Updated SPAWNSTATIC documentation

This commit is contained in:
FlightControl 2017-04-12 14:45:44 +02:00
parent ed0a86647b
commit 58935ec1e2
9 changed files with 76 additions and 96 deletions

View File

@ -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
--

View File

@ -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)
--

View File

@ -2445,6 +2445,7 @@ The UNIT carrying the package.</p>
<dl class="function">
<dt>
<em></em>
<a id="#(AI_CARGO_UNIT).CargoCarrier" >
<strong>AI_CARGO_UNIT.CargoCarrier</strong>
</a>

View File

@ -1124,28 +1124,6 @@ You can specify to apply multiple detection methods.</p>
<li><a href="##(DETECTION_BASE).InitDetectDLINK">DETECTION_BASE.InitDetectDLINK</a>(): Detected using DLINK.</li>
</ul>
<h2><strong>DETECTION_ derived classes</strong> group the detected units into a <strong>DetectedItems[]</strong> list</h2>
<p>DETECTION<em>BASE 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 SET</em>UNIT object that contains the detected units that belong to that group.</p>
<p>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. </p>
<p>Various methods exist how to retrieve the grouped items from a DETECTION_BASE derived class:</p>
<ul>
<li>The method <a href="Detection.html##(DETECTION_BASE).GetDetectedItems">Detection#DETECTION_BASE.GetDetectedItems</a>() retrieves the DetectedItems[] list.</li>
<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 ).
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.</li>
<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 ).
This method retrieves the Set from a DetectedItem element from the DetectedItem list (DetectedItems[ DetectedItemIndex ].Set ).</li>
</ul>
<h2><strong>Filter</strong> detected units based on <strong>category of the unit</strong></h2>
<p>Filter the detected units based on Unit.Category using the method <a href="##(DETECTION_BASE).FilterCategories">DETECTION_BASE.FilterCategories</a>(). <br/>
@ -1171,6 +1149,28 @@ The different values of Unit.Category can be:</p>
<pre><code>DetectionObject:FilterCategories( { Unit.Category.AIRPLANE, Unit.Category.HELICOPTER } )
</code></pre>
<h2><strong>DETECTION_ derived classes</strong> group the detected units into a <strong>DetectedItems[]</strong> list</h2>
<p>DETECTION<em>BASE 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 SET</em>UNIT object that contains the detected units that belong to that group.</p>
<p>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. </p>
<p>Various methods exist how to retrieve the grouped items from a DETECTION_BASE derived class:</p>
<ul>
<li>The method <a href="Detection.html##(DETECTION_BASE).GetDetectedItems">Detection#DETECTION_BASE.GetDetectedItems</a>() retrieves the DetectedItems[] list.</li>
<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 ).
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.</li>
<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 ).
This method retrieves the Set from a DetectedItem element from the DetectedItem list (DetectedItems[ DetectedItemIndex ].Set ).</li>
</ul>
<h2><strong>Visual filters</strong> to fine-tune the probability of the detected objects</h2>
<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.
@ -2297,7 +2297,7 @@ self</p>
<dl class="function">
<dt>
<em></em>
<em>#number</em>
<a id="#(DETECTION_BASE).DetectionInterval" >
<strong>DETECTION_BASE.DetectionInterval</strong>
</a>

View File

@ -92,7 +92,7 @@
<div id="content">
<h1>Module <code>Spawn</code></h1>
<p><strong>Functional</strong> -- Spawn dynamically new <a href="Group.html">Group</a>s in your missions.</p>
<p><strong>Functional</strong> -- Spawn dynamically new GROUPs in your missions.</p>
<p>
@ -809,12 +809,6 @@ and any spaces before and after the resulting name are removed.</p>
<td class="name" nowrap="nowrap"><a href="##(SPAWN)._TranslateRotate">SPAWN:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SPAWN).uncontrolled">SPAWN.uncontrolled</a></td>
<td class="summary">
</td>
</tr>
</table>
@ -2116,6 +2110,9 @@ 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">
@ -2569,9 +2566,6 @@ when nothing was spawned.</p>
<p> Overwrite unit names by default with group name.</p>
</dd>
</dl>
<dl class="function">
@ -2586,6 +2580,9 @@ when nothing was spawned.</p>
<p> By default, no InitLimit</p>
</dd>
</dl>
<dl class="function">
@ -2621,7 +2618,7 @@ when nothing was spawned.</p>
<dl class="function">
<dt>
<em></em>
<em>#number</em>
<a id="#(SPAWN).SpawnMaxGroups" >
<strong>SPAWN.SpawnMaxGroups</strong>
</a>
@ -2638,7 +2635,7 @@ when nothing was spawned.</p>
<dl class="function">
<dt>
<em></em>
<em>#number</em>
<a id="#(SPAWN).SpawnMaxUnitsAlive" >
<strong>SPAWN.SpawnMaxUnitsAlive</strong>
</a>
@ -2956,7 +2953,7 @@ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):Schedule( 600, 0.5 )
<dl class="function">
<dt>
<em>#boolean</em>
<em></em>
<a id="#(SPAWN).SpawnUnControlled" >
<strong>SPAWN.SpawnUnControlled</strong>
</a>
@ -2980,7 +2977,7 @@ 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>
@ -3546,20 +3543,6 @@ True = Continue Scheduler</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(SPAWN).uncontrolled" >
<strong>SPAWN.uncontrolled</strong>
</a>
</dt>
<dd>
</dd>
</dl>

View File

@ -92,19 +92,23 @@
<div id="content">
<h1>Module <code>SpawnStatic</code></h1>
<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>
<p>
<img src="..\Presentations\SPAWNSTATIC\SPAWNSTATIC.JPG" alt="Banner Image"/></p>
<img src="..\Presentations\SPAWNSTATIC\Dia1.JPG" alt="Banner Image"/></p>
<hr/>
<p>SPAWNSTATIC spawns static structures in your missions dynamically. See below the SPAWNSTATIC class documentation.</p>
<hr/>
<h1>Demo Missions</h1>
<h3><a href="">SPAWNSTATIC Demo Missions source code</a></h3>
<h3><a href="https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/SPS - Spawning Statics">SPAWNSTATIC Demo Missions source code</a></h3>
<h3><a href="">SPAWNSTATIC Demo Missions, only for beta testers</a></h3>
<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>
<h3><a href="https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases">ALL Demo Missions pack of the last release</a></h3>
@ -219,17 +223,13 @@
<p>The SPAWNSTATIC class allows to spawn dynamically new <a href="Static.html">Static</a>s.</p>
<p>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.</p>
<p>There are two modes how SPAWNSTATIC can spawn:</p>
<ul>
<li>Through creating a copy of an existing Template <a href="Static.html">Static</a> as defined in the Mission Editor (ME).</li>
<li>Through the provision of the type name of the Static. </li>
</ul>
<p>Spawned <a href="Static.html">Static</a>s get <strong>the same name</strong> as the name of the Template Static,
or gets the given name when a Static Type is used. <br/>
Newly spawned <a href="Static.html">Static</a>s will get the following naming structure at run-time:</p>
<p>New spawned <a href="Static.html">Static</a>s get <strong>the same name</strong> as the name of the template Static,
or gets the given name when a new name is provided at the Spawn method. <br/>
By default, spawned <a href="Static.html">Static</a>s will follow a naming convention at run-time:</p>
<ul>
<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>,
@ -239,23 +239,20 @@ Newly spawned <a href="Static.html">Static</a>s will get the following naming st
<h2>SPAWNSTATIC construction methods</h2>
<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>
<p>Create a new SPAWNSTATIC object with the <a href="##(SPAWNSTATIC).NewFromStatic">SPAWNSTATIC.NewFromStatic</a>():</p>
<ul>
<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>
<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>
</ul>
<h2>SPAWNSTATIC <strong>Spawn</strong> methods</h2>
<h2><strong>Spawn</strong> methods</h2>
<p>Groups can be spawned at different times and methods:</p>
<ul>
<li><a href="##(SPAWNSTATIC).SpawnInZone">SPAWNSTATIC.SpawnInZone</a>(): Spawn a new group in a <a href="Zone.html">Zone</a>.</li>
<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>
<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>
<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>
<li><a href="##(SPAWNSTATIC).SpawnFromUnit">SPAWNSTATIC.SpawnFromUnit</a>(): Spawn a new group taking the position of a <a href="Unit.html">Unit</a>.
<li><a href="##(SPAWNSTATIC).SpawnFromPointVec2">SPAWNSTATIC.SpawnFromPointVec2</a>(): Spawn a new group from a POINT_VEC2 coordinate.
(The group will be spawned at land height ).</li>
<li><a href="##(SPAWNSTATIC).SpawnFromZone">SPAWNSTATIC.SpawnFromZone</a>(): Spawn a new group in a <a href="Zone.html">Zone</a>.
</li>
</ul>

View File

@ -480,13 +480,13 @@ and creates a CSV file logging the scoring events and results for use at team or
<tr>
<td class="name" nowrap="nowrap"><a href="Spawn.html">Spawn</a></td>
<td class="summary">
<p><strong>Functional</strong> -- Spawn dynamically new <a href="Group.html">Group</a>s in your missions.</p>
<p><strong>Functional</strong> -- Spawn dynamically new GROUPs in your missions.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="SpawnStatic.html">SpawnStatic</a></td>
<td class="summary">
<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>
<tr>

Binary file not shown.

Binary file not shown.

After

Width:  |  Height:  |  Size: 289 KiB