, extends @{Menu#MENU_BASE} --- --------------------------------------------------------- --- The @{Menu#MENU_MISSION} class manages the main menus for a complete mission. --- You can add menus with the @{#MENU_MISSION.New} method, which constructs a MENU_MISSION object and returns you the object reference. --- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_MISSION.Remove}. --- --- 2.2) @{#MENU_MISSION_COMMAND} class, extends @{Menu#MENU_COMMAND_BASE} --- ------------------------------------------------------------------------- --- The @{Menu#MENU_MISSION_COMMAND} class manages the command menus for a complete mission, which allow players to execute functions during mission execution. --- You can add menus with the @{#MENU_MISSION_COMMAND.New} method, which constructs a MENU_MISSION_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_MISSION_COMMAND.Remove}. --- --- === --- --- 3) MENU COALITION classes --- ========================= --- The underlying classes manage the menus for whole coalitions. --- --- 3.1) @{#MENU_COALITION} class, extends @{Menu#MENU_BASE} --- ------------------------------------------------------------ --- 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}. --- --- 3.2) @{Menu#MENU_COALITION_COMMAND} class, extends @{Menu#MENU_COMMAND_BASE} --- ---------------------------------------------------------------------------- --- The @{Menu#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}. --- --- === --- --- 4) MENU GROUP classes --- ===================== --- The underlying classes manage the menus for groups. Note that groups can be inactive, alive or can be destroyed. --- --- 4.1) @{Menu#MENU_GROUP} class, extends @{Menu#MENU_BASE} --- -------------------------------------------------------- --- The @{Menu#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}. --- --- 4.2) @{Menu#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. --- 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}. --- --- === --- --- 5) MENU CLIENT classes --- ====================== --- The underlying classes manage the menus for units with skill level client or player. --- --- 5.1) @{Menu#MENU_CLIENT} class, extends @{Menu#MENU_BASE} --- --------------------------------------------------------- --- The @{Menu#MENU_CLIENT} class manages the main menus for coalitions. --- You can add menus with the @{#MENU_CLIENT.New} method, which constructs a MENU_CLIENT object and returns you the object reference. --- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_CLIENT.Remove}. --- --- 5.2) @{Menu#MENU_CLIENT_COMMAND} class, extends @{Menu#MENU_COMMAND_BASE} --- ------------------------------------------------------------------------- --- The @{Menu#MENU_CLIENT_COMMAND} class manages the command menus for coalitions, which allow players to execute functions during mission execution. --- You can add menus with the @{#MENU_CLIENT_COMMAND.New} method, which constructs a MENU_CLIENT_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_CLIENT_COMMAND.Remove}. --- --- === --- --- ### Contributions: - --- ### Authors: FlightControl : Design & Programming +-- ### Authors: -- +-- * **FlightControl**: Design & Programming +-- -- @module Menu do -- MENU_BASE - --- The MENU_BASE class - -- @type MENU_BASE + --- @type MENU_BASE -- @extends Base#BASE + + --- # MENU_BASE class, extends @{Base#BASE} + -- The MENU_BASE class defines the main MENU class where other MENU classes are derived from. + -- This is an abstract class, so don't use it. + -- @field #MENU_BASE MENU_BASE = { ClassName = "MENU_BASE", MenuPath = nil, @@ -193,10 +110,15 @@ end do -- MENU_COMMAND_BASE - --- The MENU_COMMAND_BASE class - -- @type MENU_COMMAND_BASE + --- @type MENU_COMMAND_BASE -- @field #function MenuCallHandler -- @extends Core.Menu#MENU_BASE + + --- # MENU_COMMAND_BASE class, extends @{Base#BASE} + -- ---------------------------------------------------------- + -- The MENU_COMMAND_BASE class defines the main MENU class where other MENU COMMAND_ + -- classes are derived from, in order to set commands. + -- @field #MENU_COMMAND_BASE MENU_COMMAND_BASE = { ClassName = "MENU_COMMAND_BASE", CommandMenuFunction = nil, @@ -224,9 +146,15 @@ end do -- MENU_MISSION - --- The MENU_MISSION class - -- @type MENU_MISSION + --- @type MENU_MISSION -- @extends Core.Menu#MENU_BASE + + --- # MENU_MISSION class, extends @{Menu#MENU_BASE} + -- + -- The MENU_MISSION class manages the main menus for a complete mission. + -- You can add menus with the @{#MENU_MISSION.New} method, which constructs a MENU_MISSION object and returns you the object reference. + -- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_MISSION.Remove}. + -- @field #MENU_MISSION MENU_MISSION = { ClassName = "MENU_MISSION" } @@ -291,9 +219,16 @@ end do -- MENU_MISSION_COMMAND - --- The MENU_MISSION_COMMAND class - -- @type MENU_MISSION_COMMAND + --- @type MENU_MISSION_COMMAND -- @extends Core.Menu#MENU_COMMAND_BASE + + --- # MENU_MISSION_COMMAND class, extends @{Menu#MENU_COMMAND_BASE} + -- + -- The MENU_MISSION_COMMAND class manages the command menus for a complete mission, which allow players to execute functions during mission execution. + -- You can add menus with the @{#MENU_MISSION_COMMAND.New} method, which constructs a MENU_MISSION_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_MISSION_COMMAND.Remove}. + -- + -- @field #MENU_MISSION_COMMAND MENU_MISSION_COMMAND = { ClassName = "MENU_MISSION_COMMAND" } @@ -341,9 +276,16 @@ end do -- MENU_COALITION - --- The MENU_COALITION class - -- @type MENU_COALITION + --- @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. + -- 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}. + -- + -- -- @usage -- -- This demo creates a menu structure for the planes within the red coalition. -- -- To test, join the planes, then look at the other radio menus (Option F10). @@ -380,6 +322,8 @@ do -- MENU_COALITION -- -- local MenuAdd = MENU_COALITION_COMMAND:New( coalition.side.RED, "Add Status Menu", MenuCoalitionRed, AddStatusMenu ) -- local MenuRemove = MENU_COALITION_COMMAND:New( coalition.side.RED, "Remove Status Menu", MenuCoalitionRed, RemoveStatusMenu ) + -- + -- @field #MENU_COALITION MENU_COALITION = { ClassName = "MENU_COALITION" } @@ -446,9 +390,16 @@ end do -- MENU_COALITION_COMMAND - --- The MENU_COALITION_COMMAND class - -- @type 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. + -- 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}. + -- + -- @field #MENU_COALITION_COMMAND MENU_COALITION_COMMAND = { ClassName = "MENU_COALITION_COMMAND" } @@ -506,6 +457,14 @@ do -- MENU_CLIENT --- MENU_COALITION constructor. Creates a new radio command item for a coalition, which can invoke a function with parameters. -- @type MENU_CLIENT -- @extends Core.Menu#MENU_BASE + + + --- # MENU_CLIENT class, extends @{Menu#MENU_BASE} + -- + -- The MENU_CLIENT class manages the main menus for coalitions. + -- You can add menus with the @{#MENU_CLIENT.New} method, which constructs a MENU_CLIENT object and returns you the object reference. + -- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_CLIENT.Remove}. + -- -- @usage -- -- This demo creates a menu structure for the two clients of planes. -- -- Each client will receive a different menu structure. @@ -555,6 +514,8 @@ do -- MENU_CLIENT -- MENU_CLIENT_COMMAND:New( PlaneClient, "Remove Status Menu Plane 2", MenuManage, RemoveStatusMenu, PlaneClient ) -- end -- end, {}, 10, 10 ) + -- + -- @field #MENU_CLIENT MENU_CLIENT = { ClassName = "MENU_CLIENT" } @@ -644,9 +605,16 @@ do -- MENU_CLIENT end - --- The MENU_CLIENT_COMMAND class - -- @type MENU_CLIENT_COMMAND + --- @type MENU_CLIENT_COMMAND -- @extends Core.Menu#MENU_COMMAND + + --- # MENU_CLIENT_COMMAND class, extends @{Menu#MENU_COMMAND_BASE} + -- + -- The MENU_CLIENT_COMMAND class manages the command menus for coalitions, which allow players to execute functions during mission execution. + -- You can add menus with the @{#MENU_CLIENT_COMMAND.New} method, which constructs a MENU_CLIENT_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_CLIENT_COMMAND.Remove}. + -- + -- @field #MENU_CLIENT_COMMAND MENU_CLIENT_COMMAND = { ClassName = "MENU_CLIENT_COMMAND" } @@ -730,9 +698,16 @@ do -- These menu classes are handling this logic with this variable. local _MENUGROUPS = {} - --- The MENU_GROUP class - -- @type MENU_GROUP + --- @type MENU_GROUP -- @extends Core.Menu#MENU_BASE + + + --- #MENU_GROUP class, extends @{Menu#MENU_BASE} + -- + -- 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}. + -- -- @usage -- -- This demo creates a menu structure for the two groups of planes. -- -- Each group will receive a different menu structure. @@ -783,6 +758,7 @@ do -- end -- end, {}, 10, 10 ) -- + -- @field #MENU_GROUP MENU_GROUP = { ClassName = "MENU_GROUP" } @@ -876,9 +852,16 @@ do end - --- The MENU_GROUP_COMMAND class - -- @type MENU_GROUP_COMMAND + --- @type MENU_GROUP_COMMAND -- @extends Core.Menu#MENU_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. + -- 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}. + -- + -- @field #MENU_GROUP_COMMAND MENU_GROUP_COMMAND = { ClassName = "MENU_GROUP_COMMAND" } diff --git a/docs/Documentation/Cargo.html b/docs/Documentation/Cargo.html index a97780b33..3a1408075 100644 --- a/docs/Documentation/Cargo.html +++ b/docs/Documentation/Cargo.html @@ -2819,7 +2819,6 @@ The range till cargo will board.

- CARGO_UNIT.CargoCarrier diff --git a/docs/Documentation/Detection.html b/docs/Documentation/Detection.html index c17360e5a..dc52c4036 100644 --- a/docs/Documentation/Detection.html +++ b/docs/Documentation/Detection.html @@ -2298,7 +2298,7 @@ self

- + #number DETECTION_BASE.DetectionInterval diff --git a/docs/Documentation/Fsm.html b/docs/Documentation/Fsm.html index 47a295893..3fcc60eaf 100644 --- a/docs/Documentation/Fsm.html +++ b/docs/Documentation/Fsm.html @@ -1582,7 +1582,7 @@ A string defining the start state.

- #string + FSM._StartState @@ -1881,6 +1881,7 @@ A string defining the start state.

+ FSM.current diff --git a/docs/Documentation/Menu.html b/docs/Documentation/Menu.html index e6a65ed88..7cab8f742 100644 --- a/docs/Documentation/Menu.html +++ b/docs/Documentation/Menu.html @@ -128,186 +128,112 @@ On top, MOOSE implements variable parameter passing for command
-

The above menus classes are derived from 2 main abstract classes defined within the MOOSE framework (so don't use these):

+

AUTHORS and CONTRIBUTIONS

-

1) MENU_ BASE abstract base classes (don't use them)

-

The underlying base menu classes are NOT to be used within your missions. -These are simply abstract base classes defining a couple of fields that are used by the -derived MENU_ classes to manage menus.

+

Contributions:

-

1.1) #MENU_BASE class, extends Base#BASE

-

The #MENU_BASE class defines the main MENU class where other MENU classes are derived from.

- -

1.2) #MENUCOMMANDBASE class, extends Base#BASE

-

The #MENUCOMMANDBASE class defines the main MENU class where other MENU COMMAND_ classes are derived from, in order to set commands.

- -
- -

The next menus define the MENU classes that you can use within your missions.

- -

2) MENU MISSION classes

-

The underlying classes manage the menus for a complete mission file.

- -

2.1) #MENU_MISSION class, extends Menu#MENU_BASE

-

The Menu#MENU_MISSION class manages the main menus for a complete mission.
-You can add menus with the MENU_MISSION.New method, which constructs a MENU_MISSION object and returns you the object reference. -Using this object reference, you can then remove ALL the menus and submenus underlying automatically with MENU_MISSION.Remove.

- -

2.2) #MENUMISSIONCOMMAND class, extends Menu#MENUCOMMANDBASE

-

The Menu#MENUMISSIONCOMMAND class manages the command menus for a complete mission, which allow players to execute functions during mission execution.
-You can add menus with the MENUMISSIONCOMMAND.New method, which constructs a MENUMISSIONCOMMAND object and returns you the object reference. -Using this object reference, you can then remove ALL the menus and submenus underlying automatically with MENUMISSIONCOMMAND.Remove.

- -
- -

3) MENU COALITION classes

-

The underlying classes manage the menus for whole coalitions.

- -

3.1) #MENU_COALITION class, extends Menu#MENU_BASE

-

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.

- -

3.2) Menu#MENUCOALITIONCOMMAND class, extends Menu#MENUCOMMANDBASE

-

The Menu#MENUCOALITIONCOMMAND class manages the command menus for coalitions, which allow players to execute functions during mission execution.
-You can add menus with the MENUCOALITIONCOMMAND.New method, which constructs a MENUCOALITIONCOMMAND object and returns you the object reference. -Using this object reference, you can then remove ALL the menus and submenus underlying automatically with MENUCOALITIONCOMMAND.Remove.

- -
- -

4) MENU GROUP classes

-

The underlying classes manage the menus for groups. Note that groups can be inactive, alive or can be destroyed.

- -

4.1) Menu#MENU_GROUP class, extends Menu#MENU_BASE

-

The Menu#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.

- -

4.2) Menu#MENUGROUPCOMMAND class, extends Menu#MENUCOMMANDBASE

-

The Menu#MENUGROUPCOMMAND class manages the command menus for coalitions, which allow players to execute functions during mission execution.
-You can add menus with the MENUGROUPCOMMAND.New method, which constructs a MENUGROUPCOMMAND object and returns you the object reference. -Using this object reference, you can then remove ALL the menus and submenus underlying automatically with MENUGROUPCOMMAND.Remove.

- -
- -

5) MENU CLIENT classes

-

The underlying classes manage the menus for units with skill level client or player.

- -

5.1) Menu#MENU_CLIENT class, extends Menu#MENU_BASE

-

The Menu#MENU_CLIENT class manages the main menus for coalitions.
-You can add menus with the MENU_CLIENT.New method, which constructs a MENU_CLIENT object and returns you the object reference. -Using this object reference, you can then remove ALL the menus and submenus underlying automatically with MENU_CLIENT.Remove.

- -

5.2) Menu#MENUCLIENTCOMMAND class, extends Menu#MENUCOMMANDBASE

-

The Menu#MENUCLIENTCOMMAND class manages the command menus for coalitions, which allow players to execute functions during mission execution.
-You can add menus with the MENUCLIENTCOMMAND.New method, which constructs a MENUCLIENTCOMMAND object and returns you the object reference. -Using this object reference, you can then remove ALL the menus and submenus underlying automatically with MENUCLIENTCOMMAND.Remove.

- -
- -

Contributions: -

-

Authors: FlightControl : Design & Programming

+

Authors:

+
    +
  • FlightControl: Design & Programming +
  • +

Global(s)

MENU_BASE - +

MENU_BASE class, extends Base#BASE

+

The MENU_BASE class defines the main MENU class where other MENU classes are derived from.

MENU_CLIENT +

MENU_CLIENT class, extends Menu#MENU_BASE

+

The MENU_CLIENT class manages the main menus for coalitions.

MENU_CLIENT_COMMAND +

MENUCLIENTCOMMAND class, extends Menu#MENUCOMMANDBASE

+

The MENUCLIENTCOMMAND class manages the command menus for coalitions, which allow players to execute functions during mission execution.

MENU_COALITION +

MENU_COALITION class, extends Menu#MENU_BASE

+

The Menu#MENU_COALITION class manages the main menus for coalitions.

MENU_COALITION_COMMAND +

MENUCOALITIONCOMMAND class, extends Menu#MENUCOMMANDBASE

+

The MENUCOALITIONCOMMAND class manages the command menus for coalitions, which allow players to execute functions during mission execution.

MENU_COMMAND_BASE - +

MENUCOMMANDBASE class, extends Base#BASE

+
+

The MENUCOMMANDBASE class defines the main MENU class where other MENU COMMAND_ +classes are derived from, in order to set commands.

MENU_GROUP +

MENU_GROUP class, extends Menu#MENU_BASE

+

The MENU_GROUP class manages the main menus for coalitions.

MENU_GROUP_COMMAND +

MENUGROUPCOMMAND class, extends Menu#MENUCOMMANDBASE

+

The Menu#MENUGROUPCOMMAND class manages the command menus for coalitions, which allow players to execute functions during mission execution.

MENU_MISSION +

MENU_MISSION class, extends Menu#MENU_BASE

+

The MENU_MISSION class manages the main menus for a complete mission.

MENU_MISSION_COMMAND +

MENUMISSIONCOMMAND class, extends Menu#MENUCOMMANDBASE

+

The MENUMISSIONCOMMAND class manages the command menus for a complete mission, which allow players to execute functions during mission execution.

Type MENU_BASE

- - - - - - - - - - - - - - - - @@ -339,12 +265,6 @@ Using this object reference, you can then remove ALL the menus and submenus unde

Type MENU_CLIENT

MENU_BASE.ClassName - -
MENU_BASE:GetMenu(MenuText)

Gets a Menu from a parent Menu

-
MENU_BASE.MenuParentPath - -
MENU_BASE.MenuPath -
MENU_BASE.MenuRemoveParent -
MENU_BASE.MenuText -
- - - -
MENU_CLIENT.ClassName - -
MENU_CLIENT:New(Client, MenuText, ParentMenu)

MENU_CLIENT constructor.

@@ -367,12 +287,6 @@ Using this object reference, you can then remove ALL the menus and submenus unde

Type MENU_CLIENT_COMMAND

- - - -
MENU_CLIENT_COMMAND.ClassName - -
MENU_CLIENT_COMMAND:New(Client, MenuText, ParentMenu, CommandMenuFunction, ...)

MENUCLIENTCOMMAND constructor.

@@ -389,12 +303,6 @@ Using this object reference, you can then remove ALL the menus and submenus unde

Type MENU_COALITION

- - - -
MENU_COALITION.ClassName - -
MENU_COALITION:New(Coalition, MenuText, ParentMenu)

MENU_COALITION constructor.

@@ -417,12 +325,6 @@ Using this object reference, you can then remove ALL the menus and submenus unde

Type MENU_COALITION_COMMAND

- - - -
MENU_COALITION_COMMAND.ClassName - -
MENU_COALITION_COMMAND:New(Coalition, MenuText, ParentMenu, CommandMenuFunction, CommandMenuArgument, ...)

MENU_COALITION constructor.

@@ -439,24 +341,6 @@ Using this object reference, you can then remove ALL the menus and submenus unde

Type MENU_COMMAND_BASE

- - - - - - - - - - - -
MENU_COMMAND_BASE.ClassName - -
MENU_COMMAND_BASE.CommandMenuArgument - -
MENU_COMMAND_BASE.CommandMenuFunction - -
MENU_COMMAND_BASE.MenuCallHandler @@ -473,12 +357,6 @@ Using this object reference, you can then remove ALL the menus and submenus unde

Type MENU_GROUP

- - - -
MENU_GROUP.ClassName - -
MENU_GROUP.MenuGroup @@ -537,12 +415,6 @@ Using this object reference, you can then remove ALL the menus and submenus unde

Type MENU_GROUP_COMMAND

- - - -
MENU_GROUP_COMMAND.ClassName - -
MENU_GROUP_COMMAND.MenuGroup @@ -595,12 +467,6 @@ Using this object reference, you can then remove ALL the menus and submenus unde

Type MENU_MISSION

- - - -
MENU_MISSION.ClassName - -
MENU_MISSION:New(MenuText, ParentMenu)

MENU_MISSION constructor.

@@ -623,12 +489,6 @@ Using this object reference, you can then remove ALL the menus and submenus unde

Type MENU_MISSION_COMMAND

- - - -
MENU_MISSION_COMMAND.ClassName - -
MENU_MISSION_COMMAND:New(MenuText, ParentMenu, CommandMenuFunction, CommandMenuArgument, ...)

MENU_MISSION constructor.

@@ -653,7 +513,11 @@ Using this object reference, you can then remove ALL the menus and submenus unde
+

MENU_BASE class, extends Base#BASE

+

The MENU_BASE class defines the main MENU class where other MENU classes are derived from.

+ +

This is an abstract class, so don't use it.

@@ -667,7 +531,65 @@ Using this object reference, you can then remove ALL the menus and submenus unde
+

MENU_CLIENT class, extends Menu#MENU_BASE

+

The MENU_CLIENT class manages the main menus for coalitions.

+ + +

You can add menus with the MENU_CLIENT.New method, which constructs a MENU_CLIENT object and returns you the object reference. +Using this object reference, you can then remove ALL the menus and submenus underlying automatically with MENU_CLIENT.Remove.

+ + +

Usage:

+
 -- This demo creates a menu structure for the two clients of planes.
+ -- Each client will receive a different menu structure.
+ -- To test, join the planes, then look at the other radio menus (Option F10).
+ -- Then switch planes and check if the menu is still there.
+ -- And play with the Add and Remove menu options.
+ 
+ -- Note that in multi player, this will only work after the DCS clients bug is solved.
+
+ local function ShowStatus( PlaneClient, StatusText, Coalition )
+
+   MESSAGE:New( Coalition, 15 ):ToRed()
+   PlaneClient:Message( StatusText, 15 )
+ end
+
+ local MenuStatus = {}
+
+ local function RemoveStatusMenu( MenuClient )
+   local MenuClientName = MenuClient:GetName()
+   MenuStatus[MenuClientName]:Remove()
+ end
+
+ --- @param Wrapper.Client#CLIENT MenuClient
+ local function AddStatusMenu( MenuClient )
+   local MenuClientName = MenuClient:GetName()
+   -- This would create a menu for the red coalition under the MenuCoalitionRed menu object.
+   MenuStatus[MenuClientName] = MENU_CLIENT:New( MenuClient, "Status for Planes" )
+   MENU_CLIENT_COMMAND:New( MenuClient, "Show Status", MenuStatus[MenuClientName], ShowStatus, MenuClient, "Status of planes is ok!", "Message to Red Coalition" )
+ end
+
+ SCHEDULER:New( nil,
+   function()
+     local PlaneClient = CLIENT:FindByName( "Plane 1" )
+     if PlaneClient and PlaneClient:IsAlive() then
+       local MenuManage = MENU_CLIENT:New( PlaneClient, "Manage Menus" )
+       MENU_CLIENT_COMMAND:New( PlaneClient, "Add Status Menu Plane 1", MenuManage, AddStatusMenu, PlaneClient )
+       MENU_CLIENT_COMMAND:New( PlaneClient, "Remove Status Menu Plane 1", MenuManage, RemoveStatusMenu, PlaneClient )
+     end
+   end, {}, 10, 10 )
+
+ SCHEDULER:New( nil,
+   function()
+     local PlaneClient = CLIENT:FindByName( "Plane 2" )
+     if PlaneClient and PlaneClient:IsAlive() then
+       local MenuManage = MENU_CLIENT:New( PlaneClient, "Manage Menus" )
+       MENU_CLIENT_COMMAND:New( PlaneClient, "Add Status Menu Plane 2", MenuManage, AddStatusMenu, PlaneClient )
+       MENU_CLIENT_COMMAND:New( PlaneClient, "Remove Status Menu Plane 2", MenuManage, RemoveStatusMenu, PlaneClient )
+     end
+   end, {}, 10, 10 )
+   
@@ -681,6 +603,13 @@ Using this object reference, you can then remove ALL the menus and submenus unde
+

MENUCLIENTCOMMAND class, extends Menu#MENUCOMMANDBASE

+ +

The MENUCLIENTCOMMAND class manages the command menus for coalitions, which allow players to execute functions during mission execution.

+ + +

You can add menus with the MENUCLIENTCOMMAND.New method, which constructs a MENUCLIENTCOMMAND object and returns you the object reference. +Using this object reference, you can then remove ALL the menus and submenus underlying automatically with MENUCLIENTCOMMAND.Remove.

@@ -695,7 +624,53 @@ Using this object reference, you can then remove ALL the menus and submenus unde
+

MENU_COALITION class, extends Menu#MENU_BASE

+

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.

+ + + +

Usage:

+
 -- This demo creates a menu structure for the planes within the red coalition.
+ -- To test, join the planes, then look at the other radio menus (Option F10).
+ -- Then switch planes and check if the menu is still there.
+
+ local Plane1 = CLIENT:FindByName( "Plane 1" )
+ local Plane2 = CLIENT:FindByName( "Plane 2" )
+
+
+ -- This would create a menu for the red coalition under the main DCS "Others" menu.
+ local MenuCoalitionRed = MENU_COALITION:New( coalition.side.RED, "Manage Menus" )
+
+
+ local function ShowStatus( StatusText, Coalition )
+
+   MESSAGE:New( Coalition, 15 ):ToRed()
+   Plane1:Message( StatusText, 15 )
+   Plane2:Message( StatusText, 15 )
+ end
+
+ local MenuStatus -- Menu#MENU_COALITION
+ local MenuStatusShow -- Menu#MENU_COALITION_COMMAND
+
+ local function RemoveStatusMenu()
+   MenuStatus:Remove()
+ end
+
+ local function AddStatusMenu()
+   
+   -- This would create a menu for the red coalition under the MenuCoalitionRed menu object.
+   MenuStatus = MENU_COALITION:New( coalition.side.RED, "Status for Planes" )
+   MenuStatusShow = MENU_COALITION_COMMAND:New( coalition.side.RED, "Show Status", MenuStatus, ShowStatus, "Status of planes is ok!", "Message to Red Coalition" )
+ end
+
+ local MenuAdd = MENU_COALITION_COMMAND:New( coalition.side.RED, "Add Status Menu", MenuCoalitionRed, AddStatusMenu )
+ local MenuRemove = MENU_COALITION_COMMAND:New( coalition.side.RED, "Remove Status Menu", MenuCoalitionRed, RemoveStatusMenu )
+ 
@@ -709,6 +684,13 @@ Using this object reference, you can then remove ALL the menus and submenus unde
+

MENUCOALITIONCOMMAND class, extends Menu#MENUCOMMANDBASE

+ +

The MENUCOALITIONCOMMAND class manages the command menus for coalitions, which allow players to execute functions during mission execution.

+ + +

You can add menus with the MENUCOALITIONCOMMAND.New method, which constructs a MENUCOALITIONCOMMAND object and returns you the object reference. +Using this object reference, you can then remove ALL the menus and submenus underlying automatically with MENUCOALITIONCOMMAND.Remove.

@@ -723,7 +705,10 @@ Using this object reference, you can then remove ALL the menus and submenus unde
- +

MENUCOMMANDBASE class, extends Base#BASE

+
+

The MENUCOMMANDBASE class defines the main MENU class where other MENU COMMAND_ +classes are derived from, in order to set commands.

@@ -737,7 +722,65 @@ Using this object reference, you can then remove ALL the menus and submenus unde
+

MENU_GROUP class, extends Menu#MENU_BASE

+

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.

+ + +

Usage:

+
 -- This demo creates a menu structure for the two groups of planes.
+ -- Each group will receive a different menu structure.
+ -- To test, join the planes, then look at the other radio menus (Option F10).
+ -- Then switch planes and check if the menu is still there.
+ -- And play with the Add and Remove menu options.
+ 
+ -- Note that in multi player, this will only work after the DCS groups bug is solved.
+
+ local function ShowStatus( PlaneGroup, StatusText, Coalition )
+
+   MESSAGE:New( Coalition, 15 ):ToRed()
+   PlaneGroup:Message( StatusText, 15 )
+ end
+
+ local MenuStatus = {}
+
+ local function RemoveStatusMenu( MenuGroup )
+   local MenuGroupName = MenuGroup:GetName()
+   MenuStatus[MenuGroupName]:Remove()
+ end
+
+ --- @param Wrapper.Group#GROUP MenuGroup
+ local function AddStatusMenu( MenuGroup )
+   local MenuGroupName = MenuGroup:GetName()
+   -- This would create a menu for the red coalition under the MenuCoalitionRed menu object.
+   MenuStatus[MenuGroupName] = MENU_GROUP:New( MenuGroup, "Status for Planes" )
+   MENU_GROUP_COMMAND:New( MenuGroup, "Show Status", MenuStatus[MenuGroupName], ShowStatus, MenuGroup, "Status of planes is ok!", "Message to Red Coalition" )
+ end
+
+ SCHEDULER:New( nil,
+   function()
+     local PlaneGroup = GROUP:FindByName( "Plane 1" )
+     if PlaneGroup and PlaneGroup:IsAlive() then
+       local MenuManage = MENU_GROUP:New( PlaneGroup, "Manage Menus" )
+       MENU_GROUP_COMMAND:New( PlaneGroup, "Add Status Menu Plane 1", MenuManage, AddStatusMenu, PlaneGroup )
+       MENU_GROUP_COMMAND:New( PlaneGroup, "Remove Status Menu Plane 1", MenuManage, RemoveStatusMenu, PlaneGroup )
+     end
+   end, {}, 10, 10 )
+
+ SCHEDULER:New( nil,
+   function()
+     local PlaneGroup = GROUP:FindByName( "Plane 2" )
+     if PlaneGroup and PlaneGroup:IsAlive() then
+       local MenuManage = MENU_GROUP:New( PlaneGroup, "Manage Menus" )
+       MENU_GROUP_COMMAND:New( PlaneGroup, "Add Status Menu Plane 2", MenuManage, AddStatusMenu, PlaneGroup )
+       MENU_GROUP_COMMAND:New( PlaneGroup, "Remove Status Menu Plane 2", MenuManage, RemoveStatusMenu, PlaneGroup )
+     end
+   end, {}, 10, 10 )
+
@@ -751,6 +794,13 @@ Using this object reference, you can then remove ALL the menus and submenus unde
+

MENUGROUPCOMMAND class, extends Menu#MENUCOMMANDBASE

+ +

The Menu#MENUGROUPCOMMAND class manages the command menus for coalitions, which allow players to execute functions during mission execution.

+ + +

You can add menus with the MENUGROUPCOMMAND.New method, which constructs a MENUGROUPCOMMAND object and returns you the object reference. +Using this object reference, you can then remove ALL the menus and submenus underlying automatically with MENUGROUPCOMMAND.Remove.

@@ -765,7 +815,13 @@ Using this object reference, you can then remove ALL the menus and submenus unde
+

MENU_MISSION class, extends Menu#MENU_BASE

+

The MENU_MISSION class manages the main menus for a complete mission.

+ + +

You can add menus with the MENU_MISSION.New method, which constructs a MENU_MISSION object and returns you the object reference. +Using this object reference, you can then remove ALL the menus and submenus underlying automatically with MENU_MISSION.Remove.

@@ -779,6 +835,13 @@ Using this object reference, you can then remove ALL the menus and submenus unde
+

MENUMISSIONCOMMAND class, extends Menu#MENUCOMMANDBASE

+ +

The MENUMISSIONCOMMAND class manages the command menus for a complete mission, which allow players to execute functions during mission execution.

+ + +

You can add menus with the MENUMISSIONCOMMAND.New method, which constructs a MENUMISSIONCOMMAND object and returns you the object reference. +Using this object reference, you can then remove ALL the menus and submenus underlying automatically with MENUMISSIONCOMMAND.Remove.

@@ -786,24 +849,7 @@ Using this object reference, you can then remove ALL the menus and submenus unde

Type Menu

Type MENU_BASE

- -

The MENU_BASE class

- -

Field(s)

-
-
- - #string - -MENU_BASE.ClassName - -
-
- - - -
-
+

Field(s)

@@ -829,32 +875,6 @@ The text of the child menu.

#MENU_BASE:

- -
-
-
- - -MENU_BASE.MenuParentPath - -
-
- - - -
-
-
-
- - -MENU_BASE.MenuPath - -
-
- - -
@@ -869,20 +889,6 @@ The text of the child menu.

- -
-
-
- - #string - -MENU_BASE.MenuText - -
-
- - -
@@ -1002,74 +1008,10 @@ If true, the parent menu is automatically removed when this menu is the last chi

Creates a new radio command item for a coalition, which can invoke a function with parameters.

-

Usage:

-
 -- This demo creates a menu structure for the two clients of planes.
- -- Each client will receive a different menu structure.
- -- To test, join the planes, then look at the other radio menus (Option F10).
- -- Then switch planes and check if the menu is still there.
- -- And play with the Add and Remove menu options.
- 
- -- Note that in multi player, this will only work after the DCS clients bug is solved.
-
- local function ShowStatus( PlaneClient, StatusText, Coalition )
-
-   MESSAGE:New( Coalition, 15 ):ToRed()
-   PlaneClient:Message( StatusText, 15 )
- end
-
- local MenuStatus = {}
-
- local function RemoveStatusMenu( MenuClient )
-   local MenuClientName = MenuClient:GetName()
-   MenuStatus[MenuClientName]:Remove()
- end
-
- --- @param Wrapper.Client#CLIENT MenuClient
- local function AddStatusMenu( MenuClient )
-   local MenuClientName = MenuClient:GetName()
-   -- This would create a menu for the red coalition under the MenuCoalitionRed menu object.
-   MenuStatus[MenuClientName] = MENU_CLIENT:New( MenuClient, "Status for Planes" )
-   MENU_CLIENT_COMMAND:New( MenuClient, "Show Status", MenuStatus[MenuClientName], ShowStatus, MenuClient, "Status of planes is ok!", "Message to Red Coalition" )
- end
-
- SCHEDULER:New( nil,
-   function()
-     local PlaneClient = CLIENT:FindByName( "Plane 1" )
-     if PlaneClient and PlaneClient:IsAlive() then
-       local MenuManage = MENU_CLIENT:New( PlaneClient, "Manage Menus" )
-       MENU_CLIENT_COMMAND:New( PlaneClient, "Add Status Menu Plane 1", MenuManage, AddStatusMenu, PlaneClient )
-       MENU_CLIENT_COMMAND:New( PlaneClient, "Remove Status Menu Plane 1", MenuManage, RemoveStatusMenu, PlaneClient )
-     end
-   end, {}, 10, 10 )
-
- SCHEDULER:New( nil,
-   function()
-     local PlaneClient = CLIENT:FindByName( "Plane 2" )
-     if PlaneClient and PlaneClient:IsAlive() then
-       local MenuManage = MENU_CLIENT:New( PlaneClient, "Manage Menus" )
-       MENU_CLIENT_COMMAND:New( PlaneClient, "Add Status Menu Plane 2", MenuManage, AddStatusMenu, PlaneClient )
-       MENU_CLIENT_COMMAND:New( PlaneClient, "Remove Status Menu Plane 2", MenuManage, RemoveStatusMenu, PlaneClient )
-     end
-   end, {}, 10, 10 )
-

Field(s)

- #string - -MENU_CLIENT.ClassName - -
-
- - - -
-
-
-
- MENU_CLIENT:New(Client, MenuText, ParentMenu) @@ -1147,24 +1089,7 @@ self

Type MENU_CLIENT_COMMAND

- -

The MENUCLIENTCOMMAND class

- -

Field(s)

-
-
- - #string - -MENU_CLIENT_COMMAND.ClassName - -
-
- - - -
-
+

Field(s)

@@ -1238,61 +1163,7 @@ self

Type MENU_COALITION

- -

The MENU_COALITION class

- -

Usage:

-
 -- This demo creates a menu structure for the planes within the red coalition.
- -- To test, join the planes, then look at the other radio menus (Option F10).
- -- Then switch planes and check if the menu is still there.
-
- local Plane1 = CLIENT:FindByName( "Plane 1" )
- local Plane2 = CLIENT:FindByName( "Plane 2" )
-
-
- -- This would create a menu for the red coalition under the main DCS "Others" menu.
- local MenuCoalitionRed = MENU_COALITION:New( coalition.side.RED, "Manage Menus" )
-
-
- local function ShowStatus( StatusText, Coalition )
-
-   MESSAGE:New( Coalition, 15 ):ToRed()
-   Plane1:Message( StatusText, 15 )
-   Plane2:Message( StatusText, 15 )
- end
-
- local MenuStatus -- Menu#MENU_COALITION
- local MenuStatusShow -- Menu#MENU_COALITION_COMMAND
-
- local function RemoveStatusMenu()
-   MenuStatus:Remove()
- end
-
- local function AddStatusMenu()
-   
-   -- This would create a menu for the red coalition under the MenuCoalitionRed menu object.
-   MenuStatus = MENU_COALITION:New( coalition.side.RED, "Status for Planes" )
-   MenuStatusShow = MENU_COALITION_COMMAND:New( coalition.side.RED, "Show Status", MenuStatus, ShowStatus, "Status of planes is ok!", "Message to Red Coalition" )
- end
-
- local MenuAdd = MENU_COALITION_COMMAND:New( coalition.side.RED, "Add Status Menu", MenuCoalitionRed, AddStatusMenu )
- local MenuRemove = MENU_COALITION_COMMAND:New( coalition.side.RED, "Remove Status Menu", MenuCoalitionRed, RemoveStatusMenu )
- -

Field(s)

-
-
- - #string - -MENU_COALITION.ClassName - -
-
- - - -
-
+

Field(s)

@@ -1376,24 +1247,7 @@ self

Type MENU_COALITION_COMMAND

- -

The MENUCOALITIONCOMMAND class

- -

Field(s)

-
-
- - #string - -MENU_COALITION_COMMAND.ClassName - -
-
- - - -
-
+

Field(s)

@@ -1473,50 +1327,7 @@ An argument for the function. There can only be ONE argument given. So multiple

Type MENU_COMMAND_BASE

- -

The MENUCOMMANDBASE class

- -

Field(s)

-
-
- - #string - -MENU_COMMAND_BASE.ClassName - -
-
- - - -
-
-
-
- - -MENU_COMMAND_BASE.CommandMenuArgument - -
-
- - - -
-
-
-
- - -MENU_COMMAND_BASE.CommandMenuFunction - -
-
- - - -
-
+

Field(s)

@@ -1585,75 +1396,7 @@ ENUCOMMANDBASE

Type MENU_GROUP

- -

The MENU_GROUP class

- -

Usage:

-
 -- This demo creates a menu structure for the two groups of planes.
- -- Each group will receive a different menu structure.
- -- To test, join the planes, then look at the other radio menus (Option F10).
- -- Then switch planes and check if the menu is still there.
- -- And play with the Add and Remove menu options.
- 
- -- Note that in multi player, this will only work after the DCS groups bug is solved.
-
- local function ShowStatus( PlaneGroup, StatusText, Coalition )
-
-   MESSAGE:New( Coalition, 15 ):ToRed()
-   PlaneGroup:Message( StatusText, 15 )
- end
-
- local MenuStatus = {}
-
- local function RemoveStatusMenu( MenuGroup )
-   local MenuGroupName = MenuGroup:GetName()
-   MenuStatus[MenuGroupName]:Remove()
- end
-
- --- @param Wrapper.Group#GROUP MenuGroup
- local function AddStatusMenu( MenuGroup )
-   local MenuGroupName = MenuGroup:GetName()
-   -- This would create a menu for the red coalition under the MenuCoalitionRed menu object.
-   MenuStatus[MenuGroupName] = MENU_GROUP:New( MenuGroup, "Status for Planes" )
-   MENU_GROUP_COMMAND:New( MenuGroup, "Show Status", MenuStatus[MenuGroupName], ShowStatus, MenuGroup, "Status of planes is ok!", "Message to Red Coalition" )
- end
-
- SCHEDULER:New( nil,
-   function()
-     local PlaneGroup = GROUP:FindByName( "Plane 1" )
-     if PlaneGroup and PlaneGroup:IsAlive() then
-       local MenuManage = MENU_GROUP:New( PlaneGroup, "Manage Menus" )
-       MENU_GROUP_COMMAND:New( PlaneGroup, "Add Status Menu Plane 1", MenuManage, AddStatusMenu, PlaneGroup )
-       MENU_GROUP_COMMAND:New( PlaneGroup, "Remove Status Menu Plane 1", MenuManage, RemoveStatusMenu, PlaneGroup )
-     end
-   end, {}, 10, 10 )
-
- SCHEDULER:New( nil,
-   function()
-     local PlaneGroup = GROUP:FindByName( "Plane 2" )
-     if PlaneGroup and PlaneGroup:IsAlive() then
-       local MenuManage = MENU_GROUP:New( PlaneGroup, "Manage Menus" )
-       MENU_GROUP_COMMAND:New( PlaneGroup, "Add Status Menu Plane 2", MenuManage, AddStatusMenu, PlaneGroup )
-       MENU_GROUP_COMMAND:New( PlaneGroup, "Remove Status Menu Plane 2", MenuManage, RemoveStatusMenu, PlaneGroup )
-     end
-   end, {}, 10, 10 )
-
- -

Field(s)

-
-
- - #string - -MENU_GROUP.ClassName - -
-
- - - -
-
+

Field(s)

@@ -1834,24 +1577,7 @@ self

Type MENU_GROUP_COMMAND

- -

The MENUGROUPCOMMAND class

- -

Field(s)

-
-
- - #string - -MENU_GROUP_COMMAND.ClassName - -
-
- - - -
-
+

Field(s)

@@ -2020,24 +1746,7 @@ An argument for the function.

Type MENU_MISSION

- -

The MENU_MISSION class

- -

Field(s)

-
-
- - #string - -MENU_MISSION.ClassName - -
-
- - - -
-
+

Field(s)

@@ -2115,24 +1824,7 @@ The parent menu. This parameter can be ignored if you want the menu to be locate

Type MENU_MISSION_COMMAND

- -

The MENUMISSIONCOMMAND class

- -

Field(s)

-
-
- - #string - -MENU_MISSION_COMMAND.ClassName - -
-
- - - -
-
+

Field(s)

diff --git a/docs/Documentation/Message.html b/docs/Documentation/Message.html index 355d0c6ab..e1f02c94e 100644 --- a/docs/Documentation/Message.html +++ b/docs/Documentation/Message.html @@ -101,71 +101,21 @@
-

1) Message#MESSAGE class, extends Base#BASE

- -

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.

- -

1.1) MESSAGE construction

- -

Messages are created with Message#MESSAGE.New. Note that when the MESSAGE object is created, no message is sent yet. -To send messages, you need to use the To functions.

- -

1.2) Send messages to an audience

- -

Messages are sent:

- - - -

1.3) Send conditionally to an audience

- -

Messages can be sent conditionally to an audience (when a condition is true):

- - - -

Global(s)

MESSAGE +

MESSAGE class, extends Base#BASE

+

Message System to display Messages to Clients, Coalitions or All.

Type MESSAGE

- - - - - - - - - - - -
MESSAGE.ClassName - -
MESSAGE.MessageCategory - -
MESSAGE.MessageID - -
MESSAGE:New(MessageText, MessageDuration, MessageCategory)

Creates a new MESSAGE object.

@@ -232,6 +182,40 @@ To send messages, you need to use the To functions.

+

MESSAGE class, extends Base#BASE

+ +

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.

+ +

MESSAGE construction

+ +

Messages are created with Message#MESSAGE.New. Note that when the MESSAGE object is created, no message is sent yet. +To send messages, you need to use the To functions.

+ +

Send messages to an audience

+ +

Messages are sent:

+ + + +

Send conditionally to an audience

+ +

Messages can be sent conditionally to an audience (when a condition is true):

+ +
@@ -246,48 +230,6 @@ To send messages, you need to use the To functions.

- #string - -MESSAGE.ClassName - -
-
- - - -
-
-
-
- - #number - -MESSAGE.MessageCategory - -
-
- - - -
-
-
-
- - #number - -MESSAGE.MessageID - -
-
- - - -
-
-
-
- MESSAGE:New(MessageText, MessageDuration, MessageCategory) diff --git a/docs/Documentation/Movement.html b/docs/Documentation/Movement.html index 1a64cbb26..d3966610d 100644 --- a/docs/Documentation/Movement.html +++ b/docs/Documentation/Movement.html @@ -211,7 +211,6 @@ on defined intervals (currently every minute).

- #number MOVEMENT.AliveUnits @@ -220,9 +219,6 @@ on defined intervals (currently every minute).

- -

Contains the counter how many units are currently alive

-
diff --git a/docs/Documentation/Spawn.html b/docs/Documentation/Spawn.html index c3524f500..b82a161cb 100644 --- a/docs/Documentation/Spawn.html +++ b/docs/Documentation/Spawn.html @@ -2111,6 +2111,9 @@ The group that was spawned. You can use this group for further actions.

+ +

Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.

+
@@ -2581,6 +2584,9 @@ when nothing was spawned.

+ +

By default, no InitLimit

+
@@ -2616,7 +2622,7 @@ when nothing was spawned.

- + #number SPAWN.SpawnMaxGroups @@ -2633,7 +2639,7 @@ when nothing was spawned.

- + #number SPAWN.SpawnMaxUnitsAlive @@ -2961,7 +2967,7 @@ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):Schedule( 600, 0.5 )
- + #boolean SPAWN.SpawnUnControlled diff --git a/docs/Documentation/Task_Cargo.html b/docs/Documentation/Task_Cargo.html index b2cbf3569..757d21e25 100644 --- a/docs/Documentation/Task_Cargo.html +++ b/docs/Documentation/Task_Cargo.html @@ -451,7 +451,7 @@ based on the tasking capabilities defined in Task#TA
- + Core.Cargo#CARGO_GROUP FSM_PROCESS.Cargo