Event documentation

This commit is contained in:
FlightControl 2017-02-07 13:46:52 +01:00
parent 1441d035d7
commit 20f8a98cf0
10 changed files with 1246 additions and 936 deletions

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@ -262,6 +262,36 @@ It can be notified to go RTB through the <strong>RTB</strong> event.</p>
<td class="name" nowrap="nowrap"><a href="##(AI_CAS_ZONE).Engage">AI_CAS_ZONE:Engage()</a></td>
<td class="summary">
<p>Synchronous Event Trigger for Event Engage.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_CAS_ZONE).EngageAltitude">AI_CAS_ZONE.EngageAltitude</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_CAS_ZONE).EngageAttackQty">AI_CAS_ZONE.EngageAttackQty</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_CAS_ZONE).EngageDirection">AI_CAS_ZONE.EngageDirection</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_CAS_ZONE).EngageSpeed">AI_CAS_ZONE.EngageSpeed</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_CAS_ZONE).EngageWeaponExpend">AI_CAS_ZONE.EngageWeaponExpend</a></td>
<td class="summary">
</td>
</tr>
<tr>
@ -301,7 +331,7 @@ It can be notified to go RTB through the <strong>RTB</strong> event.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_CAS_ZONE).OnAfterEngage">AI_CAS_ZONE:OnAfterEngage(Controllable, From, Event, To)</a></td>
<td class="name" nowrap="nowrap"><a href="##(AI_CAS_ZONE).OnAfterEngage">AI_CAS_ZONE:OnAfterEngage(Controllable, From, Event, To, EngageSpeed, EngageWeaponExpend, EngageAltitude, EngageAttackQty, EngageDirection)</a></td>
<td class="summary">
<p>OnAfter Transition Handler for Event Engage.</p>
</td>
@ -331,7 +361,7 @@ It can be notified to go RTB through the <strong>RTB</strong> event.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_CAS_ZONE).OnBeforeEngage">AI_CAS_ZONE:OnBeforeEngage(Controllable, From, Event, To)</a></td>
<td class="name" nowrap="nowrap"><a href="##(AI_CAS_ZONE).OnBeforeEngage">AI_CAS_ZONE:OnBeforeEngage(Controllable, From, Event, To, EngageSpeed, EngageWeaponExpend, EngageAltitude, EngageAttackQty, EngageDirection)</a></td>
<td class="summary">
<p>OnBefore Transition Handler for Event Engage.</p>
</td>
@ -415,7 +445,7 @@ It can be notified to go RTB through the <strong>RTB</strong> event.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_CAS_ZONE).onafterEngage">AI_CAS_ZONE:onafterEngage(Controllable, From, Event, To)</a></td>
<td class="name" nowrap="nowrap"><a href="##(AI_CAS_ZONE).onafterEngage">AI_CAS_ZONE:onafterEngage(Controllable, From, Event, To, EngageSpeed, EngageWeaponExpend, EngageAltitude, EngageAttackQty, EngageDirection)</a></td>
<td class="summary">
</td>
@ -424,6 +454,12 @@ It can be notified to go RTB through the <strong>RTB</strong> event.</p>
<td class="name" nowrap="nowrap"><a href="##(AI_CAS_ZONE).onafterStart">AI_CAS_ZONE:onafterStart(Controllable, From, Event, To)</a></td>
<td class="summary">
<p>onafter State Transition for Event Start.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_CAS_ZONE).onafterTarget">AI_CAS_ZONE:onafterTarget(Controllable, From, Event, To)</a></td>
<td class="summary">
</td>
</tr>
<tr>
@ -569,6 +605,74 @@ It can be notified to go RTB through the <strong>RTB</strong> event.</p>
<p>Synchronous Event Trigger for Event Engage.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(AI_CAS_ZONE).EngageAltitude" >
<strong>AI_CAS_ZONE.EngageAltitude</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(AI_CAS_ZONE).EngageAttackQty" >
<strong>AI_CAS_ZONE.EngageAttackQty</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(AI_CAS_ZONE).EngageDirection" >
<strong>AI_CAS_ZONE.EngageDirection</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(AI_CAS_ZONE).EngageSpeed" >
<strong>AI_CAS_ZONE.EngageSpeed</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(AI_CAS_ZONE).EngageWeaponExpend" >
<strong>AI_CAS_ZONE.EngageWeaponExpend</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
@ -784,7 +888,7 @@ The To State string.</p>
<dt>
<a id="#(AI_CAS_ZONE).OnAfterEngage" >
<strong>AI_CAS_ZONE:OnAfterEngage(Controllable, From, Event, To)</strong>
<strong>AI_CAS_ZONE:OnAfterEngage(Controllable, From, Event, To, EngageSpeed, EngageWeaponExpend, EngageAltitude, EngageAttackQty, EngageDirection)</strong>
</a>
</dt>
<dd>
@ -816,6 +920,36 @@ The Event string.</p>
<p><code><em>#string To </em></code>:
The To State string.</p>
</li>
<li>
<p><code><em>#number EngageSpeed </em></code>:
(optional) The speed the Group will hold when engaging to the target zone.</p>
</li>
<li>
<p><code><em><a href="Dcs.DCSTypes.html##(AI.Task.WeaponExpend)">Dcs.DCSTypes#AI.Task.WeaponExpend</a> EngageWeaponExpend </em></code>:
(optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.</p>
</li>
<li>
<p><code><em><a href="Dcs.DCSTypes.html##(Distance)">Dcs.DCSTypes#Distance</a> EngageAltitude </em></code>:
(optional) Desired altitude to perform the unit engagement.</p>
</li>
<li>
<p><code><em>#number EngageAttackQty </em></code>:
(optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.</p>
</li>
<li>
<p><code><em><a href="Dcs.DCSTypes.html##(Azimuth)">Dcs.DCSTypes#Azimuth</a> EngageDirection </em></code>:
(optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.</p>
</li>
</ul>
</dd>
@ -999,7 +1133,7 @@ Return false to cancel Transition.</p>
<dt>
<a id="#(AI_CAS_ZONE).OnBeforeEngage" >
<strong>AI_CAS_ZONE:OnBeforeEngage(Controllable, From, Event, To)</strong>
<strong>AI_CAS_ZONE:OnBeforeEngage(Controllable, From, Event, To, EngageSpeed, EngageWeaponExpend, EngageAltitude, EngageAttackQty, EngageDirection)</strong>
</a>
</dt>
<dd>
@ -1032,12 +1166,37 @@ The Event string.</p>
The To State string.</p>
</li>
</ul>
<h3>Return value</h3>
<li>
<p><em>#boolean:</em>
Return false to cancel Transition.</p>
<p><code><em>#number EngageSpeed </em></code>:
(optional) The speed the Group will hold when engaging to the target zone.</p>
</li>
<li>
<p><code><em><a href="Dcs.DCSTypes.html##(AI.Task.WeaponExpend)">Dcs.DCSTypes#AI.Task.WeaponExpend</a> EngageWeaponExpend </em></code>:
(optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.</p>
</li>
<li>
<p><code><em><a href="Dcs.DCSTypes.html##(Distance)">Dcs.DCSTypes#Distance</a> EngageAltitude </em></code>:
(optional) Desired altitude to perform the unit engagement.</p>
</li>
<li>
<p><code><em>#number EngageAttackQty </em></code>:
(optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.</p>
</li>
<li>
<p><code><em><a href="Dcs.DCSTypes.html##(Azimuth)">Dcs.DCSTypes#Azimuth</a> EngageDirection </em></code>:
(optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
@ -1434,13 +1593,83 @@ The To State string.</p>
<dt>
<a id="#(AI_CAS_ZONE).onafterEngage" >
<strong>AI_CAS_ZONE:onafterEngage(Controllable, From, Event, To)</strong>
<strong>AI_CAS_ZONE:onafterEngage(Controllable, From, Event, To, EngageSpeed, EngageWeaponExpend, EngageAltitude, EngageAttackQty, EngageDirection)</strong>
</a>
</dt>
<dd>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Controllable.html##(CONTROLLABLE)">Wrapper.Controllable#CONTROLLABLE</a> Controllable </em></code>:
The Controllable Object managed by the FSM.</p>
</li>
<li>
<p><code><em>#string From </em></code>:
The From State string.</p>
</li>
<li>
<p><code><em>#string Event </em></code>:
The Event string.</p>
</li>
<li>
<p><code><em>#string To </em></code>:
The To State string.</p>
</li>
<li>
<p><code><em>#number EngageSpeed </em></code>:
(optional) The speed the Group will hold when engaging to the target zone.</p>
</li>
<li>
<p><code><em><a href="Dcs.DCSTypes.html##(AI.Task.WeaponExpend)">Dcs.DCSTypes#AI.Task.WeaponExpend</a> EngageWeaponExpend </em></code>:
(optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.</p>
</li>
<li>
<p><code><em><a href="Dcs.DCSTypes.html##(Distance)">Dcs.DCSTypes#Distance</a> EngageAltitude </em></code>:
(optional) Desired altitude to perform the unit engagement.</p>
</li>
<li>
<p><code><em>#number EngageAttackQty </em></code>:
(optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.</p>
</li>
<li>
<p><code><em><a href="Dcs.DCSTypes.html##(Azimuth)">Dcs.DCSTypes#Azimuth</a> EngageDirection </em></code>:
(optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(AI_CAS_ZONE).onafterStart" >
<strong>AI_CAS_ZONE:onafterStart(Controllable, From, Event, To)</strong>
</a>
</dt>
<dd>
<p>onafter State Transition for Event Start.</p>
<h3>Parameters</h3>
<ul>
<li>
@ -1473,13 +1702,13 @@ The To State string.</p>
<dl class="function">
<dt>
<a id="#(AI_CAS_ZONE).onafterStart" >
<strong>AI_CAS_ZONE:onafterStart(Controllable, From, Event, To)</strong>
<a id="#(AI_CAS_ZONE).onafterTarget" >
<strong>AI_CAS_ZONE:onafterTarget(Controllable, From, Event, To)</strong>
</a>
</dt>
<dd>
<p>onafter State Transition for Event Start.</p>
<h3>Parameters</h3>
<ul>

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@ -265,6 +265,12 @@ Use the method <a href="##(AI_PATROL_ZONE).ManageDamage">AI<em>PATROL</em>ZONE.M
<td class="name" nowrap="nowrap"><a href="##(AI_PATROL_ZONE).ClassName">AI_PATROL_ZONE.ClassName</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_PATROL_ZONE).ClearDetectedUnits">AI_PATROL_ZONE:ClearDetectedUnits()</a></td>
<td class="summary">
<p>Clears the list of <a href="Unit.html##(UNIT)">Unit#UNIT</a>s that were detected by the AI.</p>
</td>
</tr>
<tr>
@ -751,6 +757,19 @@ Use the method <a href="##(AI_PATROL_ZONE).ManageDamage">AI<em>PATROL</em>ZONE.M
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(AI_PATROL_ZONE).ClearDetectedUnits" >
<strong>AI_PATROL_ZONE:ClearDetectedUnits()</strong>
</a>
</dt>
<dd>
<p>Clears the list of <a href="Unit.html##(UNIT)">Unit#UNIT</a>s that were detected by the AI.</p>
</dd>
</dl>
<dl class="function">
@ -861,9 +880,6 @@ Use the method <a href="##(AI_PATROL_ZONE).ManageDamage">AI<em>PATROL</em>ZONE.M
<p> This table contains the targets detected during patrol.</p>
</dd>
</dl>
<dl class="function">

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@ -292,7 +292,7 @@ This is different from the EnRoute tasks, where the targets of the task need to
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(CONTROLLABLE).EnRouteTaskEngageUnit">CONTROLLABLE:EnRouteTaskEngageUnit(AttackUnit, Priority, WeaponType, WeaponExpend, AttackQty, Direction, AttackQtyLimit, ControllableAttack)</a></td>
<td class="name" nowrap="nowrap"><a href="##(CONTROLLABLE).EnRouteTaskEngageUnit">CONTROLLABLE:EnRouteTaskEngageUnit(EngageUnit, Priority, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, Visible, ControllableAttack)</a></td>
<td class="summary">
<p>(AIR) Attack the Unit.</p>
</td>
@ -1064,7 +1064,7 @@ The DCS task structure.</p>
<dt>
<a id="#(CONTROLLABLE).EnRouteTaskEngageUnit" >
<strong>CONTROLLABLE:EnRouteTaskEngageUnit(AttackUnit, Priority, WeaponType, WeaponExpend, AttackQty, Direction, AttackQtyLimit, ControllableAttack)</strong>
<strong>CONTROLLABLE:EnRouteTaskEngageUnit(EngageUnit, Priority, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, Visible, ControllableAttack)</strong>
</a>
</dt>
<dd>
@ -1075,20 +1075,20 @@ The DCS task structure.</p>
<ul>
<li>
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> AttackUnit </em></code>:
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> EngageUnit </em></code>:
The UNIT.</p>
</li>
<li>
<p><code><em>#number Priority </em></code>:
All en-route tasks have the priority parameter. This is a number (less value - higher priority) that determines actions related to what task will be performed first. </p>
(optional) All en-route tasks have the priority parameter. This is a number (less value - higher priority) that determines actions related to what task will be performed first. </p>
</li>
<li>
<p><code><em>#number WeaponType </em></code>:
(optional) Bitmask of weapon types those allowed to use. If parameter is not defined that means no limits on weapon usage.</p>
<p><code><em>#boolean GroupAttack </em></code>:
(optional) If true, all units in the group will attack the Unit when found.</p>
</li>
<li>
@ -1111,8 +1111,14 @@ All en-route tasks have the priority parameter. This is a number (less value - h
</li>
<li>
<p><code><em>#boolean AttackQtyLimit </em></code>:
(optional) The flag determines how to interpret attackQty parameter. If the flag is true then attackQty is a limit on maximal attack quantity for "AttackControllable" and "AttackUnit" tasks. If the flag is false then attackQty is a desired attack quantity for "Bombing" and "BombingRunway" tasks.</p>
<p><code><em><a href="Dcs.DCSTypes.html##(Distance)">Dcs.DCSTypes#Distance</a> Altitude </em></code>:
(optional) Desired altitude to perform the unit engagement.</p>
</li>
<li>
<p><code><em>#boolean Visible </em></code>:
(optional) Unit must be visible.</p>
</li>
<li>

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@ -71,10 +71,21 @@
<div id="content">
<h1>Module <code>Event</code></h1>
<p>This module contains the EVENT class.</p>
<p>This module contains the <strong>EVENT</strong> class, which models the dispatching of DCS Events to subscribed MOOSE classes,
following a given priority.</p>
<h2></h2>
<p><img src="..\Presentations\FSM\Dia1.JPG" alt="Banner Image"/></p>
<hr/>
<ul>
<li>This module contains the EVENT class.</li>
</ul>
<hr/>
<p>Takes care of EVENT dispatching between DCS events and event handling functions defined in MOOSE classes.</p>
@ -95,6 +106,12 @@
<td class="name" nowrap="nowrap"><a href="#EVENT">EVENT</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="#EVENTS">EVENTS</a></td>
<td class="summary">
</td>
</tr>
</table>
@ -125,7 +142,7 @@
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(EVENT).Init">EVENT:Init(EventID, EventPriority, EventClass)</a></td>
<td class="name" nowrap="nowrap"><a href="##(EVENT).Init">EVENT:Init(EventID, EventClass)</a></td>
<td class="summary">
<p>Initializes the Events structure for the event</p>
</td>
@ -380,6 +397,12 @@
<td class="name" nowrap="nowrap"><a href="##(EVENT).RemoveAll">EVENT:RemoveAll(EventObject)</a></td>
<td class="summary">
<p>Clears all event subscriptions for a <a href="Base.html##(BASE)">Base#BASE</a> derived object.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(EVENT).RemoveForUnit">EVENT:RemoveForUnit(EventClass, EventID, UnitName)</a></td>
<td class="summary">
<p>Removes an Events entry for a Unit</p>
</td>
</tr>
<tr>
@ -537,6 +560,20 @@
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="EVENTS" >
<strong>EVENTS</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(Event)" >Type <code>Event</code></a></h2>
@ -613,7 +650,7 @@
<dt>
<a id="#(EVENT).Init" >
<strong>EVENT:Init(EventID, EventPriority, EventClass)</strong>
<strong>EVENT:Init(EventID, EventClass)</strong>
</a>
</dt>
<dd>
@ -629,12 +666,6 @@
</li>
<li>
<p><code><em>#number EventPriority </em></code>:
The priority of the EventClass.</p>
</li>
<li>
<p><code><em><a href="Core.Base.html##(BASE)">Core.Base#BASE</a> EventClass </em></code>: </p>
</li>
@ -2006,6 +2037,43 @@ The self instance of the class for which the event is.</p>
<dl class="function">
<dt>
<a id="#(EVENT).RemoveForUnit" >
<strong>EVENT:RemoveForUnit(EventClass, EventID, UnitName)</strong>
</a>
</dt>
<dd>
<p>Removes an Events entry for a Unit</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Core.Base.html##(BASE)">Core.Base#BASE</a> EventClass </em></code>:
The self instance of the class for which the event is.</p>
</li>
<li>
<p><code><em><a href="Dcs.DCSWorld.html##(world.event)">Dcs.DCSWorld#world.event</a> EventID </em></code>: </p>
</li>
<li>
<p><code><em> UnitName </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(EVENT.Events)">#EVENT.Events</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(EVENT).onEvent" >
<strong>EVENT:onEvent(Event)</strong>
</a>

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@ -571,6 +571,12 @@ YYYY-MM-DD: CLASS:<strong>NewFunction( Params )</strong> added</p>
<td class="name" nowrap="nowrap"><a href="##(FSM)._EndStates">FSM._EndStates</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(FSM)._EventSchedules">FSM._EventSchedules</a></td>
<td class="summary">
</td>
</tr>
<tr>
@ -604,7 +610,7 @@ YYYY-MM-DD: CLASS:<strong>NewFunction( Params )</strong> added</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(FSM)._call_handler">FSM:_call_handler(handler, params)</a></td>
<td class="name" nowrap="nowrap"><a href="##(FSM)._call_handler">FSM:_call_handler(handler, params, EventName)</a></td>
<td class="summary">
</td>
@ -728,7 +734,7 @@ YYYY-MM-DD: CLASS:<strong>NewFunction( Params )</strong> added</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(FSM_CONTROLLABLE)._call_handler">FSM_CONTROLLABLE:_call_handler(handler, params)</a></td>
<td class="name" nowrap="nowrap"><a href="##(FSM_CONTROLLABLE)._call_handler">FSM_CONTROLLABLE:_call_handler(handler, params, EventName)</a></td>
<td class="summary">
</td>
@ -856,7 +862,7 @@ YYYY-MM-DD: CLASS:<strong>NewFunction( Params )</strong> added</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(FSM_SET)._call_handler">FSM_SET:_call_handler(handler, params)</a></td>
<td class="name" nowrap="nowrap"><a href="##(FSM_SET)._call_handler">FSM_SET:_call_handler(handler, params, EventName)</a></td>
<td class="summary">
</td>
@ -884,7 +890,7 @@ YYYY-MM-DD: CLASS:<strong>NewFunction( Params )</strong> added</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(FSM_TASK)._call_handler">FSM_TASK:_call_handler(handler, params)</a></td>
<td class="name" nowrap="nowrap"><a href="##(FSM_TASK)._call_handler">FSM_TASK:_call_handler(handler, params, EventName)</a></td>
<td class="summary">
</td>
@ -1452,6 +1458,20 @@ A string defining the start state.</p>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(FSM)._EventSchedules" >
<strong>FSM._EventSchedules</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
@ -1540,7 +1560,7 @@ A string defining the start state.</p>
<dt>
<a id="#(FSM)._call_handler" >
<strong>FSM:_call_handler(handler, params)</strong>
<strong>FSM:_call_handler(handler, params, EventName)</strong>
</a>
</dt>
<dd>
@ -1558,6 +1578,11 @@ A string defining the start state.</p>
<p><code><em> params </em></code>: </p>
</li>
<li>
<p><code><em> EventName </em></code>: </p>
</li>
</ul>
</dd>
@ -1967,7 +1992,7 @@ Finite State Machine Table</p>
<dt>
<a id="#(FSM_CONTROLLABLE)._call_handler" >
<strong>FSM_CONTROLLABLE:_call_handler(handler, params)</strong>
<strong>FSM_CONTROLLABLE:_call_handler(handler, params, EventName)</strong>
</a>
</dt>
<dd>
@ -1985,6 +2010,11 @@ Finite State Machine Table</p>
<p><code><em> params </em></code>: </p>
</li>
<li>
<p><code><em> EventName </em></code>: </p>
</li>
</ul>
</dd>
@ -2436,7 +2466,7 @@ FSMSet (optional) The Set object that the FSM_SET governs.</p>
<dt>
<a id="#(FSM_SET)._call_handler" >
<strong>FSM_SET:_call_handler(handler, params)</strong>
<strong>FSM_SET:_call_handler(handler, params, EventName)</strong>
</a>
</dt>
<dd>
@ -2454,6 +2484,11 @@ FSMSet (optional) The Set object that the FSM_SET governs.</p>
<p><code><em> params </em></code>: </p>
</li>
<li>
<p><code><em> EventName </em></code>: </p>
</li>
</ul>
</dd>
@ -2532,7 +2567,7 @@ FSMSet (optional) The Set object that the FSM_SET governs.</p>
<dt>
<a id="#(FSM_TASK)._call_handler" >
<strong>FSM_TASK:_call_handler(handler, params)</strong>
<strong>FSM_TASK:_call_handler(handler, params, EventName)</strong>
</a>
</dt>
<dd>
@ -2550,6 +2585,11 @@ FSMSet (optional) The Set object that the FSM_SET governs.</p>
<p><code><em> params </em></code>: </p>
</li>
<li>
<p><code><em> EventName </em></code>: </p>
</li>
</ul>
</dd>

View File

@ -290,7 +290,7 @@ Specifies the amount of seconds when the scheduler will be stopped.</p>
<li>
<p><em><a href="##(SCHEDULER)">#SCHEDULER</a>:</em>
self</p>
self.</p>
</li>
<li>

View File

@ -1758,6 +1758,9 @@ 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">
@ -2528,7 +2531,7 @@ 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>
@ -2552,7 +2555,7 @@ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):Schedule( 600, 0.5 )
<p> Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.</p>
<p> When the first Spawn executes, all the Groups need to be made visible before start.</p>
</dd>
</dl>

View File

@ -289,6 +289,12 @@ If you want to obtain the complete <strong>3D position</strong> including ori<72>
<td class="name" nowrap="nowrap"><a href="##(UNIT).GetUnits">UNIT:GetUnits()</a></td>
<td class="summary">
<p>Returns the UNIT in a UNIT list of one element.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(UNIT).HandleEvent">UNIT:HandleEvent(Event, EventFunction)</a></td>
<td class="summary">
<p>Subscribe to a DCS Event.</p>
</td>
</tr>
<tr>
@ -409,6 +415,12 @@ If you want to obtain the complete <strong>3D position</strong> including ori<72>
<td class="name" nowrap="nowrap"><a href="##(UNIT).SmokeWhite">UNIT:SmokeWhite()</a></td>
<td class="summary">
<p>Smoke the UNIT White.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(UNIT).UnHandleEvent">UNIT:UnHandleEvent(Event)</a></td>
<td class="summary">
<p>UnSubscribe to a DCS event.</p>
</td>
</tr>
</table>
@ -1024,6 +1036,38 @@ The DCS Unit is not existing or alive. </p>
<p><em><a href="##(list)">#list</a>:</em>
Wrapper.Unit#UNIT> The UNITs wrappers.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(UNIT).HandleEvent" >
<strong>UNIT:HandleEvent(Event, EventFunction)</strong>
</a>
</dt>
<dd>
<p>Subscribe to a DCS Event.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Core.Event.html##(EVENTS)">Core.Event#EVENTS</a> Event </em></code>: </p>
</li>
<li>
<p><code><em>#function EventFunction </em></code>:
(optional) The function to be called when the event occurs for the unit.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(UNIT)">#UNIT</a>:</em></p>
</dd>
</dl>
<dl class="function">
@ -1505,6 +1549,32 @@ The name of the DCS unit.</p>
<p>Smoke the UNIT White.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(UNIT).UnHandleEvent" >
<strong>UNIT:UnHandleEvent(Event)</strong>
</a>
</dt>
<dd>
<p>UnSubscribe to a DCS event.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Core.Event.html##(EVENTS)">Core.Event#EVENTS</a> Event </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(UNIT)">#UNIT</a>:</em></p>
</dd>
</dl>

View File

@ -231,7 +231,8 @@ and automatically engage any airborne enemies that are within a certain range or
<tr>
<td class="name" nowrap="nowrap"><a href="Event.html">Event</a></td>
<td class="summary">
<p>This module contains the EVENT class.</p>
<p>This module contains the <strong>EVENT</strong> class, which models the dispatching of DCS Events to subscribed MOOSE classes,
following a given priority.</p>
</td>
</tr>
<tr>