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# Conflicts: # Moose Development/Moose/Core/Event.lua # Moose Development/Moose/Functional/Scoring.lua # Moose Development/Moose/Wrapper/Controllable.lua # Moose Mission Setup/Moose Mission Update/l10n/DEFAULT/Moose.lua # Moose Mission Setup/Moose.lua # Moose Test Missions/EVT - Event Handling/EVT-100 - OnEventShot Example/EVT-100 - OnEventShot Example.miz # Moose Test Missions/EVT - Event Handling/EVT-101 - OnEventHit Example/EVT-101 - OnEventHit Example.miz # Moose Test Missions/EVT - Event Handling/EVT-102 - OnEventTakeoff Example/EVT-102 - OnEventTakeoff Example.miz # Moose Test Missions/EVT - Event Handling/EVT-103 - OnEventLand Example/EVT-103 - OnEventLand Example.miz # Moose Test Missions/EVT - Event Handling/EVT-104 - OnEventCrash Example/EVT-104 - OnEventCrash Example.miz # Moose Test Missions/SCO - Scoring/SCO-100 - Scoring of Statics/SCO-100 - Scoring of Statics.miz # Moose Test Missions/SCO - Scoring/SCO-101 - Scoring Client to Client/SCO-101 - Scoring Client to Client.miz # docs/Documentation/Controllable.html # docs/Documentation/Event.html # docs/Documentation/Point.html # docs/Documentation/Zone.html
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<div id="content">
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<h1>Module <code>Message</code></h1>
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<p>This module contains the MESSAGE class.</p>
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<p><strong>Core</strong> - MESSAGE class takes are of the <strong>real-time notifications</strong> and <strong>messages to players</strong> during a simulation.</p>
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<p><img src="..\Presentations\MESSAGE\Dia1.JPG" alt="Banner Image"/></p>
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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 methods</h2>
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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 with MESSAGE To methods</h2>
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<p>Messages are sent to:</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>Clients with <a href="Message.html##(MESSAGE).ToClient">Message#MESSAGE.ToClient</a>.</li>
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<li>Coalitions with <a href="Message.html##(MESSAGE).ToCoalition">Message#MESSAGE.ToCoalition</a>.</li>
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<li>All Players with <a href="Message.html##(MESSAGE).ToAll">Message#MESSAGE.ToAll</a>.
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</li>
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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">
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<tr>
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