From 58935ec1e2b7e112c226ce480ac8fd7e3e892c47 Mon Sep 17 00:00:00 2001 From: FlightControl Date: Wed, 12 Apr 2017 14:45:44 +0200 Subject: [PATCH] Updated SPAWNSTATIC documentation --- Moose Development/Moose/Core/SpawnStatic.lua | 39 ++++++++-------- Moose Development/Moose/Functional/Spawn.lua | 2 +- docs/Documentation/Cargo.html | 1 + docs/Documentation/Detection.html | 46 +++++++++---------- docs/Documentation/Spawn.html | 39 +++++----------- docs/Documentation/SpawnStatic.html | 41 ++++++++--------- docs/Documentation/index.html | 4 +- docs/Presentations/SPAWNSTATIC.pptx | Bin 0 -> 5068467 bytes docs/Presentations/SPAWNSTATIC/Dia1.JPG | Bin 0 -> 295640 bytes 9 files changed, 76 insertions(+), 96 deletions(-) create mode 100644 docs/Presentations/SPAWNSTATIC.pptx create mode 100644 docs/Presentations/SPAWNSTATIC/Dia1.JPG diff --git a/Moose Development/Moose/Core/SpawnStatic.lua b/Moose Development/Moose/Core/SpawnStatic.lua index 9e744d971..ed2493c8c 100644 --- a/Moose Development/Moose/Core/SpawnStatic.lua +++ b/Moose Development/Moose/Core/SpawnStatic.lua @@ -1,14 +1,18 @@ ---- **Functional** -- Spawn dynamically new @{Static}s in your missions. +--- **Core** -- Spawn dynamically new STATICs in your missions. -- --- ![Banner Image](..\Presentations\SPAWNSTATIC\SPAWNSTATIC.JPG) +-- ![Banner Image](..\Presentations\SPAWNSTATIC\Dia1.JPG) +-- +-- ==== +-- +-- SPAWNSTATIC spawns static structures in your missions dynamically. See below the SPAWNSTATIC class documentation. -- -- ==== -- -- # Demo Missions -- --- ### [SPAWNSTATIC Demo Missions source code]() +-- ### [SPAWNSTATIC Demo Missions source code](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/SPS - Spawning Statics) -- --- ### [SPAWNSTATIC Demo Missions, only for beta testers]() +-- ### [SPAWNSTATIC Demo Missions, only for beta testers](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/SPS%20-%20Spawning%20Statics) -- -- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases) -- @@ -50,15 +54,13 @@ --- # SPAWNSTATIC class, extends @{Base#BASE} -- -- The SPAWNSTATIC class allows to spawn dynamically new @{Static}s. +-- Through creating a copy of an existing static object template as defined in the Mission Editor (ME), +-- SPAWNSTATIC can retireve the properties of the defined static object template (like type, category etc), and "copy" +-- these properties to create a new static object and place it at the desired coordinate. -- --- There are two modes how SPAWNSTATIC can spawn: --- --- * Through creating a copy of an existing Template @{Static} as defined in the Mission Editor (ME). --- * Through the provision of the type name of the Static. --- --- Spawned @{Static}s get **the same name** as the name of the Template Static, --- or gets the given name when a Static Type is used. --- Newly spawned @{Static}s will get the following naming structure at run-time: +-- New spawned @{Static}s get **the same name** as the name of the template Static, +-- or gets the given name when a new name is provided at the Spawn method. +-- By default, spawned @{Static}s will follow a naming convention at run-time: -- -- * Spawned @{Static}s will have the name _StaticName_#_nnn_, where _StaticName_ is the name of the **Template Static**, -- and _nnn_ is a **counter from 0 to 99999**. @@ -66,20 +68,17 @@ -- -- ## SPAWNSTATIC construction methods -- --- Create a new SPAWNSTATIC object with the @{#SPAWNSTATIC.NewFromStatic}() or the @{#SPAWNSTATIC.NewFromType}() methods: +-- Create a new SPAWNSTATIC object with the @{#SPAWNSTATIC.NewFromStatic}(): -- -- * @{#SPAWNSTATIC.NewFromStatic}(): Creates a new SPAWNSTATIC object given a name that is used as the base of the naming of each spawned Static. --- * @{#SPAWNSTATIC.NewFromType}(): Creates a new SPAWNSTATIC object given a type name and a name to be given when spawned. -- --- ## SPAWNSTATIC **Spawn** methods +-- ## **Spawn** methods -- -- Groups can be spawned at different times and methods: -- --- * @{#SPAWNSTATIC.SpawnInZone}(): Spawn a new group in a @{Zone}. --- * @{#SPAWNSTATIC.SpawnFromVec3}(): Spawn a new group from a Vec3 coordinate. (The group will can be spawned at a point in the air). --- * @{#SPAWNSTATIC.SpawnFromVec2}(): Spawn a new group from a Vec2 coordinate. (The group will be spawned at land height ). --- * @{#SPAWNSTATIC.SpawnFromStatic}(): Spawn a new group from a structure, taking the position of a @{Static}. --- * @{#SPAWNSTATIC.SpawnFromUnit}(): Spawn a new group taking the position of a @{Unit}. +-- * @{#SPAWNSTATIC.SpawnFromPointVec2}(): Spawn a new group from a POINT_VEC2 coordinate. +-- (The group will be spawned at land height ). +-- * @{#SPAWNSTATIC.SpawnFromZone}(): Spawn a new group in a @{Zone}. -- -- @field #SPAWNSTATIC SPAWNSTATIC -- diff --git a/Moose Development/Moose/Functional/Spawn.lua b/Moose Development/Moose/Functional/Spawn.lua index 129cde05b..eb3cd32e8 100644 --- a/Moose Development/Moose/Functional/Spawn.lua +++ b/Moose Development/Moose/Functional/Spawn.lua @@ -1,4 +1,4 @@ ---- **Functional** -- Spawn dynamically new @{Group}s in your missions. +--- **Functional** -- Spawn dynamically new GROUPs in your missions. -- -- ![Banner Image](..\Presentations\SPAWN\SPAWN.JPG) -- diff --git a/docs/Documentation/Cargo.html b/docs/Documentation/Cargo.html index ba3e1c4ad..78aec73ed 100644 --- a/docs/Documentation/Cargo.html +++ b/docs/Documentation/Cargo.html @@ -2445,6 +2445,7 @@ The UNIT carrying the package.

+ AI_CARGO_UNIT.CargoCarrier diff --git a/docs/Documentation/Detection.html b/docs/Documentation/Detection.html index f7502a58f..440c46b6e 100644 --- a/docs/Documentation/Detection.html +++ b/docs/Documentation/Detection.html @@ -1124,28 +1124,6 @@ You can specify to apply multiple detection methods.

  • DETECTION_BASE.InitDetectDLINK(): Detected using DLINK.
  • - -

    DETECTION_ derived classes group the detected units into a DetectedItems[] list

    - -

    DETECTIONBASE derived classes build a list called DetectedItems[], which is essentially a first later -of grouping of detected units. Each DetectedItem within the DetectedItems[] list contains -a SETUNIT object that contains the detected units that belong to that group.

    - -

    Derived classes will apply different methods to group the detected units. -Examples are per area, per quadrant, per distance, per type. -See further the derived DETECTION classes on which grouping methods are currently supported.

    - -

    Various methods exist how to retrieve the grouped items from a DETECTION_BASE derived class:

    - -
      -
    • The method Detection#DETECTION_BASE.GetDetectedItems() retrieves the DetectedItems[] list.
    • -
    • A DetectedItem from the DetectedItems[] list can be retrieved using the method Detection#DETECTION_BASE.GetDetectedItem( DetectedItemIndex ). - Note that this method returns a DetectedItem element from the list, that contains a Set variable and further information - about the DetectedItem that is set by the DETECTION_BASE derived classes, used to group the DetectedItem.
    • -
    • A DetectedSet from the DetectedItems[] list can be retrieved using the method Detection#DETECTION_BASE.GetDetectedSet( DetectedItemIndex ). - This method retrieves the Set from a DetectedItem element from the DetectedItem list (DetectedItems[ DetectedItemIndex ].Set ).
    • -
    -

    Filter detected units based on category of the unit

    Filter the detected units based on Unit.Category using the method DETECTION_BASE.FilterCategories().
    @@ -1171,6 +1149,28 @@ The different values of Unit.Category can be:

    DetectionObject:FilterCategories( { Unit.Category.AIRPLANE, Unit.Category.HELICOPTER } )
     
    + +

    DETECTION_ derived classes group the detected units into a DetectedItems[] list

    + +

    DETECTIONBASE derived classes build a list called DetectedItems[], which is essentially a first later +of grouping of detected units. Each DetectedItem within the DetectedItems[] list contains +a SETUNIT object that contains the detected units that belong to that group.

    + +

    Derived classes will apply different methods to group the detected units. +Examples are per area, per quadrant, per distance, per type. +See further the derived DETECTION classes on which grouping methods are currently supported.

    + +

    Various methods exist how to retrieve the grouped items from a DETECTION_BASE derived class:

    + +
      +
    • The method Detection#DETECTION_BASE.GetDetectedItems() retrieves the DetectedItems[] list.
    • +
    • A DetectedItem from the DetectedItems[] list can be retrieved using the method Detection#DETECTION_BASE.GetDetectedItem( DetectedItemIndex ). + Note that this method returns a DetectedItem element from the list, that contains a Set variable and further information + about the DetectedItem that is set by the DETECTION_BASE derived classes, used to group the DetectedItem.
    • +
    • A DetectedSet from the DetectedItems[] list can be retrieved using the method Detection#DETECTION_BASE.GetDetectedSet( DetectedItemIndex ). + This method retrieves the Set from a DetectedItem element from the DetectedItem list (DetectedItems[ DetectedItemIndex ].Set ).
    • +
    +

    Visual filters to fine-tune the probability of the detected objects

    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. @@ -2297,7 +2297,7 @@ self

    - + #number DETECTION_BASE.DetectionInterval diff --git a/docs/Documentation/Spawn.html b/docs/Documentation/Spawn.html index 5627c6528..f32196a73 100644 --- a/docs/Documentation/Spawn.html +++ b/docs/Documentation/Spawn.html @@ -92,7 +92,7 @@

    Module Spawn

    -

    Functional -- Spawn dynamically new Groups in your missions.

    +

    Functional -- Spawn dynamically new GROUPs in your missions.

    @@ -809,12 +809,6 @@ and any spaces before and after the resulting name are removed.

    SPAWN:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle) - - - - SPAWN.uncontrolled - - @@ -2116,6 +2110,9 @@ The group that was spawned. You can use this group for further actions.

    + +

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

    +
    @@ -2569,9 +2566,6 @@ when nothing was spawned.

    - -

    Overwrite unit names by default with group name.

    -
    @@ -2586,6 +2580,9 @@ when nothing was spawned.

    + +

    By default, no InitLimit

    +
    @@ -2621,7 +2618,7 @@ when nothing was spawned.

    - + #number SPAWN.SpawnMaxGroups @@ -2638,7 +2635,7 @@ when nothing was spawned.

    - + #number SPAWN.SpawnMaxUnitsAlive @@ -2956,7 +2953,7 @@ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):Schedule( 600, 0.5 )
    - #boolean + SPAWN.SpawnUnControlled @@ -2980,7 +2977,7 @@ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):Schedule( 600, 0.5 ) -

    Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.

    +

    When the first Spawn executes, all the Groups need to be made visible before start.

    @@ -3546,20 +3543,6 @@ True = Continue Scheduler

    - -
    -
    -
    - - - -SPAWN.uncontrolled - -
    -
    - - -
    diff --git a/docs/Documentation/SpawnStatic.html b/docs/Documentation/SpawnStatic.html index d1672e776..964497670 100644 --- a/docs/Documentation/SpawnStatic.html +++ b/docs/Documentation/SpawnStatic.html @@ -92,19 +92,23 @@

    Module SpawnStatic

    -

    Functional -- Spawn dynamically new Statics in your missions.

    +

    Core -- Spawn dynamically new STATICs in your missions.

    -Banner Image

    +Banner Image

    + +
    + +

    SPAWNSTATIC spawns static structures in your missions dynamically. See below the SPAWNSTATIC class documentation.


    Demo Missions

    -

    SPAWNSTATIC Demo Missions source code

    +

    SPAWNSTATIC Demo Missions source code

    -

    SPAWNSTATIC Demo Missions, only for beta testers

    +

    SPAWNSTATIC Demo Missions, only for beta testers

    ALL Demo Missions pack of the last release

    @@ -219,17 +223,13 @@

    The SPAWNSTATIC class allows to spawn dynamically new Statics.

    +

    Through creating a copy of an existing static object template as defined in the Mission Editor (ME), +SPAWNSTATIC can retireve the properties of the defined static object template (like type, category etc), and "copy" +these properties to create a new static object and place it at the desired coordinate.

    -

    There are two modes how SPAWNSTATIC can spawn:

    - -
      -
    • Through creating a copy of an existing Template Static as defined in the Mission Editor (ME).
    • -
    • Through the provision of the type name of the Static.
    • -
    - -

    Spawned Statics get the same name as the name of the Template Static, -or gets the given name when a Static Type is used.
    -Newly spawned Statics will get the following naming structure at run-time:

    +

    New spawned Statics get the same name as the name of the template Static, +or gets the given name when a new name is provided at the Spawn method.
    +By default, spawned Statics will follow a naming convention at run-time: