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MENU documentation update
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@ -27,109 +27,26 @@
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--
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-- ===
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--
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-- The above menus classes **are derived** from 2 main **abstract** classes defined within the MOOSE framework (so don't use these):
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-- # **AUTHORS and CONTRIBUTIONS**
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--
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-- 1) MENU_ BASE abstract base classes (don't use them)
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-- ====================================================
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-- The underlying base menu classes are **NOT** to be used within your missions.
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-- These are simply abstract base classes defining a couple of fields that are used by the
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-- derived MENU_ classes to manage menus.
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-- ### Contributions:
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--
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-- 1.1) @{#MENU_BASE} class, extends @{Base#BASE}
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-- --------------------------------------------------
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-- The @{#MENU_BASE} class defines the main MENU class where other MENU classes are derived from.
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-- ### Authors:
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--
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-- 1.2) @{#MENU_COMMAND_BASE} class, extends @{Base#BASE}
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-- ----------------------------------------------------------
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-- The @{#MENU_COMMAND_BASE} class defines the main MENU class where other MENU COMMAND_ classes are derived from, in order to set commands.
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--
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-- ===
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--
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-- **The next menus define the MENU classes that you can use within your missions.**
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--
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-- 2) MENU MISSION classes
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-- ======================
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-- The underlying classes manage the menus for a complete mission file.
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--
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-- 2.1) @{#MENU_MISSION} class, extends @{Menu#MENU_BASE}
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-- ---------------------------------------------------------
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-- The @{Menu#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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--
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-- 2.2) @{#MENU_MISSION_COMMAND} class, extends @{Menu#MENU_COMMAND_BASE}
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-- -------------------------------------------------------------------------
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-- The @{Menu#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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-- ===
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--
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-- 3) MENU COALITION classes
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-- =========================
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-- The underlying classes manage the menus for whole coalitions.
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--
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-- 3.1) @{#MENU_COALITION} class, extends @{Menu#MENU_BASE}
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-- ------------------------------------------------------------
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-- The @{Menu#MENU_COALITION} class manages the main menus for coalitions.
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-- You can add menus with the @{#MENU_COALITION.New} method, which constructs a MENU_COALITION 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_COALITION.Remove}.
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--
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-- 3.2) @{Menu#MENU_COALITION_COMMAND} class, extends @{Menu#MENU_COMMAND_BASE}
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-- ----------------------------------------------------------------------------
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-- The @{Menu#MENU_COALITION_COMMAND} class manages the command menus for coalitions, which allow players to execute functions during mission execution.
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-- You can add menus with the @{#MENU_COALITION_COMMAND.New} method, which constructs a MENU_COALITION_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_COALITION_COMMAND.Remove}.
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--
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-- ===
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--
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-- 4) MENU GROUP classes
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-- =====================
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-- The underlying classes manage the menus for groups. Note that groups can be inactive, alive or can be destroyed.
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--
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-- 4.1) @{Menu#MENU_GROUP} class, extends @{Menu#MENU_BASE}
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-- --------------------------------------------------------
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-- The @{Menu#MENU_GROUP} class manages the main menus for coalitions.
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-- You can add menus with the @{#MENU_GROUP.New} method, which constructs a MENU_GROUP 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_GROUP.Remove}.
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--
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-- 4.2) @{Menu#MENU_GROUP_COMMAND} class, extends @{Menu#MENU_COMMAND_BASE}
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-- ------------------------------------------------------------------------
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-- The @{Menu#MENU_GROUP_COMMAND} class manages the command menus for coalitions, which allow players to execute functions during mission execution.
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-- You can add menus with the @{#MENU_GROUP_COMMAND.New} method, which constructs a MENU_GROUP_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_GROUP_COMMAND.Remove}.
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--
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-- ===
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--
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-- 5) MENU CLIENT classes
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-- ======================
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-- The underlying classes manage the menus for units with skill level client or player.
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--
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-- 5.1) @{Menu#MENU_CLIENT} class, extends @{Menu#MENU_BASE}
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-- ---------------------------------------------------------
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-- The @{Menu#MENU_CLIENT} class manages the main menus for coalitions.
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-- You can add menus with the @{#MENU_CLIENT.New} method, which constructs a MENU_CLIENT 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_CLIENT.Remove}.
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--
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-- 5.2) @{Menu#MENU_CLIENT_COMMAND} class, extends @{Menu#MENU_COMMAND_BASE}
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-- -------------------------------------------------------------------------
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-- The @{Menu#MENU_CLIENT_COMMAND} class manages the command menus for coalitions, which allow players to execute functions during mission execution.
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-- You can add menus with the @{#MENU_CLIENT_COMMAND.New} method, which constructs a MENU_CLIENT_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_CLIENT_COMMAND.Remove}.
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--
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-- ===
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--
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-- ### Contributions: -
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-- ### Authors: FlightControl : Design & Programming
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-- * **FlightControl**: Design & Programming
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--
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-- @module Menu
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do -- MENU_BASE
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--- The MENU_BASE class
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-- @type MENU_BASE
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--- @type MENU_BASE
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-- @extends Base#BASE
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--- # MENU_BASE class, extends @{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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-- 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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ClassName = "MENU_BASE",
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MenuPath = nil,
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@ -193,10 +110,15 @@ end
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do -- MENU_COMMAND_BASE
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--- The MENU_COMMAND_BASE class
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-- @type MENU_COMMAND_BASE
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--- @type 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 @{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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-- classes are derived from, in order to set commands.
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-- @field #MENU_COMMAND_BASE
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MENU_COMMAND_BASE = {
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ClassName = "MENU_COMMAND_BASE",
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CommandMenuFunction = nil,
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@ -224,9 +146,15 @@ end
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do -- MENU_MISSION
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--- The MENU_MISSION class
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-- @type 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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-- 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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MENU_MISSION = {
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ClassName = "MENU_MISSION"
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}
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@ -291,9 +219,16 @@ end
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do -- MENU_MISSION_COMMAND
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--- The MENU_MISSION_COMMAND class
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-- @type 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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-- 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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-- @field #MENU_MISSION_COMMAND
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MENU_MISSION_COMMAND = {
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ClassName = "MENU_MISSION_COMMAND"
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}
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@ -341,9 +276,16 @@ end
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do -- MENU_COALITION
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--- The MENU_COALITION class
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-- @type MENU_COALITION
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--- @type MENU_COALITION
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-- @extends Core.Menu#MENU_BASE
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--- # MENU_COALITION class, extends @{Menu#MENU_BASE}
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--
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-- The @{Menu#MENU_COALITION} class manages the main menus for coalitions.
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-- You can add menus with the @{#MENU_COALITION.New} method, which constructs a MENU_COALITION 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_COALITION.Remove}.
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--
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--
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-- @usage
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-- -- This demo creates a menu structure for the planes within the red coalition.
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-- -- To test, join the planes, then look at the other radio menus (Option F10).
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@ -380,6 +322,8 @@ do -- MENU_COALITION
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--
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-- local MenuAdd = MENU_COALITION_COMMAND:New( coalition.side.RED, "Add Status Menu", MenuCoalitionRed, AddStatusMenu )
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-- local MenuRemove = MENU_COALITION_COMMAND:New( coalition.side.RED, "Remove Status Menu", MenuCoalitionRed, RemoveStatusMenu )
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--
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-- @field #MENU_COALITION
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MENU_COALITION = {
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ClassName = "MENU_COALITION"
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}
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@ -446,9 +390,16 @@ end
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do -- MENU_COALITION_COMMAND
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--- The MENU_COALITION_COMMAND class
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-- @type MENU_COALITION_COMMAND
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--- @type MENU_COALITION_COMMAND
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-- @extends Core.Menu#MENU_COMMAND_BASE
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--- # MENU_COALITION_COMMAND class, extends @{Menu#MENU_COMMAND_BASE}
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--
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-- The MENU_COALITION_COMMAND class manages the command menus for coalitions, which allow players to execute functions during mission execution.
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-- You can add menus with the @{#MENU_COALITION_COMMAND.New} method, which constructs a MENU_COALITION_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_COALITION_COMMAND.Remove}.
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--
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-- @field #MENU_COALITION_COMMAND
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MENU_COALITION_COMMAND = {
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ClassName = "MENU_COALITION_COMMAND"
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}
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@ -506,6 +457,14 @@ do -- MENU_CLIENT
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--- MENU_COALITION constructor. Creates a new radio command item for a coalition, which can invoke a function with parameters.
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-- @type MENU_CLIENT
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-- @extends Core.Menu#MENU_BASE
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--- # MENU_CLIENT class, extends @{Menu#MENU_BASE}
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--
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-- The MENU_CLIENT class manages the main menus for coalitions.
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-- You can add menus with the @{#MENU_CLIENT.New} method, which constructs a MENU_CLIENT 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_CLIENT.Remove}.
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--
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-- @usage
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-- -- This demo creates a menu structure for the two clients of planes.
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-- -- Each client will receive a different menu structure.
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@ -555,6 +514,8 @@ do -- MENU_CLIENT
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-- MENU_CLIENT_COMMAND:New( PlaneClient, "Remove Status Menu Plane 2", MenuManage, RemoveStatusMenu, PlaneClient )
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-- end
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-- end, {}, 10, 10 )
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--
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-- @field #MENU_CLIENT
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MENU_CLIENT = {
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ClassName = "MENU_CLIENT"
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}
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@ -644,9 +605,16 @@ do -- MENU_CLIENT
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end
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--- The MENU_CLIENT_COMMAND class
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-- @type MENU_CLIENT_COMMAND
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--- @type MENU_CLIENT_COMMAND
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-- @extends Core.Menu#MENU_COMMAND
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--- # MENU_CLIENT_COMMAND class, extends @{Menu#MENU_COMMAND_BASE}
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--
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-- The MENU_CLIENT_COMMAND class manages the command menus for coalitions, which allow players to execute functions during mission execution.
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-- You can add menus with the @{#MENU_CLIENT_COMMAND.New} method, which constructs a MENU_CLIENT_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_CLIENT_COMMAND.Remove}.
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--
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-- @field #MENU_CLIENT_COMMAND
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MENU_CLIENT_COMMAND = {
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ClassName = "MENU_CLIENT_COMMAND"
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}
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@ -730,9 +698,16 @@ do
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-- These menu classes are handling this logic with this variable.
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local _MENUGROUPS = {}
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--- The MENU_GROUP class
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-- @type MENU_GROUP
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--- @type MENU_GROUP
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-- @extends Core.Menu#MENU_BASE
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--- #MENU_GROUP class, extends @{Menu#MENU_BASE}
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--
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-- The MENU_GROUP class manages the main menus for coalitions.
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-- You can add menus with the @{#MENU_GROUP.New} method, which constructs a MENU_GROUP 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_GROUP.Remove}.
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--
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-- @usage
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-- -- This demo creates a menu structure for the two groups of planes.
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-- -- Each group will receive a different menu structure.
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@ -783,6 +758,7 @@ do
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-- end
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-- end, {}, 10, 10 )
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--
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-- @field #MENU_GROUP
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MENU_GROUP = {
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ClassName = "MENU_GROUP"
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}
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@ -876,9 +852,16 @@ do
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end
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--- The MENU_GROUP_COMMAND class
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-- @type MENU_GROUP_COMMAND
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--- @type MENU_GROUP_COMMAND
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-- @extends Core.Menu#MENU_BASE
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--- # MENU_GROUP_COMMAND class, extends @{Menu#MENU_COMMAND_BASE}
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--
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-- The @{Menu#MENU_GROUP_COMMAND} class manages the command menus for coalitions, which allow players to execute functions during mission execution.
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-- You can add menus with the @{#MENU_GROUP_COMMAND.New} method, which constructs a MENU_GROUP_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_GROUP_COMMAND.Remove}.
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--
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-- @field #MENU_GROUP_COMMAND
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MENU_GROUP_COMMAND = {
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ClassName = "MENU_GROUP_COMMAND"
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}
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@ -2819,7 +2819,6 @@ The range till cargo will board.</p>
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<dl class="function">
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<dt>
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<em></em>
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<a id="#(CARGO_UNIT).CargoCarrier" >
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<strong>CARGO_UNIT.CargoCarrier</strong>
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</a>
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@ -2298,7 +2298,7 @@ self</p>
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<dl class="function">
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<dt>
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<em></em>
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<em>#number</em>
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<a id="#(DETECTION_BASE).DetectionInterval" >
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<strong>DETECTION_BASE.DetectionInterval</strong>
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</a>
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@ -1582,7 +1582,7 @@ A string defining the start state.</p>
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<dl class="function">
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<dt>
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<em>#string</em>
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<em></em>
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<a id="#(FSM)._StartState" >
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<strong>FSM._StartState</strong>
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</a>
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@ -1881,6 +1881,7 @@ A string defining the start state.</p>
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<dl class="function">
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<dt>
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<em></em>
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<a id="#(FSM).current" >
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<strong>FSM.current</strong>
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</a>
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File diff suppressed because it is too large
Load Diff
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<hr/>
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<h1>1) <a href="Message.html##(MESSAGE)">Message#MESSAGE</a> class, extends <a href="Base.html##(BASE)">Base#BASE</a></h1>
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<p>Message System to display Messages to Clients, Coalitions or All.
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Messages are shown on the display panel for an amount of seconds, and will then disappear.
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Messages can contain a category which is indicating the category of the message.</p>
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<h2>1.1) MESSAGE construction</h2>
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<p>Messages are created with <a href="Message.html##(MESSAGE).New">Message#MESSAGE.New</a>. Note that when the MESSAGE object is created, no message is sent yet.
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To send messages, you need to use the To functions.</p>
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<h2>1.2) Send messages to an audience</h2>
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<p>Messages are sent:</p>
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<ul>
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<li>To a <a href="Client.html">Client</a> using <a href="Message.html##(MESSAGE).ToClient">Message#MESSAGE.ToClient</a>().</li>
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<li>To a <a href="Group.html">Group</a> using <a href="Message.html##(MESSAGE).ToGroup">Message#MESSAGE.ToGroup</a>()</li>
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<li>To a coalition using <a href="Message.html##(MESSAGE).ToCoalition">Message#MESSAGE.ToCoalition</a>().</li>
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<li>To the red coalition using <a href="Message.html##(MESSAGE).ToRed">Message#MESSAGE.ToRed</a>().</li>
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<li>To the blue coalition using <a href="Message.html##(MESSAGE).ToBlue">Message#MESSAGE.ToBlue</a>().</li>
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<li>To all Players using <a href="Message.html##(MESSAGE).ToAll">Message#MESSAGE.ToAll</a>().</li>
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</ul>
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<h2>1.3) Send conditionally to an audience</h2>
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<p>Messages can be sent conditionally to an audience (when a condition is true):</p>
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<ul>
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<li>To all players using <a href="Message.html##(MESSAGE).ToAllIf">Message#MESSAGE.ToAllIf</a>().</li>
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<li>To a coalition using <a href="Message.html##(MESSAGE).ToCoalitionIf">Message#MESSAGE.ToCoalitionIf</a>().</li>
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</ul>
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<h2>Global(s)</h2>
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||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#MESSAGE">MESSAGE</a></td>
|
||||
<td class="summary">
|
||||
<h1>MESSAGE class, extends <a href="Base.html##(BASE)">Base#BASE</a></h1>
|
||||
|
||||
<p>Message System to display Messages to Clients, Coalitions or All.</p>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
<h2><a id="#(MESSAGE)">Type <code>MESSAGE</code></a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MESSAGE).ClassName">MESSAGE.ClassName</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MESSAGE).MessageCategory">MESSAGE.MessageCategory</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MESSAGE).MessageID">MESSAGE.MessageID</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MESSAGE).New">MESSAGE:New(MessageText, MessageDuration, MessageCategory)</a></td>
|
||||
<td class="summary">
|
||||
<p>Creates a new MESSAGE object.</p>
|
||||
@ -232,6 +182,40 @@ To send messages, you need to use the To functions.</p>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<h1>MESSAGE class, extends <a href="Base.html##(BASE)">Base#BASE</a></h1>
|
||||
|
||||
<p>Message System to display Messages to Clients, Coalitions or All.</p>
|
||||
|
||||
|
||||
<p>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.</p>
|
||||
|
||||
<h2>MESSAGE construction</h2>
|
||||
|
||||
<p>Messages are created with <a href="Message.html##(MESSAGE).New">Message#MESSAGE.New</a>. Note that when the MESSAGE object is created, no message is sent yet.
|
||||
To send messages, you need to use the To functions.</p>
|
||||
|
||||
<h2>Send messages to an audience</h2>
|
||||
|
||||
<p>Messages are sent:</p>
|
||||
|
||||
<ul>
|
||||
<li>To a <a href="Client.html">Client</a> using <a href="Message.html##(MESSAGE).ToClient">Message#MESSAGE.ToClient</a>().</li>
|
||||
<li>To a <a href="Group.html">Group</a> using <a href="Message.html##(MESSAGE).ToGroup">Message#MESSAGE.ToGroup</a>()</li>
|
||||
<li>To a coalition using <a href="Message.html##(MESSAGE).ToCoalition">Message#MESSAGE.ToCoalition</a>().</li>
|
||||
<li>To the red coalition using <a href="Message.html##(MESSAGE).ToRed">Message#MESSAGE.ToRed</a>().</li>
|
||||
<li>To the blue coalition using <a href="Message.html##(MESSAGE).ToBlue">Message#MESSAGE.ToBlue</a>().</li>
|
||||
<li>To all Players using <a href="Message.html##(MESSAGE).ToAll">Message#MESSAGE.ToAll</a>().</li>
|
||||
</ul>
|
||||
|
||||
<h2>Send conditionally to an audience</h2>
|
||||
|
||||
<p>Messages can be sent conditionally to an audience (when a condition is true):</p>
|
||||
|
||||
<ul>
|
||||
<li>To all players using <a href="Message.html##(MESSAGE).ToAllIf">Message#MESSAGE.ToAllIf</a>().</li>
|
||||
<li>To a coalition using <a href="Message.html##(MESSAGE).ToCoalitionIf">Message#MESSAGE.ToCoalitionIf</a>().</li>
|
||||
</ul>
|
||||
|
||||
|
||||
</dd>
|
||||
@ -246,48 +230,6 @@ To send messages, you need to use the To functions.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(MESSAGE).ClassName" >
|
||||
<strong>MESSAGE.ClassName</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#number</em>
|
||||
<a id="#(MESSAGE).MessageCategory" >
|
||||
<strong>MESSAGE.MessageCategory</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#number</em>
|
||||
<a id="#(MESSAGE).MessageID" >
|
||||
<strong>MESSAGE.MessageID</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(MESSAGE).New" >
|
||||
<strong>MESSAGE:New(MessageText, MessageDuration, MessageCategory)</strong>
|
||||
</a>
|
||||
|
||||
@ -211,7 +211,6 @@ on defined intervals (currently every minute).</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#number</em>
|
||||
<a id="#(MOVEMENT).AliveUnits" >
|
||||
<strong>MOVEMENT.AliveUnits</strong>
|
||||
</a>
|
||||
@ -220,9 +219,6 @@ on defined intervals (currently every minute).</p>
|
||||
|
||||
|
||||
|
||||
|
||||
<p> Contains the counter how many units are currently alive</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
|
||||
@ -2111,6 +2111,9 @@ The group that was spawned. You can use this group for further actions.</p>
|
||||
|
||||
|
||||
|
||||
|
||||
<p> Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -2581,6 +2584,9 @@ when nothing was spawned.</p>
|
||||
|
||||
|
||||
|
||||
|
||||
<p> By default, no InitLimit</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -2616,7 +2622,7 @@ when nothing was spawned.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<em>#number</em>
|
||||
<a id="#(SPAWN).SpawnMaxGroups" >
|
||||
<strong>SPAWN.SpawnMaxGroups</strong>
|
||||
</a>
|
||||
@ -2633,7 +2639,7 @@ when nothing was spawned.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<em>#number</em>
|
||||
<a id="#(SPAWN).SpawnMaxUnitsAlive" >
|
||||
<strong>SPAWN.SpawnMaxUnitsAlive</strong>
|
||||
</a>
|
||||
@ -2961,7 +2967,7 @@ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):Schedule( 600, 0.5 )
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<em>#boolean</em>
|
||||
<a id="#(SPAWN).SpawnUnControlled" >
|
||||
<strong>SPAWN.SpawnUnControlled</strong>
|
||||
</a>
|
||||
|
||||
@ -451,7 +451,7 @@ based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TA
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<em><a href="Core.Cargo.html##(CARGO_GROUP)">Core.Cargo#CARGO_GROUP</a></em>
|
||||
<a id="#(FSM_PROCESS).Cargo" >
|
||||
<strong>FSM_PROCESS.Cargo</strong>
|
||||
</a>
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user