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Updated SPAWNSTATIC documentation
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@ -1,14 +1,18 @@
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--- **Functional** -- Spawn dynamically new @{Static}s in your missions.
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--- **Core** -- Spawn dynamically new STATICs in your missions.
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--
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-- 
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-- 
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--
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-- ====
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--
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-- SPAWNSTATIC spawns static structures in your missions dynamically. See below the SPAWNSTATIC class documentation.
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--
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-- ====
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--
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-- # Demo Missions
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--
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-- ### [SPAWNSTATIC Demo Missions source code]()
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-- ### [SPAWNSTATIC Demo Missions source code](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/SPS - Spawning Statics)
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--
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-- ### [SPAWNSTATIC Demo Missions, only for beta testers]()
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-- ### [SPAWNSTATIC Demo Missions, only for beta testers](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/SPS%20-%20Spawning%20Statics)
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--
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-- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases)
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--
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@ -50,15 +54,13 @@
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--- # SPAWNSTATIC class, extends @{Base#BASE}
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--
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-- The SPAWNSTATIC class allows to spawn dynamically new @{Static}s.
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-- Through creating a copy of an existing static object template as defined in the Mission Editor (ME),
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-- SPAWNSTATIC can retireve the properties of the defined static object template (like type, category etc), and "copy"
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-- these properties to create a new static object and place it at the desired coordinate.
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--
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-- There are two modes how SPAWNSTATIC can spawn:
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--
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-- * Through creating a copy of an existing Template @{Static} as defined in the Mission Editor (ME).
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-- * Through the provision of the type name of the Static.
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--
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-- Spawned @{Static}s get **the same name** as the name of the Template Static,
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-- or gets the given name when a Static Type is used.
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-- Newly spawned @{Static}s will get the following naming structure at run-time:
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-- New spawned @{Static}s get **the same name** as the name of the template Static,
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-- or gets the given name when a new name is provided at the Spawn method.
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-- By default, spawned @{Static}s will follow a naming convention at run-time:
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--
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-- * Spawned @{Static}s will have the name _StaticName_#_nnn_, where _StaticName_ is the name of the **Template Static**,
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-- and _nnn_ is a **counter from 0 to 99999**.
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@ -66,20 +68,17 @@
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--
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-- ## SPAWNSTATIC construction methods
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--
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-- Create a new SPAWNSTATIC object with the @{#SPAWNSTATIC.NewFromStatic}() or the @{#SPAWNSTATIC.NewFromType}() methods:
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-- Create a new SPAWNSTATIC object with the @{#SPAWNSTATIC.NewFromStatic}():
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--
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-- * @{#SPAWNSTATIC.NewFromStatic}(): Creates a new SPAWNSTATIC object given a name that is used as the base of the naming of each spawned Static.
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-- * @{#SPAWNSTATIC.NewFromType}(): Creates a new SPAWNSTATIC object given a type name and a name to be given when spawned.
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--
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-- ## SPAWNSTATIC **Spawn** methods
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-- ## **Spawn** methods
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--
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-- Groups can be spawned at different times and methods:
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--
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-- * @{#SPAWNSTATIC.SpawnInZone}(): Spawn a new group in a @{Zone}.
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-- * @{#SPAWNSTATIC.SpawnFromVec3}(): Spawn a new group from a Vec3 coordinate. (The group will can be spawned at a point in the air).
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-- * @{#SPAWNSTATIC.SpawnFromVec2}(): Spawn a new group from a Vec2 coordinate. (The group will be spawned at land height ).
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-- * @{#SPAWNSTATIC.SpawnFromStatic}(): Spawn a new group from a structure, taking the position of a @{Static}.
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-- * @{#SPAWNSTATIC.SpawnFromUnit}(): Spawn a new group taking the position of a @{Unit}.
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-- * @{#SPAWNSTATIC.SpawnFromPointVec2}(): Spawn a new group from a POINT_VEC2 coordinate.
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-- (The group will be spawned at land height ).
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-- * @{#SPAWNSTATIC.SpawnFromZone}(): Spawn a new group in a @{Zone}.
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--
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-- @field #SPAWNSTATIC SPAWNSTATIC
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--
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@ -1,4 +1,4 @@
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--- **Functional** -- Spawn dynamically new @{Group}s in your missions.
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--- **Functional** -- Spawn dynamically new GROUPs in your missions.
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--
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-- 
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--
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@ -2445,6 +2445,7 @@ The UNIT carrying the package.</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="#(AI_CARGO_UNIT).CargoCarrier" >
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<strong>AI_CARGO_UNIT.CargoCarrier</strong>
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</a>
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@ -1124,28 +1124,6 @@ You can specify to apply multiple detection methods.</p>
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<li><a href="##(DETECTION_BASE).InitDetectDLINK">DETECTION_BASE.InitDetectDLINK</a>(): Detected using DLINK.</li>
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</ul>
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<h2><strong>DETECTION_ derived classes</strong> group the detected units into a <strong>DetectedItems[]</strong> list</h2>
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<p>DETECTION<em>BASE derived classes build a list called DetectedItems[], which is essentially a first later
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of grouping of detected units. Each DetectedItem within the DetectedItems[] list contains
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a SET</em>UNIT object that contains the detected units that belong to that group.</p>
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<p>Derived classes will apply different methods to group the detected units.
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Examples are per area, per quadrant, per distance, per type.
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See further the derived DETECTION classes on which grouping methods are currently supported. </p>
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<p>Various methods exist how to retrieve the grouped items from a DETECTION_BASE derived class:</p>
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<ul>
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<li>The method <a href="Detection.html##(DETECTION_BASE).GetDetectedItems">Detection#DETECTION_BASE.GetDetectedItems</a>() retrieves the DetectedItems[] list.</li>
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<li>A DetectedItem from the DetectedItems[] list can be retrieved using the method <a href="Detection.html##(DETECTION_BASE).GetDetectedItem">Detection#DETECTION_BASE.GetDetectedItem</a>( DetectedItemIndex ).
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Note that this method returns a DetectedItem element from the list, that contains a Set variable and further information
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about the DetectedItem that is set by the DETECTION_BASE derived classes, used to group the DetectedItem.</li>
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<li>A DetectedSet from the DetectedItems[] list can be retrieved using the method <a href="Detection.html##(DETECTION_BASE).GetDetectedSet">Detection#DETECTION_BASE.GetDetectedSet</a>( DetectedItemIndex ).
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This method retrieves the Set from a DetectedItem element from the DetectedItem list (DetectedItems[ DetectedItemIndex ].Set ).</li>
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</ul>
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<h2><strong>Filter</strong> detected units based on <strong>category of the unit</strong></h2>
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<p>Filter the detected units based on Unit.Category using the method <a href="##(DETECTION_BASE).FilterCategories">DETECTION_BASE.FilterCategories</a>(). <br/>
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@ -1171,6 +1149,28 @@ The different values of Unit.Category can be:</p>
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<pre><code>DetectionObject:FilterCategories( { Unit.Category.AIRPLANE, Unit.Category.HELICOPTER } )
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</code></pre>
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<h2><strong>DETECTION_ derived classes</strong> group the detected units into a <strong>DetectedItems[]</strong> list</h2>
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<p>DETECTION<em>BASE derived classes build a list called DetectedItems[], which is essentially a first later
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of grouping of detected units. Each DetectedItem within the DetectedItems[] list contains
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a SET</em>UNIT object that contains the detected units that belong to that group.</p>
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<p>Derived classes will apply different methods to group the detected units.
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Examples are per area, per quadrant, per distance, per type.
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See further the derived DETECTION classes on which grouping methods are currently supported. </p>
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<p>Various methods exist how to retrieve the grouped items from a DETECTION_BASE derived class:</p>
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<ul>
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<li>The method <a href="Detection.html##(DETECTION_BASE).GetDetectedItems">Detection#DETECTION_BASE.GetDetectedItems</a>() retrieves the DetectedItems[] list.</li>
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<li>A DetectedItem from the DetectedItems[] list can be retrieved using the method <a href="Detection.html##(DETECTION_BASE).GetDetectedItem">Detection#DETECTION_BASE.GetDetectedItem</a>( DetectedItemIndex ).
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Note that this method returns a DetectedItem element from the list, that contains a Set variable and further information
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about the DetectedItem that is set by the DETECTION_BASE derived classes, used to group the DetectedItem.</li>
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<li>A DetectedSet from the DetectedItems[] list can be retrieved using the method <a href="Detection.html##(DETECTION_BASE).GetDetectedSet">Detection#DETECTION_BASE.GetDetectedSet</a>( DetectedItemIndex ).
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This method retrieves the Set from a DetectedItem element from the DetectedItem list (DetectedItems[ DetectedItemIndex ].Set ).</li>
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</ul>
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<h2><strong>Visual filters</strong> to fine-tune the probability of the detected objects</h2>
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<p>By default, DCS World will return any object that is in LOS and within "visual reach", or detectable through one of the electronic detection means.
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@ -2297,7 +2297,7 @@ 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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@ -92,7 +92,7 @@
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<div id="content">
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<h1>Module <code>Spawn</code></h1>
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<p><strong>Functional</strong> -- Spawn dynamically new <a href="Group.html">Group</a>s in your missions.</p>
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<p><strong>Functional</strong> -- Spawn dynamically new GROUPs in your missions.</p>
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<p>
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@ -809,12 +809,6 @@ and any spaces before and after the resulting name are removed.</p>
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<td class="name" nowrap="nowrap"><a href="##(SPAWN)._TranslateRotate">SPAWN:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)</a></td>
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<td class="summary">
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(SPAWN).uncontrolled">SPAWN.uncontrolled</a></td>
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<td class="summary">
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</td>
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</tr>
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</table>
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@ -2116,6 +2110,9 @@ The group that was spawned. You can use this group for further actions.</p>
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<p> Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.</p>
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</dd>
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</dl>
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<dl class="function">
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@ -2569,9 +2566,6 @@ when nothing was spawned.</p>
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<p> Overwrite unit names by default with group name.</p>
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</dd>
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</dl>
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<dl class="function">
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@ -2586,6 +2580,9 @@ when nothing was spawned.</p>
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<p> By default, no InitLimit</p>
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</dd>
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</dl>
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<dl class="function">
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@ -2621,7 +2618,7 @@ when nothing was spawned.</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="#(SPAWN).SpawnMaxGroups" >
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<strong>SPAWN.SpawnMaxGroups</strong>
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</a>
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@ -2638,7 +2635,7 @@ when nothing was spawned.</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="#(SPAWN).SpawnMaxUnitsAlive" >
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<strong>SPAWN.SpawnMaxUnitsAlive</strong>
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</a>
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@ -2956,7 +2953,7 @@ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):Schedule( 600, 0.5 )
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<dl class="function">
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<dt>
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<em>#boolean</em>
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<em></em>
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<a id="#(SPAWN).SpawnUnControlled" >
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<strong>SPAWN.SpawnUnControlled</strong>
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</a>
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@ -2980,7 +2977,7 @@ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):Schedule( 600, 0.5 )
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<p> Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.</p>
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<p> When the first Spawn executes, all the Groups need to be made visible before start.</p>
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</dd>
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</dl>
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@ -3546,20 +3543,6 @@ True = Continue Scheduler</p>
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</li>
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</ul>
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</dd>
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</dl>
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<dl class="function">
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<dt>
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<em></em>
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<a id="#(SPAWN).uncontrolled" >
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<strong>SPAWN.uncontrolled</strong>
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</a>
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</dt>
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<dd>
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</dd>
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</dl>
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@ -92,19 +92,23 @@
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<div id="content">
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<h1>Module <code>SpawnStatic</code></h1>
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<p><strong>Functional</strong> -- Spawn dynamically new <a href="Static.html">Static</a>s in your missions.</p>
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<p><strong>Core</strong> -- Spawn dynamically new STATICs in your missions.</p>
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<p>
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<img src="..\Presentations\SPAWNSTATIC\SPAWNSTATIC.JPG" alt="Banner Image"/></p>
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<img src="..\Presentations\SPAWNSTATIC\Dia1.JPG" alt="Banner Image"/></p>
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<hr/>
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<p>SPAWNSTATIC spawns static structures in your missions dynamically. See below the SPAWNSTATIC class documentation.</p>
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<hr/>
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<h1>Demo Missions</h1>
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<h3><a href="">SPAWNSTATIC Demo Missions source code</a></h3>
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<h3><a href="https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/SPS - Spawning Statics">SPAWNSTATIC Demo Missions source code</a></h3>
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<h3><a href="">SPAWNSTATIC Demo Missions, only for beta testers</a></h3>
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<h3><a href="https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/SPS%20-%20Spawning%20Statics">SPAWNSTATIC Demo Missions, only for beta testers</a></h3>
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<h3><a href="https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases">ALL Demo Missions pack of the last release</a></h3>
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@ -219,17 +223,13 @@
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<p>The SPAWNSTATIC class allows to spawn dynamically new <a href="Static.html">Static</a>s.</p>
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<p>Through creating a copy of an existing static object template as defined in the Mission Editor (ME),
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SPAWNSTATIC can retireve the properties of the defined static object template (like type, category etc), and "copy"
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these properties to create a new static object and place it at the desired coordinate.</p>
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<p>There are two modes how SPAWNSTATIC can spawn:</p>
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<ul>
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<li>Through creating a copy of an existing Template <a href="Static.html">Static</a> as defined in the Mission Editor (ME).</li>
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<li>Through the provision of the type name of the Static. </li>
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</ul>
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<p>Spawned <a href="Static.html">Static</a>s get <strong>the same name</strong> as the name of the Template Static,
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or gets the given name when a Static Type is used. <br/>
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Newly spawned <a href="Static.html">Static</a>s will get the following naming structure at run-time:</p>
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<p>New spawned <a href="Static.html">Static</a>s get <strong>the same name</strong> as the name of the template Static,
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or gets the given name when a new name is provided at the Spawn method. <br/>
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By default, spawned <a href="Static.html">Static</a>s will follow a naming convention at run-time:</p>
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<ul>
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<li>Spawned <a href="Static.html">Static</a>s will have the name _StaticName<em>#</em>nnn_, where <em>StaticName</em> is the name of the <strong>Template Static</strong>,
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@ -239,23 +239,20 @@ Newly spawned <a href="Static.html">Static</a>s will get the following naming st
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<h2>SPAWNSTATIC construction methods</h2>
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<p>Create a new SPAWNSTATIC object with the <a href="##(SPAWNSTATIC).NewFromStatic">SPAWNSTATIC.NewFromStatic</a>() or the <a href="##(SPAWNSTATIC).NewFromType">SPAWNSTATIC.NewFromType</a>() methods:</p>
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<p>Create a new SPAWNSTATIC object with the <a href="##(SPAWNSTATIC).NewFromStatic">SPAWNSTATIC.NewFromStatic</a>():</p>
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<ul>
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<li><a href="##(SPAWNSTATIC).NewFromStatic">SPAWNSTATIC.NewFromStatic</a>(): Creates a new SPAWNSTATIC object given a name that is used as the base of the naming of each spawned Static.</li>
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<li><a href="##(SPAWNSTATIC).NewFromType">SPAWNSTATIC.NewFromType</a>(): Creates a new SPAWNSTATIC object given a type name and a name to be given when spawned.</li>
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</ul>
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<h2>SPAWNSTATIC <strong>Spawn</strong> methods</h2>
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<h2><strong>Spawn</strong> methods</h2>
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<p>Groups can be spawned at different times and methods:</p>
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<ul>
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<li><a href="##(SPAWNSTATIC).SpawnInZone">SPAWNSTATIC.SpawnInZone</a>(): Spawn a new group in a <a href="Zone.html">Zone</a>.</li>
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<li><a href="##(SPAWNSTATIC).SpawnFromVec3">SPAWNSTATIC.SpawnFromVec3</a>(): Spawn a new group from a Vec3 coordinate. (The group will can be spawned at a point in the air).</li>
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<li><a href="##(SPAWNSTATIC).SpawnFromVec2">SPAWNSTATIC.SpawnFromVec2</a>(): Spawn a new group from a Vec2 coordinate. (The group will be spawned at land height ).</li>
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<li><a href="##(SPAWNSTATIC).SpawnFromStatic">SPAWNSTATIC.SpawnFromStatic</a>(): Spawn a new group from a structure, taking the position of a <a href="Static.html">Static</a>.</li>
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<li><a href="##(SPAWNSTATIC).SpawnFromUnit">SPAWNSTATIC.SpawnFromUnit</a>(): Spawn a new group taking the position of a <a href="Unit.html">Unit</a>.
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<li><a href="##(SPAWNSTATIC).SpawnFromPointVec2">SPAWNSTATIC.SpawnFromPointVec2</a>(): Spawn a new group from a POINT_VEC2 coordinate.
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(The group will be spawned at land height ).</li>
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<li><a href="##(SPAWNSTATIC).SpawnFromZone">SPAWNSTATIC.SpawnFromZone</a>(): Spawn a new group in a <a href="Zone.html">Zone</a>.
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</li>
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</ul>
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@ -480,13 +480,13 @@ and creates a CSV file logging the scoring events and results for use at team or
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<tr>
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<td class="name" nowrap="nowrap"><a href="Spawn.html">Spawn</a></td>
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<td class="summary">
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<p><strong>Functional</strong> -- Spawn dynamically new <a href="Group.html">Group</a>s in your missions.</p>
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<p><strong>Functional</strong> -- Spawn dynamically new GROUPs in your missions.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="SpawnStatic.html">SpawnStatic</a></td>
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<td class="summary">
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<p><strong>Functional</strong> -- Spawn dynamically new <a href="Static.html">Static</a>s in your missions.</p>
|
||||
<p><strong>Core</strong> -- Spawn dynamically new STATICs in your missions.</p>
|
||||
</td>
|
||||
</tr>
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<tr>
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docs/Presentations/SPAWNSTATIC.pptx
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docs/Presentations/SPAWNSTATIC.pptx
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docs/Presentations/SPAWNSTATIC/Dia1.JPG
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docs/Presentations/SPAWNSTATIC/Dia1.JPG
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