new AI_BAI class

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FlightControl 2017-05-09 10:40:05 +02:00
parent f181101d8b
commit 743fa8ced1
93 changed files with 3295 additions and 388 deletions

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@ -1,22 +1,22 @@
--- **AI** -- **Provide Close Air Support to friendly ground troops.** --- **AI** -- **Provide Battleground Air Interdiction (bombing).**
-- --
-- ![Banner Image](..\Presentations\AI_BOMB\Dia1.JPG) -- ![Banner Image](..\Presentations\AI_BAI\Dia1.JPG)
-- --
-- === -- ===
-- --
-- AI_BOMB classes makes AI Controllables execute bombing tasks. -- AI_BAI classes makes AI Controllables execute bombing tasks.
-- --
-- There are the following types of BOMB classes defined: -- There are the following types of BAI classes defined:
-- --
-- * @{#AI_BOMB_ZONE}: Perform a BOMB in a zone. -- * @{#AI_BAI_ZONE}: Perform a BAI in a zone.
-- --
-- ==== -- ====
-- --
-- # Demo Missions -- # Demo Missions
-- --
-- ### [AI_BOMB Demo Missions source code](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/BOMB%20-%20Close%20Air%20Support) -- ### [AI_BAI Demo Missions source code](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/BOMB%20-%20Close%20Air%20Support)
-- --
-- ### [AI_BOMB Demo Missions, only for beta testers](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/BOMB%20-%20Close%20Air%20Support) -- ### [AI_BAI Demo Missions, only for beta testers](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/BOMB%20-%20Close%20Air%20Support)
-- --
-- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases) -- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases)
-- --
@ -24,7 +24,7 @@
-- --
-- # YouTube Channel -- # YouTube Channel
-- --
-- ### [AI_BOMB YouTube Channel](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl3JBO1WDqqpyYRRmIkR2ir2) -- ### [AI_BAI YouTube Channel](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl3JBO1WDqqpyYRRmIkR2ir2)
-- --
-- === -- ===
-- --
@ -51,51 +51,51 @@
-- --
-- * **FlightControl**: Concept, Design & Programming. -- * **FlightControl**: Concept, Design & Programming.
-- --
-- @module AI_Cas -- @module AI_BAI
--- AI_BOMB_ZONE class --- AI_BAI_ZONE class
-- @type AI_BOMB_ZONE -- @type AI_BAI_ZONE
-- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Controllable} patrolling. -- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Controllable} patrolling.
-- @field Core.Zone#ZONE_BASE TargetZone The @{Zone} where the patrol needs to be executed. -- @field Core.Zone#ZONE_BASE TargetZone The @{Zone} where the patrol needs to be executed.
-- @extends AI.AI_Patrol#AI_PATROL_ZONE -- @extends AI.AI_Patrol#AI_PATROL_ZONE
--- # AI_BOMB_ZONE class, extends @{AI_Patrol#AI_PATROL_ZONE} --- # AI_BAI_ZONE class, extends @{AI_Patrol#AI_PATROL_ZONE}
-- --
-- AI_BOMB_ZONE derives from the @{AI_Patrol#AI_PATROL_ZONE}, inheriting its methods and behaviour. -- AI_BAI_ZONE derives from the @{AI_Patrol#AI_PATROL_ZONE}, inheriting its methods and behaviour.
-- --
-- The AI_BOMB_ZONE class implements the core functions to provide Close Air Support in an Engage @{Zone} by an AIR @{Controllable} or @{Group}. -- The AI_BAI_ZONE class implements the core functions to provide BattleGround Air Interdiction in an Engage @{Zone} by an AIR @{Controllable} or @{Group}.
-- The AI_BOMB_ZONE runs a process. It holds an AI in a Patrol Zone and when the AI is commanded to engage, it will fly to an Engage Zone. -- The AI_BAI_ZONE runs a process. It holds an AI in a Patrol Zone and when the AI is commanded to engage, it will fly to an Engage Zone.
-- --
-- ![HoldAndEngage](..\Presentations\AI_BOMB\Dia3.JPG) -- ![HoldAndEngage](..\Presentations\AI_BAI\Dia3.JPG)
-- --
-- The AI_BOMB_ZONE is assigned a @{Group} and this must be done before the AI_BOMB_ZONE process can be started through the **Start** event. -- The AI_BAI_ZONE is assigned a @{Group} and this must be done before the AI_BAI_ZONE process can be started through the **Start** event.
-- --
-- ![Start Event](..\Presentations\AI_BOMB\Dia4.JPG) -- ![Start Event](..\Presentations\AI_BAI\Dia4.JPG)
-- --
-- Upon started, The AI will **Route** itself towards the random 3D point within a patrol zone, -- Upon started, The AI will **Route** itself towards the random 3D point within a patrol zone,
-- using a random speed within the given altitude and speed limits. -- using a random speed within the given altitude and speed limits.
-- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits. -- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
-- This cycle will continue until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB. -- This cycle will continue until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
-- --
-- ![Route Event](..\Presentations\AI_BOMB\Dia5.JPG) -- ![Route Event](..\Presentations\AI_BAI\Dia5.JPG)
-- --
-- When the AI is commanded to provide Close Air Support (through the event **Engage**), the AI will fly towards the Engage Zone. -- When the AI is commanded to provide BattleGround Air Interdiction (through the event **Engage**), the AI will fly towards the Engage Zone.
-- Any target that is detected in the Engage Zone will be reported and will be destroyed by the AI. -- Any target that is detected in the Engage Zone will be reported and will be destroyed by the AI.
-- --
-- ![Engage Event](..\Presentations\AI_BOMB\Dia6.JPG) -- ![Engage Event](..\Presentations\AI_BAI\Dia6.JPG)
-- --
-- The AI will detect the targets and will only destroy the targets within the Engage Zone. -- The AI will detect the targets and will only destroy the targets within the Engage Zone.
-- --
-- ![Engage Event](..\Presentations\AI_BOMB\Dia7.JPG) -- ![Engage Event](..\Presentations\AI_BAI\Dia7.JPG)
-- --
-- Every target that is destroyed, is reported< by the AI. -- Every target that is destroyed, is reported< by the AI.
-- --
-- ![Engage Event](..\Presentations\AI_BOMB\Dia8.JPG) -- ![Engage Event](..\Presentations\AI_BAI\Dia8.JPG)
-- --
-- Note that the AI does not know when the Engage Zone is cleared, and therefore will keep circling in the zone. -- Note that the AI does not know when the Engage Zone is cleared, and therefore will keep circling in the zone.
-- --
-- ![Engage Event](..\Presentations\AI_BOMB\Dia9.JPG) -- ![Engage Event](..\Presentations\AI_BAI\Dia9.JPG)
-- --
-- Until it is notified through the event **Accomplish**, which is to be triggered by an observing party: -- Until it is notified through the event **Accomplish**, which is to be triggered by an observing party:
-- --
@ -105,58 +105,58 @@
-- * a condition -- * a condition
-- * others ... -- * others ...
-- --
-- ![Engage Event](..\Presentations\AI_BOMB\Dia10.JPG) -- ![Engage Event](..\Presentations\AI_BAI\Dia10.JPG)
-- --
-- When the AI has accomplished the BOMB, it will fly back to the Patrol Zone. -- When the AI has accomplished the Bombing, it will fly back to the Patrol Zone.
-- --
-- ![Engage Event](..\Presentations\AI_BOMB\Dia11.JPG) -- ![Engage Event](..\Presentations\AI_BAI\Dia11.JPG)
-- --
-- It will keep patrolling there, until it is notified to RTB or move to another BOMB Zone. -- It will keep patrolling there, until it is notified to RTB or move to another BOMB Zone.
-- It can be notified to go RTB through the **RTB** event. -- It can be notified to go RTB through the **RTB** event.
-- --
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land. -- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
-- --
-- ![Engage Event](..\Presentations\AI_BOMB\Dia12.JPG) -- ![Engage Event](..\Presentations\AI_BAI\Dia12.JPG)
-- --
-- # 1. AI_BOMB_ZONE constructor -- # 1. AI_BAI_ZONE constructor
-- --
-- * @{#AI_BOMB_ZONE.New}(): Creates a new AI_BOMB_ZONE object. -- * @{#AI_BAI_ZONE.New}(): Creates a new AI_BAI_ZONE object.
-- --
-- ## 2. AI_BOMB_ZONE is a FSM -- ## 2. AI_BAI_ZONE is a FSM
-- --
-- ![Process](..\Presentations\AI_BOMB\Dia2.JPG) -- ![Process](..\Presentations\AI_BAI\Dia2.JPG)
-- --
-- ### 2.1. AI_BOMB_ZONE States -- ### 2.1. AI_BAI_ZONE States
-- --
-- * **None** ( Group ): The process is not started yet. -- * **None** ( Group ): The process is not started yet.
-- * **Patrolling** ( Group ): The AI is patrolling the Patrol Zone. -- * **Patrolling** ( Group ): The AI is patrolling the Patrol Zone.
-- * **Engaging** ( Group ): The AI is engaging the targets in the Engage Zone, executing BOMB. -- * **Engaging** ( Group ): The AI is engaging the targets in the Engage Zone, executing BOMB.
-- * **Returning** ( Group ): The AI is returning to Base.. -- * **Returning** ( Group ): The AI is returning to Base..
-- --
-- ### 2.2. AI_BOMB_ZONE Events -- ### 2.2. AI_BAI_ZONE Events
-- --
-- * **@{AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process. -- * **@{AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process.
-- * **@{AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone. -- * **@{AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone.
-- * **@{#AI_BOMB_ZONE.Engage}**: Engage the AI to provide BOMB in the Engage Zone, destroying any target it finds. -- * **@{#AI_BAI_ZONE.Engage}**: Engage the AI to provide BOMB in the Engage Zone, destroying any target it finds.
-- * **@{#AI_BOMB_ZONE.Abort}**: Aborts the engagement and return patrolling in the patrol zone. -- * **@{#AI_BAI_ZONE.Abort}**: Aborts the engagement and return patrolling in the patrol zone.
-- * **@{AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base. -- * **@{AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base.
-- * **@{AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets. -- * **@{AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets.
-- * **@{AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets. -- * **@{AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
-- * **@{#AI_BOMB_ZONE.Destroy}**: The AI has destroyed a target @{Unit}. -- * **@{#AI_BAI_ZONE.Destroy}**: The AI has destroyed a target @{Unit}.
-- * **@{#AI_BOMB_ZONE.Destroyed}**: The AI has destroyed all target @{Unit}s assigned in the BOMB task. -- * **@{#AI_BAI_ZONE.Destroyed}**: The AI has destroyed all target @{Unit}s assigned in the BOMB task.
-- * **Status**: The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB. -- * **Status**: The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
-- --
-- === -- ===
-- --
-- @field #AI_BOMB_ZONE -- @field #AI_BAI_ZONE
AI_BOMB_ZONE = { AI_BAI_ZONE = {
ClassName = "AI_BOMB_ZONE", ClassName = "AI_BAI_ZONE",
} }
--- Creates a new AI_BOMB_ZONE object --- Creates a new AI_BAI_ZONE object
-- @param #AI_BOMB_ZONE self -- @param #AI_BAI_ZONE self
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed. -- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
-- @param Dcs.DCSTypes#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol. -- @param Dcs.DCSTypes#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param Dcs.DCSTypes#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol. -- @param Dcs.DCSTypes#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
@ -164,22 +164,22 @@ AI_BOMB_ZONE = {
-- @param Dcs.DCSTypes#Speed PatrolMaxSpeed The maximum speed of the @{Controllable} in km/h. -- @param Dcs.DCSTypes#Speed PatrolMaxSpeed The maximum speed of the @{Controllable} in km/h.
-- @param Core.Zone#ZONE_BASE EngageZone The zone where the engage will happen. -- @param Core.Zone#ZONE_BASE EngageZone The zone where the engage will happen.
-- @param Dcs.DCSTypes#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO -- @param Dcs.DCSTypes#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
-- @return #AI_BOMB_ZONE self -- @return #AI_BAI_ZONE self
function AI_BOMB_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, EngageZone, PatrolAltType ) function AI_BAI_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, EngageZone, PatrolAltType )
-- Inherits from BASE -- Inherits from BASE
local self = BASE:Inherit( self, AI_PATROL_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) ) -- #AI_BOMB_ZONE local self = BASE:Inherit( self, AI_PATROL_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) ) -- #AI_BAI_ZONE
self.EngageZone = EngageZone self.EngageZone = EngageZone
self.Accomplished = false self.Accomplished = false
self:SetDetectionZone( self.EngageZone ) self:SetDetectionZone( self.EngageZone )
self:AddTransition( { "Patrolling", "Engaging" }, "Engage", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_BOMB_ZONE. self:AddTransition( { "Patrolling", "Engaging" }, "Engage", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_BAI_ZONE.
--- OnBefore Transition Handler for Event Engage. --- OnBefore Transition Handler for Event Engage.
-- @function [parent=#AI_BOMB_ZONE] OnBeforeEngage -- @function [parent=#AI_BAI_ZONE] OnBeforeEngage
-- @param #AI_BOMB_ZONE self -- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
@ -188,16 +188,16 @@ function AI_BOMB_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitud
-- @return #boolean Return false to cancel Transition. -- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Engage. --- OnAfter Transition Handler for Event Engage.
-- @function [parent=#AI_BOMB_ZONE] OnAfterEngage -- @function [parent=#AI_BAI_ZONE] OnAfterEngage
-- @param #AI_BOMB_ZONE self -- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
--- Synchronous Event Trigger for Event Engage. --- Synchronous Event Trigger for Event Engage.
-- @function [parent=#AI_BOMB_ZONE] Engage -- @function [parent=#AI_BAI_ZONE] Engage
-- @param #AI_BOMB_ZONE self -- @param #AI_BAI_ZONE self
-- @param #number EngageSpeed (optional) The speed the Group will hold when engaging to the target zone. -- @param #number EngageSpeed (optional) The speed the Group will hold when engaging to the target zone.
-- @param Dcs.DCSTypes#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement. -- @param Dcs.DCSTypes#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
-- @param Dcs.DCSTypes#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack. -- @param Dcs.DCSTypes#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack.
@ -207,8 +207,8 @@ function AI_BOMB_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitud
-- @param Dcs.DCSTypes#Azimuth EngageDirection (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. -- @param Dcs.DCSTypes#Azimuth EngageDirection (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.
--- Asynchronous Event Trigger for Event Engage. --- Asynchronous Event Trigger for Event Engage.
-- @function [parent=#AI_BOMB_ZONE] __Engage -- @function [parent=#AI_BAI_ZONE] __Engage
-- @param #AI_BOMB_ZONE self -- @param #AI_BAI_ZONE self
-- @param #number Delay The delay in seconds. -- @param #number Delay The delay in seconds.
-- @param #number EngageSpeed (optional) The speed the Group will hold when engaging to the target zone. -- @param #number EngageSpeed (optional) The speed the Group will hold when engaging to the target zone.
-- @param Dcs.DCSTypes#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement. -- @param Dcs.DCSTypes#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
@ -219,8 +219,8 @@ function AI_BOMB_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitud
-- @param Dcs.DCSTypes#Azimuth EngageDirection (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. -- @param Dcs.DCSTypes#Azimuth EngageDirection (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.
--- OnLeave Transition Handler for State Engaging. --- OnLeave Transition Handler for State Engaging.
-- @function [parent=#AI_BOMB_ZONE] OnLeaveEngaging -- @function [parent=#AI_BAI_ZONE] OnLeaveEngaging
-- @param #AI_BOMB_ZONE self -- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
@ -228,20 +228,20 @@ function AI_BOMB_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitud
-- @return #boolean Return false to cancel Transition. -- @return #boolean Return false to cancel Transition.
--- OnEnter Transition Handler for State Engaging. --- OnEnter Transition Handler for State Engaging.
-- @function [parent=#AI_BOMB_ZONE] OnEnterEngaging -- @function [parent=#AI_BAI_ZONE] OnEnterEngaging
-- @param #AI_BOMB_ZONE self -- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
self:AddTransition( "Engaging", "Target", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_BOMB_ZONE. self:AddTransition( "Engaging", "Target", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_BAI_ZONE.
self:AddTransition( "Engaging", "Fired", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_BOMB_ZONE. self:AddTransition( "Engaging", "Fired", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_BAI_ZONE.
--- OnBefore Transition Handler for Event Fired. --- OnBefore Transition Handler for Event Fired.
-- @function [parent=#AI_BOMB_ZONE] OnBeforeFired -- @function [parent=#AI_BAI_ZONE] OnBeforeFired
-- @param #AI_BOMB_ZONE self -- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
@ -249,27 +249,27 @@ function AI_BOMB_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitud
-- @return #boolean Return false to cancel Transition. -- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Fired. --- OnAfter Transition Handler for Event Fired.
-- @function [parent=#AI_BOMB_ZONE] OnAfterFired -- @function [parent=#AI_BAI_ZONE] OnAfterFired
-- @param #AI_BOMB_ZONE self -- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
--- Synchronous Event Trigger for Event Fired. --- Synchronous Event Trigger for Event Fired.
-- @function [parent=#AI_BOMB_ZONE] Fired -- @function [parent=#AI_BAI_ZONE] Fired
-- @param #AI_BOMB_ZONE self -- @param #AI_BAI_ZONE self
--- Asynchronous Event Trigger for Event Fired. --- Asynchronous Event Trigger for Event Fired.
-- @function [parent=#AI_BOMB_ZONE] __Fired -- @function [parent=#AI_BAI_ZONE] __Fired
-- @param #AI_BOMB_ZONE self -- @param #AI_BAI_ZONE self
-- @param #number Delay The delay in seconds. -- @param #number Delay The delay in seconds.
self:AddTransition( "*", "Destroy", "*" ) -- FSM_CONTROLLABLE Transition for type #AI_BOMB_ZONE. self:AddTransition( "*", "Destroy", "*" ) -- FSM_CONTROLLABLE Transition for type #AI_BAI_ZONE.
--- OnBefore Transition Handler for Event Destroy. --- OnBefore Transition Handler for Event Destroy.
-- @function [parent=#AI_BOMB_ZONE] OnBeforeDestroy -- @function [parent=#AI_BAI_ZONE] OnBeforeDestroy
-- @param #AI_BOMB_ZONE self -- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
@ -277,28 +277,28 @@ function AI_BOMB_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitud
-- @return #boolean Return false to cancel Transition. -- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Destroy. --- OnAfter Transition Handler for Event Destroy.
-- @function [parent=#AI_BOMB_ZONE] OnAfterDestroy -- @function [parent=#AI_BAI_ZONE] OnAfterDestroy
-- @param #AI_BOMB_ZONE self -- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
--- Synchronous Event Trigger for Event Destroy. --- Synchronous Event Trigger for Event Destroy.
-- @function [parent=#AI_BOMB_ZONE] Destroy -- @function [parent=#AI_BAI_ZONE] Destroy
-- @param #AI_BOMB_ZONE self -- @param #AI_BAI_ZONE self
--- Asynchronous Event Trigger for Event Destroy. --- Asynchronous Event Trigger for Event Destroy.
-- @function [parent=#AI_BOMB_ZONE] __Destroy -- @function [parent=#AI_BAI_ZONE] __Destroy
-- @param #AI_BOMB_ZONE self -- @param #AI_BAI_ZONE self
-- @param #number Delay The delay in seconds. -- @param #number Delay The delay in seconds.
self:AddTransition( "Engaging", "Abort", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_BOMB_ZONE. self:AddTransition( "Engaging", "Abort", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_BAI_ZONE.
--- OnBefore Transition Handler for Event Abort. --- OnBefore Transition Handler for Event Abort.
-- @function [parent=#AI_BOMB_ZONE] OnBeforeAbort -- @function [parent=#AI_BAI_ZONE] OnBeforeAbort
-- @param #AI_BOMB_ZONE self -- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
@ -306,27 +306,27 @@ function AI_BOMB_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitud
-- @return #boolean Return false to cancel Transition. -- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Abort. --- OnAfter Transition Handler for Event Abort.
-- @function [parent=#AI_BOMB_ZONE] OnAfterAbort -- @function [parent=#AI_BAI_ZONE] OnAfterAbort
-- @param #AI_BOMB_ZONE self -- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
--- Synchronous Event Trigger for Event Abort. --- Synchronous Event Trigger for Event Abort.
-- @function [parent=#AI_BOMB_ZONE] Abort -- @function [parent=#AI_BAI_ZONE] Abort
-- @param #AI_BOMB_ZONE self -- @param #AI_BAI_ZONE self
--- Asynchronous Event Trigger for Event Abort. --- Asynchronous Event Trigger for Event Abort.
-- @function [parent=#AI_BOMB_ZONE] __Abort -- @function [parent=#AI_BAI_ZONE] __Abort
-- @param #AI_BOMB_ZONE self -- @param #AI_BAI_ZONE self
-- @param #number Delay The delay in seconds. -- @param #number Delay The delay in seconds.
self:AddTransition( "Engaging", "Accomplish", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_BOMB_ZONE. self:AddTransition( "Engaging", "Accomplish", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_BAI_ZONE.
--- OnBefore Transition Handler for Event Accomplish. --- OnBefore Transition Handler for Event Accomplish.
-- @function [parent=#AI_BOMB_ZONE] OnBeforeAccomplish -- @function [parent=#AI_BAI_ZONE] OnBeforeAccomplish
-- @param #AI_BOMB_ZONE self -- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
@ -334,20 +334,20 @@ function AI_BOMB_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitud
-- @return #boolean Return false to cancel Transition. -- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Accomplish. --- OnAfter Transition Handler for Event Accomplish.
-- @function [parent=#AI_BOMB_ZONE] OnAfterAccomplish -- @function [parent=#AI_BAI_ZONE] OnAfterAccomplish
-- @param #AI_BOMB_ZONE self -- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
--- Synchronous Event Trigger for Event Accomplish. --- Synchronous Event Trigger for Event Accomplish.
-- @function [parent=#AI_BOMB_ZONE] Accomplish -- @function [parent=#AI_BAI_ZONE] Accomplish
-- @param #AI_BOMB_ZONE self -- @param #AI_BAI_ZONE self
--- Asynchronous Event Trigger for Event Accomplish. --- Asynchronous Event Trigger for Event Accomplish.
-- @function [parent=#AI_BOMB_ZONE] __Accomplish -- @function [parent=#AI_BAI_ZONE] __Accomplish
-- @param #AI_BOMB_ZONE self -- @param #AI_BAI_ZONE self
-- @param #number Delay The delay in seconds. -- @param #number Delay The delay in seconds.
return self return self
@ -355,10 +355,10 @@ end
--- Set the Engage Zone where the AI is performing BOMB. Note that if the EngageZone is changed, the AI needs to re-detect targets. --- Set the Engage Zone where the AI is performing BOMB. Note that if the EngageZone is changed, the AI needs to re-detect targets.
-- @param #AI_BOMB_ZONE self -- @param #AI_BAI_ZONE self
-- @param Core.Zone#ZONE EngageZone The zone where the AI is performing BOMB. -- @param Core.Zone#ZONE EngageZone The zone where the AI is performing BOMB.
-- @return #AI_BOMB_ZONE self -- @return #AI_BAI_ZONE self
function AI_BOMB_ZONE:SetEngageZone( EngageZone ) function AI_BAI_ZONE:SetEngageZone( EngageZone )
self:F2() self:F2()
if EngageZone then if EngageZone then
@ -371,12 +371,12 @@ end
--- onafter State Transition for Event Start. --- onafter State Transition for Event Start.
-- @param #AI_BOMB_ZONE self -- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
function AI_BOMB_ZONE:onafterStart( Controllable, From, Event, To ) function AI_BAI_ZONE:onafterStart( Controllable, From, Event, To )
-- Call the parent Start event handler -- Call the parent Start event handler
self:GetParent(self).onafterStart( self, Controllable, From, Event, To ) self:GetParent(self).onafterStart( self, Controllable, From, Event, To )
@ -389,29 +389,29 @@ end
function _NewEngageRoute( AIControllable ) function _NewEngageRoute( AIControllable )
AIControllable:T( "NewEngageRoute" ) AIControllable:T( "NewEngageRoute" )
local EngageZone = AIControllable:GetState( AIControllable, "EngageZone" ) -- AI.AI_Cas#AI_BOMB_ZONE local EngageZone = AIControllable:GetState( AIControllable, "EngageZone" ) -- AI.AI_BAI#AI_BAI_ZONE
EngageZone:__Engage( 1, EngageZone.EngageSpeed, EngageZone.EngageAltitude, EngageZone.EngageWeaponExpend, EngageZone.EngageAttackQty, EngageZone.EngageDirection ) EngageZone:__Engage( 1, EngageZone.EngageSpeed, EngageZone.EngageAltitude, EngageZone.EngageWeaponExpend, EngageZone.EngageAttackQty, EngageZone.EngageDirection )
end end
--- @param #AI_BOMB_ZONE self --- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
function AI_BOMB_ZONE:onbeforeEngage( Controllable, From, Event, To ) function AI_BAI_ZONE:onbeforeEngage( Controllable, From, Event, To )
if self.Accomplished == true then if self.Accomplished == true then
return false return false
end end
end end
--- @param #AI_BOMB_ZONE self --- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
function AI_BOMB_ZONE:onafterTarget( Controllable, From, Event, To ) function AI_BAI_ZONE:onafterTarget( Controllable, From, Event, To )
self:E("onafterTarget") self:E("onafterTarget")
if Controllable:IsAlive() then if Controllable:IsAlive() then
@ -440,17 +440,17 @@ function AI_BOMB_ZONE:onafterTarget( Controllable, From, Event, To )
end end
--- @param #AI_BOMB_ZONE self --- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
function AI_BOMB_ZONE:onafterAbort( Controllable, From, Event, To ) function AI_BAI_ZONE:onafterAbort( Controllable, From, Event, To )
Controllable:ClearTasks() Controllable:ClearTasks()
self:__Route( 1 ) self:__Route( 1 )
end end
--- @param #AI_BOMB_ZONE self --- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
@ -460,7 +460,7 @@ end
-- @param Dcs.DCSTypes#AI.Task.WeaponExpend EngageWeaponExpend (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. -- @param Dcs.DCSTypes#AI.Task.WeaponExpend EngageWeaponExpend (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.
-- @param #number EngageAttackQty (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. -- @param #number EngageAttackQty (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.
-- @param Dcs.DCSTypes#Azimuth EngageDirection (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. -- @param Dcs.DCSTypes#Azimuth EngageDirection (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.
function AI_BOMB_ZONE:onafterEngage( Controllable, From, Event, To, function AI_BAI_ZONE:onafterEngage( Controllable, From, Event, To,
EngageSpeed, EngageSpeed,
EngageAltitude, EngageAltitude,
EngageWeaponExpend, EngageWeaponExpend,
@ -497,13 +497,14 @@ function AI_BOMB_ZONE:onafterEngage( Controllable, From, Event, To,
local AttackTasks = {} local AttackTasks = {}
for DetectedUnitID, DetectedUnit in pairs( self.DetectedUnits ) do for DetectedUnitID, DetectedUnitData in pairs( self.DetectedUnits ) do
local DetectedUnit = DetectedUnit -- Wrapper.Unit#UNIT local DetectedUnit = DetectedUnitData -- Wrapper.Unit#UNIT
self:T( DetectedUnit ) self:T( DetectedUnit )
if DetectedUnit:IsAlive() then if DetectedUnit:IsAlive() then
if DetectedUnit:IsInZone( self.EngageZone ) then if DetectedUnit:IsInZone( self.EngageZone ) then
self:E( {"Engaging ", DetectedUnit } ) self:E( {"Engaging ", DetectedUnit } )
AttackTasks[#AttackTasks+1] = Controllable:TaskAttackUnit( DetectedUnit, AttackTasks[#AttackTasks+1] = Controllable:TaskBombing(
DetectedUnit:GetPointVec2():GetVec2(),
true, true,
EngageWeaponExpend, EngageWeaponExpend,
EngageAttackQty, EngageAttackQty,
@ -558,24 +559,24 @@ function AI_BOMB_ZONE:onafterEngage( Controllable, From, Event, To,
end end
--- @param #AI_BOMB_ZONE self --- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
function AI_BOMB_ZONE:onafterAccomplish( Controllable, From, Event, To ) function AI_BAI_ZONE:onafterAccomplish( Controllable, From, Event, To )
self.Accomplished = true self.Accomplished = true
self:SetDetectionDeactivated() self:SetDetectionDeactivated()
end end
--- @param #AI_BOMB_ZONE self --- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function AI_BOMB_ZONE:onafterDestroy( Controllable, From, Event, To, EventData ) function AI_BAI_ZONE:onafterDestroy( Controllable, From, Event, To, EventData )
if EventData.IniUnit then if EventData.IniUnit then
self.DetectedUnits[EventData.IniUnit] = nil self.DetectedUnits[EventData.IniUnit] = nil
@ -583,9 +584,9 @@ function AI_BOMB_ZONE:onafterDestroy( Controllable, From, Event, To, EventData )
end end
--- @param #AI_BOMB_ZONE self --- @param #AI_BAI_ZONE self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function AI_BOMB_ZONE:OnEventDead( EventData ) function AI_BAI_ZONE:OnEventDead( EventData )
self:F( { "EventDead", EventData } ) self:F( { "EventDead", EventData } )
if EventData.IniDCSUnit then if EventData.IniDCSUnit then

View File

@ -585,14 +585,14 @@ end
--- (AIR) Delivering weapon at the point on the ground. --- (AIR) Delivering weapon at the point on the ground.
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
-- @param Dcs.DCSTypes#Vec2 Vec2 2D-coordinates of the point to deliver weapon at. -- @param Dcs.DCSTypes#Vec2 Vec2 2D-coordinates of the point to deliver weapon at.
-- @param #number WeaponType (optional) Bitmask of weapon types those allowed to use. If parameter is not defined that means no limits on weapon usage. -- @param #boolean GroupAttack (optional) Flag indicates that the target must be engaged by all aircrafts of the group. Has effect only if the task is assigned to a group, not to a single aircraft.
-- @param Dcs.DCSTypes#AI.Task.WeaponExpend WeaponExpend (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. -- @param Dcs.DCSTypes#AI.Task.WeaponExpend WeaponExpend (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.
-- @param #number AttackQty (optional) Desired quantity of passes. The parameter is not the same in AttackGroup and AttackUnit tasks. -- @param #number AttackQty (optional) Desired quantity of passes. The parameter is not the same in AttackGroup and AttackUnit tasks.
-- @param Dcs.DCSTypes#Azimuth Direction (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. -- @param Dcs.DCSTypes#Azimuth Direction (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.
-- @param #boolean ControllableAttack (optional) Flag indicates that the target must be engaged by all aircrafts of the controllable. Has effect only if the task is assigned to a controllable, not to a single aircraft. -- @param #number WeaponType (optional) Bitmask of weapon types those allowed to use. If parameter is not defined that means no limits on weapon usage.
-- @return Dcs.DCSTasking.Task#Task The DCS task structure. -- @return Dcs.DCSTasking.Task#Task The DCS task structure.
function CONTROLLABLE:TaskBombing( Vec2, WeaponType, WeaponExpend, AttackQty, Direction, ControllableAttack ) function CONTROLLABLE:TaskBombing( Vec2, GroupAttack, WeaponExpend, AttackQty, Direction, WeaponType )
self:F2( { self.ControllableName, Vec2, WeaponType, WeaponExpend, AttackQty, Direction, ControllableAttack } ) self:F2( { self.ControllableName, Vec2, GroupAttack, WeaponExpend, AttackQty, Direction, WeaponType } )
-- Bombing = { -- Bombing = {
-- id = 'Bombing', -- id = 'Bombing',
@ -607,14 +607,16 @@ function CONTROLLABLE:TaskBombing( Vec2, WeaponType, WeaponExpend, AttackQty, Di
-- } -- }
local DCSTask local DCSTask
DCSTask = { id = 'Bombing', DCSTask = {
id = 'Bombing',
params = { params = {
point = Vec2, point = Vec2,
weaponType = WeaponType, groupAttack = GroupAttack,
expend = WeaponExpend, expend = WeaponExpend or "Auto",
attackQty = AttackQty, attackQty = AttackQty,
directionEnabled = Direction and true or false,
direction = Direction, direction = Direction,
controllableAttack = ControllableAttack, weaponType = WeaponType,
}, },
}, },

View File

@ -43,6 +43,7 @@ AI/AI_Balancer.lua
AI/AI_Patrol.lua AI/AI_Patrol.lua
AI/AI_Cap.lua AI/AI_Cap.lua
AI/AI_Cas.lua AI/AI_Cas.lua
AI/AI_Bai.lua
Actions/Act_Assign.lua Actions/Act_Assign.lua
Actions/Act_Route.lua Actions/Act_Route.lua

View File

@ -1,5 +1,5 @@
env.info( '*** MOOSE DYNAMIC INCLUDE START *** ' ) env.info( '*** MOOSE DYNAMIC INCLUDE START *** ' )
env.info( 'Moose Generation Timestamp: 20170426_1017' ) env.info( 'Moose Generation Timestamp: 20170509_1016' )
local base = _G local base = _G
@ -62,6 +62,7 @@ __Moose.Include( 'AI/AI_Balancer.lua' )
__Moose.Include( 'AI/AI_Patrol.lua' ) __Moose.Include( 'AI/AI_Patrol.lua' )
__Moose.Include( 'AI/AI_Cap.lua' ) __Moose.Include( 'AI/AI_Cap.lua' )
__Moose.Include( 'AI/AI_Cas.lua' ) __Moose.Include( 'AI/AI_Cas.lua' )
__Moose.Include( 'AI/AI_Bai.lua' )
__Moose.Include( 'Actions/Act_Assign.lua' ) __Moose.Include( 'Actions/Act_Assign.lua' )
__Moose.Include( 'Actions/Act_Route.lua' ) __Moose.Include( 'Actions/Act_Route.lua' )
__Moose.Include( 'Actions/Act_Account.lua' ) __Moose.Include( 'Actions/Act_Account.lua' )

View File

@ -1,22 +1,22 @@
@K=function, @M=Task_A2G, @N=onafterRouteToRendezVous, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2G.lua, @C=5129, @K=function, @M=Task_A2G, @N=onafterRouteToRendezVous, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2G.lua, @C=5157,
@K=function, @M=Task_A2G, @N=OnAfterArriveAtRendezVous, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2G.lua, @C=5789, @K=function, @M=Task_A2G, @N=OnAfterArriveAtRendezVous, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2G.lua, @C=5817,
@K=function, @M=Task_A2G, @N=onafterEngage, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2G.lua, @C=6186, @K=function, @M=Task_A2G, @N=onafterEngage, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2G.lua, @C=6214,
@K=function, @M=Task_A2G, @N=onafterRouteToTarget, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2G.lua, @C=6508, @K=function, @M=Task_A2G, @N=onafterRouteToTarget, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2G.lua, @C=6536,
@K=function, @M=Task_A2G, @N=onafterRouteToTargets, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2G.lua, @C=7380, @K=function, @M=Task_A2G, @N=onafterRouteToTargets, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2G.lua, @C=7408,
@K=function, @M=Task_Cargo, @N=onenterWaitingForCommand, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=10431, @K=function, @M=Task_Cargo, @N=onafterSelectAction, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=10439,
@K=function, @M=Task_Cargo, @N=OnLeaveWaitingForCommand, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=12652, @K=function, @M=Task_Cargo, @N=OnLeaveWaitingForCommand, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=13082,
@K=function, @M=Task_Cargo, @N=onafterRouteToPickup, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=13428, @K=function, @M=Task_Cargo, @N=onafterRouteToPickup, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=13858,
@K=function, @M=Task_Cargo, @N=onafterArriveAtPickup, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=13882, @K=function, @M=Task_Cargo, @N=onafterArriveAtPickup, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=14477,
@K=function, @M=Task_Cargo, @N=onafterRouteToDeploy, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=14310, @K=function, @M=Task_Cargo, @N=onafterRouteToDeploy, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=15018,
@K=function, @M=Task_Cargo, @N=onafterArriveAtDeploy, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=14757, @K=function, @M=Task_Cargo, @N=onafterArriveAtDeploy, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=15465,
@K=function, @M=Task_Cargo, @N=onafterLand, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=15187, @K=function, @M=Task_Cargo, @N=onafterLand, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=15895,
@K=function, @M=Task_Cargo, @N=onafterLanded, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=16069, @K=function, @M=Task_Cargo, @N=onafterLanded, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=16854,
@K=function, @M=Task_Cargo, @N=onafterPrepareBoarding, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=16762, @K=function, @M=Task_Cargo, @N=onafterPrepareBoarding, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=17620,
@K=function, @M=Task_Cargo, @N=onafterBoard, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=17166, @K=function, @M=Task_Cargo, @N=onafterBoard, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=18080,
@K=function, @M=Task_Cargo, @N=onafterBoarded, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=18074, @K=function, @M=Task_Cargo, @N=onafterBoarded, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=19021,
@K=function, @M=Task_Cargo, @N=onafterPrepareUnBoarding, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=18704, @K=function, @M=Task_Cargo, @N=onafterPrepareUnBoarding, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=19704,
@K=function, @M=Task_Cargo, @N=onafterUnBoard, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=19134, @K=function, @M=Task_Cargo, @N=onafterUnBoard, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=20664,
@K=function, @M=Task_Cargo, @N=onafterUnBoarded, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=19788, @K=function, @M=Task_Cargo, @N=onafterUnBoarded, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=21539,
@K=function, @M=Designate, @N=OnBeforeLaseOn, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=12232, @K=function, @M=Designate, @N=OnBeforeLaseOn, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=12232,
@K=function, @M=Designate, @N=OnAfterLaseOn, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=12480, @K=function, @M=Designate, @N=OnAfterLaseOn, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=12480,
@K=function, @M=Designate, @N=LaseOn, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=12701, @K=function, @M=Designate, @N=LaseOn, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=12701,

1 @K=function @M=Task_A2G @N=onafterRouteToRendezVous @P=Fsm @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2G.lua @C=5129 @C=5157
2 @K=function @M=Task_A2G @N=OnAfterArriveAtRendezVous @P=Fsm @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2G.lua @C=5789 @C=5817
3 @K=function @M=Task_A2G @N=onafterEngage @P=Fsm @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2G.lua @C=6186 @C=6214
4 @K=function @M=Task_A2G @N=onafterRouteToTarget @P=Fsm @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2G.lua @C=6508 @C=6536
5 @K=function @M=Task_A2G @N=onafterRouteToTargets @P=Fsm @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2G.lua @C=7380 @C=7408
6 @K=function @M=Task_Cargo @N=onenterWaitingForCommand @N=onafterSelectAction @P=Fsm @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua @C=10431 @C=10439
7 @K=function @M=Task_Cargo @N=OnLeaveWaitingForCommand @P=Fsm @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua @C=12652 @C=13082
8 @K=function @M=Task_Cargo @N=onafterRouteToPickup @P=Fsm @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua @C=13428 @C=13858
9 @K=function @M=Task_Cargo @N=onafterArriveAtPickup @P=Fsm @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua @C=13882 @C=14477
10 @K=function @M=Task_Cargo @N=onafterRouteToDeploy @P=Fsm @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua @C=14310 @C=15018
11 @K=function @M=Task_Cargo @N=onafterArriveAtDeploy @P=Fsm @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua @C=14757 @C=15465
12 @K=function @M=Task_Cargo @N=onafterLand @P=Fsm @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua @C=15187 @C=15895
13 @K=function @M=Task_Cargo @N=onafterLanded @P=Fsm @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua @C=16069 @C=16854
14 @K=function @M=Task_Cargo @N=onafterPrepareBoarding @P=Fsm @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua @C=16762 @C=17620
15 @K=function @M=Task_Cargo @N=onafterBoard @P=Fsm @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua @C=17166 @C=18080
16 @K=function @M=Task_Cargo @N=onafterBoarded @P=Fsm @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua @C=18074 @C=19021
17 @K=function @M=Task_Cargo @N=onafterPrepareUnBoarding @P=Fsm @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua @C=18704 @C=19704
18 @K=function @M=Task_Cargo @N=onafterUnBoard @P=Fsm @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua @C=19134 @C=20664
19 @K=function @M=Task_Cargo @N=onafterUnBoarded @P=Fsm @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua @C=19788 @C=21539
20 @K=function @M=Designate @N=OnBeforeLaseOn @P=DESIGNATE @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua @C=12232 @C=12232
21 @K=function @M=Designate @N=OnAfterLaseOn @P=DESIGNATE @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua @C=12480 @C=12480
22 @K=function @M=Designate @N=LaseOn @P=DESIGNATE @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua @C=12701 @C=12701

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<ul> <ul>
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<a href="index.html">index</a> <a href="index.html">index</a>
</li></ul> </li></ul>
<ul> <ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li> <li><a href="AI_Balancer.html">AI_Balancer</a></li>
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<li><a href="AI_Cas.html">AI_Cas</a></li> <li><a href="AI_Cas.html">AI_Cas</a></li>
@ -212,12 +213,24 @@
<td class="name" nowrap="nowrap"><a href="##(CARGO).Containable">CARGO.Containable</a></td> <td class="name" nowrap="nowrap"><a href="##(CARGO).Containable">CARGO.Containable</a></td>
<td class="summary"> <td class="summary">
<p>This flag defines if the cargo can be contained within a DCS Unit.</p> <p>This flag defines if the cargo can be contained within a DCS Unit.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(CARGO).GetCoordinate">CARGO:GetCoordinate()</a></td>
<td class="summary">
<p>Get the current coordinates of the Cargo.</p>
</td> </td>
</tr> </tr>
<tr> <tr>
<td class="name" nowrap="nowrap"><a href="##(CARGO).GetName">CARGO:GetName()</a></td> <td class="name" nowrap="nowrap"><a href="##(CARGO).GetName">CARGO:GetName()</a></td>
<td class="summary"> <td class="summary">
<p>Get the name of the Cargo.</p> <p>Get the name of the Cargo.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(CARGO).GetObjectName">CARGO:GetObjectName()</a></td>
<td class="summary">
<p>Get the object name of the Cargo.</p>
</td> </td>
</tr> </tr>
<tr> <tr>
@ -230,6 +243,12 @@
<td class="name" nowrap="nowrap"><a href="##(CARGO).GetType">CARGO:GetType()</a></td> <td class="name" nowrap="nowrap"><a href="##(CARGO).GetType">CARGO:GetType()</a></td>
<td class="summary"> <td class="summary">
<p>Get the type of the Cargo.</p> <p>Get the type of the Cargo.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(CARGO).IsAlive">CARGO:IsAlive()</a></td>
<td class="summary">
<p>Check if cargo is alive.</p>
</td> </td>
</tr> </tr>
<tr> <tr>
@ -432,6 +451,12 @@
<td class="name" nowrap="nowrap"><a href="##(CARGO_GROUP).New">CARGO_GROUP:New(CargoGroup, Type, Name, ReportRadius, NearRadius)</a></td> <td class="name" nowrap="nowrap"><a href="##(CARGO_GROUP).New">CARGO_GROUP:New(CargoGroup, Type, Name, ReportRadius, NearRadius)</a></td>
<td class="summary"> <td class="summary">
<p>CARGO_GROUP constructor.</p> <p>CARGO_GROUP constructor.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(CARGO_GROUP).onafterBoarding">CARGO_GROUP:onafterBoarding(CargoCarrier, Event, From, To, NearRadius, ...)</a></td>
<td class="summary">
<p>Leave Boarding State.</p>
</td> </td>
</tr> </tr>
<tr> <tr>
@ -462,12 +487,6 @@
<td class="name" nowrap="nowrap"><a href="##(CARGO_GROUP).onenterUnLoaded">CARGO_GROUP:onenterUnLoaded(Core, Event, From, To, ToPointVec2, ...)</a></td> <td class="name" nowrap="nowrap"><a href="##(CARGO_GROUP).onenterUnLoaded">CARGO_GROUP:onenterUnLoaded(Core, Event, From, To, ToPointVec2, ...)</a></td>
<td class="summary"> <td class="summary">
<p>Enter UnLoaded State.</p> <p>Enter UnLoaded State.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(CARGO_GROUP).onleaveBoarding">CARGO_GROUP:onleaveBoarding(CargoCarrier, Event, From, To, NearRadius, ...)</a></td>
<td class="summary">
<p>Leave Boarding State.</p>
</td> </td>
</tr> </tr>
<tr> <tr>
@ -652,6 +671,12 @@
<td class="name" nowrap="nowrap"><a href="##(CARGO_UNIT).OnUnLoadedCallBack">CARGO_UNIT.OnUnLoadedCallBack</a></td> <td class="name" nowrap="nowrap"><a href="##(CARGO_UNIT).OnUnLoadedCallBack">CARGO_UNIT.OnUnLoadedCallBack</a></td>
<td class="summary"> <td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(CARGO_UNIT).RunCount">CARGO_UNIT.RunCount</a></td>
<td class="summary">
</td> </td>
</tr> </tr>
<tr> <tr>
@ -694,12 +719,6 @@
<td class="name" nowrap="nowrap"><a href="##(CARGO_UNIT).onenterUnLoaded">CARGO_UNIT:onenterUnLoaded(Event, From, To, Core, ToPointVec2)</a></td> <td class="name" nowrap="nowrap"><a href="##(CARGO_UNIT).onenterUnLoaded">CARGO_UNIT:onenterUnLoaded(Event, From, To, Core, ToPointVec2)</a></td>
<td class="summary"> <td class="summary">
<p>Enter UnLoaded State.</p> <p>Enter UnLoaded State.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(CARGO_UNIT).onleaveBoarding">CARGO_UNIT:onleaveBoarding(Event, From, To, CargoCarrier, NearRadius, ...)</a></td>
<td class="summary">
<p>Leave Boarding State.</p>
</td> </td>
</tr> </tr>
<tr> <tr>
@ -964,6 +983,24 @@ The radius when the cargo will board the Carrier (to avoid collision).</p>
<dl class="function"> <dl class="function">
<dt> <dt>
<a id="#(CARGO).GetCoordinate" >
<strong>CARGO:GetCoordinate()</strong>
</a>
</dt>
<dd>
<p>Get the current coordinates of the Cargo.</p>
<h3>Return value</h3>
<p><em><a href="Core.Point.html##(COORDINATE)">Core.Point#COORDINATE</a>:</em>
The coordinates of the Cargo.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(CARGO).GetName" > <a id="#(CARGO).GetName" >
<strong>CARGO:GetName()</strong> <strong>CARGO:GetName()</strong>
</a> </a>
@ -982,6 +1019,24 @@ The name of the Cargo.</p>
<dl class="function"> <dl class="function">
<dt> <dt>
<a id="#(CARGO).GetObjectName" >
<strong>CARGO:GetObjectName()</strong>
</a>
</dt>
<dd>
<p>Get the object name of the Cargo.</p>
<h3>Return value</h3>
<p><em>#string:</em>
The object name of the Cargo.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(CARGO).GetPointVec2" > <a id="#(CARGO).GetPointVec2" >
<strong>CARGO:GetPointVec2()</strong> <strong>CARGO:GetPointVec2()</strong>
</a> </a>
@ -1018,6 +1073,24 @@ The type of the Cargo.</p>
<dl class="function"> <dl class="function">
<dt> <dt>
<a id="#(CARGO).IsAlive" >
<strong>CARGO:IsAlive()</strong>
</a>
</dt>
<dd>
<p>Check if cargo is alive.</p>
<h3>Return value</h3>
<p><em>#boolean:</em>
true if unloaded</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(CARGO).IsInZone" > <a id="#(CARGO).IsInZone" >
<strong>CARGO:IsInZone(Zone)</strong> <strong>CARGO:IsInZone(Zone)</strong>
</a> </a>
@ -1809,6 +1882,52 @@ The amount of seconds to delay the action.</p>
<dl class="function"> <dl class="function">
<dt> <dt>
<a id="#(CARGO_GROUP).onafterBoarding" >
<strong>CARGO_GROUP:onafterBoarding(CargoCarrier, Event, From, To, NearRadius, ...)</strong>
</a>
</dt>
<dd>
<p>Leave Boarding State.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> CargoCarrier </em></code>: </p>
</li>
<li>
<p><code><em>#string Event </em></code>: </p>
</li>
<li>
<p><code><em>#string From </em></code>: </p>
</li>
<li>
<p><code><em>#string To </em></code>: </p>
</li>
<li>
<p><code><em> NearRadius </em></code>: </p>
</li>
<li>
<p><code><em> ... </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(CARGO_GROUP).onafterUnBoarding" > <a id="#(CARGO_GROUP).onafterUnBoarding" >
<strong>CARGO_GROUP:onafterUnBoarding(ToPointVec2, Event, From, To, NearRadius, ...)</strong> <strong>CARGO_GROUP:onafterUnBoarding(ToPointVec2, Event, From, To, NearRadius, ...)</strong>
</a> </a>
@ -2035,52 +2154,6 @@ Point#POINT_VEC2</p>
<dl class="function"> <dl class="function">
<dt> <dt>
<a id="#(CARGO_GROUP).onleaveBoarding" >
<strong>CARGO_GROUP:onleaveBoarding(CargoCarrier, Event, From, To, NearRadius, ...)</strong>
</a>
</dt>
<dd>
<p>Leave Boarding State.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> CargoCarrier </em></code>: </p>
</li>
<li>
<p><code><em>#string Event </em></code>: </p>
</li>
<li>
<p><code><em>#string From </em></code>: </p>
</li>
<li>
<p><code><em>#string To </em></code>: </p>
</li>
<li>
<p><code><em> NearRadius </em></code>: </p>
</li>
<li>
<p><code><em> ... </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(CARGO_GROUP).onleaveUnBoarding" > <a id="#(CARGO_GROUP).onleaveUnBoarding" >
<strong>CARGO_GROUP:onleaveUnBoarding(ToPointVec2, Event, From, To, NearRadius, ...)</strong> <strong>CARGO_GROUP:onleaveUnBoarding(ToPointVec2, Event, From, To, NearRadius, ...)</strong>
</a> </a>
@ -2847,7 +2920,6 @@ The range till cargo will board.</p>
<dl class="function"> <dl class="function">
<dt> <dt>
<em></em>
<a id="#(CARGO_UNIT).CargoCarrier" > <a id="#(CARGO_UNIT).CargoCarrier" >
<strong>CARGO_UNIT.CargoCarrier</strong> <strong>CARGO_UNIT.CargoCarrier</strong>
</a> </a>
@ -2968,6 +3040,20 @@ The range till cargo will board.</p>
</dd>
</dl>
<dl class="function">
<dt>
<em>#number</em>
<a id="#(CARGO_UNIT).RunCount" >
<strong>CARGO_UNIT.RunCount</strong>
</a>
</dt>
<dd>
</dd> </dd>
</dl> </dl>
<dl class="function"> <dl class="function">
@ -3271,52 +3357,6 @@ Point#POINT_VEC2</p>
<dl class="function"> <dl class="function">
<dt> <dt>
<a id="#(CARGO_UNIT).onleaveBoarding" >
<strong>CARGO_UNIT:onleaveBoarding(Event, From, To, CargoCarrier, NearRadius, ...)</strong>
</a>
</dt>
<dd>
<p>Leave Boarding State.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#string Event </em></code>: </p>
</li>
<li>
<p><code><em>#string From </em></code>: </p>
</li>
<li>
<p><code><em>#string To </em></code>: </p>
</li>
<li>
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> CargoCarrier </em></code>: </p>
</li>
<li>
<p><code><em> NearRadius </em></code>: </p>
</li>
<li>
<p><code><em> ... </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(CARGO_UNIT).onleaveUnBoarding" > <a id="#(CARGO_UNIT).onleaveUnBoarding" >
<strong>CARGO_UNIT:onleaveUnBoarding(Event, From, To, ToPointVec2, NearRadius)</strong> <strong>CARGO_UNIT:onleaveUnBoarding(Event, From, To, ToPointVec2, NearRadius)</strong>
</a> </a>

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@ -17,6 +17,7 @@
<a href="index.html">index</a> <a href="index.html">index</a>
</li></ul> </li></ul>
<ul> <ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li> <li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li> <li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li> <li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a> <a href="index.html">index</a>
</li></ul> </li></ul>
<ul> <ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li> <li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li> <li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li> <li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a> <a href="index.html">index</a>
</li></ul> </li></ul>
<ul> <ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li> <li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li> <li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li> <li><a href="AI_Cas.html">AI_Cas</a></li>
@ -232,7 +233,13 @@
</td> </td>
</tr> </tr>
<tr> <tr>
<td class="name" nowrap="nowrap"><a href="##(COMMANDCENTER).ReportSummary">COMMANDCENTER:ReportSummary(ReportGroup)</a></td> <td class="name" nowrap="nowrap"><a href="##(COMMANDCENTER).ReportMissionsPlayers">COMMANDCENTER:ReportMissionsPlayers(ReportGroup)</a></td>
<td class="summary">
<p>Report the players of all MISSIONs to a GROUP.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(COMMANDCENTER).ReportMissionsStatus">COMMANDCENTER:ReportMissionsStatus(ReportGroup)</a></td>
<td class="summary"> <td class="summary">
<p>Report the status of all MISSIONs to a GROUP.</p> <p>Report the status of all MISSIONs to a GROUP.</p>
</td> </td>
@ -737,8 +744,32 @@ Group#GROUP</p>
<dl class="function"> <dl class="function">
<dt> <dt>
<a id="#(COMMANDCENTER).ReportSummary" > <a id="#(COMMANDCENTER).ReportMissionsPlayers" >
<strong>COMMANDCENTER:ReportSummary(ReportGroup)</strong> <strong>COMMANDCENTER:ReportMissionsPlayers(ReportGroup)</strong>
</a>
</dt>
<dd>
<p>Report the players of all MISSIONs to a GROUP.</p>
<p>Each Mission is listed, with an indication how many Tasks are still to be completed.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> ReportGroup </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(COMMANDCENTER).ReportMissionsStatus" >
<strong>COMMANDCENTER:ReportMissionsStatus(ReportGroup)</strong>
</a> </a>
</dt> </dt>
<dd> <dd>

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@ -17,6 +17,7 @@
<a href="index.html">index</a> <a href="index.html">index</a>
</li></ul> </li></ul>
<ul> <ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li> <li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li> <li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li> <li><a href="AI_Cas.html">AI_Cas</a></li>
@ -550,7 +551,7 @@ This is different from the EnRoute tasks, where the targets of the task need to
</td> </td>
</tr> </tr>
<tr> <tr>
<td class="name" nowrap="nowrap"><a href="##(CONTROLLABLE).TaskBombing">CONTROLLABLE:TaskBombing(Vec2, WeaponType, WeaponExpend, AttackQty, Direction, ControllableAttack)</a></td> <td class="name" nowrap="nowrap"><a href="##(CONTROLLABLE).TaskBombing">CONTROLLABLE:TaskBombing(Vec2, GroupAttack, WeaponExpend, AttackQty, Direction, WeaponType)</a></td>
<td class="summary"> <td class="summary">
<p>(AIR) Delivering weapon at the point on the ground. </p> <p>(AIR) Delivering weapon at the point on the ground. </p>
</td> </td>
@ -2220,7 +2221,7 @@ The DCS task structure.</p>
<dt> <dt>
<a id="#(CONTROLLABLE).TaskBombing" > <a id="#(CONTROLLABLE).TaskBombing" >
<strong>CONTROLLABLE:TaskBombing(Vec2, WeaponType, WeaponExpend, AttackQty, Direction, ControllableAttack)</strong> <strong>CONTROLLABLE:TaskBombing(Vec2, GroupAttack, WeaponExpend, AttackQty, Direction, WeaponType)</strong>
</a> </a>
</dt> </dt>
<dd> <dd>
@ -2237,8 +2238,8 @@ The DCS task structure.</p>
</li> </li>
<li> <li>
<p><code><em>#number WeaponType </em></code>: <p><code><em>#boolean GroupAttack </em></code>:
(optional) Bitmask of weapon types those allowed to use. If parameter is not defined that means no limits on weapon usage.</p> (optional) Flag indicates that the target must be engaged by all aircrafts of the group. Has effect only if the task is assigned to a group, not to a single aircraft.</p>
</li> </li>
<li> <li>
@ -2261,8 +2262,8 @@ The DCS task structure.</p>
</li> </li>
<li> <li>
<p><code><em>#boolean ControllableAttack </em></code>: <p><code><em>#number WeaponType </em></code>:
(optional) Flag indicates that the target must be engaged by all aircrafts of the controllable. Has effect only if the task is assigned to a controllable, not to a single aircraft.</p> (optional) Bitmask of weapon types those allowed to use. If parameter is not defined that means no limits on weapon usage.</p>
</li> </li>
</ul> </ul>

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@ -17,6 +17,7 @@
<a href="index.html">index</a> <a href="index.html">index</a>
</li></ul> </li></ul>
<ul> <ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li> <li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li> <li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li> <li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a> <a href="index.html">index</a>
</li></ul> </li></ul>
<ul> <ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li> <li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li> <li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li> <li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a> <a href="index.html">index</a>
</li></ul> </li></ul>
<ul> <ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li> <li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li> <li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li> <li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a> <a href="index.html">index</a>
</li></ul> </li></ul>
<ul> <ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li> <li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li> <li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li> <li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a> <a href="index.html">index</a>
</li></ul> </li></ul>
<ul> <ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li> <li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li> <li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li> <li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a> <a href="index.html">index</a>
</li></ul> </li></ul>
<ul> <ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li> <li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li> <li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li> <li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a> <a href="index.html">index</a>
</li></ul> </li></ul>
<ul> <ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li> <li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li> <li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li> <li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a> <a href="index.html">index</a>
</li></ul> </li></ul>
<ul> <ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li> <li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li> <li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li> <li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a> <a href="index.html">index</a>
</li></ul> </li></ul>
<ul> <ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li> <li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li> <li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li> <li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a> <a href="index.html">index</a>
</li></ul> </li></ul>
<ul> <ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li> <li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li> <li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li> <li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a> <a href="index.html">index</a>
</li></ul> </li></ul>
<ul> <ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li> <li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li> <li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li> <li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a> <a href="index.html">index</a>
</li></ul> </li></ul>
<ul> <ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li> <li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li> <li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li> <li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a> <a href="index.html">index</a>
</li></ul> </li></ul>
<ul> <ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li> <li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li> <li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li> <li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a> <a href="index.html">index</a>
</li></ul> </li></ul>
<ul> <ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li> <li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li> <li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li> <li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a> <a href="index.html">index</a>
</li></ul> </li></ul>
<ul> <ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li> <li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li> <li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li> <li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a> <a href="index.html">index</a>
</li></ul> </li></ul>
<ul> <ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li> <li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li> <li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li> <li><a href="AI_Cas.html">AI_Cas</a></li>
@ -476,6 +477,18 @@ The following iterator methods are currently available within the DATABASE:</p>
<td class="name" nowrap="nowrap"><a href="##(DATABASE).UNITS">DATABASE.UNITS</a></td> <td class="name" nowrap="nowrap"><a href="##(DATABASE).UNITS">DATABASE.UNITS</a></td>
<td class="summary"> <td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DATABASE).UNITS_Index">DATABASE.UNITS_Index</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DATABASE).UNITS_Position">DATABASE.UNITS_Position</a></td>
<td class="summary">
</td> </td>
</tr> </tr>
<tr> <tr>
@ -1797,6 +1810,33 @@ self</p>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(DATABASE).UNITS_Index" >
<strong>DATABASE.UNITS_Index</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DATABASE).UNITS_Position" >
<strong>DATABASE.UNITS_Position</strong>
</a>
</dt>
<dd>
</dd> </dd>
</dl> </dl>
<dl class="function"> <dl class="function">

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a> <a href="index.html">index</a>
</li></ul> </li></ul>
<ul> <ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li> <li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li> <li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li> <li><a href="AI_Cas.html">AI_Cas</a></li>
@ -890,7 +891,6 @@ function below will use the range 1-7 just in case</p>
<dl class="function"> <dl class="function">
<dt> <dt>
<em></em>
<a id="#(DESIGNATE).LaserCodes" > <a id="#(DESIGNATE).LaserCodes" >
<strong>DESIGNATE.LaserCodes</strong> <strong>DESIGNATE.LaserCodes</strong>
</a> </a>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a> <a href="index.html">index</a>
</li></ul> </li></ul>
<ul> <ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li> <li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li> <li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li> <li><a href="AI_Cas.html">AI_Cas</a></li>
@ -2322,7 +2323,6 @@ The index of the DetectedItem.</p>
<dl class="function"> <dl class="function">
<dt> <dt>
<em>#number</em>
<a id="#(DETECTION_BASE).DetectedItemCount" > <a id="#(DETECTION_BASE).DetectedItemCount" >
<strong>DETECTION_BASE.DetectedItemCount</strong> <strong>DETECTION_BASE.DetectedItemCount</strong>
</a> </a>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a> <a href="index.html">index</a>
</li></ul> </li></ul>
<ul> <ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li> <li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li> <li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li> <li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a> <a href="index.html">index</a>
</li></ul> </li></ul>
<ul> <ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li> <li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li> <li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li> <li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a> <a href="index.html">index</a>
</li></ul> </li></ul>
<ul> <ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li> <li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li> <li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li> <li><a href="AI_Cas.html">AI_Cas</a></li>
@ -343,6 +344,12 @@ YYYY-MM-DD: CLASS:<strong>NewFunction( Params )</strong> added</p>
<td class="name" nowrap="nowrap"><a href="##(EVENT).CreateEventNewCargo">EVENT:CreateEventNewCargo(Cargo)</a></td> <td class="name" nowrap="nowrap"><a href="##(EVENT).CreateEventNewCargo">EVENT:CreateEventNewCargo(Cargo)</a></td>
<td class="summary"> <td class="summary">
<p>Creation of a New Cargo Event.</p> <p>Creation of a New Cargo Event.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(EVENT).CreateEventPlayerEnterUnit">EVENT:CreateEventPlayerEnterUnit(PlayerUnit)</a></td>
<td class="summary">
<p>Creation of a S<em>EVENT</em>PLAYER<em>ENTER</em>UNIT Event.</p>
</td> </td>
</tr> </tr>
<tr> <tr>
@ -1009,6 +1016,27 @@ The Cargo created.</p>
</li> </li>
</ul> </ul>
</dd> </dd>
</dl>
<dl class="function">
<dt>
<a id="#(EVENT).CreateEventPlayerEnterUnit" >
<strong>EVENT:CreateEventPlayerEnterUnit(PlayerUnit)</strong>
</a>
</dt>
<dd>
<p>Creation of a S<em>EVENT</em>PLAYER<em>ENTER</em>UNIT Event.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> PlayerUnit </em></code>: </p>
</li>
</ul>
</dd>
</dl> </dl>
<dl class="function"> <dl class="function">
<dt> <dt>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a> <a href="index.html">index</a>
</li></ul> </li></ul>
<ul> <ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li> <li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li> <li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li> <li><a href="AI_Cas.html">AI_Cas</a></li>
@ -1622,7 +1623,7 @@ A string defining the start state.</p>
<dl class="function"> <dl class="function">
<dt> <dt>
<em>#string</em> <em></em>
<a id="#(FSM)._StartState" > <a id="#(FSM)._StartState" >
<strong>FSM._StartState</strong> <strong>FSM._StartState</strong>
</a> </a>
@ -1921,6 +1922,7 @@ A string defining the start state.</p>
<dl class="function"> <dl class="function">
<dt> <dt>
<em></em>
<a id="#(FSM).current" > <a id="#(FSM).current" >
<strong>FSM.current</strong> <strong>FSM.current</strong>
</a> </a>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a> <a href="index.html">index</a>
</li></ul> </li></ul>
<ul> <ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li> <li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li> <li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li> <li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a> <a href="index.html">index</a>
</li></ul> </li></ul>
<ul> <ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li> <li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li> <li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li> <li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a> <a href="index.html">index</a>
</li></ul> </li></ul>
<ul> <ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li> <li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li> <li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li> <li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a> <a href="index.html">index</a>
</li></ul> </li></ul>
<ul> <ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li> <li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li> <li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li> <li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a> <a href="index.html">index</a>
</li></ul> </li></ul>
<ul> <ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li> <li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li> <li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li> <li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a> <a href="index.html">index</a>
</li></ul> </li></ul>
<ul> <ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li> <li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li> <li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li> <li><a href="AI_Cas.html">AI_Cas</a></li>
@ -128,12 +129,24 @@ A <a href="CLIENT.html">CLIENT</a> needs to be registered within the <a href="MI
<td class="name" nowrap="nowrap"><a href="##(MISSION).AddTask">MISSION:AddTask(Task)</a></td> <td class="name" nowrap="nowrap"><a href="##(MISSION).AddTask">MISSION:AddTask(Task)</a></td>
<td class="summary"> <td class="summary">
<p>Register a <a href="Task.html">Task</a> to be completed within the <a href="Mission.html">Mission</a>.</p> <p>Register a <a href="Task.html">Task</a> to be completed within the <a href="Mission.html">Mission</a>.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(MISSION).AssignedGroups">MISSION.AssignedGroups</a></td>
<td class="summary">
</td> </td>
</tr> </tr>
<tr> <tr>
<td class="name" nowrap="nowrap"><a href="##(MISSION).ClassName">MISSION.ClassName</a></td> <td class="name" nowrap="nowrap"><a href="##(MISSION).ClassName">MISSION.ClassName</a></td>
<td class="summary"> <td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(MISSION).ClearGroupAssignment">MISSION:ClearGroupAssignment(MissionGroup)</a></td>
<td class="summary">
<p>Clear the <a href="Group.html">Group</a> assignment from the <a href="Mission.html">Mission</a>.</p>
</td> </td>
</tr> </tr>
<tr> <tr>
@ -194,6 +207,12 @@ A <a href="CLIENT.html">CLIENT</a> needs to be registered within the <a href="MI
<td class="name" nowrap="nowrap"><a href="##(MISSION).GetTask">MISSION.GetTask(TaskName, self)</a></td> <td class="name" nowrap="nowrap"><a href="##(MISSION).GetTask">MISSION.GetTask(TaskName, self)</a></td>
<td class="summary"> <td class="summary">
<p>Get the TASK identified by the TaskNumber from the Mission.</p> <p>Get the TASK identified by the TaskNumber from the Mission.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(MISSION).GetTaskTypes">MISSION:GetTaskTypes()</a></td>
<td class="summary">
</td> </td>
</tr> </tr>
<tr> <tr>
@ -230,6 +249,12 @@ A <a href="CLIENT.html">CLIENT</a> needs to be registered within the <a href="MI
<td class="name" nowrap="nowrap"><a href="##(MISSION).IsFAILED">MISSION:IsFAILED()</a></td> <td class="name" nowrap="nowrap"><a href="##(MISSION).IsFAILED">MISSION:IsFAILED()</a></td>
<td class="summary"> <td class="summary">
<p>Is the <a href="Mission.html">Mission</a> <strong>FAILED</strong>.</p> <p>Is the <a href="Mission.html">Mission</a> <strong>FAILED</strong>.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(MISSION).IsGroupAssigned">MISSION:IsGroupAssigned(MissionGroup)</a></td>
<td class="summary">
<p>Returns if the <a href="Mission.html">Mission</a> is assigned to the Group.</p>
</td> </td>
</tr> </tr>
<tr> <tr>
@ -416,6 +441,18 @@ A <a href="CLIENT.html">CLIENT</a> needs to be registered within the <a href="MI
<td class="name" nowrap="nowrap"><a href="##(MISSION).ReportOverview">MISSION:ReportOverview(TaskStatus)</a></td> <td class="name" nowrap="nowrap"><a href="##(MISSION).ReportOverview">MISSION:ReportOverview(TaskStatus)</a></td>
<td class="summary"> <td class="summary">
<p>Create a overview report of the Mission (multiple lines).</p> <p>Create a overview report of the Mission (multiple lines).</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(MISSION).ReportPlayers">MISSION:ReportPlayers()</a></td>
<td class="summary">
<p>Create a player report of the Mission.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(MISSION).ReportStatus">MISSION:ReportStatus()</a></td>
<td class="summary">
<p>Create a status report of the Mission.</p>
</td> </td>
</tr> </tr>
<tr> <tr>
@ -428,6 +465,12 @@ A <a href="CLIENT.html">CLIENT</a> needs to be registered within the <a href="MI
<td class="name" nowrap="nowrap"><a href="##(MISSION).Scoring">MISSION.Scoring</a></td> <td class="name" nowrap="nowrap"><a href="##(MISSION).Scoring">MISSION.Scoring</a></td>
<td class="summary"> <td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(MISSION).SetGroupAssigned">MISSION:SetGroupAssigned(MissionGroup)</a></td>
<td class="summary">
<p>Set <a href="Group.html">Group</a> assigned to the <a href="Mission.html">Mission</a>.</p>
</td> </td>
</tr> </tr>
<tr> <tr>
@ -541,8 +584,8 @@ The CLIENT or UNIT of the Player joining the Mission.</p>
</ul> </ul>
<h3>Return value</h3> <h3>Return value</h3>
<p><em>#boolean:</em> <p><em><a href="##(MISSION)">#MISSION</a>:</em></p>
true if Unit is part of a Task in the Mission.</p>
</dd> </dd>
</dl> </dl>
@ -601,6 +644,20 @@ is the <a href="Task.html">Task</a> object.</p>
<p><em><a href="Tasking.Task.html##(TASK)">Tasking.Task#TASK</a>:</em> <p><em><a href="Tasking.Task.html##(TASK)">Tasking.Task#TASK</a>:</em>
The task added.</p> The task added.</p>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(MISSION).AssignedGroups" >
<strong>MISSION.AssignedGroups</strong>
</a>
</dt>
<dd>
</dd> </dd>
</dl> </dl>
<dl class="function"> <dl class="function">
@ -615,6 +672,32 @@ The task added.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(MISSION).ClearGroupAssignment" >
<strong>MISSION:ClearGroupAssignment(MissionGroup)</strong>
</a>
</dt>
<dd>
<p>Clear the <a href="Group.html">Group</a> assignment from the <a href="Mission.html">Mission</a>.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Group.html##(GROUP)">Wrapper.Group#GROUP</a> MissionGroup </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(MISSION)">#MISSION</a>:</em></p>
</dd> </dd>
</dl> </dl>
<dl class="function"> <dl class="function">
@ -657,8 +740,8 @@ The CLIENT or UNIT of the Player crashing.</p>
</ul> </ul>
<h3>Return value</h3> <h3>Return value</h3>
<p><em>#boolean:</em> <p><em><a href="##(MISSION)">#MISSION</a>:</em></p>
true if Unit is part of a Task in the Mission.</p>
</dd> </dd>
</dl> </dl>
@ -840,6 +923,24 @@ Returns nil if no task was found.</p>
<dl class="function"> <dl class="function">
<dt> <dt>
<a id="#(MISSION).GetTaskTypes" >
<strong>MISSION:GetTaskTypes()</strong>
</a>
</dt>
<dd>
<h3>Return value</h3>
<p><em>#number:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(MISSION).GetTasks" > <a id="#(MISSION).GetTasks" >
<strong>MISSION:GetTasks()</strong> <strong>MISSION:GetTasks()</strong>
</a> </a>
@ -970,6 +1071,32 @@ true if the Mission has a Group.</p>
<p><em>#boolean:</em></p> <p><em>#boolean:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(MISSION).IsGroupAssigned" >
<strong>MISSION:IsGroupAssigned(MissionGroup)</strong>
</a>
</dt>
<dd>
<p>Returns if the <a href="Mission.html">Mission</a> is assigned to the Group.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Group.html##(GROUP)">Wrapper.Group#GROUP</a> MissionGroup </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em>#boolean:</em></p>
</dd> </dd>
</dl> </dl>
<dl class="function"> <dl class="function">
@ -1907,6 +2034,67 @@ self</p>
<p><em>#string:</em></p> <p><em>#string:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(MISSION).ReportPlayers" >
<strong>MISSION:ReportPlayers()</strong>
</a>
</dt>
<dd>
<p>Create a player report of the Mission.</p>
<p>This reports provides a one liner of the mission status. It indicates how many players and how many Tasks.</p>
<pre><code>Mission "&lt;MissionName&gt;" - Status "&lt;MissionStatus&gt;"
- Player "&lt;PlayerName&gt;: Task &lt;TaskName&gt; &lt;TaskStatus&gt;, Task &lt;TaskName&gt; &lt;TaskStatus&gt;
- Player &lt;PlayerName&gt;: Task &lt;TaskName&gt; &lt;TaskStatus&gt;, Task &lt;TaskName&gt; &lt;TaskStatus&gt;
- ..
</code></pre>
<h3>Return value</h3>
<p><em>#string:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(MISSION).ReportStatus" >
<strong>MISSION:ReportStatus()</strong>
</a>
</dt>
<dd>
<p>Create a status report of the Mission.</p>
<p>This reports provides a one liner of the mission status. It indicates how many players and how many Tasks.</p>
<pre><code>Mission "&lt;MissionName&gt;" - Status "&lt;MissionStatus&gt;"
- Task Types: &lt;TaskType&gt;, &lt;TaskType&gt;
- &lt;xx&gt; Planned Tasks (xp)
- &lt;xx&gt; Assigned Tasks(xp)
- &lt;xx&gt; Success Tasks (xp)
- &lt;xx&gt; Hold Tasks (xp)
- &lt;xx&gt; Cancelled Tasks (xp)
- &lt;xx&gt; Aborted Tasks (xp)
- &lt;xx&gt; Failed Tasks (xp)
</code></pre>
<h3>Return value</h3>
<p><em>#string:</em></p>
</dd> </dd>
</dl> </dl>
<dl class="function"> <dl class="function">
@ -1939,6 +2127,32 @@ self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(MISSION).SetGroupAssigned" >
<strong>MISSION:SetGroupAssigned(MissionGroup)</strong>
</a>
</dt>
<dd>
<p>Set <a href="Group.html">Group</a> assigned to the <a href="Mission.html">Mission</a>.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Group.html##(GROUP)">Wrapper.Group#GROUP</a> MissionGroup </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(MISSION)">#MISSION</a>:</em></p>
</dd> </dd>
</dl> </dl>
<dl class="function"> <dl class="function">

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a> <a href="index.html">index</a>
</li></ul> </li></ul>
<ul> <ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li> <li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li> <li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li> <li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a> <a href="index.html">index</a>
</li></ul> </li></ul>
<ul> <ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li> <li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li> <li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li> <li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a> <a href="index.html">index</a>
</li></ul> </li></ul>
<ul> <ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li> <li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li> <li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li> <li><a href="AI_Cas.html">AI_Cas</a></li>
@ -1971,6 +1972,7 @@ The new calculated POINT_VEC2.</p>
<dl class="function"> <dl class="function">
<dt> <dt>
<em></em>
<a id="#(POINT_VEC2).z" > <a id="#(POINT_VEC2).z" >
<strong>POINT_VEC2.z</strong> <strong>POINT_VEC2.z</strong>
</a> </a>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a> <a href="index.html">index</a>
</li></ul> </li></ul>
<ul> <ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li> <li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li> <li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li> <li><a href="AI_Cas.html">AI_Cas</a></li>
@ -316,7 +317,7 @@
</td> </td>
</tr> </tr>
<tr> <tr>
<td class="name" nowrap="nowrap"><a href="##(POSITIONABLE).MessageToCoalition">POSITIONABLE:MessageToCoalition(Message, Duration, MessageCoalition, Name)</a></td> <td class="name" nowrap="nowrap"><a href="##(POSITIONABLE).MessageToCoalition">POSITIONABLE:MessageToCoalition(Message, Duration, MessageCoalition)</a></td>
<td class="summary"> <td class="summary">
<p>Send a message to a coalition.</p> <p>Send a message to a coalition.</p>
</td> </td>
@ -1184,7 +1185,7 @@ The client object receiving the message.</p>
<dt> <dt>
<a id="#(POSITIONABLE).MessageToCoalition" > <a id="#(POSITIONABLE).MessageToCoalition" >
<strong>POSITIONABLE:MessageToCoalition(Message, Duration, MessageCoalition, Name)</strong> <strong>POSITIONABLE:MessageToCoalition(Message, Duration, MessageCoalition)</strong>
</a> </a>
</dt> </dt>
<dd> <dd>
@ -1213,12 +1214,6 @@ The duration of the message.</p>
<p><code><em><a href="Dcs.DCScoalition.html##(coalition)">Dcs.DCScoalition#coalition</a> MessageCoalition </em></code>: <p><code><em><a href="Dcs.DCScoalition.html##(coalition)">Dcs.DCScoalition#coalition</a> MessageCoalition </em></code>:
The Coalition receiving the message.</p> The Coalition receiving the message.</p>
</li>
<li>
<p><code><em>#string Name </em></code>:
(optional) The Name of the sender. If not provided, the Name is the type of the Positionable.</p>
</li> </li>
</ul> </ul>
</dd> </dd>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a> <a href="index.html">index</a>
</li></ul> </li></ul>
<ul> <ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li> <li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li> <li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li> <li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a> <a href="index.html">index</a>
</li></ul> </li></ul>
<ul> <ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li> <li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li> <li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li> <li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a> <a href="index.html">index</a>
</li></ul> </li></ul>
<ul> <ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li> <li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li> <li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li> <li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a> <a href="index.html">index</a>
</li></ul> </li></ul>
<ul> <ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li> <li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li> <li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li> <li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a> <a href="index.html">index</a>
</li></ul> </li></ul>
<ul> <ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li> <li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li> <li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li> <li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a> <a href="index.html">index</a>
</li></ul> </li></ul>
<ul> <ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li> <li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li> <li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li> <li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a> <a href="index.html">index</a>
</li></ul> </li></ul>
<ul> <ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li> <li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li> <li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li> <li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a> <a href="index.html">index</a>
</li></ul> </li></ul>
<ul> <ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li> <li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li> <li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li> <li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a> <a href="index.html">index</a>
</li></ul> </li></ul>
<ul> <ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li> <li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li> <li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li> <li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a> <a href="index.html">index</a>
</li></ul> </li></ul>
<ul> <ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li> <li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li> <li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li> <li><a href="AI_Cas.html">AI_Cas</a></li>
@ -976,6 +977,12 @@ mission designer to add a dedicated method</p>
<td class="summary"> <td class="summary">
<p>Iterate the SET_UNIT <strong>sorted *per Threat Level</strong> and call an interator function for each <strong>alive</strong> UNIT, providing the UNIT and optional parameters.</p> <p>Iterate the SET_UNIT <strong>sorted *per Threat Level</strong> and call an interator function for each <strong>alive</strong> UNIT, providing the UNIT and optional parameters.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SET_UNIT).GetFirst">SET_UNIT:GetFirst()</a></td>
<td class="summary">
<p>Get the first unit from the set.</p>
</td> </td>
</tr> </tr>
<tr> <tr>
@ -4817,6 +4824,24 @@ self</p>
<dl class="function"> <dl class="function">
<dt> <dt>
<a id="#(SET_UNIT).GetFirst" >
<strong>SET_UNIT:GetFirst()</strong>
</a>
</dt>
<dd>
<p>Get the first unit from the set.</p>
<h3>Return value</h3>
<p><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a>:</em>
The UNIT object.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SET_UNIT).GetTypeNames" > <a id="#(SET_UNIT).GetTypeNames" >
<strong>SET_UNIT:GetTypeNames(Delimiter)</strong> <strong>SET_UNIT:GetTypeNames(Delimiter)</strong>
</a> </a>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a> <a href="index.html">index</a>
</li></ul> </li></ul>
<ul> <ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li> <li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li> <li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li> <li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a> <a href="index.html">index</a>
</li></ul> </li></ul>
<ul> <ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li> <li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li> <li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li> <li><a href="AI_Cas.html">AI_Cas</a></li>
@ -2527,6 +2528,9 @@ when nothing was spawned.</p>
<p> Overwrite unit names by default with group name.</p>
</dd> </dd>
</dl> </dl>
<dl class="function"> <dl class="function">
@ -2541,6 +2545,9 @@ when nothing was spawned.</p>
<p> By default, no InitLimit</p>
</dd> </dd>
</dl> </dl>
<dl class="function"> <dl class="function">
@ -2576,7 +2583,7 @@ when nothing was spawned.</p>
<dl class="function"> <dl class="function">
<dt> <dt>
<em></em> <em>#number</em>
<a id="#(SPAWN).SpawnMaxGroups" > <a id="#(SPAWN).SpawnMaxGroups" >
<strong>SPAWN.SpawnMaxGroups</strong> <strong>SPAWN.SpawnMaxGroups</strong>
</a> </a>
@ -2593,7 +2600,7 @@ when nothing was spawned.</p>
<dl class="function"> <dl class="function">
<dt> <dt>
<em></em> <em>#number</em>
<a id="#(SPAWN).SpawnMaxUnitsAlive" > <a id="#(SPAWN).SpawnMaxUnitsAlive" >
<strong>SPAWN.SpawnMaxUnitsAlive</strong> <strong>SPAWN.SpawnMaxUnitsAlive</strong>
</a> </a>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a> <a href="index.html">index</a>
</li></ul> </li></ul>
<ul> <ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li> <li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li> <li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li> <li><a href="AI_Cas.html">AI_Cas</a></li>
@ -444,7 +445,6 @@ ptional) The name of the new static.</p>
<dl class="function"> <dl class="function">
<dt> <dt>
<em>#number</em>
<a id="#(SPAWNSTATIC).SpawnIndex" > <a id="#(SPAWNSTATIC).SpawnIndex" >
<strong>SPAWNSTATIC.SpawnIndex</strong> <strong>SPAWNSTATIC.SpawnIndex</strong>
</a> </a>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a> <a href="index.html">index</a>
</li></ul> </li></ul>
<ul> <ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li> <li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li> <li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li> <li><a href="AI_Cas.html">AI_Cas</a></li>
@ -761,6 +762,7 @@ true if it is lasing</p>
<dl class="function"> <dl class="function">
<dt> <dt>
<em></em>
<a id="#(SPOT).ScheduleID" > <a id="#(SPOT).ScheduleID" >
<strong>SPOT.ScheduleID</strong> <strong>SPOT.ScheduleID</strong>
</a> </a>
@ -774,6 +776,7 @@ true if it is lasing</p>
<dl class="function"> <dl class="function">
<dt> <dt>
<em></em>
<a id="#(SPOT).SpotIR" > <a id="#(SPOT).SpotIR" >
<strong>SPOT.SpotIR</strong> <strong>SPOT.SpotIR</strong>
</a> </a>
@ -787,6 +790,7 @@ true if it is lasing</p>
<dl class="function"> <dl class="function">
<dt> <dt>
<em></em>
<a id="#(SPOT).SpotLaser" > <a id="#(SPOT).SpotLaser" >
<strong>SPOT.SpotLaser</strong> <strong>SPOT.SpotLaser</strong>
</a> </a>
@ -800,6 +804,7 @@ true if it is lasing</p>
<dl class="function"> <dl class="function">
<dt> <dt>
<em></em>
<a id="#(SPOT).Target" > <a id="#(SPOT).Target" >
<strong>SPOT.Target</strong> <strong>SPOT.Target</strong>
</a> </a>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a> <a href="index.html">index</a>
</li></ul> </li></ul>
<ul> <ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li> <li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li> <li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li> <li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a> <a href="index.html">index</a>
</li></ul> </li></ul>
<ul> <ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li> <li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li> <li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li> <li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a> <a href="index.html">index</a>
</li></ul> </li></ul>
<ul> <ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li> <li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li> <li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li> <li><a href="AI_Cas.html">AI_Cas</a></li>
@ -127,7 +128,7 @@
</td> </td>
</tr> </tr>
<tr> <tr>
<td class="name" nowrap="nowrap"><a href="##(TASK).AbortUnit">TASK:AbortUnit(PlayerUnit)</a></td> <td class="name" nowrap="nowrap"><a href="##(TASK).AbortGroup">TASK:AbortGroup(PlayerUnit, PlayerGroup)</a></td>
<td class="summary"> <td class="summary">
<p>Abort a PlayerUnit from a Task.</p> <p>Abort a PlayerUnit from a Task.</p>
</td> </td>
@ -148,6 +149,12 @@
<td class="name" nowrap="nowrap"><a href="##(TASK).Cancel">TASK:Cancel()</a></td> <td class="name" nowrap="nowrap"><a href="##(TASK).Cancel">TASK:Cancel()</a></td>
<td class="summary"> <td class="summary">
<p>FSM Cancel synchronous event function for TASK.</p> <p>FSM Cancel synchronous event function for TASK.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK).ClearGroupAssignment">TASK:ClearGroupAssignment(TaskGroup)</a></td>
<td class="summary">
<p>Clear the <a href="Group.html">Group</a> assignment from the <a href="Task.html">Task</a>.</p>
</td> </td>
</tr> </tr>
<tr> <tr>
@ -157,7 +164,7 @@
</td> </td>
</tr> </tr>
<tr> <tr>
<td class="name" nowrap="nowrap"><a href="##(TASK).CrashUnit">TASK:CrashUnit(PlayerUnit)</a></td> <td class="name" nowrap="nowrap"><a href="##(TASK).CrashGroup">TASK:CrashGroup(PlayerUnit, PlayerGroup)</a></td>
<td class="summary"> <td class="summary">
<p>A PlayerUnit crashed in a Task.</p> <p>A PlayerUnit crashed in a Task.</p>
</td> </td>
@ -184,6 +191,12 @@
<td class="name" nowrap="nowrap"><a href="##(TASK).FsmTemplate">TASK.FsmTemplate</a></td> <td class="name" nowrap="nowrap"><a href="##(TASK).FsmTemplate">TASK.FsmTemplate</a></td>
<td class="summary"> <td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK).GetBriefing">TASK:GetBriefing()</a></td>
<td class="summary">
<p>Gets the <a href="Task.html">Task</a> briefing.</p>
</td> </td>
</tr> </tr>
<tr> <tr>
@ -208,6 +221,18 @@
<td class="name" nowrap="nowrap"><a href="##(TASK).GetName">TASK:GetName()</a></td> <td class="name" nowrap="nowrap"><a href="##(TASK).GetName">TASK:GetName()</a></td>
<td class="summary"> <td class="summary">
<p>Gets the Name of the Task</p> <p>Gets the Name of the Task</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK).GetPlayerCount">TASK:GetPlayerCount()</a></td>
<td class="summary">
<p>Create a count of the players in the Task.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK).GetPlayerNames">TASK:GetPlayerNames()</a></td>
<td class="summary">
<p>Create a list of the players in the Task.</p>
</td> </td>
</tr> </tr>
<tr> <tr>
@ -232,6 +257,12 @@
<td class="name" nowrap="nowrap"><a href="##(TASK).GetStateString">TASK:GetStateString()</a></td> <td class="name" nowrap="nowrap"><a href="##(TASK).GetStateString">TASK:GetStateString()</a></td>
<td class="summary"> <td class="summary">
<p>Gets the <a href="Task.html">Task</a> status.</p> <p>Gets the <a href="Task.html">Task</a> status.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK).GetTaskBriefing">TASK:GetTaskBriefing()</a></td>
<td class="summary">
<p>Returns the <a href="Task.html">Task</a> briefing.</p>
</td> </td>
</tr> </tr>
<tr> <tr>
@ -277,7 +308,7 @@
</td> </td>
</tr> </tr>
<tr> <tr>
<td class="name" nowrap="nowrap"><a href="##(TASK).IsAssignedToGroup">TASK:IsAssignedToGroup(TaskGroup)</a></td> <td class="name" nowrap="nowrap"><a href="##(TASK).IsGroupAssigned">TASK:IsGroupAssigned(TaskGroup)</a></td>
<td class="summary"> <td class="summary">
<p>Returns if the <a href="Task.html">Task</a> is assigned to the Group.</p> <p>Returns if the <a href="Task.html">Task</a> is assigned to the Group.</p>
</td> </td>
@ -367,7 +398,7 @@
</td> </td>
</tr> </tr>
<tr> <tr>
<td class="name" nowrap="nowrap"><a href="##(TASK).New">TASK:New(Mission, SetGroupAssign, TaskName, TaskType)</a></td> <td class="name" nowrap="nowrap"><a href="##(TASK).New">TASK:New(Mission, SetGroupAssign, TaskName, TaskType, TaskBriefing)</a></td>
<td class="summary"> <td class="summary">
<p>Instantiates a new TASK.</p> <p>Instantiates a new TASK.</p>
</td> </td>
@ -388,6 +419,12 @@
<td class="name" nowrap="nowrap"><a href="##(TASK).OnAfterPlayerDead">TASK:OnAfterPlayerDead(PlayerUnit, PlayerName)</a></td> <td class="name" nowrap="nowrap"><a href="##(TASK).OnAfterPlayerDead">TASK:OnAfterPlayerDead(PlayerUnit, PlayerName)</a></td>
<td class="summary"> <td class="summary">
<p>FSM PlayerDead event handler prototype for TASK.</p> <p>FSM PlayerDead event handler prototype for TASK.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK).RefreshMenus">TASK:RefreshMenus(TaskGroup, MenuTime)</a></td>
<td class="summary">
<p>Remove the menu option of the <a href="Task.html">Task</a> for a <a href="Group.html">Group</a>.</p>
</td> </td>
</tr> </tr>
<tr> <tr>
@ -400,12 +437,6 @@
<td class="name" nowrap="nowrap"><a href="##(TASK).RemoveMenu">TASK:RemoveMenu(MenuTime)</a></td> <td class="name" nowrap="nowrap"><a href="##(TASK).RemoveMenu">TASK:RemoveMenu(MenuTime)</a></td>
<td class="summary"> <td class="summary">
<p>Remove the menu options of the <a href="Task.html">Task</a> to all the groups in the SetGroup.</p> <p>Remove the menu options of the <a href="Task.html">Task</a> to all the groups in the SetGroup.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK).RemovePlannedMenuForGroup">TASK:RemovePlannedMenuForGroup(TaskGroup, MenuTime)</a></td>
<td class="summary">
<p>Remove the menu option of the <a href="Task.html">Task</a> for a <a href="Group.html">Group</a>.</p>
</td> </td>
</tr> </tr>
<tr> <tr>
@ -466,6 +497,12 @@
<td class="name" nowrap="nowrap"><a href="##(TASK).SetGroup">TASK.SetGroup</a></td> <td class="name" nowrap="nowrap"><a href="##(TASK).SetGroup">TASK.SetGroup</a></td>
<td class="summary"> <td class="summary">
<p>The Set of Groups assigned to the Task</p> <p>The Set of Groups assigned to the Task</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK).SetGroupAssigned">TASK:SetGroupAssigned(TaskGroup)</a></td>
<td class="summary">
<p>Set <a href="Group.html">Group</a> assigned to the <a href="Task.html">Task</a>.</p>
</td> </td>
</tr> </tr>
<tr> <tr>
@ -805,8 +842,8 @@ Use the method <a href="##(TASK).AddScore">TASK.AddScore</a>() to add scores whe
<dl class="function"> <dl class="function">
<dt> <dt>
<a id="#(TASK).AbortUnit" > <a id="#(TASK).AbortGroup" >
<strong>TASK:AbortUnit(PlayerUnit)</strong> <strong>TASK:AbortGroup(PlayerUnit, PlayerGroup)</strong>
</a> </a>
</dt> </dt>
<dd> <dd>
@ -817,19 +854,24 @@ Use the method <a href="##(TASK).AddScore">TASK.AddScore</a>() to add scores whe
<p>If the Unit was not part of the Task, false is returned. <p>If the Unit was not part of the Task, false is returned.
If the Unit is part of the Task, true is returned.</p> If the Unit is part of the Task, true is returned.</p>
<h3>Parameter</h3> <h3>Parameters</h3>
<ul> <ul>
<li> <li>
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> PlayerUnit </em></code>: <p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> PlayerUnit </em></code>:
The CLIENT or UNIT of the Player aborting the Task.</p> The CLIENT or UNIT of the Player aborting the Task.</p>
</li>
<li>
<p><code><em> PlayerGroup </em></code>: </p>
</li> </li>
</ul> </ul>
<h3>Return value</h3> <h3>Return value</h3>
<p><em>#boolean:</em> <p><em><a href="##(TASK)">#TASK</a>:</em></p>
true if Unit is part of the Task.</p>
</dd> </dd>
</dl> </dl>
@ -899,6 +941,32 @@ self</p>
<p>Use this event to Cancel the Task.</p> <p>Use this event to Cancel the Task.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK).ClearGroupAssignment" >
<strong>TASK:ClearGroupAssignment(TaskGroup)</strong>
</a>
</dt>
<dd>
<p>Clear the <a href="Group.html">Group</a> assignment from the <a href="Task.html">Task</a>.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Group.html##(GROUP)">Wrapper.Group#GROUP</a> TaskGroup </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(TASK)">#TASK</a>:</em></p>
</dd> </dd>
</dl> </dl>
<dl class="function"> <dl class="function">
@ -918,8 +986,8 @@ self</p>
<dl class="function"> <dl class="function">
<dt> <dt>
<a id="#(TASK).CrashUnit" > <a id="#(TASK).CrashGroup" >
<strong>TASK:CrashUnit(PlayerUnit)</strong> <strong>TASK:CrashGroup(PlayerUnit, PlayerGroup)</strong>
</a> </a>
</dt> </dt>
<dd> <dd>
@ -931,19 +999,24 @@ self</p>
If the Unit was not part of the Task, false is returned. If the Unit was not part of the Task, false is returned.
If the Unit is part of the Task, true is returned.</p> If the Unit is part of the Task, true is returned.</p>
<h3>Parameter</h3> <h3>Parameters</h3>
<ul> <ul>
<li> <li>
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> PlayerUnit </em></code>: <p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> PlayerUnit </em></code>:
The CLIENT or UNIT of the Player aborting the Task.</p> The CLIENT or UNIT of the Player aborting the Task.</p>
</li>
<li>
<p><code><em> PlayerGroup </em></code>: </p>
</li> </li>
</ul> </ul>
<h3>Return value</h3> <h3>Return value</h3>
<p><em>#boolean:</em> <p><em><a href="##(TASK)">#TASK</a>:</em></p>
true if Unit is part of the Task.</p>
</dd> </dd>
</dl> </dl>
@ -1017,6 +1090,24 @@ true if Unit is part of the Task.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK).GetBriefing" >
<strong>TASK:GetBriefing()</strong>
</a>
</dt>
<dd>
<p>Gets the <a href="Task.html">Task</a> briefing.</p>
<h3>Return value</h3>
<p><em>#string:</em>
The briefing text.</p>
</dd> </dd>
</dl> </dl>
<dl class="function"> <dl class="function">
@ -1094,6 +1185,42 @@ The Task Name</p>
<dl class="function"> <dl class="function">
<dt> <dt>
<a id="#(TASK).GetPlayerCount" >
<strong>TASK:GetPlayerCount()</strong>
</a>
</dt>
<dd>
<p>Create a count of the players in the Task.</p>
<h3>Return value</h3>
<p><em>#number:</em>
The total number of players in the task.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK).GetPlayerNames" >
<strong>TASK:GetPlayerNames()</strong>
</a>
</dt>
<dd>
<p>Create a list of the players in the Task.</p>
<h3>Return value</h3>
<p><em><a href="##(map)">#map</a>:</em></p>
<h1>string,Wrapper.Group#GROUP> A map of the players</h1>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK).GetProcessTemplate" > <a id="#(TASK).GetProcessTemplate" >
<strong>TASK:GetProcessTemplate(ProcessName)</strong> <strong>TASK:GetProcessTemplate(ProcessName)</strong>
</a> </a>
@ -1177,6 +1304,24 @@ Scoring</p>
<dl class="function"> <dl class="function">
<dt> <dt>
<a id="#(TASK).GetTaskBriefing" >
<strong>TASK:GetTaskBriefing()</strong>
</a>
</dt>
<dd>
<p>Returns the <a href="Task.html">Task</a> briefing.</p>
<h3>Return value</h3>
<p><em>#string:</em>
Task briefing.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK).GetTaskIndex" > <a id="#(TASK).GetTaskIndex" >
<strong>TASK:GetTaskIndex()</strong> <strong>TASK:GetTaskIndex()</strong>
</a> </a>
@ -1327,8 +1472,8 @@ self</p>
<dl class="function"> <dl class="function">
<dt> <dt>
<a id="#(TASK).IsAssignedToGroup" > <a id="#(TASK).IsGroupAssigned" >
<strong>TASK:IsAssignedToGroup(TaskGroup)</strong> <strong>TASK:IsGroupAssigned(TaskGroup)</strong>
</a> </a>
</dt> </dt>
<dd> <dd>
@ -1594,7 +1739,7 @@ true if Unit is part of the Task.</p>
<dt> <dt>
<a id="#(TASK).New" > <a id="#(TASK).New" >
<strong>TASK:New(Mission, SetGroupAssign, TaskName, TaskType)</strong> <strong>TASK:New(Mission, SetGroupAssign, TaskName, TaskType, TaskBriefing)</strong>
</a> </a>
</dt> </dt>
<dd> <dd>
@ -1629,6 +1774,11 @@ The name of the Task</p>
<p><code><em>#string TaskType </em></code>: <p><code><em>#string TaskType </em></code>:
The type of the Task</p> The type of the Task</p>
</li>
<li>
<p><code><em> TaskBriefing </em></code>: </p>
</li> </li>
</ul> </ul>
<h3>Return value</h3> <h3>Return value</h3>
@ -1725,6 +1875,37 @@ The name of the Player.</p>
<dl class="function"> <dl class="function">
<dt> <dt>
<a id="#(TASK).RefreshMenus" >
<strong>TASK:RefreshMenus(TaskGroup, MenuTime)</strong>
</a>
</dt>
<dd>
<p>Remove the menu option of the <a href="Task.html">Task</a> for a <a href="Group.html">Group</a>.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Group.html##(GROUP)">Wrapper.Group#GROUP</a> TaskGroup </em></code>: </p>
</li>
<li>
<p><code><em>#number MenuTime </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(TASK)">#TASK</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK).RemoveAssignedMenuForGroup" > <a id="#(TASK).RemoveAssignedMenuForGroup" >
<strong>TASK:RemoveAssignedMenuForGroup(TaskGroup, MenuTime)</strong> <strong>TASK:RemoveAssignedMenuForGroup(TaskGroup, MenuTime)</strong>
</a> </a>
@ -1777,37 +1958,6 @@ self</p>
<p><em><a href="##(TASK)">#TASK</a>:</em></p> <p><em><a href="##(TASK)">#TASK</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK).RemovePlannedMenuForGroup" >
<strong>TASK:RemovePlannedMenuForGroup(TaskGroup, MenuTime)</strong>
</a>
</dt>
<dd>
<p>Remove the menu option of the <a href="Task.html">Task</a> for a <a href="Group.html">Group</a>.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Group.html##(GROUP)">Wrapper.Group#GROUP</a> TaskGroup </em></code>: </p>
</li>
<li>
<p><code><em>#number MenuTime </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(TASK)">#TASK</a>:</em>
self</p>
</dd> </dd>
</dl> </dl>
<dl class="function"> <dl class="function">
@ -2023,6 +2173,32 @@ self</p>
<p>The Set of Groups assigned to the Task</p> <p>The Set of Groups assigned to the Task</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK).SetGroupAssigned" >
<strong>TASK:SetGroupAssigned(TaskGroup)</strong>
</a>
</dt>
<dd>
<p>Set <a href="Group.html">Group</a> assigned to the <a href="Task.html">Task</a>.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Group.html##(GROUP)">Wrapper.Group#GROUP</a> TaskGroup </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(TASK)">#TASK</a>:</em></p>
</dd> </dd>
</dl> </dl>
<dl class="function"> <dl class="function">
@ -2901,6 +3077,8 @@ self</p>
<h2><a id="#(integer)" >Type <code>integer</code></a></h2> <h2><a id="#(integer)" >Type <code>integer</code></a></h2>
<h2><a id="#(map)" >Type <code>map</code></a></h2>
</div> </div>
</div> </div>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a> <a href="index.html">index</a>
</li></ul> </li></ul>
<ul> <ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li> <li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li> <li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li> <li><a href="AI_Cas.html">AI_Cas</a></li>
@ -240,7 +241,7 @@ The TASK_A2G is implemented using a <a href="Statemachine.html##(FSM_TASK)">Stat
</td> </td>
</tr> </tr>
<tr> <tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G).New">TASK_A2G:New(Mission, SetGroup, TaskName, UnitSetTargets, TargetDistance, TargetZone, TargetSetUnit, TaskType)</a></td> <td class="name" nowrap="nowrap"><a href="##(TASK_A2G).New">TASK_A2G:New(Mission, SetGroup, TaskName, UnitSetTargets, TargetDistance, TargetZone, TargetSetUnit, TaskType, TaskBriefing)</a></td>
<td class="summary"> <td class="summary">
<p>Instantiates a new TASK_A2G.</p> <p>Instantiates a new TASK_A2G.</p>
</td> </td>
@ -304,7 +305,7 @@ The TASK_A2G is implemented using a <a href="Statemachine.html##(FSM_TASK)">Stat
</td> </td>
</tr> </tr>
<tr> <tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_BAI).New">TASK_BAI:New(Mission, SetGroup, TaskName, UnitSetTargets, TargetDistance, TargetZone, TargetSetUnit)</a></td> <td class="name" nowrap="nowrap"><a href="##(TASK_BAI).New">TASK_BAI:New(Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing)</a></td>
<td class="summary"> <td class="summary">
<p>Instantiates a new TASK_BAI.</p> <p>Instantiates a new TASK_BAI.</p>
</td> </td>
@ -326,7 +327,7 @@ The TASK_A2G is implemented using a <a href="Statemachine.html##(FSM_TASK)">Stat
</td> </td>
</tr> </tr>
<tr> <tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_CAS).New">TASK_CAS:New(Mission, SetGroup, TaskName, UnitSetTargets, TargetDistance, TargetZone, TargetSetUnit)</a></td> <td class="name" nowrap="nowrap"><a href="##(TASK_CAS).New">TASK_CAS:New(Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing)</a></td>
<td class="summary"> <td class="summary">
<p>Instantiates a new TASK_CAS.</p> <p>Instantiates a new TASK_CAS.</p>
</td> </td>
@ -348,7 +349,7 @@ The TASK_A2G is implemented using a <a href="Statemachine.html##(FSM_TASK)">Stat
</td> </td>
</tr> </tr>
<tr> <tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_SEAD).New">TASK_SEAD:New(Mission, SetGroup, TaskName, TargetSetUnit)</a></td> <td class="name" nowrap="nowrap"><a href="##(TASK_SEAD).New">TASK_SEAD:New(Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing)</a></td>
<td class="summary"> <td class="summary">
<p>Instantiates a new TASK_SEAD.</p> <p>Instantiates a new TASK_SEAD.</p>
</td> </td>
@ -572,7 +573,7 @@ The Zone object where the Target is located on the map.</p>
<dt> <dt>
<a id="#(TASK_A2G).New" > <a id="#(TASK_A2G).New" >
<strong>TASK_A2G:New(Mission, SetGroup, TaskName, UnitSetTargets, TargetDistance, TargetZone, TargetSetUnit, TaskType)</strong> <strong>TASK_A2G:New(Mission, SetGroup, TaskName, UnitSetTargets, TargetDistance, TargetZone, TargetSetUnit, TaskType, TaskBriefing)</strong>
</a> </a>
</dt> </dt>
<dd> <dd>
@ -625,6 +626,11 @@ If the TargetZone parameter is specified, the player will be routed to the cente
<p><code><em> TaskType </em></code>: </p> <p><code><em> TaskType </em></code>: </p>
</li>
<li>
<p><code><em> TaskBriefing </em></code>: </p>
</li> </li>
</ul> </ul>
<h3>Return value</h3> <h3>Return value</h3>
@ -900,7 +906,7 @@ The Zone object where the Target is located on the map.</p>
<dt> <dt>
<a id="#(TASK_BAI).New" > <a id="#(TASK_BAI).New" >
<strong>TASK_BAI:New(Mission, SetGroup, TaskName, UnitSetTargets, TargetDistance, TargetZone, TargetSetUnit)</strong> <strong>TASK_BAI:New(Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing)</strong>
</a> </a>
</dt> </dt>
<dd> <dd>
@ -916,7 +922,7 @@ The Zone object where the Target is located on the map.</p>
</li> </li>
<li> <li>
<p><code><em><a href="Set.html##(SET_GROUP)">Set#SET_GROUP</a> SetGroup </em></code>: <p><code><em><a href="Core.Set.html##(SET_GROUP)">Core.Set#SET_GROUP</a> SetGroup </em></code>:
The set of groups for which the Task can be assigned.</p> The set of groups for which the Task can be assigned.</p>
</li> </li>
@ -928,25 +934,13 @@ The name of the Task.</p>
</li> </li>
<li> <li>
<p><code><em><a href="Set.html##(SET_UNIT)">Set#SET_UNIT</a> UnitSetTargets </em></code>: </p> <p><code><em><a href="Core.Set.html##(SET_UNIT)">Core.Set#SET_UNIT</a> TargetSetUnit </em></code>: </p>
</li> </li>
<li> <li>
<p><code><em>#number TargetDistance </em></code>: <p><code><em>#string TaskBriefing </em></code>:
The distance to Target when the Player is considered to have "arrived" at the engagement range.</p> The briefing of the task.</p>
</li>
<li>
<p><code><em><a href="Core.Zone.html##(ZONE_BASE)">Core.Zone#ZONE_BASE</a> TargetZone </em></code>:
The target zone, if known.
If the TargetZone parameter is specified, the player will be routed to the center of the zone where all the targets are assumed to be.</p>
</li>
<li>
<p><code><em> TargetSetUnit </em></code>: </p>
</li> </li>
</ul> </ul>
@ -995,7 +989,7 @@ self</p>
<dt> <dt>
<a id="#(TASK_CAS).New" > <a id="#(TASK_CAS).New" >
<strong>TASK_CAS:New(Mission, SetGroup, TaskName, UnitSetTargets, TargetDistance, TargetZone, TargetSetUnit)</strong> <strong>TASK_CAS:New(Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing)</strong>
</a> </a>
</dt> </dt>
<dd> <dd>
@ -1011,7 +1005,7 @@ self</p>
</li> </li>
<li> <li>
<p><code><em><a href="Set.html##(SET_GROUP)">Set#SET_GROUP</a> SetGroup </em></code>: <p><code><em><a href="Core.Set.html##(SET_GROUP)">Core.Set#SET_GROUP</a> SetGroup </em></code>:
The set of groups for which the Task can be assigned.</p> The set of groups for which the Task can be assigned.</p>
</li> </li>
@ -1023,25 +1017,13 @@ The name of the Task.</p>
</li> </li>
<li> <li>
<p><code><em><a href="Set.html##(SET_UNIT)">Set#SET_UNIT</a> UnitSetTargets </em></code>: </p> <p><code><em><a href="Core.Set.html##(SET_UNIT)">Core.Set#SET_UNIT</a> TargetSetUnit </em></code>: </p>
</li> </li>
<li> <li>
<p><code><em>#number TargetDistance </em></code>: <p><code><em>#string TaskBriefing </em></code>:
The distance to Target when the Player is considered to have "arrived" at the engagement range.</p> The briefing of the task.</p>
</li>
<li>
<p><code><em><a href="Core.Zone.html##(ZONE_BASE)">Core.Zone#ZONE_BASE</a> TargetZone </em></code>:
The target zone, if known.
If the TargetZone parameter is specified, the player will be routed to the center of the zone where all the targets are assumed to be.</p>
</li>
<li>
<p><code><em> TargetSetUnit </em></code>: </p>
</li> </li>
</ul> </ul>
@ -1090,7 +1072,7 @@ self</p>
<dt> <dt>
<a id="#(TASK_SEAD).New" > <a id="#(TASK_SEAD).New" >
<strong>TASK_SEAD:New(Mission, SetGroup, TaskName, TargetSetUnit)</strong> <strong>TASK_SEAD:New(Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing)</strong>
</a> </a>
</dt> </dt>
<dd> <dd>
@ -1106,7 +1088,7 @@ self</p>
</li> </li>
<li> <li>
<p><code><em><a href="Set.html##(SET_GROUP)">Set#SET_GROUP</a> SetGroup </em></code>: <p><code><em><a href="Core.Set.html##(SET_GROUP)">Core.Set#SET_GROUP</a> SetGroup </em></code>:
The set of groups for which the Task can be assigned.</p> The set of groups for which the Task can be assigned.</p>
</li> </li>
@ -1118,7 +1100,13 @@ The name of the Task.</p>
</li> </li>
<li> <li>
<p><code><em><a href="Set.html##(SET_UNIT)">Set#SET_UNIT</a> TargetSetUnit </em></code>: </p> <p><code><em><a href="Core.Set.html##(SET_UNIT)">Core.Set#SET_UNIT</a> TargetSetUnit </em></code>: </p>
</li>
<li>
<p><code><em>#string TaskBriefing </em></code>:
The briefing of the task.</p>
</li> </li>
</ul> </ul>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a> <a href="index.html">index</a>
</li></ul> </li></ul>
<ul> <ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li> <li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li> <li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li> <li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a> <a href="index.html">index</a>
</li></ul> </li></ul>
<ul> <ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li> <li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li> <li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li> <li><a href="AI_Cas.html">AI_Cas</a></li>
@ -219,7 +220,7 @@ and various dedicated deployment zones.</p>
</td> </td>
</tr> </tr>
<tr> <tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_CARGO).New">TASK_CARGO:New(Mission, SetGroup, TaskName, SetCargo, TaskType)</a></td> <td class="name" nowrap="nowrap"><a href="##(TASK_CARGO).New">TASK_CARGO:New(Mission, SetGroup, TaskName, SetCargo, TaskType, TaskBriefing)</a></td>
<td class="summary"> <td class="summary">
<p>Instantiates a new TASK_CARGO.</p> <p>Instantiates a new TASK_CARGO.</p>
</td> </td>
@ -283,6 +284,18 @@ and various dedicated deployment zones.</p>
<h2><a id="#(TASK_CARGO_TRANSPORT)">Type <code>TASK_CARGO_TRANSPORT</code></a></h2> <h2><a id="#(TASK_CARGO_TRANSPORT)">Type <code>TASK_CARGO_TRANSPORT</code></a></h2>
<table class="function_list"> <table class="function_list">
<tr> <tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_CARGO_TRANSPORT).CargoDeployed">TASK_CARGO_TRANSPORT:CargoDeployed(TaskUnit, Cargo, DeployZone)</a></td>
<td class="summary">
<p>Synchronous Event Trigger for Event CargoDeployed.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_CARGO_TRANSPORT).CargoPickedUp">TASK_CARGO_TRANSPORT:CargoPickedUp(TaskUnit, Cargo)</a></td>
<td class="summary">
<p>Synchronous Event Trigger for Event CargoPickedUp.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_CARGO_TRANSPORT).ClassName">TASK_CARGO_TRANSPORT.ClassName</a></td> <td class="name" nowrap="nowrap"><a href="##(TASK_CARGO_TRANSPORT).ClassName">TASK_CARGO_TRANSPORT.ClassName</a></td>
<td class="summary"> <td class="summary">
@ -295,9 +308,45 @@ and various dedicated deployment zones.</p>
</td> </td>
</tr> </tr>
<tr> <tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_CARGO_TRANSPORT).New">TASK_CARGO_TRANSPORT:New(Mission, SetGroup, TaskName, SetCargo)</a></td> <td class="name" nowrap="nowrap"><a href="##(TASK_CARGO_TRANSPORT).New">TASK_CARGO_TRANSPORT:New(Mission, SetGroup, TaskName, SetCargo, TaskBriefing)</a></td>
<td class="summary"> <td class="summary">
<p>Instantiates a new TASK<em>CARGO</em>TRANSPORT.</p> <p>Instantiates a new TASK<em>CARGO</em>TRANSPORT.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_CARGO_TRANSPORT).OnAfterCargoDeployed">TASK_CARGO_TRANSPORT:OnAfterCargoDeployed(From, Event, To, TaskUnit, Cargo, DeployZone)</a></td>
<td class="summary">
<p>OnAfter Transition Handler for Event CargoDeployed.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_CARGO_TRANSPORT).OnAfterCargoPickedUp">TASK_CARGO_TRANSPORT:OnAfterCargoPickedUp(From, Event, To, TaskUnit, Cargo)</a></td>
<td class="summary">
<p>OnAfter Transition Handler for Event CargoPickedUp.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_CARGO_TRANSPORT).OnBeforeCargoDeployed">TASK_CARGO_TRANSPORT:OnBeforeCargoDeployed(From, Event, To, TaskUnit, Cargo, DeployZone)</a></td>
<td class="summary">
<p>OnBefore Transition Handler for Event CargoDeployed.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_CARGO_TRANSPORT).OnBeforeCargoPickedUp">TASK_CARGO_TRANSPORT:OnBeforeCargoPickedUp(From, Event, To, TaskUnit, Cargo)</a></td>
<td class="summary">
<p>OnBefore Transition Handler for Event CargoPickedUp.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_CARGO_TRANSPORT).__CargoDeployed">TASK_CARGO_TRANSPORT:__CargoDeployed(Delay, TaskUnit, Cargo, DeployZone)</a></td>
<td class="summary">
<p>Asynchronous Event Trigger for Event CargoDeployed.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_CARGO_TRANSPORT).__CargoPickedUp">TASK_CARGO_TRANSPORT:__CargoPickedUp(Delay, TaskUnit, Cargo)</a></td>
<td class="summary">
<p>Asynchronous Event Trigger for Event CargoPickedUp.</p>
</td> </td>
</tr> </tr>
</table> </table>
@ -608,7 +657,7 @@ The Zone object where the Target is located on the map.</p>
<dt> <dt>
<a id="#(TASK_CARGO).New" > <a id="#(TASK_CARGO).New" >
<strong>TASK_CARGO:New(Mission, SetGroup, TaskName, SetCargo, TaskType)</strong> <strong>TASK_CARGO:New(Mission, SetGroup, TaskName, SetCargo, TaskType, TaskBriefing)</strong>
</a> </a>
</dt> </dt>
<dd> <dd>
@ -645,6 +694,12 @@ The scope of the cargo to be transported.</p>
<p><code><em>#string TaskType </em></code>: <p><code><em>#string TaskType </em></code>:
The type of Cargo task.</p> The type of Cargo task.</p>
</li>
<li>
<p><code><em>#string TaskBriefing </em></code>:
The Cargo Task briefing.</p>
</li> </li>
</ul> </ul>
<h3>Return value</h3> <h3>Return value</h3>
@ -936,6 +991,68 @@ The score in points.</p>
<dl class="function"> <dl class="function">
<dt> <dt>
<a id="#(TASK_CARGO_TRANSPORT).CargoDeployed" >
<strong>TASK_CARGO_TRANSPORT:CargoDeployed(TaskUnit, Cargo, DeployZone)</strong>
</a>
</dt>
<dd>
<p>Synchronous Event Trigger for Event CargoDeployed.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>:
The Unit (Client) that Deployed the cargo. You can use this to retrieve the PlayerName etc.</p>
</li>
<li>
<p><code><em><a href="Core.Cargo.html##(CARGO)">Core.Cargo#CARGO</a> Cargo </em></code>:
The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status.</p>
</li>
<li>
<p><code><em><a href="Core.Zone.html##(ZONE)">Core.Zone#ZONE</a> DeployZone </em></code>:
The zone where the Cargo got Deployed or UnBoarded.</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_CARGO_TRANSPORT).CargoPickedUp" >
<strong>TASK_CARGO_TRANSPORT:CargoPickedUp(TaskUnit, Cargo)</strong>
</a>
</dt>
<dd>
<p>Synchronous Event Trigger for Event CargoPickedUp.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>:
The Unit (Client) that PickedUp the cargo. You can use this to retrieve the PlayerName etc.</p>
</li>
<li>
<p><code><em><a href="Core.Cargo.html##(CARGO)">Core.Cargo#CARGO</a> Cargo </em></code>:
The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status.</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<em>#string</em> <em>#string</em>
<a id="#(TASK_CARGO_TRANSPORT).ClassName" > <a id="#(TASK_CARGO_TRANSPORT).ClassName" >
<strong>TASK_CARGO_TRANSPORT.ClassName</strong> <strong>TASK_CARGO_TRANSPORT.ClassName</strong>
@ -969,7 +1086,7 @@ The score in points.</p>
<dt> <dt>
<a id="#(TASK_CARGO_TRANSPORT).New" > <a id="#(TASK_CARGO_TRANSPORT).New" >
<strong>TASK_CARGO_TRANSPORT:New(Mission, SetGroup, TaskName, SetCargo)</strong> <strong>TASK_CARGO_TRANSPORT:New(Mission, SetGroup, TaskName, SetCargo, TaskBriefing)</strong>
</a> </a>
</dt> </dt>
<dd> <dd>
@ -1000,6 +1117,12 @@ The name of the Task.</p>
<p><code><em><a href="Core.Set.html##(SET_CARGO)">Core.Set#SET_CARGO</a> SetCargo </em></code>: <p><code><em><a href="Core.Set.html##(SET_CARGO)">Core.Set#SET_CARGO</a> SetCargo </em></code>:
The scope of the cargo to be transported.</p> The scope of the cargo to be transported.</p>
</li>
<li>
<p><code><em>#string TaskBriefing </em></code>:
The Cargo Task briefing.</p>
</li> </li>
</ul> </ul>
<h3>Return value</h3> <h3>Return value</h3>
@ -1007,6 +1130,286 @@ The scope of the cargo to be transported.</p>
<p><em><a href="##(TASK_CARGO_TRANSPORT)">#TASK<em>CARGO</em>TRANSPORT</a>:</em> <p><em><a href="##(TASK_CARGO_TRANSPORT)">#TASK<em>CARGO</em>TRANSPORT</a>:</em>
self</p> self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_CARGO_TRANSPORT).OnAfterCargoDeployed" >
<strong>TASK_CARGO_TRANSPORT:OnAfterCargoDeployed(From, Event, To, TaskUnit, Cargo, DeployZone)</strong>
</a>
</dt>
<dd>
<p>OnAfter Transition Handler for Event CargoDeployed.</p>
<h3>Parameters</h3>
<ul>
<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><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>:
The Unit (Client) that Deployed the cargo. You can use this to retrieve the PlayerName etc.</p>
</li>
<li>
<p><code><em><a href="Core.Cargo.html##(CARGO)">Core.Cargo#CARGO</a> Cargo </em></code>:
The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status.</p>
</li>
<li>
<p><code><em><a href="Core.Zone.html##(ZONE)">Core.Zone#ZONE</a> DeployZone </em></code>:
The zone where the Cargo got Deployed or UnBoarded.</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_CARGO_TRANSPORT).OnAfterCargoPickedUp" >
<strong>TASK_CARGO_TRANSPORT:OnAfterCargoPickedUp(From, Event, To, TaskUnit, Cargo)</strong>
</a>
</dt>
<dd>
<p>OnAfter Transition Handler for Event CargoPickedUp.</p>
<h3>Parameters</h3>
<ul>
<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><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>:
The Unit (Client) that PickedUp the cargo. You can use this to retrieve the PlayerName etc.</p>
</li>
<li>
<p><code><em><a href="Core.Cargo.html##(CARGO)">Core.Cargo#CARGO</a> Cargo </em></code>:
The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status.</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_CARGO_TRANSPORT).OnBeforeCargoDeployed" >
<strong>TASK_CARGO_TRANSPORT:OnBeforeCargoDeployed(From, Event, To, TaskUnit, Cargo, DeployZone)</strong>
</a>
</dt>
<dd>
<p>OnBefore Transition Handler for Event CargoDeployed.</p>
<h3>Parameters</h3>
<ul>
<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><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>:
The Unit (Client) that Deployed the cargo. You can use this to retrieve the PlayerName etc.</p>
</li>
<li>
<p><code><em><a href="Core.Cargo.html##(CARGO)">Core.Cargo#CARGO</a> Cargo </em></code>:
The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status.</p>
</li>
<li>
<p><code><em><a href="Core.Zone.html##(ZONE)">Core.Zone#ZONE</a> DeployZone </em></code>:
The zone where the Cargo got Deployed or UnBoarded.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em>#boolean:</em>
Return false to cancel Transition.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_CARGO_TRANSPORT).OnBeforeCargoPickedUp" >
<strong>TASK_CARGO_TRANSPORT:OnBeforeCargoPickedUp(From, Event, To, TaskUnit, Cargo)</strong>
</a>
</dt>
<dd>
<p>OnBefore Transition Handler for Event CargoPickedUp.</p>
<h3>Parameters</h3>
<ul>
<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><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>:
The Unit (Client) that PickedUp the cargo. You can use this to retrieve the PlayerName etc.</p>
</li>
<li>
<p><code><em><a href="Core.Cargo.html##(CARGO)">Core.Cargo#CARGO</a> Cargo </em></code>:
The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em>#boolean:</em>
Return false to cancel Transition.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_CARGO_TRANSPORT).__CargoDeployed" >
<strong>TASK_CARGO_TRANSPORT:__CargoDeployed(Delay, TaskUnit, Cargo, DeployZone)</strong>
</a>
</dt>
<dd>
<p>Asynchronous Event Trigger for Event CargoDeployed.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#number Delay </em></code>:
The delay in seconds.</p>
</li>
<li>
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>:
The Unit (Client) that Deployed the cargo. You can use this to retrieve the PlayerName etc.</p>
</li>
<li>
<p><code><em><a href="Core.Cargo.html##(CARGO)">Core.Cargo#CARGO</a> Cargo </em></code>:
The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status.</p>
</li>
<li>
<p><code><em><a href="Core.Zone.html##(ZONE)">Core.Zone#ZONE</a> DeployZone </em></code>:
The zone where the Cargo got Deployed or UnBoarded.</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_CARGO_TRANSPORT).__CargoPickedUp" >
<strong>TASK_CARGO_TRANSPORT:__CargoPickedUp(Delay, TaskUnit, Cargo)</strong>
</a>
</dt>
<dd>
<p>Asynchronous Event Trigger for Event CargoPickedUp.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#number Delay </em></code>:
The delay in seconds.</p>
</li>
<li>
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>:
The Unit (Client) that PickedUp the cargo. You can use this to retrieve the PlayerName etc.</p>
</li>
<li>
<p><code><em><a href="Core.Cargo.html##(CARGO)">Core.Cargo#CARGO</a> Cargo </em></code>:
The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status.</p>
</li>
</ul>
</dd> </dd>
</dl> </dl>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a> <a href="index.html">index</a>
</li></ul> </li></ul>
<ul> <ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li> <li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li> <li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li> <li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a> <a href="index.html">index</a>
</li></ul> </li></ul>
<ul> <ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li> <li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li> <li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li> <li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a> <a href="index.html">index</a>
</li></ul> </li></ul>
<ul> <ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li> <li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li> <li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li> <li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a> <a href="index.html">index</a>
</li></ul> </li></ul>
<ul> <ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li> <li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li> <li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li> <li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a> <a href="index.html">index</a>
</li></ul> </li></ul>
<ul> <ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li> <li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li> <li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li> <li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
index index
</li></ul> </li></ul>
<ul> <ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li> <li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li> <li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li> <li><a href="AI_Cas.html">AI_Cas</a></li>
@ -95,6 +96,18 @@
<div id="content"> <div id="content">
<h2>Module</h2> <h2>Module</h2>
<table class="module_list"> <table class="module_list">
<tr>
<td class="name" nowrap="nowrap"><a href="AI_BAI.html">AI_BAI</a></td>
<td class="summary">
<p><strong>AI</strong> -- <strong>Provide Battleground Air Interdiction (bombing).</strong></p>
<p><img src="..\Presentations\AI_BAI\Dia1.JPG" alt="Banner Image"/></p>
<hr/>
<p>AI_BAI classes makes AI Controllables execute bombing tasks.</p>
</td>
</tr>
<tr> <tr>
<td class="name" nowrap="nowrap"><a href="AI_Balancer.html">AI_Balancer</a></td> <td class="name" nowrap="nowrap"><a href="AI_Balancer.html">AI_Balancer</a></td>
<td class="summary"> <td class="summary">

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a> <a href="index.html">index</a>
</li></ul> </li></ul>
<ul> <ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li> <li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li> <li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li> <li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a> <a href="index.html">index</a>
</li></ul> </li></ul>
<ul> <ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li> <li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li> <li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li> <li><a href="AI_Cas.html">AI_Cas</a></li>

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