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FlightControl
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html>
<head>
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</head>
<body>
<div id="container">
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<h2>Modules</h2>
<ul><li>
<a href="index.html">index</a>
</li></ul>
<ul>
<li>AI_Balancer</li>
<li><a href="Account.html">Account</a></li>
<li><a href="Airbase.html">Airbase</a></li>
<li><a href="AirbasePolice.html">AirbasePolice</a></li>
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<div id="content">
<h1>Module <code>AI_Balancer</code></h1>
<p>This module contains the AI_BALANCER class.</p>
<hr/>
<h1>1) <a href="AI.AI_Balancer.html##(AI_BALANCER)">AI.AI<em>Balancer#AI</em>BALANCER</a> class, extends <a href="Core.Fsm.html##(FSM_SET)">Core.Fsm#FSM_SET</a></h1>
<p>The <a href="AI.AI_Balancer.html##(AI_BALANCER)">AI.AI<em>Balancer#AI</em>BALANCER</a> class monitors and manages as many AI GROUPS as there are
CLIENTS in a SET<em>CLIENT collection not occupied by players.
The AI</em>BALANCER class manages internally a collection of AI management objects, which govern the behaviour
of the underlying AI GROUPS.</p>
<p>The parent class <a href="Core.Fsm.html##(FSM_SET)">Core.Fsm#FSM_SET</a> manages the functionality to control the Finite State Machine (FSM)
and calls for each event the state transition methods providing the internal <a href="Core.Fsm.html##(FSM_SET).Set">Core.Fsm#FSM_SET.Set</a> object containing the
SET_GROUP and additional event parameters provided during the event.</p>
<h2>1.1) AI_BALANCER construction method</h2>
<p>Create a new AI_BALANCER object with the <a href="##(AI_BALANCER).New">AI_BALANCER.New</a> method:</p>
<ul>
<li><a href="##(AI_BALANCER).New">AI_BALANCER.New</a>: Creates a new AI_BALANCER object.</li>
</ul>
<h2>1.2) </h2>
<p> * Add
* Remove</p>
<h2>1.2) AI_BALANCER returns AI to Airbases</h2>
<p>You can configure to have the AI to return to:</p>
<ul>
<li><a href="##(AI_BALANCER).ReturnToHomeAirbase">AI_BALANCER.ReturnToHomeAirbase</a>: Returns the AI to the home <a href="Wrapper.Airbase.html##(AIRBASE)">Wrapper.Airbase#AIRBASE</a>.</li>
<li><a href="##(AI_BALANCER).ReturnToNearestAirbases">AI_BALANCER.ReturnToNearestAirbases</a>: Returns the AI to the nearest friendly <a href="Wrapper.Airbase.html##(AIRBASE)">Wrapper.Airbase#AIRBASE</a>.
--</li>
</ul>
<h1><strong>API CHANGE HISTORY</strong></h1>
<p>The underlying change log documents the API changes. Please read this carefully. The following notation is used:</p>
<ul>
<li><strong>Added</strong> parts are expressed in bold type face.</li>
<li><em>Removed</em> parts are expressed in italic type face.</li>
</ul>
<p>Hereby the change log:</p>
<p>2016-08-17: SPAWN:<strong>InitCleanUp</strong>( SpawnCleanUpInterval ) replaces SPAWN:<em>CleanUp</em>( SpawnCleanUpInterval )</p>
<ul>
<li>Want to ensure that the methods starting with <strong>Init</strong> are the first called methods before any <em>Spawn</em> method is called!</li>
<li>This notation makes it now more clear which methods are initialization methods and which methods are Spawn enablement methods.</li>
</ul>
<hr/>
<h1>AUTHORS and CONTRIBUTIONS</h1>
<h3>Contributions:</h3>
<ul>
<li><p><strong>Dutch_Baron (James)</strong>: Who you can search on the Eagle Dynamics Forums. <br/>
Working together with James has resulted in the creation of the AI_BALANCER class. <br/>
James has shared his ideas on balancing AI with air units, and together we made a first design which you can use now :-)</p></li>
<li><p><strong>SNAFU</strong>:
Had a couple of mails with the guys to validate, if the same concept in the GCI/CAP script could be reworked within MOOSE.
None of the script code has been used however within the new AI_BALANCER moose class.</p></li>
</ul>
<h3>Authors:</h3>
<ul>
<li>FlightControl: Framework Design &amp; Programming</li>
</ul>
<h2>Global(s)</h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="#AI_BALANCER">AI_BALANCER</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(AI_BALANCER)">Type <code>AI_BALANCER</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_BALANCER).AIGroups">AI_BALANCER.AIGroups</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_BALANCER).ClassName">AI_BALANCER.ClassName</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_BALANCER).New">AI_BALANCER:New(SetClient, SpawnAI)</a></td>
<td class="summary">
<p>Creates a new AI_BALANCER object</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_BALANCER).PatrolZones">AI_BALANCER.PatrolZones</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_BALANCER).ReturnAirbaseSet">AI_BALANCER.ReturnAirbaseSet</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_BALANCER).ReturnToHomeAirbase">AI_BALANCER:ReturnToHomeAirbase(ReturnTresholdRange)</a></td>
<td class="summary">
<p>Returns the AI to the home <a href="Wrapper.Airbase.html##(AIRBASE)">Wrapper.Airbase#AIRBASE</a>.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_BALANCER).ReturnToNearestAirbases">AI_BALANCER:ReturnToNearestAirbases(ReturnTresholdRange, ReturnAirbaseSet)</a></td>
<td class="summary">
<p>Returns the AI to the nearest friendly <a href="Wrapper.Airbase.html##(AIRBASE)">Wrapper.Airbase#AIRBASE</a>.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_BALANCER).ReturnTresholdRange">AI_BALANCER.ReturnTresholdRange</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_BALANCER).SetClient">AI_BALANCER.SetClient</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_BALANCER).ToHomeAirbase">AI_BALANCER.ToHomeAirbase</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_BALANCER).ToNearestAirbase">AI_BALANCER.ToNearestAirbase</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_BALANCER).onenterDestroying">AI_BALANCER:onenterDestroying(SetGroup, AIGroup, Event, From, To)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_BALANCER).onenterMonitoring">AI_BALANCER:onenterMonitoring(SetGroup)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_BALANCER).onenterReturning">AI_BALANCER:onenterReturning(SetGroup, AIGroup, Event, From, To)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_BALANCER).onenterSpawning">AI_BALANCER:onenterSpawning(SetGroup, ClientName, AIGroup, Event, From, To)</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2>Global(s)</h2>
<dl class="function">
<dt>
<em><a href="##(AI_BALANCER)">#AI_BALANCER</a></em>
<a id="AI_BALANCER" >
<strong>AI_BALANCER</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(AI_Balancer)" >Type <code>AI_Balancer</code></a></h2>
<h2><a id="#(AI_BALANCER)" >Type <code>AI_BALANCER</code></a></h2>
<p>AI_BALANCER class</p>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<em></em>
<a id="#(AI_BALANCER).AIGroups" >
<strong>AI_BALANCER.AIGroups</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em>#string</em>
<a id="#(AI_BALANCER).ClassName" >
<strong>AI_BALANCER.ClassName</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(AI_BALANCER).New" >
<strong>AI_BALANCER:New(SetClient, SpawnAI)</strong>
</a>
</dt>
<dd>
<p>Creates a new AI_BALANCER object</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Core.Set.html##(SET_CLIENT)">Core.Set#SET_CLIENT</a> SetClient </em></code>:
A SET_CLIENT object that will contain the CLIENT objects to be monitored if they are alive or not (joined by a player).</p>
</li>
<li>
<p><code><em><a href="Functional.Spawn.html##(SPAWN)">Functional.Spawn#SPAWN</a> SpawnAI </em></code>:
The default Spawn object to spawn new AI Groups when needed.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(AI_BALANCER)">#AI_BALANCER</a>:</em></p>
<h3>Usage:</h3>
<pre class="example"><code>-- Define a new AI_BALANCER Object.</code></pre>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(AI_BALANCER).PatrolZones" >
<strong>AI_BALANCER.PatrolZones</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(AI_BALANCER).ReturnAirbaseSet" >
<strong>AI_BALANCER.ReturnAirbaseSet</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(AI_BALANCER).ReturnToHomeAirbase" >
<strong>AI_BALANCER:ReturnToHomeAirbase(ReturnTresholdRange)</strong>
</a>
</dt>
<dd>
<p>Returns the AI to the home <a href="Wrapper.Airbase.html##(AIRBASE)">Wrapper.Airbase#AIRBASE</a>.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Dcs.DCSTypes.html##(Distance)">Dcs.DCSTypes#Distance</a> ReturnTresholdRange </em></code>:
If there is an enemy <a href="Wrapper.Client.html##(CLIENT)">Wrapper.Client#CLIENT</a> within the ReturnTresholdRange given in meters, the AI will not return to the nearest <a href="Wrapper.Airbase.html##(AIRBASE)">Wrapper.Airbase#AIRBASE</a>.</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(AI_BALANCER).ReturnToNearestAirbases" >
<strong>AI_BALANCER:ReturnToNearestAirbases(ReturnTresholdRange, ReturnAirbaseSet)</strong>
</a>
</dt>
<dd>
<p>Returns the AI to the nearest friendly <a href="Wrapper.Airbase.html##(AIRBASE)">Wrapper.Airbase#AIRBASE</a>.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Dcs.DCSTypes.html##(Distance)">Dcs.DCSTypes#Distance</a> ReturnTresholdRange </em></code>:
If there is an enemy <a href="Wrapper.Client.html##(CLIENT)">Wrapper.Client#CLIENT</a> within the ReturnTresholdRange given in meters, the AI will not return to the nearest <a href="Wrapper.Airbase.html##(AIRBASE)">Wrapper.Airbase#AIRBASE</a>.</p>
</li>
<li>
<p><code><em><a href="Core.Set.html##(SET_AIRBASE)">Core.Set#SET_AIRBASE</a> ReturnAirbaseSet </em></code>:
The SET of <a href="Core.Set.html##(SET_AIRBASE)">Core.Set#SET_AIRBASE</a>s to evaluate where to return to.</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(AI_BALANCER).ReturnTresholdRange" >
<strong>AI_BALANCER.ReturnTresholdRange</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="Core.Set.html##(SET_CLIENT)">Core.Set#SET_CLIENT</a></em>
<a id="#(AI_BALANCER).SetClient" >
<strong>AI_BALANCER.SetClient</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em>#boolean</em>
<a id="#(AI_BALANCER).ToHomeAirbase" >
<strong>AI_BALANCER.ToHomeAirbase</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em>#boolean</em>
<a id="#(AI_BALANCER).ToNearestAirbase" >
<strong>AI_BALANCER.ToNearestAirbase</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(AI_BALANCER).onenterDestroying" >
<strong>AI_BALANCER:onenterDestroying(SetGroup, AIGroup, Event, From, To)</strong>
</a>
</dt>
<dd>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Core.Set.html##(SET_GROUP)">Core.Set#SET_GROUP</a> SetGroup </em></code>: </p>
</li>
<li>
<p><code><em><a href="Wrapper.Group.html##(GROUP)">Wrapper.Group#GROUP</a> AIGroup </em></code>: </p>
</li>
<li>
<p><code><em> Event </em></code>: </p>
</li>
<li>
<p><code><em> From </em></code>: </p>
</li>
<li>
<p><code><em> To </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(AI_BALANCER).onenterMonitoring" >
<strong>AI_BALANCER:onenterMonitoring(SetGroup)</strong>
</a>
</dt>
<dd>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> SetGroup </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(AI_BALANCER).onenterReturning" >
<strong>AI_BALANCER:onenterReturning(SetGroup, AIGroup, Event, From, To)</strong>
</a>
</dt>
<dd>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Core.Set.html##(SET_GROUP)">Core.Set#SET_GROUP</a> SetGroup </em></code>: </p>
</li>
<li>
<p><code><em><a href="Wrapper.Group.html##(GROUP)">Wrapper.Group#GROUP</a> AIGroup </em></code>: </p>
</li>
<li>
<p><code><em> Event </em></code>: </p>
</li>
<li>
<p><code><em> From </em></code>: </p>
</li>
<li>
<p><code><em> To </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(AI_BALANCER).onenterSpawning" >
<strong>AI_BALANCER:onenterSpawning(SetGroup, ClientName, AIGroup, Event, From, To)</strong>
</a>
</dt>
<dd>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Core.Set.html##(SET_GROUP)">Core.Set#SET_GROUP</a> SetGroup </em></code>: </p>
</li>
<li>
<p><code><em>#string ClientName </em></code>: </p>
</li>
<li>
<p><code><em><a href="Wrapper.Group.html##(GROUP)">Wrapper.Group#GROUP</a> AIGroup </em></code>: </p>
</li>
<li>
<p><code><em> Event </em></code>: </p>
</li>
<li>
<p><code><em> From </em></code>: </p>
</li>
<li>
<p><code><em> To </em></code>: </p>
</li>
</ul>
</dd>
</dl>
</div>
</div>
</body>
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html>
<head>
<link rel="stylesheet" href="stylesheet.css" type="text/css"/>
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
<div id="product_name"><big><b></b></big></div>
<div id="product_description"></div>
</div>
<div id="main">
<div id="navigation">
<h2>Modules</h2>
<ul><li>
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li>Account</li>
<li><a href="Airbase.html">Airbase</a></li>
<li><a href="AirbasePolice.html">AirbasePolice</a></li>
<li><a href="Assign.html">Assign</a></li>
<li><a href="Base.html">Base</a></li>
<li><a href="Cargo.html">Cargo</a></li>
<li><a href="CleanUp.html">CleanUp</a></li>
<li><a href="Client.html">Client</a></li>
<li><a href="CommandCenter.html">CommandCenter</a></li>
<li><a href="Controllable.html">Controllable</a></li>
<li><a href="DCSAirbase.html">DCSAirbase</a></li>
<li><a href="DCSCoalitionObject.html">DCSCoalitionObject</a></li>
<li><a href="DCSCommand.html">DCSCommand</a></li>
<li><a href="DCSController.html">DCSController</a></li>
<li><a href="DCSGroup.html">DCSGroup</a></li>
<li><a href="DCSObject.html">DCSObject</a></li>
<li><a href="DCSTask.html">DCSTask</a></li>
<li><a href="DCSTypes.html">DCSTypes</a></li>
<li><a href="DCSUnit.html">DCSUnit</a></li>
<li><a href="DCSWorld.html">DCSWorld</a></li>
<li><a href="DCScountry.html">DCScountry</a></li>
<li><a href="DCStimer.html">DCStimer</a></li>
<li><a href="DCStrigger.html">DCStrigger</a></li>
<li><a href="Database.html">Database</a></li>
<li><a href="Detection.html">Detection</a></li>
<li><a href="Escort.html">Escort</a></li>
<li><a href="Event.html">Event</a></li>
<li><a href="Fsm.html">Fsm</a></li>
<li><a href="Group.html">Group</a></li>
<li><a href="Identifiable.html">Identifiable</a></li>
<li><a href="MOVEMENT.html">MOVEMENT</a></li>
<li><a href="Menu.html">Menu</a></li>
<li><a href="Message.html">Message</a></li>
<li><a href="MissileTrainer.html">MissileTrainer</a></li>
<li><a href="Mission.html">Mission</a></li>
<li><a href="Object.html">Object</a></li>
<li><a href="Patrol.html">Patrol</a></li>
<li><a href="Point.html">Point</a></li>
<li><a href="Positionable.html">Positionable</a></li>
<li><a href="Process_JTAC.html">Process_JTAC</a></li>
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<h1>Module <code>Account</code></h1>
<p>(SP) (MP) (FSM) Account for (Detect, count and report) DCS events occuring on DCS objects (units).</p>
<hr/>
<h1><a href="##(ACT_ACCOUNT)">#ACT_ACCOUNT</a> FSM class, extends <a href="Core.Fsm.html##(FSM_PROCESS)">Core.Fsm#FSM_PROCESS</a></h1>
<h2>ACT_ACCOUNT state machine:</h2>
<p>This class is a state machine: it manages a process that is triggered by events causing state transitions to occur.
All derived classes from this class will start with the class name, followed by a _. See the relevant derived class descriptions below.
Each derived class follows exactly the same process, using the same events and following the same state transitions,
but will have <strong>different implementation behaviour</strong> upon each event or state transition.</p>
<h3>ACT_ACCOUNT <strong>Events</strong>:</h3>
<p>These are the events defined in this class:</p>
<ul>
<li><strong>Start</strong>: The process is started. The process will go into the Report state.</li>
<li><strong>Event</strong>: A relevant event has occured that needs to be accounted for. The process will go into the Account state.</li>
<li><strong>Report</strong>: The process is reporting to the player the accounting status of the DCS events.</li>
<li><strong>More</strong>: There are more DCS events that need to be accounted for. The process will go back into the Report state.</li>
<li><strong>NoMore</strong>: There are no more DCS events that need to be accounted for. The process will go into the Success state.</li>
</ul>
<h3>ACT_ACCOUNT <strong>Event methods</strong>:</h3>
<p>Event methods are available (dynamically allocated by the state machine), that accomodate for state transitions occurring in the process.
There are two types of event methods, which you can use to influence the normal mechanisms in the state machine:</p>
<ul>
<li><strong>Immediate</strong>: The event method has exactly the name of the event.</li>
<li><strong>Delayed</strong>: The event method starts with a __ + the name of the event. The first parameter of the event method is a number value, expressing the delay in seconds when the event will be executed. </li>
</ul>
<h3>ACT_ACCOUNT <strong>States</strong>:</h3>
<ul>
<li><strong>Assigned</strong>: The player is assigned to the task. This is the initialization state for the process.</li>
<li><strong>Waiting</strong>: the process is waiting for a DCS event to occur within the simulator. This state is set automatically.</li>
<li><strong>Report</strong>: The process is Reporting to the players in the group of the unit. This state is set automatically every 30 seconds.</li>
<li><strong>Account</strong>: The relevant DCS event has occurred, and is accounted for.</li>
<li><strong>Success (*)</strong>: All DCS events were accounted for. </li>
<li><strong>Failed (*)</strong>: The process has failed.</li>
</ul>
<p>(*) End states of the process.</p>
<h3>ACT_ACCOUNT state transition methods:</h3>
<p>State transition functions can be set <strong>by the mission designer</strong> customizing or improving the behaviour of the state.
There are 2 moments when state transition methods will be called by the state machine:</p>
<ul>
<li><p><strong>Before</strong> the state transition.
The state transition method needs to start with the name <strong>OnBefore + the name of the state</strong>.
If the state transition method returns false, then the processing of the state transition will not be done!
If you want to change the behaviour of the AIControllable at this event, return false,
but then you'll need to specify your own logic using the AIControllable!</p></li>
<li><p><strong>After</strong> the state transition.
The state transition method needs to start with the name <strong>OnAfter + the name of the state</strong>.
These state transition methods need to provide a return value, which is specified at the function description.</p></li>
</ul>
<h1>1) <a href="##(ACT_ACCOUNT_DEADS)">#ACT<em>ACCOUNT</em>DEADS</a> FSM class, extends <a href="Fsm.Account.html##(ACT_ACCOUNT)">Fsm.Account#ACT_ACCOUNT</a></h1>
<p>The ACT<em>ACCOUNT</em>DEADS class accounts (detects, counts and reports) successful kills of DCS units.
The process is given a <a href="Set.html">Set</a> of units that will be tracked upon successful destruction.
The process will end after each target has been successfully destroyed.
Each successful dead will trigger an Account state transition that can be scored, modified or administered.</p>
<h2>ACT<em>ACCOUNT</em>DEADS constructor:</h2>
<ul>
<li><a href="##(ACT_ACCOUNT_DEADS).New">ACT<em>ACCOUNT</em>DEADS.New</a>(): Creates a new ACT<em>ACCOUNT</em>DEADS object.</li>
</ul>
<hr/>
<h2>Global(s)</h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="#ACT_ACCOUNT">ACT_ACCOUNT</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="#ACT_ACCOUNT_DEADS">ACT_ACCOUNT_DEADS</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(ACT_ACCOUNT)">Type <code>ACT_ACCOUNT</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ACCOUNT).ClassName">ACT_ACCOUNT.ClassName</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ACCOUNT).DisplayCount">ACT_ACCOUNT.DisplayCount</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ACCOUNT).New">ACT_ACCOUNT:New()</a></td>
<td class="summary">
<p>Creates a new DESTROY process.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ACCOUNT).TargetSetUnit">ACT_ACCOUNT.TargetSetUnit</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ACCOUNT).onafterEvent">ACT_ACCOUNT:onafterEvent(ProcessUnit, Event, From, To)</a></td>
<td class="summary">
<p>StateMachine callback function</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ACCOUNT).onafterStart">ACT_ACCOUNT:onafterStart(ProcessUnit, Event, From, To)</a></td>
<td class="summary">
<p>StateMachine callback function</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ACCOUNT).onenterWaiting">ACT_ACCOUNT:onenterWaiting(ProcessUnit, Event, From, To)</a></td>
<td class="summary">
<p>StateMachine callback function</p>
</td>
</tr>
</table>
<h2><a id="#(ACT_ACCOUNT_DEADS)">Type <code>ACT_ACCOUNT_DEADS</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ACCOUNT_DEADS).ClassName">ACT_ACCOUNT_DEADS.ClassName</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ACCOUNT_DEADS).DisplayCategory">ACT_ACCOUNT_DEADS.DisplayCategory</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ACCOUNT_DEADS).DisplayCount">ACT_ACCOUNT_DEADS.DisplayCount</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ACCOUNT_DEADS).DisplayInterval">ACT_ACCOUNT_DEADS.DisplayInterval</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ACCOUNT_DEADS).DisplayMessage">ACT_ACCOUNT_DEADS.DisplayMessage</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ACCOUNT_DEADS).DisplayTime">ACT_ACCOUNT_DEADS.DisplayTime</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ACCOUNT_DEADS).Init">ACT_ACCOUNT_DEADS:Init(FsmAccount)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ACCOUNT_DEADS).New">ACT_ACCOUNT_DEADS:New(TargetSetUnit, TaskName)</a></td>
<td class="summary">
<p>Creates a new DESTROY process.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ACCOUNT_DEADS).TargetSetUnit">ACT_ACCOUNT_DEADS.TargetSetUnit</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ACCOUNT_DEADS).TaskName">ACT_ACCOUNT_DEADS.TaskName</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ACCOUNT_DEADS)._Destructor">ACT_ACCOUNT_DEADS:_Destructor()</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ACCOUNT_DEADS).onafterEvent">ACT_ACCOUNT_DEADS:onafterEvent(ProcessUnit, Event, From, To, EventData)</a></td>
<td class="summary">
<p>StateMachine callback function</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ACCOUNT_DEADS).onenterAccount">ACT_ACCOUNT_DEADS:onenterAccount(ProcessUnit, Event, From, To, EventData)</a></td>
<td class="summary">
<p>StateMachine callback function</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ACCOUNT_DEADS).onenterReport">ACT_ACCOUNT_DEADS:onenterReport(ProcessUnit, Event, From, To)</a></td>
<td class="summary">
<p>StateMachine callback function</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ACCOUNT_DEADS).onfuncEventDead">ACT_ACCOUNT_DEADS:onfuncEventDead(EventData)</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2>Global(s)</h2>
<dl class="function">
<dt>
<em><a href="##(ACT_ACCOUNT)">#ACT_ACCOUNT</a></em>
<a id="ACT_ACCOUNT" >
<strong>ACT_ACCOUNT</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="##(ACT_ACCOUNT_DEADS)">#ACT_ACCOUNT_DEADS</a></em>
<a id="ACT_ACCOUNT_DEADS" >
<strong>ACT_ACCOUNT_DEADS</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(Account)" >Type <code>Account</code></a></h2>
<h2><a id="#(ACT_ACCOUNT)" >Type <code>ACT_ACCOUNT</code></a></h2>
<p>ACT_ACCOUNT class</p>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<em>#string</em>
<a id="#(ACT_ACCOUNT).ClassName" >
<strong>ACT_ACCOUNT.ClassName</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em>#number</em>
<a id="#(ACT_ACCOUNT).DisplayCount" >
<strong>ACT_ACCOUNT.DisplayCount</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(ACT_ACCOUNT).New" >
<strong>ACT_ACCOUNT:New()</strong>
</a>
</dt>
<dd>
<p>Creates a new DESTROY process.</p>
<h3>Return value</h3>
<p><em><a href="##(ACT_ACCOUNT)">#ACT_ACCOUNT</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="Set.html##(SET_UNIT)">Set#SET_UNIT</a></em>
<a id="#(ACT_ACCOUNT).TargetSetUnit" >
<strong>ACT_ACCOUNT.TargetSetUnit</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(ACT_ACCOUNT).onafterEvent" >
<strong>ACT_ACCOUNT:onafterEvent(ProcessUnit, Event, From, To)</strong>
</a>
</dt>
<dd>
<p>StateMachine callback function</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Controllable.html##(CONTROLLABLE)">Wrapper.Controllable#CONTROLLABLE</a> ProcessUnit </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>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(ACT_ACCOUNT).onafterStart" >
<strong>ACT_ACCOUNT:onafterStart(ProcessUnit, Event, From, To)</strong>
</a>
</dt>
<dd>
<p>StateMachine callback function</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Controllable.html##(CONTROLLABLE)">Wrapper.Controllable#CONTROLLABLE</a> ProcessUnit </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>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(ACT_ACCOUNT).onenterWaiting" >
<strong>ACT_ACCOUNT:onenterWaiting(ProcessUnit, Event, From, To)</strong>
</a>
</dt>
<dd>
<p>StateMachine callback function</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Controllable.html##(CONTROLLABLE)">Wrapper.Controllable#CONTROLLABLE</a> ProcessUnit </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>
</ul>
</dd>
</dl>
<h2><a id="#(ACT_ACCOUNT_DEADS)" >Type <code>ACT_ACCOUNT_DEADS</code></a></h2>
<p>ACT<em>ACCOUNT</em>DEADS class</p>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<em>#string</em>
<a id="#(ACT_ACCOUNT_DEADS).ClassName" >
<strong>ACT_ACCOUNT_DEADS.ClassName</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em>#string</em>
<a id="#(ACT_ACCOUNT_DEADS).DisplayCategory" >
<strong>ACT_ACCOUNT_DEADS.DisplayCategory</strong>
</a>
</dt>
<dd>
<p> Targets is the default display category</p>
</dd>
</dl>
<dl class="function">
<dt>
<em>#number</em>
<a id="#(ACT_ACCOUNT_DEADS).DisplayCount" >
<strong>ACT_ACCOUNT_DEADS.DisplayCount</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em>#number</em>
<a id="#(ACT_ACCOUNT_DEADS).DisplayInterval" >
<strong>ACT_ACCOUNT_DEADS.DisplayInterval</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em>#boolean</em>
<a id="#(ACT_ACCOUNT_DEADS).DisplayMessage" >
<strong>ACT_ACCOUNT_DEADS.DisplayMessage</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em>#number</em>
<a id="#(ACT_ACCOUNT_DEADS).DisplayTime" >
<strong>ACT_ACCOUNT_DEADS.DisplayTime</strong>
</a>
</dt>
<dd>
<p> 10 seconds is the default</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(ACT_ACCOUNT_DEADS).Init" >
<strong>ACT_ACCOUNT_DEADS:Init(FsmAccount)</strong>
</a>
</dt>
<dd>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> FsmAccount </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(ACT_ACCOUNT_DEADS).New" >
<strong>ACT_ACCOUNT_DEADS:New(TargetSetUnit, TaskName)</strong>
</a>
</dt>
<dd>
<p>Creates a new DESTROY process.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Set.html##(SET_UNIT)">Set#SET_UNIT</a> TargetSetUnit </em></code>: </p>
</li>
<li>
<p><code><em>#string TaskName </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="Set.html##(SET_UNIT)">Set#SET_UNIT</a></em>
<a id="#(ACT_ACCOUNT_DEADS).TargetSetUnit" >
<strong>ACT_ACCOUNT_DEADS.TargetSetUnit</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(ACT_ACCOUNT_DEADS).TaskName" >
<strong>ACT_ACCOUNT_DEADS.TaskName</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(ACT_ACCOUNT_DEADS)._Destructor" >
<strong>ACT_ACCOUNT_DEADS:_Destructor()</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(ACT_ACCOUNT_DEADS).onafterEvent" >
<strong>ACT_ACCOUNT_DEADS:onafterEvent(ProcessUnit, Event, From, To, EventData)</strong>
</a>
</dt>
<dd>
<p>StateMachine callback function</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Controllable.html##(CONTROLLABLE)">Wrapper.Controllable#CONTROLLABLE</a> ProcessUnit </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> EventData </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(ACT_ACCOUNT_DEADS).onenterAccount" >
<strong>ACT_ACCOUNT_DEADS:onenterAccount(ProcessUnit, Event, From, To, EventData)</strong>
</a>
</dt>
<dd>
<p>StateMachine callback function</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Controllable.html##(CONTROLLABLE)">Wrapper.Controllable#CONTROLLABLE</a> ProcessUnit </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> EventData </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(ACT_ACCOUNT_DEADS).onenterReport" >
<strong>ACT_ACCOUNT_DEADS:onenterReport(ProcessUnit, Event, From, To)</strong>
</a>
</dt>
<dd>
<p>StateMachine callback function</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Controllable.html##(CONTROLLABLE)">Wrapper.Controllable#CONTROLLABLE</a> ProcessUnit </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>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(ACT_ACCOUNT_DEADS).onfuncEventDead" >
<strong>ACT_ACCOUNT_DEADS:onfuncEventDead(EventData)</strong>
</a>
</dt>
<dd>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Event.html##(EVENTDATA)">Event#EVENTDATA</a> EventData </em></code>: </p>
</li>
</ul>
</dd>
</dl>
</div>
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<li><a href="Group.html">Group</a></li>
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<li><a href="MOVEMENT.html">MOVEMENT</a></li>
<li><a href="Menu.html">Menu</a></li>
<li><a href="Message.html">Message</a></li>
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<li><a href="Object.html">Object</a></li>
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<li><a href="Utils.html">Utils</a></li>
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<li><a href="land.html">land</a></li>
<li><a href="routines.html">routines</a></li>
</ul>
</div>
<div id="content">
<h1>Module <code>Airbase</code></h1>
<p>This module contains the AIRBASE classes.</p>
<hr/>
<h1>1) <a href="Wrapper.Airbase.html##(AIRBASE)">Wrapper.Airbase#AIRBASE</a> class, extends <a href="Wrapper.Positionable.html##(POSITIONABLE)">Wrapper.Positionable#POSITIONABLE</a></h1>
<p>The <a href="AIRBASE.html">AIRBASE</a> class is a wrapper class to handle the DCS Airbase objects:</p>
<ul>
<li>Support all DCS Airbase APIs.</li>
<li>Enhance with Airbase specific APIs not in the DCS Airbase API set.</li>
</ul>
<h2>1.1) AIRBASE reference methods</h2>
<p>For each DCS Airbase object alive within a running mission, a AIRBASE wrapper object (instance) will be created within the _<a href="DATABASE.html">DATABASE</a> object.
This is done at the beginning of the mission (when the mission starts).</p>
<p>The AIRBASE class <strong>does not contain a :New()</strong> method, rather it provides <strong>:Find()</strong> methods to retrieve the object reference
using the DCS Airbase or the DCS AirbaseName.</p>
<p>Another thing to know is that AIRBASE objects do not "contain" the DCS Airbase object.
The AIRBASE methods will reference the DCS Airbase object by name when it is needed during API execution.
If the DCS Airbase object does not exist or is nil, the AIRBASE methods will return nil and log an exception in the DCS.log file.</p>
<p>The AIRBASE class provides the following functions to retrieve quickly the relevant AIRBASE instance:</p>
<ul>
<li><a href="##(AIRBASE).Find">AIRBASE.Find</a>(): Find a AIRBASE instance from the _DATABASE object using a DCS Airbase object.</li>
<li><a href="##(AIRBASE).FindByName">AIRBASE.FindByName</a>(): Find a AIRBASE instance from the _DATABASE object using a DCS Airbase name.</li>
</ul>
<p>IMPORTANT: ONE SHOULD NEVER SANATIZE these AIRBASE OBJECT REFERENCES! (make the AIRBASE object references nil).</p>
<h2>1.2) DCS AIRBASE APIs</h2>
<p>The DCS Airbase APIs are used extensively within MOOSE. The AIRBASE class has for each DCS Airbase API a corresponding method.
To be able to distinguish easily in your code the difference between a AIRBASE API call and a DCS Airbase API call,
the first letter of the method is also capitalized. So, by example, the DCS Airbase method <a href="Dcs.DCSWrapper.Airbase.html##(Airbase).getName">Dcs.DCSWrapper.Airbase#Airbase.getName</a>()
is implemented in the AIRBASE class as <a href="##(AIRBASE).GetName">AIRBASE.GetName</a>().</p>
<h2>More functions will be added</h2>
<p>During the MOOSE development, more functions will be added. </p>
<h2>Global(s)</h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="#AIRBASE">AIRBASE</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(AIRBASE)">Type <code>AIRBASE</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(AIRBASE).CategoryName">AIRBASE.CategoryName</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AIRBASE).ClassName">AIRBASE.ClassName</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AIRBASE).Find">AIRBASE:Find(DCSAirbase)</a></td>
<td class="summary">
<p>Finds a AIRBASE from the _DATABASE using a DCSAirbase object.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AIRBASE).FindByName">AIRBASE:FindByName(AirbaseName)</a></td>
<td class="summary">
<p>Find a AIRBASE in the _DATABASE using the name of an existing DCS Airbase.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AIRBASE).GetDCSObject">AIRBASE:GetDCSObject()</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AIRBASE).Register">AIRBASE:Register(AirbaseName)</a></td>
<td class="summary">
<p>Create a new AIRBASE from DCSAirbase.</p>
</td>
</tr>
</table>
<h2>Global(s)</h2>
<dl class="function">
<dt>
<em><a href="##(AIRBASE)">#AIRBASE</a></em>
<a id="AIRBASE" >
<strong>AIRBASE</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(Airbase)" >Type <code>Airbase</code></a></h2>
<h2><a id="#(AIRBASE)" >Type <code>AIRBASE</code></a></h2>
<p>The AIRBASE class</p>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<em></em>
<a id="#(AIRBASE).CategoryName" >
<strong>AIRBASE.CategoryName</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em>#string</em>
<a id="#(AIRBASE).ClassName" >
<strong>AIRBASE.ClassName</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(AIRBASE).Find" >
<strong>AIRBASE:Find(DCSAirbase)</strong>
</a>
</dt>
<dd>
<p>Finds a AIRBASE from the _DATABASE using a DCSAirbase object.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Dcs.DCSWrapper.Airbase.html##(Airbase)">Dcs.DCSWrapper.Airbase#Airbase</a> DCSAirbase </em></code>:
An existing DCS Airbase object reference.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="Wrapper.Airbase.html##(AIRBASE)">Wrapper.Airbase#AIRBASE</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(AIRBASE).FindByName" >
<strong>AIRBASE:FindByName(AirbaseName)</strong>
</a>
</dt>
<dd>
<p>Find a AIRBASE in the _DATABASE using the name of an existing DCS Airbase.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#string AirbaseName </em></code>:
The Airbase Name.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="Wrapper.Airbase.html##(AIRBASE)">Wrapper.Airbase#AIRBASE</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(AIRBASE).GetDCSObject" >
<strong>AIRBASE:GetDCSObject()</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(AIRBASE).Register" >
<strong>AIRBASE:Register(AirbaseName)</strong>
</a>
</dt>
<dd>
<p>Create a new AIRBASE from DCSAirbase.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#string AirbaseName </em></code>:
The name of the airbase.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="Wrapper.Airbase.html##(AIRBASE)">Wrapper.Airbase#AIRBASE</a>:</em></p>
</dd>
</dl>
</div>
</div>
</body>
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<html>
<head>
<link rel="stylesheet" href="stylesheet.css" type="text/css"/>
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
<div id="product_name"><big><b></b></big></div>
<div id="product_description"></div>
</div>
<div id="main">
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<h2>Modules</h2>
<ul><li>
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</li></ul>
<ul>
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<li>AirbasePolice</li>
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<li><a href="routines.html">routines</a></li>
</ul>
</div>
<div id="content">
<h1>Module <code>AirbasePolice</code></h1>
<p>This module contains the AIRBASEPOLICE classes.</p>
<hr/>
<h1>1) <a href="Functional.AirbasePolice.html##(AIRBASEPOLICE_BASE)">Functional.AirbasePolice#AIRBASEPOLICE_BASE</a> class, extends <a href="Core.Base.html##(BASE)">Core.Base#BASE</a></h1>
<p>The <a href="Functional.AirbasePolice.html##(AIRBASEPOLICE_BASE)">Functional.AirbasePolice#AIRBASEPOLICE_BASE</a> class provides the main methods to monitor CLIENT behaviour at airbases.
CLIENTS should not be allowed to:</p>
<ul>
<li>Don't taxi faster than 40 km/h.</li>
<li>Don't take-off on taxiways.</li>
<li>Avoid to hit other planes on the airbase.</li>
<li>Obey ground control orders.</li>
</ul>
<h1>2) <a href="Functional.AirbasePolice.html##(AIRBASEPOLICE_CAUCASUS)">Functional.AirbasePolice#AIRBASEPOLICE_CAUCASUS</a> class, extends <a href="Functional.AirbasePolice.html##(AIRBASEPOLICE_BASE)">Functional.AirbasePolice#AIRBASEPOLICE_BASE</a></h1>
<p>All the airbases on the caucasus map can be monitored using this class.
If you want to monitor specific airbases, you need to use the <a href="##(AIRBASEPOLICE_BASE).Monitor">AIRBASEPOLICE_BASE.Monitor</a>() method, which takes a table or airbase names.
The following names can be given:
* AnapaVityazevo
* Batumi
* Beslan
* Gelendzhik
* Gudauta
* Kobuleti
* KrasnodarCenter
* KrasnodarPashkovsky
* Krymsk
* Kutaisi
* MaykopKhanskaya
* MineralnyeVody
* Mozdok
* Nalchik
* Novorossiysk
* SenakiKolkhi
* SochiAdler
* Soganlug
* SukhumiBabushara
* TbilisiLochini
* Vaziani</p>
<h1>3) <a href="Functional.AirbasePolice.html##(AIRBASEPOLICE_NEVADA)">Functional.AirbasePolice#AIRBASEPOLICE_NEVADA</a> class, extends <a href="Functional.AirbasePolice.html##(AIRBASEPOLICE_BASE)">Functional.AirbasePolice#AIRBASEPOLICE_BASE</a></h1>
<p>All the airbases on the NEVADA map can be monitored using this class.
If you want to monitor specific airbases, you need to use the <a href="##(AIRBASEPOLICE_BASE).Monitor">AIRBASEPOLICE_BASE.Monitor</a>() method, which takes a table or airbase names.
The following names can be given:
* Nellis
* McCarran
* Creech
* Groom Lake</p>
<h3>Contributions: Dutch Baron - Concept &amp; Testing</h3>
<h3>Author: FlightControl - Framework Design &amp; Programming</h3>
<h2>Global(s)</h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="#AIRBASEPOLICE_BASE">AIRBASEPOLICE_BASE</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="#AIRBASEPOLICE_CAUCASUS">AIRBASEPOLICE_CAUCASUS</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="#AIRBASEPOLICE_NEVADA">AIRBASEPOLICE_NEVADA</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(AIRBASEPOLICE_BASE)">Type <code>AIRBASEPOLICE_BASE</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(AIRBASEPOLICE_BASE).AirbaseNames">AIRBASEPOLICE_BASE.AirbaseNames</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AIRBASEPOLICE_BASE).SetClient">AIRBASEPOLICE_BASE.SetClient</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(AIRBASEPOLICE_CAUCASUS)">Type <code>AIRBASEPOLICE_CAUCASUS</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(AIRBASEPOLICE_CAUCASUS).SetClient">AIRBASEPOLICE_CAUCASUS.SetClient</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(AIRBASEPOLICE_NEVADA)">Type <code>AIRBASEPOLICE_NEVADA</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(AIRBASEPOLICE_NEVADA).Airbases">AIRBASEPOLICE_NEVADA.Airbases</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AIRBASEPOLICE_NEVADA).ClassName">AIRBASEPOLICE_NEVADA.ClassName</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AIRBASEPOLICE_NEVADA).New">AIRBASEPOLICE_NEVADA:New(SetClient)</a></td>
<td class="summary">
<p>Creates a new AIRBASEPOLICE_NEVADA object.</p>
</td>
</tr>
</table>
<h2>Global(s)</h2>
<dl class="function">
<dt>
<em></em>
<a id="AIRBASEPOLICE_BASE" >
<strong>AIRBASEPOLICE_BASE</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="AIRBASEPOLICE_CAUCASUS" >
<strong>AIRBASEPOLICE_CAUCASUS</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="##(AIRBASEPOLICE_NEVADA)">#AIRBASEPOLICE_NEVADA</a></em>
<a id="AIRBASEPOLICE_NEVADA" >
<strong>AIRBASEPOLICE_NEVADA</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(AirbasePolice)" >Type <code>AirbasePolice</code></a></h2>
<h2><a id="#(AIRBASEPOLICE_BASE)" >Type <code>AIRBASEPOLICE_BASE</code></a></h2>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<em></em>
<a id="#(AIRBASEPOLICE_BASE).AirbaseNames" >
<strong>AIRBASEPOLICE_BASE.AirbaseNames</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="Core.Set.html##(SET_CLIENT)">Core.Set#SET_CLIENT</a></em>
<a id="#(AIRBASEPOLICE_BASE).SetClient" >
<strong>AIRBASEPOLICE_BASE.SetClient</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(AIRBASEPOLICE_BASE.AirbaseNames)" >Type <code>AIRBASEPOLICE_BASE.AirbaseNames</code></a></h2>
<h2><a id="#(AIRBASEPOLICE_CAUCASUS)" >Type <code>AIRBASEPOLICE_CAUCASUS</code></a></h2>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<em><a href="Core.Set.html##(SET_CLIENT)">Core.Set#SET_CLIENT</a></em>
<a id="#(AIRBASEPOLICE_CAUCASUS).SetClient" >
<strong>AIRBASEPOLICE_CAUCASUS.SetClient</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(AIRBASEPOLICE_NEVADA)" >Type <code>AIRBASEPOLICE_NEVADA</code></a></h2>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<em></em>
<a id="#(AIRBASEPOLICE_NEVADA).Airbases" >
<strong>AIRBASEPOLICE_NEVADA.Airbases</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em>#string</em>
<a id="#(AIRBASEPOLICE_NEVADA).ClassName" >
<strong>AIRBASEPOLICE_NEVADA.ClassName</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(AIRBASEPOLICE_NEVADA).New" >
<strong>AIRBASEPOLICE_NEVADA:New(SetClient)</strong>
</a>
</dt>
<dd>
<p>Creates a new AIRBASEPOLICE_NEVADA object.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> SetClient </em></code>:
A SET_CLIENT object that will contain the CLIENT objects to be monitored if they follow the rules of the airbase.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(AIRBASEPOLICE_NEVADA)">#AIRBASEPOLICE_NEVADA</a>:</em>
self</p>
</dd>
</dl>
</div>
</div>
</body>
</html>

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<link rel="stylesheet" href="stylesheet.css" type="text/css"/>
</head>
<body>
<div id="container">
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<div id="product_logo"></div>
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<ul><li>
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<ul>
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<div id="content">
<h1>Module <code>CleanUp</code></h1>
<p>The CLEANUP class keeps an area clean of crashing or colliding airplanes.</p>
<p>It also prevents airplanes from firing within this area.</p>
<h2>Global(s)</h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="#CLEANUP">CLEANUP</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(CLEANUP)">Type <code>CLEANUP</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(CLEANUP).ClassName">CLEANUP.ClassName</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(CLEANUP).CleanUpList">CLEANUP.CleanUpList</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(CLEANUP).New">CLEANUP:New(ZoneNames, TimeInterval)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(CLEANUP).TimeInterval">CLEANUP.TimeInterval</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(CLEANUP).ZoneNames">CLEANUP.ZoneNames</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(CLEANUP)._AddForCleanUp">CLEANUP:_AddForCleanUp(CleanUpUnit, CleanUpUnitName)</a></td>
<td class="summary">
<p>Add the <a href="Dcs.DCSWrapper.Unit.html##(Unit)">Dcs.DCSWrapper.Unit#Unit</a> to the CleanUpList for CleanUp.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(CLEANUP)._CleanUpScheduler">CLEANUP:_CleanUpScheduler()</a></td>
<td class="summary">
<p>At the defined time interval, CleanUp the Groups within the CleanUpList.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(CLEANUP)._DestroyGroup">CLEANUP:_DestroyGroup(GroupObject, CleanUpGroupName)</a></td>
<td class="summary">
<p>Destroys a group from the simulator, but checks first if it is still existing!</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(CLEANUP)._DestroyMissile">CLEANUP:_DestroyMissile(MissileObject)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(CLEANUP)._DestroyUnit">CLEANUP:_DestroyUnit(CleanUpUnit, CleanUpUnitName)</a></td>
<td class="summary">
<p>Destroys a <a href="Dcs.DCSWrapper.Unit.html##(Unit)">Dcs.DCSWrapper.Unit#Unit</a> from the simulator, but checks first if it is still existing!</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(CLEANUP)._EventAddForCleanUp">CLEANUP:_EventAddForCleanUp(event, Event)</a></td>
<td class="summary">
<p>Detects if the Unit has an S<em>EVENT</em>ENGINE<em>SHUTDOWN or an S</em>EVENT_HIT within the given ZoneNames.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(CLEANUP)._EventCrash">CLEANUP:_EventCrash(event, Event)</a></td>
<td class="summary">
<p>Detects if a crash event occurs.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(CLEANUP)._EventHitCleanUp">CLEANUP:_EventHitCleanUp(event, Event)</a></td>
<td class="summary">
<p>Detects if the Unit has an S<em>EVENT</em>HIT within the given ZoneNames.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(CLEANUP)._EventShot">CLEANUP:_EventShot(event, Event)</a></td>
<td class="summary">
<p>Detects if a unit shoots a missile.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(CLEANUP)._OnEventBirth">CLEANUP:_OnEventBirth(Event)</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2>Global(s)</h2>
<dl class="function">
<dt>
<em><a href="##(CLEANUP)">#CLEANUP</a></em>
<a id="CLEANUP" >
<strong>CLEANUP</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(CleanUp)" >Type <code>CleanUp</code></a></h2>
<h2><a id="#(CLEANUP)" >Type <code>CLEANUP</code></a></h2>
<p>The CLEANUP class.</p>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<em>#string</em>
<a id="#(CLEANUP).ClassName" >
<strong>CLEANUP.ClassName</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(CLEANUP).CleanUpList" >
<strong>CLEANUP.CleanUpList</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(CLEANUP).New" >
<strong>CLEANUP:New(ZoneNames, TimeInterval)</strong>
</a>
</dt>
<dd>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em> ZoneNames </em></code>: </p>
</li>
<li>
<p><code><em> TimeInterval </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<em>#number</em>
<a id="#(CLEANUP).TimeInterval" >
<strong>CLEANUP.TimeInterval</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(CLEANUP).ZoneNames" >
<strong>CLEANUP.ZoneNames</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(CLEANUP)._AddForCleanUp" >
<strong>CLEANUP:_AddForCleanUp(CleanUpUnit, CleanUpUnitName)</strong>
</a>
</dt>
<dd>
<p>Add the <a href="Dcs.DCSWrapper.Unit.html##(Unit)">Dcs.DCSWrapper.Unit#Unit</a> to the CleanUpList for CleanUp.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em> CleanUpUnit </em></code>: </p>
</li>
<li>
<p><code><em> CleanUpUnitName </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(CLEANUP)._CleanUpScheduler" >
<strong>CLEANUP:_CleanUpScheduler()</strong>
</a>
</dt>
<dd>
<p>At the defined time interval, CleanUp the Groups within the CleanUpList.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(CLEANUP)._DestroyGroup" >
<strong>CLEANUP:_DestroyGroup(GroupObject, CleanUpGroupName)</strong>
</a>
</dt>
<dd>
<p>Destroys a group from the simulator, but checks first if it is still existing!</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Dcs.DCSWrapper.Group.html##(Group)">Dcs.DCSWrapper.Group#Group</a> GroupObject </em></code>:
The object to be destroyed.</p>
</li>
<li>
<p><code><em>#string CleanUpGroupName </em></code>:
The groupname...</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(CLEANUP)._DestroyMissile" >
<strong>CLEANUP:_DestroyMissile(MissileObject)</strong>
</a>
</dt>
<dd>
<p> TODO check Dcs.DCSTypes#Weapon
- Destroys a missile from the simulator, but checks first if it is still existing!
@param #CLEANUP self
@param Dcs.DCSTypes#Weapon MissileObject</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> MissileObject </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(CLEANUP)._DestroyUnit" >
<strong>CLEANUP:_DestroyUnit(CleanUpUnit, CleanUpUnitName)</strong>
</a>
</dt>
<dd>
<p>Destroys a <a href="Dcs.DCSWrapper.Unit.html##(Unit)">Dcs.DCSWrapper.Unit#Unit</a> from the simulator, but checks first if it is still existing!</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Dcs.DCSWrapper.Unit.html##(Unit)">Dcs.DCSWrapper.Unit#Unit</a> CleanUpUnit </em></code>:
The object to be destroyed.</p>
</li>
<li>
<p><code><em>#string CleanUpUnitName </em></code>:
The Unit name ...</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(CLEANUP)._EventAddForCleanUp" >
<strong>CLEANUP:_EventAddForCleanUp(event, Event)</strong>
</a>
</dt>
<dd>
<p>Detects if the Unit has an S<em>EVENT</em>ENGINE<em>SHUTDOWN or an S</em>EVENT_HIT within the given ZoneNames.</p>
<p>If this is the case, add the Group to the CLEANUP List.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Dcs.DCSTypes.html##(Event)">Dcs.DCSTypes#Event</a> event </em></code>: </p>
</li>
<li>
<p><code><em> Event </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(CLEANUP)._EventCrash" >
<strong>CLEANUP:_EventCrash(event, Event)</strong>
</a>
</dt>
<dd>
<p>Detects if a crash event occurs.</p>
<p>Crashed units go into a CleanUpList for removal.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Dcs.DCSTypes.html##(Event)">Dcs.DCSTypes#Event</a> event </em></code>: </p>
</li>
<li>
<p><code><em> Event </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(CLEANUP)._EventHitCleanUp" >
<strong>CLEANUP:_EventHitCleanUp(event, Event)</strong>
</a>
</dt>
<dd>
<p>Detects if the Unit has an S<em>EVENT</em>HIT within the given ZoneNames.</p>
<p>If this is the case, destroy the unit.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Dcs.DCSTypes.html##(Event)">Dcs.DCSTypes#Event</a> event </em></code>: </p>
</li>
<li>
<p><code><em> Event </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(CLEANUP)._EventShot" >
<strong>CLEANUP:_EventShot(event, Event)</strong>
</a>
</dt>
<dd>
<p>Detects if a unit shoots a missile.</p>
<p>If this occurs within one of the zones, then the weapon used must be destroyed.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Dcs.DCSTypes.html##(Event)">Dcs.DCSTypes#Event</a> event </em></code>: </p>
</li>
<li>
<p><code><em> Event </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(CLEANUP)._OnEventBirth" >
<strong>CLEANUP:_OnEventBirth(Event)</strong>
</a>
</dt>
<dd>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> Event </em></code>: </p>
</li>
</ul>
</dd>
</dl>
</div>
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<h1>Module <code>CommandCenter</code></h1>
<p>A COMMANDCENTER is the owner of multiple missions within MOOSE.</p>
<p>A COMMANDCENTER governs multiple missions, the tasking and the reporting.</p>
<h2>Global(s)</h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="#COMMANDCENTER">COMMANDCENTER</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="#REPORT">REPORT</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(COMMANDCENTER)">Type <code>COMMANDCENTER</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(COMMANDCENTER).AddMission">COMMANDCENTER:AddMission(Mission)</a></td>
<td class="summary">
<p>Add a MISSION to be governed by the HQ command center.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(COMMANDCENTER).ClassName">COMMANDCENTER.ClassName</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(COMMANDCENTER).CommandCenterCoalition">COMMANDCENTER.CommandCenterCoalition</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(COMMANDCENTER).CommandCenterMenu">COMMANDCENTER.CommandCenterMenu</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(COMMANDCENTER).CommandCenterName">COMMANDCENTER.CommandCenterName</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(COMMANDCENTER).CommandCenterPositionable">COMMANDCENTER.CommandCenterPositionable</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(COMMANDCENTER).GetMissions">COMMANDCENTER:GetMissions()</a></td>
<td class="summary">
<p>Get the Missions governed by the HQ command center.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(COMMANDCENTER).GetName">COMMANDCENTER:GetName()</a></td>
<td class="summary">
<p>Gets the name of the HQ command center.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(COMMANDCENTER).GetPositionable">COMMANDCENTER:GetPositionable()</a></td>
<td class="summary">
<p>Gets the POSITIONABLE of the HQ command center.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(COMMANDCENTER).HQ">COMMANDCENTER.HQ</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(COMMANDCENTER).HasGroup">COMMANDCENTER:HasGroup(Wrapper, MissionGroup)</a></td>
<td class="summary">
<p>Checks of the COMMANDCENTER has a GROUP.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(COMMANDCENTER).MessageToCoalition">COMMANDCENTER:MessageToCoalition(Message)</a></td>
<td class="summary">
<p>Send a CC message to the coalition of the CC.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(COMMANDCENTER).MessageToGroup">COMMANDCENTER:MessageToGroup(Message, TaskGroup, Name)</a></td>
<td class="summary">
<p>Send a CC message to a GROUP.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(COMMANDCENTER).Name">COMMANDCENTER.Name</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(COMMANDCENTER).New">COMMANDCENTER:New(CommandCenterPositionable, CommandCenterName)</a></td>
<td class="summary">
<p>The constructor takes an IDENTIFIABLE as the HQ command center.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(COMMANDCENTER).RemoveMission">COMMANDCENTER:RemoveMission(Mission)</a></td>
<td class="summary">
<p>Removes a MISSION to be governed by the HQ command center.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(COMMANDCENTER).ReportDetails">COMMANDCENTER:ReportDetails(ReportGroup, Task)</a></td>
<td class="summary">
<p>Report the status of a Task to a Group.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(COMMANDCENTER).ReportSummary">COMMANDCENTER:ReportSummary(ReportGroup)</a></td>
<td class="summary">
<p>Report the status of all MISSIONs to a GROUP.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(COMMANDCENTER).SetMenu">COMMANDCENTER:SetMenu()</a></td>
<td class="summary">
<p>Sets the menu structure of the Missions governed by the HQ command center.</p>
</td>
</tr>
</table>
<h2><a id="#(REPORT)">Type <code>REPORT</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(REPORT).Add">REPORT:Add(Text)</a></td>
<td class="summary">
<p>Add a new line to a REPORT.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(REPORT).ClassName">REPORT.ClassName</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(REPORT).New">REPORT:New(Title)</a></td>
<td class="summary">
<p>Create a new REPORT.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(REPORT).Text">REPORT:Text()</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2>Global(s)</h2>
<dl class="function">
<dt>
<em><a href="##(COMMANDCENTER)">#COMMANDCENTER</a></em>
<a id="COMMANDCENTER" >
<strong>COMMANDCENTER</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="##(REPORT)">#REPORT</a></em>
<a id="REPORT" >
<strong>REPORT</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(CommandCenter)" >Type <code>CommandCenter</code></a></h2>
<h2><a id="#(COMMANDCENTER)" >Type <code>COMMANDCENTER</code></a></h2>
<p>The COMMANDCENTER class</p>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<a id="#(COMMANDCENTER).AddMission" >
<strong>COMMANDCENTER:AddMission(Mission)</strong>
</a>
</dt>
<dd>
<p>Add a MISSION to be governed by the HQ command center.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Tasking.Mission.html##(MISSION)">Tasking.Mission#MISSION</a> Mission </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="Tasking.Mission.html##(MISSION)">Tasking.Mission#MISSION</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<em>#string</em>
<a id="#(COMMANDCENTER).ClassName" >
<strong>COMMANDCENTER.ClassName</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="Dcs.DCSCoalitionWrapper.Object.html##(coalition)">Dcs.DCSCoalitionWrapper.Object#coalition</a></em>
<a id="#(COMMANDCENTER).CommandCenterCoalition" >
<strong>COMMANDCENTER.CommandCenterCoalition</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(COMMANDCENTER).CommandCenterMenu" >
<strong>COMMANDCENTER.CommandCenterMenu</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em>#string</em>
<a id="#(COMMANDCENTER).CommandCenterName" >
<strong>COMMANDCENTER.CommandCenterName</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(COMMANDCENTER).CommandCenterPositionable" >
<strong>COMMANDCENTER.CommandCenterPositionable</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(COMMANDCENTER).GetMissions" >
<strong>COMMANDCENTER:GetMissions()</strong>
</a>
</dt>
<dd>
<p>Get the Missions governed by the HQ command center.</p>
<h3>Return value</h3>
<p><em><a href="##(list)">#list</a>:</em>
Tasking.Mission#MISSION></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(COMMANDCENTER).GetName" >
<strong>COMMANDCENTER:GetName()</strong>
</a>
</dt>
<dd>
<p>Gets the name of the HQ command center.</p>
<h3>Return value</h3>
<p><em>#string:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(COMMANDCENTER).GetPositionable" >
<strong>COMMANDCENTER:GetPositionable()</strong>
</a>
</dt>
<dd>
<p>Gets the POSITIONABLE of the HQ command center.</p>
<h3>Return value</h3>
<p><em><a href="Wrapper.Positionable.html##(POSITIONABLE)">Wrapper.Positionable#POSITIONABLE</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="Wrapper.Group.html##(GROUP)">Wrapper.Group#GROUP</a></em>
<a id="#(COMMANDCENTER).HQ" >
<strong>COMMANDCENTER.HQ</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(COMMANDCENTER).HasGroup" >
<strong>COMMANDCENTER:HasGroup(Wrapper, MissionGroup)</strong>
</a>
</dt>
<dd>
<p>Checks of the COMMANDCENTER has a GROUP.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em> Wrapper </em></code>:
Group#GROUP</p>
</li>
<li>
<p><code><em> MissionGroup </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em>#boolean:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(COMMANDCENTER).MessageToCoalition" >
<strong>COMMANDCENTER:MessageToCoalition(Message)</strong>
</a>
</dt>
<dd>
<p>Send a CC message to the coalition of the CC.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> Message </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(COMMANDCENTER).MessageToGroup" >
<strong>COMMANDCENTER:MessageToGroup(Message, TaskGroup, Name)</strong>
</a>
</dt>
<dd>
<p>Send a CC message to a GROUP.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#string Message </em></code>: </p>
</li>
<li>
<p><code><em><a href="Wrapper.Group.html##(GROUP)">Wrapper.Group#GROUP</a> TaskGroup </em></code>: </p>
</li>
<li>
<p><code><em><a href="##(sring)">#sring</a> Name </em></code>:
(optional) The name of the Group used as a prefix for the message to the Group. If not provided, there will be nothing shown.</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<em>#string</em>
<a id="#(COMMANDCENTER).Name" >
<strong>COMMANDCENTER.Name</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(COMMANDCENTER).New" >
<strong>COMMANDCENTER:New(CommandCenterPositionable, CommandCenterName)</strong>
</a>
</dt>
<dd>
<p>The constructor takes an IDENTIFIABLE as the HQ command center.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Positionable.html##(POSITIONABLE)">Wrapper.Positionable#POSITIONABLE</a> CommandCenterPositionable </em></code>: </p>
</li>
<li>
<p><code><em>#string CommandCenterName </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(COMMANDCENTER)">#COMMANDCENTER</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(COMMANDCENTER).RemoveMission" >
<strong>COMMANDCENTER:RemoveMission(Mission)</strong>
</a>
</dt>
<dd>
<p>Removes a MISSION to be governed by the HQ command center.</p>
<p>The given Mission is not nilified.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Tasking.Mission.html##(MISSION)">Tasking.Mission#MISSION</a> Mission </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="Tasking.Mission.html##(MISSION)">Tasking.Mission#MISSION</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(COMMANDCENTER).ReportDetails" >
<strong>COMMANDCENTER:ReportDetails(ReportGroup, Task)</strong>
</a>
</dt>
<dd>
<p>Report the status of a Task to a Group.</p>
<p>Report the details of a Mission, listing the Mission, and all the Task details.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em> ReportGroup </em></code>: </p>
</li>
<li>
<p><code><em> Task </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(COMMANDCENTER).ReportSummary" >
<strong>COMMANDCENTER:ReportSummary(ReportGroup)</strong>
</a>
</dt>
<dd>
<p>Report the status 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).SetMenu" >
<strong>COMMANDCENTER:SetMenu()</strong>
</a>
</dt>
<dd>
<p>Sets the menu structure of the Missions governed by the HQ command center.</p>
</dd>
</dl>
<h2><a id="#(REPORT)" >Type <code>REPORT</code></a></h2>
<p>The REPORT class</p>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<a id="#(REPORT).Add" >
<strong>REPORT:Add(Text)</strong>
</a>
</dt>
<dd>
<p>Add a new line to a REPORT.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#string Text </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(REPORT)">#REPORT</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<em>#string</em>
<a id="#(REPORT).ClassName" >
<strong>REPORT.ClassName</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(REPORT).New" >
<strong>REPORT:New(Title)</strong>
</a>
</dt>
<dd>
<p>Create a new REPORT.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#string Title </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(REPORT)">#REPORT</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(REPORT).Text" >
<strong>REPORT:Text()</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(TASK)" >Type <code>TASK</code></a></h2>
<h2><a id="#(list)" >Type <code>list</code></a></h2>
<h2><a id="#(sring)" >Type <code>sring</code></a></h2>
</div>
</div>
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<div id="content">
<h1>Module <code>DCSAirbase</code></h1>
<h2>Global(s)</h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="#Airbase">Airbase</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(Airbase)">Type <code>Airbase</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(Airbase).Category">Airbase.Category</a></td>
<td class="summary">
<p>enum contains identifiers of airbase categories. </p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(Airbase).Desc">Airbase.Desc</a></td>
<td class="summary">
<p>Airbase descriptor. Airdromes are unique and their types are unique, but helipads and ships are not always unique and may have the same type. </p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(Airbase).ID">Airbase.ID</a></td>
<td class="summary">
<p>Identifier of an airbase. It assigned to an airbase by the Mission Editor automatically. This identifier is used in AI tasks to refer an airbase that exists (spawned and not dead) or not. </p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(Airbase).getByName">Airbase.getByName(name)</a></td>
<td class="summary">
<p>Returns airbase by its name.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(Airbase).getCallsign">Airbase:getCallsign()</a></td>
<td class="summary">
<p>Returns the airbase's callsign - the localized string.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(Airbase).getDesc">Airbase:getDesc()</a></td>
<td class="summary">
<p>Returns descriptor of the airbase. </p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(Airbase).getDescByName">Airbase.getDescByName(typeName)</a></td>
<td class="summary">
<p>Returns airbase descriptor by type name.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(Airbase).getID">Airbase:getID()</a></td>
<td class="summary">
<p>Returns identifier of the airbase.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(Airbase).getUnit">Airbase:getUnit()</a></td>
<td class="summary">
<p>Returns Unit that is corresponded to the airbase.</p>
</td>
</tr>
</table>
<h2><a id="#(Airbase.Category)">Type <code>Airbase.Category</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(Airbase.Category).AIRDROME">Airbase.Category.AIRDROME</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(Airbase.Category).HELIPAD">Airbase.Category.HELIPAD</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(Airbase.Category).SHIP">Airbase.Category.SHIP</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(Airbase.Desc)">Type <code>Airbase.Desc</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(Airbase.Desc).category">Airbase.Desc.category</a></td>
<td class="summary">
<p>Category of the airbase type.</p>
</td>
</tr>
</table>
<h2>Global(s)</h2>
<dl class="function">
<dt>
<em><a href="##(Airbase)">#Airbase</a></em>
<a id="Airbase" >
<strong>Airbase</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(DCSAirbase)" >Type <code>DCSAirbase</code></a></h2>
<h2><a id="#(Airbase)" >Type <code>Airbase</code></a></h2>
<p>Represents airbases: airdromes, helipads and ships with flying decks or landing pads.</p>
<p> </p>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<em><a href="##(Airbase.Category)">#Airbase.Category</a></em>
<a id="#(Airbase).Category" >
<strong>Airbase.Category</strong>
</a>
</dt>
<dd>
<p>enum contains identifiers of airbase categories. </p>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="##(Airbase.Desc)">#Airbase.Desc</a></em>
<a id="#(Airbase).Desc" >
<strong>Airbase.Desc</strong>
</a>
</dt>
<dd>
<p>Airbase descriptor. Airdromes are unique and their types are unique, but helipads and ships are not always unique and may have the same type. </p>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="##(Airbase.ID)">#Airbase.ID</a></em>
<a id="#(Airbase).ID" >
<strong>Airbase.ID</strong>
</a>
</dt>
<dd>
<p>Identifier of an airbase. It assigned to an airbase by the Mission Editor automatically. This identifier is used in AI tasks to refer an airbase that exists (spawned and not dead) or not. </p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(Airbase).getByName" >
<strong>Airbase.getByName(name)</strong>
</a>
</dt>
<dd>
<p>Returns airbase by its name.</p>
<p>If no airbase found the function will return nil.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#string name </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(Airbase)">#Airbase</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(Airbase).getCallsign" >
<strong>Airbase:getCallsign()</strong>
</a>
</dt>
<dd>
<p>Returns the airbase's callsign - the localized string.</p>
<h3>Return value</h3>
<p><em>#string:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(Airbase).getDesc" >
<strong>Airbase:getDesc()</strong>
</a>
</dt>
<dd>
<p>Returns descriptor of the airbase. </p>
<h3>Return value</h3>
<p><em><a href="##(Airbase.Desc)">#Airbase.Desc</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(Airbase).getDescByName" >
<strong>Airbase.getDescByName(typeName)</strong>
</a>
</dt>
<dd>
<p>Returns airbase descriptor by type name.</p>
<p>If no descriptor is found the function will return nil.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="##(TypeName)">#TypeName</a> typeName </em></code>:
Airbase type name.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(Airbase.Desc)">#Airbase.Desc</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(Airbase).getID" >
<strong>Airbase:getID()</strong>
</a>
</dt>
<dd>
<p>Returns identifier of the airbase.</p>
<h3>Return value</h3>
<p><em><a href="##(Airbase.ID)">#Airbase.ID</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(Airbase).getUnit" >
<strong>Airbase:getUnit()</strong>
</a>
</dt>
<dd>
<p>Returns Unit that is corresponded to the airbase.</p>
<p>Works only for ships.</p>
<h3>Return value</h3>
<p><em><a href="Wrapper.Unit.html##(Unit)">Wrapper.Unit#Unit</a>:</em></p>
</dd>
</dl>
<h2><a id="#(Airbase.Category)" >Type <code>Airbase.Category</code></a></h2>
<p>Enum contains identifiers of airbase categories.</p>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<a id="#(Airbase.Category).AIRDROME" >
<strong>Airbase.Category.AIRDROME</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(Airbase.Category).HELIPAD" >
<strong>Airbase.Category.HELIPAD</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(Airbase.Category).SHIP" >
<strong>Airbase.Category.SHIP</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(Airbase.Desc)" >Type <code>Airbase.Desc</code></a></h2>
<p>Airbase descriptor.</p>
<p>Airdromes are unique and their types are unique, but helipads and ships are not always unique and may have the same type. </p>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<em><a href="##(Airbase.Category)">#Airbase.Category</a></em>
<a id="#(Airbase.Desc).category" >
<strong>Airbase.Desc.category</strong>
</a>
</dt>
<dd>
<p>Category of the airbase type.</p>
</dd>
</dl>
<h2><a id="#(Airbase.ID)" >Type <code>Airbase.ID</code></a></h2>
<h2><a id="#(TypeName)" >Type <code>TypeName</code></a></h2>
</div>
</div>
</body>
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<head>
<link rel="stylesheet" href="stylesheet.css" type="text/css"/>
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
<div id="product_name"><big><b></b></big></div>
<div id="product_description"></div>
</div>
<div id="main">
<div id="navigation">
<h2>Modules</h2>
<ul><li>
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</li></ul>
<ul>
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</ul>
</div>
<div id="content">
<h1>Module <code>DCSCoalitionObject</code></h1>
<h2>Global(s)</h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="#CoalitionObject">CoalitionObject</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="#coalition">coalition</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(CoalitionObject)">Type <code>CoalitionObject</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(CoalitionObject).getCoalition">CoalitionObject:getCoalition()</a></td>
<td class="summary">
<p>Returns coalition of the object.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(CoalitionObject).getCountry">CoalitionObject:getCountry()</a></td>
<td class="summary">
<p>Returns object country.</p>
</td>
</tr>
</table>
<h2><a id="#(coalition)">Type <code>coalition</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(coalition).side">coalition.side</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(coalition.side)">Type <code>coalition.side</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(coalition.side).BLUE">coalition.side.BLUE</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(coalition.side).NEUTRAL">coalition.side.NEUTRAL</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(coalition.side).RED">coalition.side.RED</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2>Global(s)</h2>
<dl class="function">
<dt>
<em><a href="##(CoalitionObject)">#CoalitionObject</a></em>
<a id="CoalitionObject" >
<strong>CoalitionObject</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="##(coalition)">#coalition</a></em>
<a id="coalition" >
<strong>coalition</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(DCSCoalitionObject)" >Type <code>DCSCoalitionObject</code></a></h2>
<h2><a id="#(CoalitionObject)" >Type <code>CoalitionObject</code></a></h2>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<a id="#(CoalitionObject).getCoalition" >
<strong>CoalitionObject:getCoalition()</strong>
</a>
</dt>
<dd>
<p>Returns coalition of the object.</p>
<h3>Return value</h3>
<p><em><a href="Dcs.DCSTypes.html##(coalition.side)">Dcs.DCSTypes#coalition.side</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(CoalitionObject).getCountry" >
<strong>CoalitionObject:getCountry()</strong>
</a>
</dt>
<dd>
<p>Returns object country.</p>
<h3>Return value</h3>
<p><em><a href="##(country.id)">#country.id</a>:</em></p>
</dd>
</dl>
<h2><a id="#(coalition)" >Type <code>coalition</code></a></h2>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<em><a href="##(coalition.side)">#coalition.side</a></em>
<a id="#(coalition).side" >
<strong>coalition.side</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(coalition.side)" >Type <code>coalition.side</code></a></h2>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<a id="#(coalition.side).BLUE" >
<strong>coalition.side.BLUE</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(coalition.side).NEUTRAL" >
<strong>coalition.side.NEUTRAL</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(coalition.side).RED" >
<strong>coalition.side.RED</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(country.id)" >Type <code>country.id</code></a></h2>
</div>
</div>
</body>
</html>

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<ul><li>
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<li><a href="Assign.html">Assign</a></li>
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<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
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<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>
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<li><a href="env.html">env</a></li>
<li><a href="land.html">land</a></li>
<li><a href="routines.html">routines</a></li>
</ul>
</div>
<div id="content">
<h1>Module <code>DCSCommand</code></h1>
<h2><a id="#(Command)">Type <code>Command</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(Command).id">Command.id</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(Command).params">Command.params</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(DCSCommand)" >Type <code>DCSCommand</code></a></h2>
<h2><a id="#(Command)" >Type <code>Command</code></a></h2>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<em>#string</em>
<a id="#(Command).id" >
<strong>Command.id</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="##(Command.params)">#Command.params</a></em>
<a id="#(Command).params" >
<strong>Command.params</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(Command.params)" >Type <code>Command.params</code></a></h2>
</div>
</div>
</body>
</html>

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<html>
<head>
<link rel="stylesheet" href="stylesheet.css" type="text/css"/>
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
<div id="product_name"><big><b></b></big></div>
<div id="product_description"></div>
</div>
<div id="main">
<div id="navigation">
<h2>Modules</h2>
<ul><li>
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="Account.html">Account</a></li>
<li><a href="Airbase.html">Airbase</a></li>
<li><a href="AirbasePolice.html">AirbasePolice</a></li>
<li><a href="Assign.html">Assign</a></li>
<li><a href="Base.html">Base</a></li>
<li><a href="Cargo.html">Cargo</a></li>
<li><a href="CleanUp.html">CleanUp</a></li>
<li><a href="Client.html">Client</a></li>
<li><a href="CommandCenter.html">CommandCenter</a></li>
<li><a href="Controllable.html">Controllable</a></li>
<li><a href="DCSAirbase.html">DCSAirbase</a></li>
<li><a href="DCSCoalitionObject.html">DCSCoalitionObject</a></li>
<li><a href="DCSCommand.html">DCSCommand</a></li>
<li>DCSController</li>
<li><a href="DCSGroup.html">DCSGroup</a></li>
<li><a href="DCSObject.html">DCSObject</a></li>
<li><a href="DCSTask.html">DCSTask</a></li>
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<li><a href="DCStrigger.html">DCStrigger</a></li>
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<li><a href="Detection.html">Detection</a></li>
<li><a href="Escort.html">Escort</a></li>
<li><a href="Event.html">Event</a></li>
<li><a href="Fsm.html">Fsm</a></li>
<li><a href="Group.html">Group</a></li>
<li><a href="Identifiable.html">Identifiable</a></li>
<li><a href="MOVEMENT.html">MOVEMENT</a></li>
<li><a href="Menu.html">Menu</a></li>
<li><a href="Message.html">Message</a></li>
<li><a href="MissileTrainer.html">MissileTrainer</a></li>
<li><a href="Mission.html">Mission</a></li>
<li><a href="Object.html">Object</a></li>
<li><a href="Patrol.html">Patrol</a></li>
<li><a href="Point.html">Point</a></li>
<li><a href="Positionable.html">Positionable</a></li>
<li><a href="Process_JTAC.html">Process_JTAC</a></li>
<li><a href="Process_Pickup.html">Process_Pickup</a></li>
<li><a href="Route.html">Route</a></li>
<li><a href="ScheduleDispatcher.html">ScheduleDispatcher</a></li>
<li><a href="Scheduler.html">Scheduler</a></li>
<li><a href="Scoring.html">Scoring</a></li>
<li><a href="Sead.html">Sead</a></li>
<li><a href="Set.html">Set</a></li>
<li><a href="Smoke.html">Smoke</a></li>
<li><a href="Spawn.html">Spawn</a></li>
<li><a href="Static.html">Static</a></li>
<li><a href="StaticObject.html">StaticObject</a></li>
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Task_SEAD.html">Task_SEAD</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>
<li><a href="Zone.html">Zone</a></li>
<li><a href="env.html">env</a></li>
<li><a href="land.html">land</a></li>
<li><a href="routines.html">routines</a></li>
</ul>
</div>
<div id="content">
<h1>Module <code>DCSController</code></h1>
<h2>Global(s)</h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="#Controller">Controller</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(Controller)">Type <code>Controller</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(Controller).Detection">Controller.Detection</a></td>
<td class="summary">
<p>Enum contains identifiers of surface types. </p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(Controller).getDetectedTargets">Controller:getDetectedTargets(detection)</a></td>
<td class="summary">
<p>Returns list of detected targets.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(Controller).hasTask">Controller:hasTask()</a></td>
<td class="summary">
<p>Returns true if the controller has a task. </p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(Controller).isTargetDetected">Controller:isTargetDetected(target, detection)</a></td>
<td class="summary">
<p>Checks if the target is detected or not.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(Controller).knowTarget">Controller:knowTarget(object, type, distance)</a></td>
<td class="summary">
<p>Know a target.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(Controller).popTask">Controller:popTask()</a></td>
<td class="summary">
<p>Pops current (front) task from the queue and makes active next task in the queue (if exists).</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(Controller).pushTask">Controller:pushTask(task)</a></td>
<td class="summary">
<p>Pushes the task to the front of the queue and makes the task active.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(Controller).resetTask">Controller:resetTask()</a></td>
<td class="summary">
<p>Resets current task of the controller.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(Controller).setOnOff">Controller:setOnOff(value)</a></td>
<td class="summary">
<p>Enables and disables the controller.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(Controller).setOption">Controller:setOption(optionId, optionValue)</a></td>
<td class="summary">
<p>Sets the option to the controller.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(Controller).setTask">Controller:setTask(task)</a></td>
<td class="summary">
<p>Resets current task and then sets the task to the controller.</p>
</td>
</tr>
</table>
<h2><a id="#(Controller.Detection)">Type <code>Controller.Detection</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(Controller.Detection).DLINK">Controller.Detection.DLINK</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(Controller.Detection).IRST">Controller.Detection.IRST</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(Controller.Detection).OPTIC">Controller.Detection.OPTIC</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(Controller.Detection).RADAR">Controller.Detection.RADAR</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(Controller.Detection).RWR">Controller.Detection.RWR</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(Controller.Detection).VISUAL">Controller.Detection.VISUAL</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(DetectedTarget)">Type <code>DetectedTarget</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(DetectedTarget).distance">DetectedTarget.distance</a></td>
<td class="summary">
<p>Distance to the target is known</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DetectedTarget).object">DetectedTarget.object</a></td>
<td class="summary">
<p>The target</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DetectedTarget).type">DetectedTarget.type</a></td>
<td class="summary">
<p>The target type is known</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DetectedTarget).visible">DetectedTarget.visible</a></td>
<td class="summary">
<p>The target is visible</p>
</td>
</tr>
</table>
<h2>Global(s)</h2>
<dl class="function">
<dt>
<em><a href="##(Controller)">#Controller</a></em>
<a id="Controller" >
<strong>Controller</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(DCSController)" >Type <code>DCSController</code></a></h2>
<h2><a id="#(Controller)" >Type <code>Controller</code></a></h2>
<p>Controller is an object that performs A.I.-routines.</p>
<p>Other words controller is an instance of A.I.. Controller stores current main task, active enroute tasks and behavior options. Controller performs commands. Please, read DCS A-10C GUI Manual EN.pdf chapter "Task Planning for Unit Groups", page 91 to understand A.I. system of DCS:A-10C. </p>
<p>This class has 2 types of functions:</p>
<ul>
<li>Tasks</li>
<li>Commands: Commands are instant actions those required zero time to perform. Commands may be used both for control unit/group behavior and control game mechanics. </li>
</ul>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<em><a href="##(Controller.Detection)">#Controller.Detection</a></em>
<a id="#(Controller).Detection" >
<strong>Controller.Detection</strong>
</a>
</dt>
<dd>
<p>Enum contains identifiers of surface types. </p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(Controller).getDetectedTargets" >
<strong>Controller:getDetectedTargets(detection)</strong>
</a>
</dt>
<dd>
<p>Returns list of detected targets.</p>
<p>If one or more detection method is specified the function will return targets which were detected by at least one of these methods. If no detection methods are specified the function will return targets which were detected by any method.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="##(Controller.Detection)">#Controller.Detection</a> detection </em></code>:
Controller.Detection detection1, Controller.Detection detection2, ... Controller.Detection detectionN </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(list)">#list</a>:</em></p>
<h1>DetectedTarget> array of DetectedTarget</h1>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(Controller).hasTask" >
<strong>Controller:hasTask()</strong>
</a>
</dt>
<dd>
<p>Returns true if the controller has a task. </p>
<h3>Return value</h3>
<p><em>#boolean:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(Controller).isTargetDetected" >
<strong>Controller:isTargetDetected(target, detection)</strong>
</a>
</dt>
<dd>
<p>Checks if the target is detected or not.</p>
<p>If one or more detection method is specified the function will return true if the target is detected by at least one of these methods. If no detection methods are specified the function will return true if the target is detected by any method. </p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Object.html##(Object)">Wrapper.Object#Object</a> target </em></code>:
Target to check</p>
</li>
<li>
<p><code><em><a href="##(Controller.Detection)">#Controller.Detection</a> detection </em></code>:
Controller.Detection detection1, Controller.Detection detection2, ... Controller.Detection detectionN </p>
</li>
</ul>
<h3>Return values</h3>
<ol>
<li>
<p><em>#boolean:</em>
detected True if the target is detected. </p>
</li>
<li>
<p><em>#boolean:</em>
visible Has effect only if detected is true. True if the target is visible now. </p>
</li>
<li>
<p><em><a href="##(ModelTime)">#ModelTime</a>:</em>
lastTime Has effect only if visible is false. Last time when target was seen. </p>
</li>
<li>
<p><em>#boolean:</em>
type Has effect only if detected is true. True if the target type is known. </p>
</li>
<li>
<p><em>#boolean:</em>
distance Has effect only if detected is true. True if the distance to the target is known. </p>
</li>
<li>
<p><em><a href="##(Vec3)">#Vec3</a>:</em>
lastPos Has effect only if visible is false. Last position of the target when it was seen. </p>
</li>
<li>
<p><em><a href="##(Vec3)">#Vec3</a>:</em>
lastVel Has effect only if visible is false. Last velocity of the target when it was seen. </p>
</li>
</ol>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(Controller).knowTarget" >
<strong>Controller:knowTarget(object, type, distance)</strong>
</a>
</dt>
<dd>
<p>Know a target.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Object.html##(Object)">Wrapper.Object#Object</a> object </em></code>:
The target.</p>
</li>
<li>
<p><code><em>#boolean type </em></code>:
Target type is known.</p>
</li>
<li>
<p><code><em>#boolean distance </em></code>:
Distance to target is known.</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(Controller).popTask" >
<strong>Controller:popTask()</strong>
</a>
</dt>
<dd>
<p>Pops current (front) task from the queue and makes active next task in the queue (if exists).</p>
<p>If no more tasks in the queue the function works like function Controller.resetTask() function. Does nothing if the queue is empty.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(Controller).pushTask" >
<strong>Controller:pushTask(task)</strong>
</a>
</dt>
<dd>
<p>Pushes the task to the front of the queue and makes the task active.</p>
<p>Further call of function Controller.setTask() function will stop current task, clear the queue and set the new task active. If the task queue is empty the function will work like function Controller.setTask() function.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="##(Task)">#Task</a> task </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(Controller).resetTask" >
<strong>Controller:resetTask()</strong>
</a>
</dt>
<dd>
<p>Resets current task of the controller.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(Controller).setOnOff" >
<strong>Controller:setOnOff(value)</strong>
</a>
</dt>
<dd>
<p>Enables and disables the controller.</p>
<p>Note: Now it works only for ground / naval groups!</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#boolean value </em></code>:
Enable / Disable.</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(Controller).setOption" >
<strong>Controller:setOption(optionId, optionValue)</strong>
</a>
</dt>
<dd>
<p>Sets the option to the controller.</p>
<p>Option is a pair of identifier and value. Behavior options are global parameters those affect controller behavior in all tasks it performs.
Option identifiers and values are stored in table AI.Option in subtables Air, Ground and Naval.</p>
<p>OptionId = <a href="##(AI.Option.Air).id">AI.Option.Air.id</a> or <a href="##(AI.Option.Ground).id">AI.Option.Ground.id</a> or <a href="##(AI.Option.Naval).id">AI.Option.Naval.id</a>
OptionValue = AI.Option.Air.val[optionName] or AI.Option.Ground.val[optionName] or AI.Option.Naval.val[optionName]</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="##(OptionId)">#OptionId</a> optionId </em></code>:
Option identifier. </p>
</li>
<li>
<p><code><em><a href="##(OptionValue)">#OptionValue</a> optionValue </em></code>:
Value of the option.</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(Controller).setTask" >
<strong>Controller:setTask(task)</strong>
</a>
</dt>
<dd>
<p>Resets current task and then sets the task to the controller.</p>
<p>Task is a table that contains task identifier and task parameters.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="##(Task)">#Task</a> task </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<h2><a id="#(Controller.Detection)" >Type <code>Controller.Detection</code></a></h2>
<p>Enum contains identifiers of surface types. </p>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<a id="#(Controller.Detection).DLINK" >
<strong>Controller.Detection.DLINK</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(Controller.Detection).IRST" >
<strong>Controller.Detection.IRST</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(Controller.Detection).OPTIC" >
<strong>Controller.Detection.OPTIC</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(Controller.Detection).RADAR" >
<strong>Controller.Detection.RADAR</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(Controller.Detection).RWR" >
<strong>Controller.Detection.RWR</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(Controller.Detection).VISUAL" >
<strong>Controller.Detection.VISUAL</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(DetectedTarget)" >Type <code>DetectedTarget</code></a></h2>
<p>Detected target. </p>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<em>#boolean</em>
<a id="#(DetectedTarget).distance" >
<strong>DetectedTarget.distance</strong>
</a>
</dt>
<dd>
<p>Distance to the target is known</p>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="Wrapper.Object.html##(Object)">Wrapper.Object#Object</a></em>
<a id="#(DetectedTarget).object" >
<strong>DetectedTarget.object</strong>
</a>
</dt>
<dd>
<p>The target</p>
</dd>
</dl>
<dl class="function">
<dt>
<em>#boolean</em>
<a id="#(DetectedTarget).type" >
<strong>DetectedTarget.type</strong>
</a>
</dt>
<dd>
<p>The target type is known</p>
</dd>
</dl>
<dl class="function">
<dt>
<em>#boolean</em>
<a id="#(DetectedTarget).visible" >
<strong>DetectedTarget.visible</strong>
</a>
</dt>
<dd>
<p>The target is visible</p>
</dd>
</dl>
<h2><a id="#(ModelTime)" >Type <code>ModelTime</code></a></h2>
<h2><a id="#(OptionId)" >Type <code>OptionId</code></a></h2>
<h2><a id="#(OptionValue)" >Type <code>OptionValue</code></a></h2>
<h2><a id="#(Task)" >Type <code>Task</code></a></h2>
<h2><a id="#(Vec3)" >Type <code>Vec3</code></a></h2>
<h2><a id="#(list)" >Type <code>list</code></a></h2>
</div>
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<div id="content">
<h1>Module <code>DCSGroup</code></h1>
<h2>Global(s)</h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="#Group">Group</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(Group)">Type <code>Group</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(Group).Category">Group.Category</a></td>
<td class="summary">
<p>Enum contains identifiers of group types. </p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(Group).ID">Group.ID</a></td>
<td class="summary">
<p>Identifier of a group. It is assigned to a group by Mission Editor automatically. </p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(Group).destroy">Group:destroy()</a></td>
<td class="summary">
<p>Destroys the group and all of its units.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(Group).getByName">Group.getByName(name)</a></td>
<td class="summary">
<p>Returns group by the name assigned to the group in Mission Editor. </p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(Group).getCategory">Group:getCategory()</a></td>
<td class="summary">
<p>Returns category of the group.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(Group).getCoalition">Group:getCoalition()</a></td>
<td class="summary">
<p>Returns the coalition of the group.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(Group).getController">Group:getController()</a></td>
<td class="summary">
<p>Returns controller of the group. </p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(Group).getID">Group:getID()</a></td>
<td class="summary">
<p>Returns the group identifier.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(Group).getInitialSize">Group:getInitialSize()</a></td>
<td class="summary">
<p>Returns initial size of the group.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(Group).getName">Group:getName()</a></td>
<td class="summary">
<p>Returns the group's name.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(Group).getSize">Group:getSize()</a></td>
<td class="summary">
<p>Returns current size of the group.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(Group).getUnit">Group:getUnit(unitNumber)</a></td>
<td class="summary">
<p>Returns the unit with number unitNumber.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(Group).getUnits">Group:getUnits()</a></td>
<td class="summary">
<p>Returns array of the units present in the group now.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(Group).isExist">Group:isExist()</a></td>
<td class="summary">
<p>returns true if the group exist or false otherwise. </p>
</td>
</tr>
</table>
<h2><a id="#(Group.Category)">Type <code>Group.Category</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(Group.Category).AIRPLANE">Group.Category.AIRPLANE</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(Group.Category).GROUND">Group.Category.GROUND</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(Group.Category).HELICOPTER">Group.Category.HELICOPTER</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(Group.Category).SHIP">Group.Category.SHIP</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2>Global(s)</h2>
<dl class="function">
<dt>
<em><a href="##(Group)">#Group</a></em>
<a id="Group" >
<strong>Group</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(DCSGroup)" >Type <code>DCSGroup</code></a></h2>
<h2><a id="#(Group)" >Type <code>Group</code></a></h2>
<p>Represents group of Units.</p>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<em><a href="##(Group.Category)">#Group.Category</a></em>
<a id="#(Group).Category" >
<strong>Group.Category</strong>
</a>
</dt>
<dd>
<p>Enum contains identifiers of group types. </p>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="##(ID)">#ID</a></em>
<a id="#(Group).ID" >
<strong>Group.ID</strong>
</a>
</dt>
<dd>
<p>Identifier of a group. It is assigned to a group by Mission Editor automatically. </p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(Group).destroy" >
<strong>Group:destroy()</strong>
</a>
</dt>
<dd>
<p>Destroys the group and all of its units.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(Group).getByName" >
<strong>Group.getByName(name)</strong>
</a>
</dt>
<dd>
<p>Returns group by the name assigned to the group in Mission Editor. </p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#string name </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(Group)">#Group</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(Group).getCategory" >
<strong>Group:getCategory()</strong>
</a>
</dt>
<dd>
<p>Returns category of the group.</p>
<h3>Return value</h3>
<p><em><a href="##(Group.Category)">#Group.Category</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(Group).getCoalition" >
<strong>Group:getCoalition()</strong>
</a>
</dt>
<dd>
<p>Returns the coalition of the group.</p>
<h3>Return value</h3>
<p><em><a href="Dcs.DCSCoalitionWrapper.Object.html##(coalition.side)">Dcs.DCSCoalitionWrapper.Object#coalition.side</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(Group).getController" >
<strong>Group:getController()</strong>
</a>
</dt>
<dd>
<p>Returns controller of the group. </p>
<h3>Return value</h3>
<p><em><a href="Controller.html##(Controller)">Controller#Controller</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(Group).getID" >
<strong>Group:getID()</strong>
</a>
</dt>
<dd>
<p>Returns the group identifier.</p>
<h3>Return value</h3>
<p><em><a href="##(ID)">#ID</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(Group).getInitialSize" >
<strong>Group:getInitialSize()</strong>
</a>
</dt>
<dd>
<p>Returns initial size of the group.</p>
<p>If some of the units will be destroyed, initial size of the group will not be changed. Initial size limits the unitNumber parameter for Group.getUnit() function.</p>
<h3>Return value</h3>
<p><em>#number:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(Group).getName" >
<strong>Group:getName()</strong>
</a>
</dt>
<dd>
<p>Returns the group's name.</p>
<p>This is the same name assigned to the group in Mission Editor.</p>
<h3>Return value</h3>
<p><em>#string:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(Group).getSize" >
<strong>Group:getSize()</strong>
</a>
</dt>
<dd>
<p>Returns current size of the group.</p>
<p>If some of the units will be destroyed, As units are destroyed the size of the group will be changed.</p>
<h3>Return value</h3>
<p><em>#number:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(Group).getUnit" >
<strong>Group:getUnit(unitNumber)</strong>
</a>
</dt>
<dd>
<p>Returns the unit with number unitNumber.</p>
<p>If the unit is not exists the function will return nil.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#number unitNumber </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="Dcs.DCSWrapper.Unit.html##(Unit)">Dcs.DCSWrapper.Unit#Unit</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(Group).getUnits" >
<strong>Group:getUnits()</strong>
</a>
</dt>
<dd>
<p>Returns array of the units present in the group now.</p>
<p>Destroyed units will not be enlisted at all.</p>
<h3>Return value</h3>
<p><em><a href="##(list)">#list</a>:</em>
Dcs.DCSWrapper.Unit#Unit> array of Units</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(Group).isExist" >
<strong>Group:isExist()</strong>
</a>
</dt>
<dd>
<p>returns true if the group exist or false otherwise. </p>
<h3>Return value</h3>
<p><em>#boolean:</em></p>
</dd>
</dl>
<h2><a id="#(Group.Category)" >Type <code>Group.Category</code></a></h2>
<p>Enum contains identifiers of group types.</p>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<a id="#(Group.Category).AIRPLANE" >
<strong>Group.Category.AIRPLANE</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(Group.Category).GROUND" >
<strong>Group.Category.GROUND</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(Group.Category).HELICOPTER" >
<strong>Group.Category.HELICOPTER</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(Group.Category).SHIP" >
<strong>Group.Category.SHIP</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(ID)" >Type <code>ID</code></a></h2>
<h2><a id="#(list)" >Type <code>list</code></a></h2>
</div>
</div>
</body>
</html>

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<div id="content">
<h1>Module <code>DCSObject</code></h1>
<h2>Global(s)</h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="#Object">Object</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(Object)">Type <code>Object</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(Object).Category">Object.Category</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(Object).Desc">Object.Desc</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(Object).destroy">Object:destroy()</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(Object).getCategory">Object:getCategory()</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(Object).getDesc">Object:getDesc()</a></td>
<td class="summary">
<p>Returns object descriptor.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(Object).getName">Object:getName()</a></td>
<td class="summary">
<p>Returns name of the object.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(Object).getPoint">Object:getPoint()</a></td>
<td class="summary">
<p>Returns object coordinates for current time.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(Object).getPosition">Object:getPosition()</a></td>
<td class="summary">
<p>Returns object position for current time. </p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(Object).getTypeName">Object:getTypeName()</a></td>
<td class="summary">
<p>Returns type name of the Object.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(Object).getVelocity">Object:getVelocity()</a></td>
<td class="summary">
<p>Returns the unit's velocity vector.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(Object).hasAttribute">Object:hasAttribute(attributeName)</a></td>
<td class="summary">
<p>Returns true if the object belongs to the category.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(Object).inAir">Object:inAir()</a></td>
<td class="summary">
<p>Returns true if the unit is in air.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(Object).isExist">Object:isExist()</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(Object.Category)">Type <code>Object.Category</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(Object.Category).BASE">Object.Category.BASE</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(Object.Category).SCENERY">Object.Category.SCENERY</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(Object.Category).STATIC">Object.Category.STATIC</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(Object.Category).UNIT">Object.Category.UNIT</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(Object.Category).WEAPON">Object.Category.WEAPON</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(Object.Desc)">Type <code>Object.Desc</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(Object.Desc).box">Object.Desc.box</a></td>
<td class="summary">
<p>bounding box of collision geometry</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(Object.Desc).life">Object.Desc.life</a></td>
<td class="summary">
<p>initial life level</p>
</td>
</tr>
</table>
<h2>Global(s)</h2>
<dl class="function">
<dt>
<em><a href="##(Object)">#Object</a></em>
<a id="Object" >
<strong>Object</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(DCSObject)" >Type <code>DCSObject</code></a></h2>
<h2><a id="#(AttributeName)" >Type <code>AttributeName</code></a></h2>
<h2><a id="#(Box3)" >Type <code>Box3</code></a></h2>
<h2><a id="#(Object)" >Type <code>Object</code></a></h2>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<em><a href="##(Object.Category)">#Object.Category</a></em>
<a id="#(Object).Category" >
<strong>Object.Category</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="##(Object.Desc)">#Object.Desc</a></em>
<a id="#(Object).Desc" >
<strong>Object.Desc</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(Object).destroy" >
<strong>Object:destroy()</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(Object).getCategory" >
<strong>Object:getCategory()</strong>
</a>
</dt>
<dd>
<h3>Return value</h3>
<p><em><a href="##(Object.Category)">#Object.Category</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(Object).getDesc" >
<strong>Object:getDesc()</strong>
</a>
</dt>
<dd>
<p>Returns object descriptor.</p>
<h3>Return value</h3>
<p><em><a href="##(Object.Desc)">#Object.Desc</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(Object).getName" >
<strong>Object:getName()</strong>
</a>
</dt>
<dd>
<p>Returns name of the object.</p>
<p>This is the name that is assigned to the object in the Mission Editor.</p>
<h3>Return value</h3>
<p><em>#string:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(Object).getPoint" >
<strong>Object:getPoint()</strong>
</a>
</dt>
<dd>
<p>Returns object coordinates for current time.</p>
<h3>Return value</h3>
<p><em><a href="##(Vec3)">#Vec3</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(Object).getPosition" >
<strong>Object:getPosition()</strong>
</a>
</dt>
<dd>
<p>Returns object position for current time. </p>
<h3>Return value</h3>
<p><em><a href="##(Position3)">#Position3</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(Object).getTypeName" >
<strong>Object:getTypeName()</strong>
</a>
</dt>
<dd>
<p>Returns type name of the Object.</p>
<h3>Return value</h3>
<p><em>#string:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(Object).getVelocity" >
<strong>Object:getVelocity()</strong>
</a>
</dt>
<dd>
<p>Returns the unit's velocity vector.</p>
<h3>Return value</h3>
<p><em><a href="##(Vec3)">#Vec3</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(Object).hasAttribute" >
<strong>Object:hasAttribute(attributeName)</strong>
</a>
</dt>
<dd>
<p>Returns true if the object belongs to the category.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="##(AttributeName)">#AttributeName</a> attributeName </em></code>:
Attribute name to check.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em>#boolean:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(Object).inAir" >
<strong>Object:inAir()</strong>
</a>
</dt>
<dd>
<p>Returns true if the unit is in air.</p>
<h3>Return value</h3>
<p><em>#boolean:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(Object).isExist" >
<strong>Object:isExist()</strong>
</a>
</dt>
<dd>
<h3>Return value</h3>
<p><em>#boolean:</em></p>
</dd>
</dl>
<h2><a id="#(Object.Category)" >Type <code>Object.Category</code></a></h2>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<a id="#(Object.Category).BASE" >
<strong>Object.Category.BASE</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(Object.Category).SCENERY" >
<strong>Object.Category.SCENERY</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(Object.Category).STATIC" >
<strong>Object.Category.STATIC</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(Object.Category).UNIT" >
<strong>Object.Category.UNIT</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(Object.Category).WEAPON" >
<strong>Object.Category.WEAPON</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(Object.Desc)" >Type <code>Object.Desc</code></a></h2>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<em><a href="##(Box3)">#Box3</a></em>
<a id="#(Object.Desc).box" >
<strong>Object.Desc.box</strong>
</a>
</dt>
<dd>
<p>bounding box of collision geometry</p>
</dd>
</dl>
<dl class="function">
<dt>
<em>#number</em>
<a id="#(Object.Desc).life" >
<strong>Object.Desc.life</strong>
</a>
</dt>
<dd>
<p>initial life level</p>
</dd>
</dl>
<h2><a id="#(Position3)" >Type <code>Position3</code></a></h2>
<h2><a id="#(Vec3)" >Type <code>Vec3</code></a></h2>
</div>
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<li><a href="Patrol.html">Patrol</a></li>
<li><a href="Point.html">Point</a></li>
<li><a href="Positionable.html">Positionable</a></li>
<li><a href="Process_JTAC.html">Process_JTAC</a></li>
<li><a href="Process_Pickup.html">Process_Pickup</a></li>
<li><a href="Route.html">Route</a></li>
<li><a href="ScheduleDispatcher.html">ScheduleDispatcher</a></li>
<li><a href="Scheduler.html">Scheduler</a></li>
<li><a href="Scoring.html">Scoring</a></li>
<li><a href="Sead.html">Sead</a></li>
<li><a href="Set.html">Set</a></li>
<li><a href="Smoke.html">Smoke</a></li>
<li><a href="Spawn.html">Spawn</a></li>
<li><a href="Static.html">Static</a></li>
<li><a href="StaticObject.html">StaticObject</a></li>
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Task_SEAD.html">Task_SEAD</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>
<li><a href="Zone.html">Zone</a></li>
<li><a href="env.html">env</a></li>
<li><a href="land.html">land</a></li>
<li><a href="routines.html">routines</a></li>
</ul>
</div>
<div id="content">
<h1>Module <code>DCSTask</code></h1>
<h2><a id="#(Task)">Type <code>Task</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(Task).id">Task.id</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(Task).param">Task.param</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(DCSTask)" >Type <code>DCSTask</code></a></h2>
<h2><a id="#(Task)" >Type <code>Task</code></a></h2>
<p>A task descriptor (internal structure for DCS World)</p>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<em>#string</em>
<a id="#(Task).id" >
<strong>Task.id</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="##(Task.param)">#Task.param</a></em>
<a id="#(Task).param" >
<strong>Task.param</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(Task.param)" >Type <code>Task.param</code></a></h2>
<h2><a id="#(TaskArray)" >Type <code>TaskArray</code></a></h2>
<p>List of <a href="##(Task)">#Task</a></p>
</div>
</div>
</body>
</html>

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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html>
<head>
<link rel="stylesheet" href="stylesheet.css" type="text/css"/>
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
<div id="product_name"><big><b></b></big></div>
<div id="product_description"></div>
</div>
<div id="main">
<div id="navigation">
<h2>Modules</h2>
<ul><li>
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="Account.html">Account</a></li>
<li><a href="Airbase.html">Airbase</a></li>
<li><a href="AirbasePolice.html">AirbasePolice</a></li>
<li><a href="Assign.html">Assign</a></li>
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<li><a href="Cargo.html">Cargo</a></li>
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<li>DCSWorld</li>
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<li><a href="Group.html">Group</a></li>
<li><a href="Identifiable.html">Identifiable</a></li>
<li><a href="MOVEMENT.html">MOVEMENT</a></li>
<li><a href="Menu.html">Menu</a></li>
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<li><a href="MissileTrainer.html">MissileTrainer</a></li>
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<li><a href="Point.html">Point</a></li>
<li><a href="Positionable.html">Positionable</a></li>
<li><a href="Process_JTAC.html">Process_JTAC</a></li>
<li><a href="Process_Pickup.html">Process_Pickup</a></li>
<li><a href="Route.html">Route</a></li>
<li><a href="ScheduleDispatcher.html">ScheduleDispatcher</a></li>
<li><a href="Scheduler.html">Scheduler</a></li>
<li><a href="Scoring.html">Scoring</a></li>
<li><a href="Sead.html">Sead</a></li>
<li><a href="Set.html">Set</a></li>
<li><a href="Smoke.html">Smoke</a></li>
<li><a href="Spawn.html">Spawn</a></li>
<li><a href="Static.html">Static</a></li>
<li><a href="StaticObject.html">StaticObject</a></li>
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Task_SEAD.html">Task_SEAD</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>
<li><a href="Zone.html">Zone</a></li>
<li><a href="env.html">env</a></li>
<li><a href="land.html">land</a></li>
<li><a href="routines.html">routines</a></li>
</ul>
</div>
<div id="content">
<h1>Module <code>DCSWorld</code></h1>
<h2>Global(s)</h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="#world">world</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(world)">Type <code>world</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(world).event">world.event</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(world.event)">Type <code>world.event</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(world.event).S_EVENT_BASE_CAPTURED">world.event.S_EVENT_BASE_CAPTURED</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(world.event).S_EVENT_BIRTH">world.event.S_EVENT_BIRTH</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(world.event).S_EVENT_CRASH">world.event.S_EVENT_CRASH</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(world.event).S_EVENT_DEAD">world.event.S_EVENT_DEAD</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(world.event).S_EVENT_EJECTION">world.event.S_EVENT_EJECTION</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(world.event).S_EVENT_ENGINE_SHUTDOWN">world.event.S_EVENT_ENGINE_SHUTDOWN</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(world.event).S_EVENT_ENGINE_STARTUP">world.event.S_EVENT_ENGINE_STARTUP</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(world.event).S_EVENT_HIT">world.event.S_EVENT_HIT</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(world.event).S_EVENT_HUMAN_FAILURE">world.event.S_EVENT_HUMAN_FAILURE</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(world.event).S_EVENT_INVALID">world.event.S_EVENT_INVALID</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(world.event).S_EVENT_LAND">world.event.S_EVENT_LAND</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(world.event).S_EVENT_MAX">world.event.S_EVENT_MAX</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(world.event).S_EVENT_MISSION_END">world.event.S_EVENT_MISSION_END</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(world.event).S_EVENT_MISSION_START">world.event.S_EVENT_MISSION_START</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(world.event).S_EVENT_PILOT_DEAD">world.event.S_EVENT_PILOT_DEAD</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(world.event).S_EVENT_PLAYER_COMMENT">world.event.S_EVENT_PLAYER_COMMENT</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(world.event).S_EVENT_PLAYER_ENTER_UNIT">world.event.S_EVENT_PLAYER_ENTER_UNIT</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(world.event).S_EVENT_PLAYER_LEAVE_UNIT">world.event.S_EVENT_PLAYER_LEAVE_UNIT</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(world.event).S_EVENT_REFUELING">world.event.S_EVENT_REFUELING</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(world.event).S_EVENT_REFUELING_STOP">world.event.S_EVENT_REFUELING_STOP</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(world.event).S_EVENT_SHOOTING_END">world.event.S_EVENT_SHOOTING_END</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(world.event).S_EVENT_SHOOTING_START">world.event.S_EVENT_SHOOTING_START</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(world.event).S_EVENT_SHOT">world.event.S_EVENT_SHOT</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(world.event).S_EVENT_TAKEOFF">world.event.S_EVENT_TAKEOFF</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(world.event).S_EVENT_TOOK_CONTROL">world.event.S_EVENT_TOOK_CONTROL</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2>Global(s)</h2>
<dl class="function">
<dt>
<em><a href="##(world)">#world</a></em>
<a id="world" >
<strong>world</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(DCSWorld)" >Type <code>DCSWorld</code></a></h2>
<h2><a id="#(world)" >Type <code>world</code></a></h2>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<em><a href="##(world.event)">#world.event</a></em>
<a id="#(world).event" >
<strong>world.event</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(world.event)" >Type <code>world.event</code></a></h2>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<a id="#(world.event).S_EVENT_BASE_CAPTURED" >
<strong>world.event.S_EVENT_BASE_CAPTURED</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(world.event).S_EVENT_BIRTH" >
<strong>world.event.S_EVENT_BIRTH</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(world.event).S_EVENT_CRASH" >
<strong>world.event.S_EVENT_CRASH</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(world.event).S_EVENT_DEAD" >
<strong>world.event.S_EVENT_DEAD</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(world.event).S_EVENT_EJECTION" >
<strong>world.event.S_EVENT_EJECTION</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(world.event).S_EVENT_ENGINE_SHUTDOWN" >
<strong>world.event.S_EVENT_ENGINE_SHUTDOWN</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(world.event).S_EVENT_ENGINE_STARTUP" >
<strong>world.event.S_EVENT_ENGINE_STARTUP</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(world.event).S_EVENT_HIT" >
<strong>world.event.S_EVENT_HIT</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(world.event).S_EVENT_HUMAN_FAILURE" >
<strong>world.event.S_EVENT_HUMAN_FAILURE</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(world.event).S_EVENT_INVALID" >
<strong>world.event.S_EVENT_INVALID</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(world.event).S_EVENT_LAND" >
<strong>world.event.S_EVENT_LAND</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(world.event).S_EVENT_MAX" >
<strong>world.event.S_EVENT_MAX</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(world.event).S_EVENT_MISSION_END" >
<strong>world.event.S_EVENT_MISSION_END</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(world.event).S_EVENT_MISSION_START" >
<strong>world.event.S_EVENT_MISSION_START</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(world.event).S_EVENT_PILOT_DEAD" >
<strong>world.event.S_EVENT_PILOT_DEAD</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(world.event).S_EVENT_PLAYER_COMMENT" >
<strong>world.event.S_EVENT_PLAYER_COMMENT</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(world.event).S_EVENT_PLAYER_ENTER_UNIT" >
<strong>world.event.S_EVENT_PLAYER_ENTER_UNIT</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(world.event).S_EVENT_PLAYER_LEAVE_UNIT" >
<strong>world.event.S_EVENT_PLAYER_LEAVE_UNIT</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(world.event).S_EVENT_REFUELING" >
<strong>world.event.S_EVENT_REFUELING</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(world.event).S_EVENT_REFUELING_STOP" >
<strong>world.event.S_EVENT_REFUELING_STOP</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(world.event).S_EVENT_SHOOTING_END" >
<strong>world.event.S_EVENT_SHOOTING_END</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(world.event).S_EVENT_SHOOTING_START" >
<strong>world.event.S_EVENT_SHOOTING_START</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(world.event).S_EVENT_SHOT" >
<strong>world.event.S_EVENT_SHOT</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(world.event).S_EVENT_TAKEOFF" >
<strong>world.event.S_EVENT_TAKEOFF</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(world.event).S_EVENT_TOOK_CONTROL" >
<strong>world.event.S_EVENT_TOOK_CONTROL</strong>
</a>
</dt>
<dd>
</dd>
</dl>
</div>
</div>
</body>
</html>

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<head>
<link rel="stylesheet" href="stylesheet.css" type="text/css"/>
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
<div id="product_name"><big><b></b></big></div>
<div id="product_description"></div>
</div>
<div id="main">
<div id="navigation">
<h2>Modules</h2>
<ul><li>
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="Account.html">Account</a></li>
<li><a href="Airbase.html">Airbase</a></li>
<li><a href="AirbasePolice.html">AirbasePolice</a></li>
<li><a href="Assign.html">Assign</a></li>
<li><a href="Base.html">Base</a></li>
<li><a href="Cargo.html">Cargo</a></li>
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<div id="content">
<h1>Module <code>DCScountry</code></h1>
<h2>Global(s)</h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="#country">country</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(country)">Type <code>country</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(country).id">country.id</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(country.id)">Type <code>country.id</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(country.id).ABKHAZIA">country.id.ABKHAZIA</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(country.id).BELGIUM">country.id.BELGIUM</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(country.id).CANADA">country.id.CANADA</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(country.id).DENMARK">country.id.DENMARK</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(country.id).FRANCE">country.id.FRANCE</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(country.id).GEORGIA">country.id.GEORGIA</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(country.id).GERMANY">country.id.GERMANY</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(country.id).INSURGENTS">country.id.INSURGENTS</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(country.id).ISRAEL">country.id.ISRAEL</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(country.id).ITALY">country.id.ITALY</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(country.id).NORWAY">country.id.NORWAY</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(country.id).RUSSIA">country.id.RUSSIA</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(country.id).SOUTH_OSETIA">country.id.SOUTH_OSETIA</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(country.id).SPAIN">country.id.SPAIN</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(country.id).THE_NETHERLANDS">country.id.THE_NETHERLANDS</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(country.id).TURKEY">country.id.TURKEY</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(country.id).UK">country.id.UK</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(country.id).UKRAINE">country.id.UKRAINE</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(country.id).USA">country.id.USA</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2>Global(s)</h2>
<dl class="function">
<dt>
<em><a href="##(country)">#country</a></em>
<a id="country" >
<strong>country</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(DCScountry)" >Type <code>DCScountry</code></a></h2>
<h2><a id="#(country)" >Type <code>country</code></a></h2>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<em><a href="##(country.id)">#country.id</a></em>
<a id="#(country).id" >
<strong>country.id</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(country.id)" >Type <code>country.id</code></a></h2>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<a id="#(country.id).ABKHAZIA" >
<strong>country.id.ABKHAZIA</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(country.id).BELGIUM" >
<strong>country.id.BELGIUM</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(country.id).CANADA" >
<strong>country.id.CANADA</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(country.id).DENMARK" >
<strong>country.id.DENMARK</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(country.id).FRANCE" >
<strong>country.id.FRANCE</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(country.id).GEORGIA" >
<strong>country.id.GEORGIA</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(country.id).GERMANY" >
<strong>country.id.GERMANY</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(country.id).INSURGENTS" >
<strong>country.id.INSURGENTS</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(country.id).ISRAEL" >
<strong>country.id.ISRAEL</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(country.id).ITALY" >
<strong>country.id.ITALY</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(country.id).NORWAY" >
<strong>country.id.NORWAY</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(country.id).RUSSIA" >
<strong>country.id.RUSSIA</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(country.id).SOUTH_OSETIA" >
<strong>country.id.SOUTH_OSETIA</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(country.id).SPAIN" >
<strong>country.id.SPAIN</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(country.id).THE_NETHERLANDS" >
<strong>country.id.THE_NETHERLANDS</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(country.id).TURKEY" >
<strong>country.id.TURKEY</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(country.id).UK" >
<strong>country.id.UK</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(country.id).UKRAINE" >
<strong>country.id.UKRAINE</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(country.id).USA" >
<strong>country.id.USA</strong>
</a>
</dt>
<dd>
</dd>
</dl>
</div>
</div>
</body>
</html>

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<div id="content">
<h1>Module <code>DCStimer</code></h1>
<h2>Global(s)</h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="#timer">timer</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(timer)">Type <code>timer</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(timer).getAbsTime">timer.getAbsTime()</a></td>
<td class="summary">
<p>Returns mission time in seconds.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(timer).getTime">timer.getTime()</a></td>
<td class="summary">
<p>Returns model time in seconds.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(timer).getTime0">timer.getTime0()</a></td>
<td class="summary">
<p>Returns mission start time in seconds.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(timer).removeFunction">timer.removeFunction(functionId)</a></td>
<td class="summary">
<p>Removes the function from schedule.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(timer).scheduleFunction">timer.scheduleFunction(functionToCall, functionArgument, time)</a></td>
<td class="summary">
<p>Schedules function to call at desired model time.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(timer).setFunctionTime">timer.setFunctionTime(functionId, time)</a></td>
<td class="summary">
<p>Re-schedules function to call at another model time.</p>
</td>
</tr>
</table>
<h2>Global(s)</h2>
<dl class="function">
<dt>
<em><a href="##(timer)">#timer</a></em>
<a id="timer" >
<strong>timer</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(DCStimer)" >Type <code>DCStimer</code></a></h2>
<h2><a id="#(FunctionToCall)" >Type <code>FunctionToCall</code></a></h2>
<h2><a id="#(Time)" >Type <code>Time</code></a></h2>
<h2><a id="#(timer)" >Type <code>timer</code></a></h2>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<a id="#(timer).getAbsTime" >
<strong>timer.getAbsTime()</strong>
</a>
</dt>
<dd>
<p>Returns mission time in seconds.</p>
<h3>Return value</h3>
<p><em><a href="##(Time)">#Time</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(timer).getTime" >
<strong>timer.getTime()</strong>
</a>
</dt>
<dd>
<p>Returns model time in seconds.</p>
<h3>Return value</h3>
<p><em><a href="##(Time)">#Time</a>:</em>
</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(timer).getTime0" >
<strong>timer.getTime0()</strong>
</a>
</dt>
<dd>
<p>Returns mission start time in seconds.</p>
<h3>Return value</h3>
<p><em><a href="##(Time)">#Time</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(timer).removeFunction" >
<strong>timer.removeFunction(functionId)</strong>
</a>
</dt>
<dd>
<p>Removes the function from schedule.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> functionId </em></code>:
Function identifier to remove from schedule </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(timer).scheduleFunction" >
<strong>timer.scheduleFunction(functionToCall, functionArgument, time)</strong>
</a>
</dt>
<dd>
<p>Schedules function to call at desired model time.</p>
<p> Time function FunctionToCall(any argument, Time time)</p>
<p> ...</p>
<p> return ...</p>
<p> end</p>
<p> Must return model time of next call or nil. Note that the DCS scheduler calls the function in protected mode and any Lua errors in the called function will be trapped and not reported. If the function triggers a Lua error then it will be terminated and not scheduled to run again. </p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="##(FunctionToCall)">#FunctionToCall</a> functionToCall </em></code>:
Lua-function to call. Must have prototype of FunctionToCall. </p>
</li>
<li>
<p><code><em> functionArgument </em></code>:
Function argument of any type to pass to functionToCall.</p>
</li>
<li>
<p><code><em><a href="##(Time)">#Time</a> time </em></code>:
Model time of the function call.</p>
</li>
</ul>
<h3>Return value</h3>
<p>functionId</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(timer).setFunctionTime" >
<strong>timer.setFunctionTime(functionId, time)</strong>
</a>
</dt>
<dd>
<p>Re-schedules function to call at another model time.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em> functionId </em></code>:
Lua-function to call. Must have prototype of FunctionToCall. </p>
</li>
<li>
<p><code><em><a href="##(Time)">#Time</a> time </em></code>:
Model time of the function call. </p>
</li>
</ul>
</dd>
</dl>
</div>
</div>
</body>
</html>

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<h1>Module <code>DCStrigger</code></h1>
<h2>Global(s)</h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="#trigger">trigger</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2>Global(s)</h2>
<dl class="function">
<dt>
<em><a href="##(timer)">#timer</a></em>
<a id="trigger" >
<strong>trigger</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(DCStrigger)" >Type <code>DCStrigger</code></a></h2>
<h2><a id="#(timer)" >Type <code>timer</code></a></h2>
</div>
</div>
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<div id="content">
<h1>Module <code>Identifiable</code></h1>
<p>This module contains the IDENTIFIABLE class.</p>
<h1>1) <a href="##(IDENTIFIABLE)">#IDENTIFIABLE</a> class, extends <a href="Wrapper.Object.html##(OBJECT)">Wrapper.Object#OBJECT</a></h1>
<p>The <a href="##(IDENTIFIABLE)">#IDENTIFIABLE</a> class is a wrapper class to handle the DCS Identifiable objects:</p>
<ul>
<li>Support all DCS Identifiable APIs.</li>
<li>Enhance with Identifiable specific APIs not in the DCS Identifiable API set.</li>
<li>Manage the "state" of the DCS Identifiable.</li>
</ul>
<h2>1.1) IDENTIFIABLE constructor:</h2>
<p>The IDENTIFIABLE class provides the following functions to construct a IDENTIFIABLE instance:</p>
<ul>
<li><a href="##(IDENTIFIABLE).New">IDENTIFIABLE.New</a>(): Create a IDENTIFIABLE instance.</li>
</ul>
<h2>1.2) IDENTIFIABLE methods:</h2>
<p>The following methods can be used to identify an identifiable object:</p>
<ul>
<li><a href="##(IDENTIFIABLE).GetName">IDENTIFIABLE.GetName</a>(): Returns the name of the Identifiable.</li>
<li><a href="##(IDENTIFIABLE).IsAlive">IDENTIFIABLE.IsAlive</a>(): Returns if the Identifiable is alive.</li>
<li><a href="##(IDENTIFIABLE).GetTypeName">IDENTIFIABLE.GetTypeName</a>(): Returns the type name of the Identifiable.</li>
<li><a href="##(IDENTIFIABLE).GetCoalition">IDENTIFIABLE.GetCoalition</a>(): Returns the coalition of the Identifiable.</li>
<li><a href="##(IDENTIFIABLE).GetCountry">IDENTIFIABLE.GetCountry</a>(): Returns the country of the Identifiable.</li>
<li><a href="##(IDENTIFIABLE).GetDesc">IDENTIFIABLE.GetDesc</a>(): Returns the descriptor structure of the Identifiable.</li>
</ul>
<hr/>
<h2>Global(s)</h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="#IDENTIFIABLE">IDENTIFIABLE</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(IDENTIFIABLE)">Type <code>IDENTIFIABLE</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(IDENTIFIABLE).ClassName">IDENTIFIABLE.ClassName</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(IDENTIFIABLE).GetCallsign">IDENTIFIABLE:GetCallsign()</a></td>
<td class="summary">
<p>Gets the CallSign of the IDENTIFIABLE, which is a blank by default.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(IDENTIFIABLE).GetCategory">IDENTIFIABLE:GetCategory()</a></td>
<td class="summary">
<p>Returns category of the DCS Identifiable.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(IDENTIFIABLE).GetCategoryName">IDENTIFIABLE:GetCategoryName()</a></td>
<td class="summary">
<p>Returns the DCS Identifiable category name as defined within the DCS Identifiable Descriptor.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(IDENTIFIABLE).GetCoalition">IDENTIFIABLE:GetCoalition()</a></td>
<td class="summary">
<p>Returns coalition of the Identifiable.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(IDENTIFIABLE).GetCountry">IDENTIFIABLE:GetCountry()</a></td>
<td class="summary">
<p>Returns country of the Identifiable.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(IDENTIFIABLE).GetDesc">IDENTIFIABLE:GetDesc()</a></td>
<td class="summary">
<p>Returns Identifiable descriptor.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(IDENTIFIABLE).GetName">IDENTIFIABLE:GetName()</a></td>
<td class="summary">
<p>Returns DCS Identifiable object name.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(IDENTIFIABLE).GetTypeName">IDENTIFIABLE:GetTypeName()</a></td>
<td class="summary">
<p>Returns the type name of the DCS Identifiable.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(IDENTIFIABLE).IdentifiableName">IDENTIFIABLE.IdentifiableName</a></td>
<td class="summary">
<p>The name of the identifiable.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(IDENTIFIABLE).IsAlive">IDENTIFIABLE:IsAlive()</a></td>
<td class="summary">
<p>Returns if the Identifiable is alive.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(IDENTIFIABLE).New">IDENTIFIABLE:New(IdentifiableName)</a></td>
<td class="summary">
<p>Create a new IDENTIFIABLE from a DCSIdentifiable</p>
</td>
</tr>
</table>
<h2>Global(s)</h2>
<dl class="function">
<dt>
<em><a href="##(IDENTIFIABLE)">#IDENTIFIABLE</a></em>
<a id="IDENTIFIABLE" >
<strong>IDENTIFIABLE</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(Identifiable)" >Type <code>Identifiable</code></a></h2>
<h2><a id="#(IDENTIFIABLE)" >Type <code>IDENTIFIABLE</code></a></h2>
<p>The IDENTIFIABLE class</p>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<em>#string</em>
<a id="#(IDENTIFIABLE).ClassName" >
<strong>IDENTIFIABLE.ClassName</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(IDENTIFIABLE).GetCallsign" >
<strong>IDENTIFIABLE:GetCallsign()</strong>
</a>
</dt>
<dd>
<p>Gets the CallSign of the IDENTIFIABLE, which is a blank by default.</p>
<h3>Return value</h3>
<p><em>#string:</em>
The CallSign of the IDENTIFIABLE.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(IDENTIFIABLE).GetCategory" >
<strong>IDENTIFIABLE:GetCategory()</strong>
</a>
</dt>
<dd>
<p>Returns category of the DCS Identifiable.</p>
<h3>Return value</h3>
<p><em><a href="Dcs.DCSWrapper.Object.html##(Object.Category)">Dcs.DCSWrapper.Object#Object.Category</a>:</em>
The category ID</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(IDENTIFIABLE).GetCategoryName" >
<strong>IDENTIFIABLE:GetCategoryName()</strong>
</a>
</dt>
<dd>
<p>Returns the DCS Identifiable category name as defined within the DCS Identifiable Descriptor.</p>
<h3>Return value</h3>
<p><em>#string:</em>
The DCS Identifiable Category Name</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(IDENTIFIABLE).GetCoalition" >
<strong>IDENTIFIABLE:GetCoalition()</strong>
</a>
</dt>
<dd>
<p>Returns coalition of the Identifiable.</p>
<h3>Return values</h3>
<ol>
<li>
<p><em><a href="Dcs.DCSCoalitionWrapper.Object.html##(coalition.side)">Dcs.DCSCoalitionWrapper.Object#coalition.side</a>:</em>
The side of the coalition.</p>
</li>
<li>
<p><em>#nil:</em>
The DCS Identifiable is not existing or alive. </p>
</li>
</ol>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(IDENTIFIABLE).GetCountry" >
<strong>IDENTIFIABLE:GetCountry()</strong>
</a>
</dt>
<dd>
<p>Returns country of the Identifiable.</p>
<h3>Return values</h3>
<ol>
<li>
<p><em><a href="Dcs.DCScountry.html##(country.id)">Dcs.DCScountry#country.id</a>:</em>
The country identifier.</p>
</li>
<li>
<p><em>#nil:</em>
The DCS Identifiable is not existing or alive. </p>
</li>
</ol>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(IDENTIFIABLE).GetDesc" >
<strong>IDENTIFIABLE:GetDesc()</strong>
</a>
</dt>
<dd>
<p>Returns Identifiable descriptor.</p>
<p>Descriptor type depends on Identifiable category.</p>
<h3>Return values</h3>
<ol>
<li>
<p><em><a href="Dcs.DCSWrapper.Identifiable.html##(Identifiable.Desc)">Dcs.DCSWrapper.Identifiable#Identifiable.Desc</a>:</em>
The Identifiable descriptor.</p>
</li>
<li>
<p><em>#nil:</em>
The DCS Identifiable is not existing or alive. </p>
</li>
</ol>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(IDENTIFIABLE).GetName" >
<strong>IDENTIFIABLE:GetName()</strong>
</a>
</dt>
<dd>
<p>Returns DCS Identifiable object name.</p>
<p>The function provides access to non-activated objects too.</p>
<h3>Return values</h3>
<ol>
<li>
<p><em>#string:</em>
The name of the DCS Identifiable.</p>
</li>
<li>
<p><em>#nil:</em>
The DCS Identifiable is not existing or alive. </p>
</li>
</ol>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(IDENTIFIABLE).GetTypeName" >
<strong>IDENTIFIABLE:GetTypeName()</strong>
</a>
</dt>
<dd>
<p>Returns the type name of the DCS Identifiable.</p>
<h3>Return values</h3>
<ol>
<li>
<p><em>#string:</em>
The type name of the DCS Identifiable.</p>
</li>
<li>
<p><em>#nil:</em>
The DCS Identifiable is not existing or alive. </p>
</li>
</ol>
</dd>
</dl>
<dl class="function">
<dt>
<em>#string</em>
<a id="#(IDENTIFIABLE).IdentifiableName" >
<strong>IDENTIFIABLE.IdentifiableName</strong>
</a>
</dt>
<dd>
<p>The name of the identifiable.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(IDENTIFIABLE).IsAlive" >
<strong>IDENTIFIABLE:IsAlive()</strong>
</a>
</dt>
<dd>
<p>Returns if the Identifiable is alive.</p>
<h3>Return values</h3>
<ol>
<li>
<p><em>#boolean:</em>
true if Identifiable is alive.</p>
</li>
<li>
<p><em>#nil:</em>
The DCS Identifiable is not existing or alive. </p>
</li>
</ol>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(IDENTIFIABLE).New" >
<strong>IDENTIFIABLE:New(IdentifiableName)</strong>
</a>
</dt>
<dd>
<p>Create a new IDENTIFIABLE from a DCSIdentifiable</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Dcs.DCSWrapper.Identifiable.html##(Identifiable)">Dcs.DCSWrapper.Identifiable#Identifiable</a> IdentifiableName </em></code>:
The DCS Identifiable name</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(IDENTIFIABLE)">#IDENTIFIABLE</a>:</em>
self</p>
</dd>
</dl>
</div>
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<h1>Module <code>MOVEMENT</code></h1>
<p>Limit the simultaneous movement of Groups within a running Mission.</p>
<p>This module is defined to improve the performance in missions, and to bring additional realism for GROUND vehicles.
Performance: If in a DCSRTE there are a lot of moving GROUND units, then in a multi player mission, this WILL create lag if
the main DCS execution core of your CPU is fully utilized. So, this class will limit the amount of simultaneous moving GROUND units
on defined intervals (currently every minute).</p>
<h2>Global(s)</h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="#MOVEMENT">MOVEMENT</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(MOVEMENT)" >Type <code>MOVEMENT</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(MOVEMENT).ClassName">MOVEMENT.ClassName</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(MOVEMENT).New">MOVEMENT:New(MovePrefixes, MoveMaximum)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(MOVEMENT).OnBirth">MOVEMENT:OnBirth(Event)</a></td>
<td class="summary">
<p>Captures the birth events when new Units were spawned.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(MOVEMENT).OnDeadOrCrash">MOVEMENT:OnDeadOrCrash(Event)</a></td>
<td class="summary">
<p>Captures the Dead or Crash events when Units crash or are destroyed.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(MOVEMENT).ScheduleStart">MOVEMENT:ScheduleStart()</a></td>
<td class="summary">
<p>Call this function to start the MOVEMENT scheduling.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(MOVEMENT).ScheduleStop">MOVEMENT:ScheduleStop()</a></td>
<td class="summary">
<p>Call this function to stop the MOVEMENT scheduling.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(MOVEMENT)._Scheduler">MOVEMENT:_Scheduler()</a></td>
<td class="summary">
<p>This function is called automatically by the MOVEMENT scheduler.</p>
</td>
</tr>
</table>
<h2>Global(s)</h2>
<dl class="function">
<dt>
<em><a href="##(MOVEMENT)">#MOVEMENT</a></em>
<a id="MOVEMENT" >
<strong>MOVEMENT</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(MOVEMENT)" >Type <code>MOVEMENT</code></a></h2>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<em>#string</em>
<a id="#(MOVEMENT).ClassName" >
<strong>MOVEMENT.ClassName</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(MOVEMENT).New" >
<strong>MOVEMENT:New(MovePrefixes, MoveMaximum)</strong>
</a>
</dt>
<dd>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em> MovePrefixes </em></code>: </p>
</li>
<li>
<p><code><em> MoveMaximum </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(MOVEMENT).OnBirth" >
<strong>MOVEMENT:OnBirth(Event)</strong>
</a>
</dt>
<dd>
<p>Captures the birth events when new Units were spawned.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> Event </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(MOVEMENT).OnDeadOrCrash" >
<strong>MOVEMENT:OnDeadOrCrash(Event)</strong>
</a>
</dt>
<dd>
<p>Captures the Dead or Crash events when Units crash or are destroyed.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> Event </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(MOVEMENT).ScheduleStart" >
<strong>MOVEMENT:ScheduleStart()</strong>
</a>
</dt>
<dd>
<p>Call this function to start the MOVEMENT scheduling.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(MOVEMENT).ScheduleStop" >
<strong>MOVEMENT:ScheduleStop()</strong>
</a>
</dt>
<dd>
<p>Call this function to stop the MOVEMENT scheduling.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(MOVEMENT)._Scheduler" >
<strong>MOVEMENT:_Scheduler()</strong>
</a>
</dt>
<dd>
<p>This function is called automatically by the MOVEMENT scheduler.</p>
<p>A new function is scheduled when MoveScheduled is true.</p>
</dd>
</dl>
</div>
</div>
</body>
</html>

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<div id="container">
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<div id="content">
<h1>Module <code>Message</code></h1>
<p>This module contains the MESSAGE class.</p>
<h1>1) <a href="Core.Message.html##(MESSAGE)">Core.Message#MESSAGE</a> class, extends <a href="Core.Base.html##(BASE)">Core.Base#BASE</a></h1>
<p>Message System to display Messages to Clients, Coalitions or All.
Messages are shown on the display panel for an amount of seconds, and will then disappear.
Messages can contain a category which is indicating the category of the message.</p>
<h2>1.1) MESSAGE construction methods</h2>
<p>Messages are created with <a href="Core.Message.html##(MESSAGE).New">Core.Message#MESSAGE.New</a>. Note that when the MESSAGE object is created, no message is sent yet.
To send messages, you need to use the To functions.</p>
<h2>1.2) Send messages with MESSAGE To methods</h2>
<p>Messages are sent to:</p>
<ul>
<li>Clients with <a href="Core.Message.html##(MESSAGE).ToClient">Core.Message#MESSAGE.ToClient</a>.</li>
<li>Coalitions with <a href="Core.Message.html##(MESSAGE).ToCoalition">Core.Message#MESSAGE.ToCoalition</a>.</li>
<li>All Players with <a href="Core.Message.html##(MESSAGE).ToAll">Core.Message#MESSAGE.ToAll</a>.
</li>
</ul>
<h2>Global(s)</h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="#MESSAGE">MESSAGE</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(MESSAGE)">Type <code>MESSAGE</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(MESSAGE).ClassName">MESSAGE.ClassName</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(MESSAGE).MessageCategory">MESSAGE.MessageCategory</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(MESSAGE).MessageID">MESSAGE.MessageID</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(MESSAGE).New">MESSAGE:New(MessageText, MessageDuration, MessageCategory)</a></td>
<td class="summary">
<p>Creates a new MESSAGE object.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(MESSAGE).ToAll">MESSAGE:ToAll()</a></td>
<td class="summary">
<p>Sends a MESSAGE to all players. </p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(MESSAGE).ToBlue">MESSAGE:ToBlue()</a></td>
<td class="summary">
<p>Sends a MESSAGE to the Blue coalition.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(MESSAGE).ToClient">MESSAGE:ToClient(Client)</a></td>
<td class="summary">
<p>Sends a MESSAGE to a Client Group.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(MESSAGE).ToCoalition">MESSAGE:ToCoalition(CoalitionSide)</a></td>
<td class="summary">
<p>Sends a MESSAGE to a Coalition. </p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(MESSAGE).ToGroup">MESSAGE:ToGroup(Group)</a></td>
<td class="summary">
<p>Sends a MESSAGE to a Group. </p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(MESSAGE).ToRed">MESSAGE:ToRed()</a></td>
<td class="summary">
<p>Sends a MESSAGE to the Red Coalition. </p>
</td>
</tr>
</table>
<h2>Global(s)</h2>
<dl class="function">
<dt>
<em><a href="##(MESSAGE)">#MESSAGE</a></em>
<a id="MESSAGE" >
<strong>MESSAGE</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(Message)" >Type <code>Message</code></a></h2>
<h2><a id="#(MESSAGE)" >Type <code>MESSAGE</code></a></h2>
<p>The MESSAGE class</p>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<em>#string</em>
<a id="#(MESSAGE).ClassName" >
<strong>MESSAGE.ClassName</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em>#number</em>
<a id="#(MESSAGE).MessageCategory" >
<strong>MESSAGE.MessageCategory</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em>#number</em>
<a id="#(MESSAGE).MessageID" >
<strong>MESSAGE.MessageID</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(MESSAGE).New" >
<strong>MESSAGE:New(MessageText, MessageDuration, MessageCategory)</strong>
</a>
</dt>
<dd>
<p>Creates a new MESSAGE object.</p>
<p>Note that these MESSAGE objects are not yet displayed on the display panel. You must use the functions <a href="ToClient.html">ToClient</a> or <a href="ToCoalition.html">ToCoalition</a> or <a href="ToAll.html">ToAll</a> to send these Messages to the respective recipients.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#string MessageText </em></code>:
is the text of the Message.</p>
</li>
<li>
<p><code><em>#number MessageDuration </em></code>:
is a number in seconds of how long the MESSAGE should be shown on the display panel.</p>
</li>
<li>
<p><code><em>#string MessageCategory </em></code>:
(optional) is a string expressing the "category" of the Message. The category will be shown as the first text in the message followed by a ": ".</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(MESSAGE)">#MESSAGE</a>:</em></p>
<h3>Usage:</h3>
<pre class="example"><code>-- Create a series of new Messages.
-- MessageAll is meant to be sent to all players, for 25 seconds, and is classified as "Score".
-- MessageRED is meant to be sent to the RED players only, for 10 seconds, and is classified as "End of Mission", with ID "Win".
-- MessageClient1 is meant to be sent to a Client, for 25 seconds, and is classified as "Score", with ID "Score".
-- MessageClient1 is meant to be sent to a Client, for 25 seconds, and is classified as "Score", with ID "Score".
MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", 25, "End of Mission" )
MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", 25, "Penalty" )
MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", 25, "Score" )
MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", 25, "Score")</code></pre>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(MESSAGE).ToAll" >
<strong>MESSAGE:ToAll()</strong>
</a>
</dt>
<dd>
<p>Sends a MESSAGE to all players. </p>
<h3>Return value</h3>
<p><em><a href="##(MESSAGE)">#MESSAGE</a>:</em></p>
<h3>Usage:</h3>
<pre class="example"><code>-- Send a message created to all players.
MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25, "Win" ):ToAll()
or
MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25, "Win" ):ToAll()
or
MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25, "Win" )
MessageAll:ToAll()</code></pre>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(MESSAGE).ToBlue" >
<strong>MESSAGE:ToBlue()</strong>
</a>
</dt>
<dd>
<p>Sends a MESSAGE to the Blue coalition.</p>
<h3>Return value</h3>
<p><em><a href="##(MESSAGE)">#MESSAGE</a>:</em></p>
<h3>Usage:</h3>
<pre class="example"><code>-- Send a message created with the @{New} method to the BLUE coalition.
MessageBLUE = MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToBlue()
or
MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToBlue()
or
MessageBLUE = MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" )
MessageBLUE:ToBlue()</code></pre>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(MESSAGE).ToClient" >
<strong>MESSAGE:ToClient(Client)</strong>
</a>
</dt>
<dd>
<p>Sends a MESSAGE to a Client Group.</p>
<p>Note that the Group needs to be defined within the ME with the skillset "Client" or "Player".</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Client.html##(CLIENT)">Wrapper.Client#CLIENT</a> Client </em></code>:
is the Group of the Client.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(MESSAGE)">#MESSAGE</a>:</em></p>
<h3>Usage:</h3>
<pre class="example"><code>-- Send the 2 messages created with the @{New} method to the Client Group.
-- Note that the Message of MessageClient2 is overwriting the Message of MessageClient1.
ClientGroup = Group.getByName( "ClientGroup" )
MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25, "Score" ):ToClient( ClientGroup )
MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25, "Score" ):ToClient( ClientGroup )
or
MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25, "Score" ):ToClient( ClientGroup )
MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25, "Score" ):ToClient( ClientGroup )
or
MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25, "Score" )
MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25, "Score" )
MessageClient1:ToClient( ClientGroup )
MessageClient2:ToClient( ClientGroup )</code></pre>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(MESSAGE).ToCoalition" >
<strong>MESSAGE:ToCoalition(CoalitionSide)</strong>
</a>
</dt>
<dd>
<p>Sends a MESSAGE to a Coalition. </p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> CoalitionSide </em></code>:
needs to be filled out by the defined structure of the standard scripting engine <a href="coalition.side.html">coalition.side</a>. </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(MESSAGE)">#MESSAGE</a>:</em></p>
<h3>Usage:</h3>
<pre class="example"><code>-- Send a message created with the @{New} method to the RED coalition.
MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToCoalition( coalition.side.RED )
or
MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToCoalition( coalition.side.RED )
or
MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" )
MessageRED:ToCoalition( coalition.side.RED )</code></pre>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(MESSAGE).ToGroup" >
<strong>MESSAGE:ToGroup(Group)</strong>
</a>
</dt>
<dd>
<p>Sends a MESSAGE to a Group. </p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Group.html##(GROUP)">Wrapper.Group#GROUP</a> Group </em></code>:
is the Group.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(MESSAGE)">#MESSAGE</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(MESSAGE).ToRed" >
<strong>MESSAGE:ToRed()</strong>
</a>
</dt>
<dd>
<p>Sends a MESSAGE to the Red Coalition. </p>
<h3>Return value</h3>
<p><em><a href="##(MESSAGE)">#MESSAGE</a>:</em></p>
<h3>Usage:</h3>
<pre class="example"><code>-- Send a message created with the @{New} method to the RED coalition.
MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToRed()
or
MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToRed()
or
MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" )
MessageRED:ToRed()</code></pre>
</dd>
</dl>
</div>
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<li><a href="Set.html">Set</a></li>
<li><a href="Smoke.html">Smoke</a></li>
<li><a href="Spawn.html">Spawn</a></li>
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<li><a href="StaticObject.html">StaticObject</a></li>
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<div id="content">
<h1>Module <code>Object</code></h1>
<p>This module contains the OBJECT class.</p>
<h1>1) <a href="Wrapper.Object.html##(OBJECT)">Wrapper.Object#OBJECT</a> class, extends <a href="Core.Base.html##(BASE)">Core.Base#BASE</a></h1>
<p>The <a href="Wrapper.Object.html##(OBJECT)">Wrapper.Object#OBJECT</a> class is a wrapper class to handle the DCS Object objects:</p>
<ul>
<li>Support all DCS Object APIs.</li>
<li>Enhance with Object specific APIs not in the DCS Object API set.</li>
<li>Manage the "state" of the DCS Object.</li>
</ul>
<h2>1.1) OBJECT constructor:</h2>
<p>The OBJECT class provides the following functions to construct a OBJECT instance:</p>
<ul>
<li><a href="Wrapper.Object.html##(OBJECT).New">Wrapper.Object#OBJECT.New</a>(): Create a OBJECT instance.</li>
</ul>
<h2>1.2) OBJECT methods:</h2>
<p>The following methods can be used to identify an Object object:</p>
<ul>
<li><a href="Wrapper.Object.html##(OBJECT).GetID">Wrapper.Object#OBJECT.GetID</a>(): Returns the ID of the Object object.</li>
</ul>
<hr/>
<h2>Global(s)</h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="#OBJECT">OBJECT</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(DCSObject)">Type <code>DCSObject</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(DCSObject).id_">DCSObject.id_</a></td>
<td class="summary">
<p>The ID of the controllable in DCS</p>
</td>
</tr>
</table>
<h2><a id="#(OBJECT)">Type <code>OBJECT</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(OBJECT).ClassName">OBJECT.ClassName</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(OBJECT).Destroy">OBJECT:Destroy()</a></td>
<td class="summary">
<p>Destroys the OBJECT.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(OBJECT).GetID">OBJECT:GetID()</a></td>
<td class="summary">
<p>Returns the unit's unique identifier.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(OBJECT).New">OBJECT:New(ObjectName)</a></td>
<td class="summary">
<p>Create a new OBJECT from a DCSObject</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(OBJECT).ObjectName">OBJECT.ObjectName</a></td>
<td class="summary">
<p>The name of the Object.</p>
</td>
</tr>
</table>
<h2>Global(s)</h2>
<dl class="function">
<dt>
<em><a href="##(OBJECT)">#OBJECT</a></em>
<a id="OBJECT" >
<strong>OBJECT</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(Object)" >Type <code>Object</code></a></h2>
<h2><a id="#(DCSObject)" >Type <code>DCSObject</code></a></h2>
<p>A DCSObject</p>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<a id="#(DCSObject).id_" >
<strong>DCSObject.id_</strong>
</a>
</dt>
<dd>
<p>The ID of the controllable in DCS</p>
</dd>
</dl>
<h2><a id="#(OBJECT)" >Type <code>OBJECT</code></a></h2>
<p>The OBJECT class</p>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<em>#string</em>
<a id="#(OBJECT).ClassName" >
<strong>OBJECT.ClassName</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(OBJECT).Destroy" >
<strong>OBJECT:Destroy()</strong>
</a>
</dt>
<dd>
<p>Destroys the OBJECT.</p>
<h3>Return value</h3>
<p><em>#nil:</em>
The DCS Unit is not existing or alive. </p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(OBJECT).GetID" >
<strong>OBJECT:GetID()</strong>
</a>
</dt>
<dd>
<p>Returns the unit's unique identifier.</p>
<h3>Return values</h3>
<ol>
<li>
<p><em><a href="Dcs.DCSWrapper.Object.html##(Object.ID)">Dcs.DCSWrapper.Object#Object.ID</a>:</em>
ObjectID</p>
</li>
<li>
<p><em>#nil:</em>
The DCS Object is not existing or alive. </p>
</li>
</ol>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(OBJECT).New" >
<strong>OBJECT:New(ObjectName)</strong>
</a>
</dt>
<dd>
<p>Create a new OBJECT from a DCSObject</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Dcs.DCSWrapper.Object.html##(Object)">Dcs.DCSWrapper.Object#Object</a> ObjectName </em></code>:
The Object name</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(OBJECT)">#OBJECT</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<em>#string</em>
<a id="#(OBJECT).ObjectName" >
<strong>OBJECT.ObjectName</strong>
</a>
</dt>
<dd>
<p>The name of the Object.</p>
</dd>
</dl>
</div>
</div>
</body>
</html>

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<h1>Module <code>Patrol</code></h1>
<p>(AI) (FSM) Make AI patrol routes or zones.</p>
<hr/>
<h1>1) <a href="##(AI_PATROLZONE)">#AI_PATROLZONE</a> class, extends <a href="Core.Fsm.html##(FSM_CONTROLLABLE)">Core.Fsm#FSM_CONTROLLABLE</a></h1>
<p>The <a href="##(AI_PATROLZONE)">#AI_PATROLZONE</a> class implements the core functions to patrol a <a href="Zone.html">Zone</a> by an AIR <a href="Controllable.html">Controllable</a> <a href="Group.html">Group</a>.
The patrol algorithm works that for each airplane patrolling, upon arrival at the patrol zone,
a random point is selected as the route point within the 3D space, within the given boundary limits.
The airplane will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits.
Upon arrival at the random 3D point, a new 3D random point will be selected within the patrol zone using the given limits.
This cycle will continue until a fuel treshold has been reached by the airplane.
When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.</p>
<h2>1.1) AI_PATROLZONE constructor:</h2>
<ul>
<li><a href="##(AI_PATROLZONE).New">AI_PATROLZONE.New</a>(): Creates a new AI_PATROLZONE object.</li>
</ul>
<h2>1.2) AI_PATROLZONE state machine:</h2>
<p>The AI_PATROLZONE is a state machine: it manages the different events and states of the AIControllable it is controlling.</p>
<h3>1.2.1) AI_PATROLZONE Events:</h3>
<ul>
<li><a href="##(AI_PATROLZONE).Route">AI_PATROLZONE.Route</a>( AIControllable ): A new 3D route point is selected and the AIControllable will fly towards that point with the given speed.</li>
<li><a href="##(AI_PATROLZONE).Patrol">AI_PATROLZONE.Patrol</a>( AIControllable ): The AIControllable reports it is patrolling. This event is called every 30 seconds.</li>
<li><a href="##(AI_PATROLZONE).RTB">AI_PATROLZONE.RTB</a>( AIControllable ): The AIControllable will report return to base.</li>
<li><a href="##(AI_PATROLZONE).End">AI_PATROLZONE.End</a>( AIControllable ): The end of the AI_PATROLZONE process.</li>
<li><a href="##(AI_PATROLZONE).Dead">AI_PATROLZONE.Dead</a>( AIControllable ): The AIControllable is dead. The AI_PATROLZONE process will be ended.</li>
</ul>
<h3>1.2.2) AI_PATROLZONE States:</h3>
<ul>
<li><strong>Route</strong>: A new 3D route point is selected and the AIControllable will fly towards that point with the given speed.</li>
<li><strong>Patrol</strong>: The AIControllable is patrolling. This state is set every 30 seconds, so every 30 seconds, a state transition method can be used.</li>
<li><strong>RTB</strong>: The AIControllable reports it wants to return to the base.</li>
<li><strong>Dead</strong>: The AIControllable is dead ...</li>
<li><strong>End</strong>: The process has come to an end.</li>
</ul>
<h3>1.2.3) AI_PATROLZONE state transition methods:</h3>
<p>State transition functions can be set <strong>by the mission designer</strong> customizing or improving the behaviour of the state.
There are 2 moments when state transition methods will be called by the state machine:</p>
<ul>
<li><p><strong>Before</strong> the state transition.
The state transition method needs to start with the name <strong>OnBefore + the name of the state</strong>.
If the state transition method returns false, then the processing of the state transition will not be done!
If you want to change the behaviour of the AIControllable at this event, return false,
but then you'll need to specify your own logic using the AIControllable!</p></li>
<li><p><strong>After</strong> the state transition.
The state transition method needs to start with the name <strong>OnAfter + the name of the state</strong>.
These state transition methods need to provide a return value, which is specified at the function description.</p></li>
</ul>
<p>An example how to manage a state transition for an AI_PATROLZONE object <strong>Patrol</strong> for the state <strong>RTB</strong>:</p>
<pre><code> local PatrolZoneGroup = GROUP:FindByName( "Patrol Zone" )
local PatrolZone = ZONE_POLYGON:New( "PatrolZone", PatrolZoneGroup )
local PatrolSpawn = SPAWN:New( "Patrol Group" )
local PatrolGroup = PatrolSpawn:Spawn()
local Patrol = AI_PATROLZONE:New( PatrolZone, 3000, 6000, 300, 600 )
Patrol:SetControllable( PatrolGroup )
Patrol:ManageFuel( 0.2, 60 )
</code></pre>
<p><strong>OnBefore</strong>RTB( AIGroup ) will be called by the AI<em>PATROLZONE object when the AIGroup reports RTB, but <strong>before</strong> the RTB default action is processed by the AI</em>PATROLZONE object.</p>
<pre><code> --- State transition function for the AI_PATROLZONE **Patrol** object
-- @param #AI_PATROLZONE self
-- @param Wrapper.Controllable#CONTROLLABLE AIGroup
-- @return #boolean If false is returned, then the OnAfter state transition method will not be called.
function Patrol:OnBeforeRTB( AIGroup )
AIGroup:MessageToRed( "Returning to base", 20 )
end
</code></pre>
<p><strong>OnAfter</strong>RTB( AIGroup ) will be called by the AI<em>PATROLZONE object when the AIGroup reports RTB, but <strong>after</strong> the RTB default action was processed by the AI</em>PATROLZONE object.</p>
<pre><code> --- State transition function for the AI_PATROLZONE **Patrol** object
-- @param #AI_PATROLZONE self
-- @param Wrapper.Controllable#CONTROLLABLE AIGroup
-- @return #Wrapper.Controllable#CONTROLLABLE The new AIGroup object that is set to be patrolling the zone.
function Patrol:OnAfterRTB( AIGroup )
return PatrolSpawn:Spawn()
end
</code></pre>
<h2>1.3) Manage the AI_PATROLZONE parameters:</h2>
<p>The following methods are available to modify the parameters of a AI_PATROLZONE object:</p>
<ul>
<li><a href="##(AI_PATROLZONE).SetControllable">AI_PATROLZONE.SetControllable</a>(): Set the AIControllable.</li>
<li><a href="##(AI_PATROLZONE).GetControllable">AI_PATROLZONE.GetControllable</a>(): Get the AIControllable.</li>
<li><a href="##(AI_PATROLZONE).SetSpeed">AI_PATROLZONE.SetSpeed</a>(): Set the patrol speed of the AI, for the next patrol.</li>
<li><a href="##(AI_PATROLZONE).SetAltitude">AI_PATROLZONE.SetAltitude</a>(): Set altitude of the AI, for the next patrol.</li>
</ul>
<h2>1.3) Manage the out of fuel in the AI_PATROLZONE:</h2>
<p>When the AIControllable is out of fuel, it is required that a new AIControllable is started, before the old AIControllable can return to the home base.
Therefore, with a parameter and a calculation of the distance to the home base, the fuel treshold is calculated.
When the fuel treshold is reached, the AIControllable will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_PATROLZONE.
Once the time is finished, the old AIControllable will return to the base.
Use the method <a href="##(AI_PATROLZONE).ManageFuel">AI_PATROLZONE.ManageFuel</a>() to have this proces in place.</p>
<hr/>
<h1><strong>API CHANGE HISTORY</strong></h1>
<p>The underlying change log documents the API changes. Please read this carefully. The following notation is used:</p>
<ul>
<li><strong>Added</strong> parts are expressed in bold type face.</li>
<li><em>Removed</em> parts are expressed in italic type face.</li>
</ul>
<p>Hereby the change log:</p>
<p>2016-09-01: Initial class and API.</p>
<hr/>
<h1>AUTHORS and CONTRIBUTIONS</h1>
<h3>Contributions:</h3>
<ul>
<li><strong>DutchBaron</strong>: Testing.</li>
<li><strong>Pikey</strong>: Testing and API concept review.</li>
</ul>
<h3>Authors:</h3>
<ul>
<li><strong>FlightControl</strong>: Design &amp; Programming.</li>
</ul>
<h2>Global(s)</h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="#AI_PATROLZONE">AI_PATROLZONE</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="#_NewPatrolRoute">_NewPatrolRoute(AIControllable)</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(AI_PATROLZONE)">Type <code>AI_PATROLZONE</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_PATROLZONE).AIControllable">AI_PATROLZONE.AIControllable</a></td>
<td class="summary">
<p>The <a href="Controllable.html">Controllable</a> patrolling.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_PATROLZONE).ClassName">AI_PATROLZONE.ClassName</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_PATROLZONE).ManageFuel">AI_PATROLZONE:ManageFuel(PatrolFuelTresholdPercentage, PatrolOutOfFuelOrbitTime)</a></td>
<td class="summary">
<p>When the AIControllable is out of fuel, it is required that a new AIControllable is started, before the old AIControllable can return to the home base.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_PATROLZONE).New">AI_PATROLZONE:New(PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed)</a></td>
<td class="summary">
<p>Creates a new AI_PATROLZONE object</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_PATROLZONE).OnAfterRoute">AI_PATROLZONE:OnAfterRoute(Controllable)</a></td>
<td class="summary">
<p>OnAfter State Transition Function</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_PATROLZONE).OnBeforeRoute">AI_PATROLZONE:OnBeforeRoute(Controllable)</a></td>
<td class="summary">
<p>OnBefore State Transition Function</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_PATROLZONE).PatrolCeilingAltitude">AI_PATROLZONE.PatrolCeilingAltitude</a></td>
<td class="summary">
<p>The highest altitude in meters where to execute the patrol.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_PATROLZONE).PatrolFloorAltitude">AI_PATROLZONE.PatrolFloorAltitude</a></td>
<td class="summary">
<p>The lowest altitude in meters where to execute the patrol.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_PATROLZONE).PatrolFuelTresholdPercentage">AI_PATROLZONE.PatrolFuelTresholdPercentage</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_PATROLZONE).PatrolManageFuel">AI_PATROLZONE.PatrolManageFuel</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_PATROLZONE).PatrolMaxSpeed">AI_PATROLZONE.PatrolMaxSpeed</a></td>
<td class="summary">
<p>The maximum speed of the <a href="Controllable.html">Controllable</a> in km/h.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_PATROLZONE).PatrolMinSpeed">AI_PATROLZONE.PatrolMinSpeed</a></td>
<td class="summary">
<p>The minimum speed of the <a href="Controllable.html">Controllable</a> in km/h.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_PATROLZONE).PatrolOutOfFuelOrbitTime">AI_PATROLZONE.PatrolOutOfFuelOrbitTime</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_PATROLZONE).PatrolZone">AI_PATROLZONE.PatrolZone</a></td>
<td class="summary">
<p>The <a href="Zone.html">Zone</a> where the patrol needs to be executed.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_PATROLZONE).SetAltitude">AI_PATROLZONE:SetAltitude(PatrolFloorAltitude, PatrolCeilingAltitude)</a></td>
<td class="summary">
<p>Sets the floor and ceiling altitude of the patrol.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_PATROLZONE).SetSpeed">AI_PATROLZONE:SetSpeed(PatrolMinSpeed, PatrolMaxSpeed)</a></td>
<td class="summary">
<p>Sets (modifies) the minimum and maximum speed of the patrol.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_PATROLZONE).onenterPatrol">AI_PATROLZONE:onenterPatrol()</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_PATROLZONE).onenterRoute">AI_PATROLZONE:onenterRoute()</a></td>
<td class="summary">
<p>Defines a new patrol route using the <a href="Process_PatrolZone.html">Process_PatrolZone</a> parameters and settings.</p>
</td>
</tr>
</table>
<h2>Global(s)</h2>
<dl class="function">
<dt>
<em><a href="##(AI_PATROLZONE)">#AI_PATROLZONE</a></em>
<a id="AI_PATROLZONE" >
<strong>AI_PATROLZONE</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="_NewPatrolRoute" >
<strong>_NewPatrolRoute(AIControllable)</strong>
</a>
</dt>
<dd>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Controllable.html##(CONTROLLABLE)">Wrapper.Controllable#CONTROLLABLE</a> AIControllable </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<h2><a id="#(Patrol)" >Type <code>Patrol</code></a></h2>
<h2><a id="#(AI_PATROLZONE)" >Type <code>AI_PATROLZONE</code></a></h2>
<p>AI_PATROLZONE class</p>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<em><a href="Wrapper.Controllable.html##(CONTROLLABLE)">Wrapper.Controllable#CONTROLLABLE</a></em>
<a id="#(AI_PATROLZONE).AIControllable" >
<strong>AI_PATROLZONE.AIControllable</strong>
</a>
</dt>
<dd>
<p>The <a href="Controllable.html">Controllable</a> patrolling.</p>
</dd>
</dl>
<dl class="function">
<dt>
<em>#string</em>
<a id="#(AI_PATROLZONE).ClassName" >
<strong>AI_PATROLZONE.ClassName</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(AI_PATROLZONE).ManageFuel" >
<strong>AI_PATROLZONE:ManageFuel(PatrolFuelTresholdPercentage, PatrolOutOfFuelOrbitTime)</strong>
</a>
</dt>
<dd>
<p>When the AIControllable is out of fuel, it is required that a new AIControllable is started, before the old AIControllable can return to the home base.</p>
<p>Therefore, with a parameter and a calculation of the distance to the home base, the fuel treshold is calculated.
When the fuel treshold is reached, the AIControllable will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_PATROLZONE.
Once the time is finished, the old AIControllable will return to the base.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#number PatrolFuelTresholdPercentage </em></code>:
The treshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.</p>
</li>
<li>
<p><code><em>#number PatrolOutOfFuelOrbitTime </em></code>:
The amount of seconds the out of fuel AIControllable will orbit before returning to the base.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(AI_PATROLZONE)">#AI_PATROLZONE</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(AI_PATROLZONE).New" >
<strong>AI_PATROLZONE:New(PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed)</strong>
</a>
</dt>
<dd>
<p>Creates a new AI_PATROLZONE object</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Core.Zone.html##(ZONE_BASE)">Core.Zone#ZONE_BASE</a> PatrolZone </em></code>:
The <a href="Zone.html">Zone</a> where the patrol needs to be executed.</p>
</li>
<li>
<p><code><em><a href="Dcs.DCSTypes.html##(Altitude)">Dcs.DCSTypes#Altitude</a> PatrolFloorAltitude </em></code>:
The lowest altitude in meters where to execute the patrol.</p>
</li>
<li>
<p><code><em><a href="Dcs.DCSTypes.html##(Altitude)">Dcs.DCSTypes#Altitude</a> PatrolCeilingAltitude </em></code>:
The highest altitude in meters where to execute the patrol.</p>
</li>
<li>
<p><code><em><a href="Dcs.DCSTypes.html##(Speed)">Dcs.DCSTypes#Speed</a> PatrolMinSpeed </em></code>:
The minimum speed of the <a href="Controllable.html">Controllable</a> in km/h.</p>
</li>
<li>
<p><code><em><a href="Dcs.DCSTypes.html##(Speed)">Dcs.DCSTypes#Speed</a> PatrolMaxSpeed </em></code>:
The maximum speed of the <a href="Controllable.html">Controllable</a> in km/h.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(AI_PATROLZONE)">#AI_PATROLZONE</a>:</em>
self</p>
<h3>Usage:</h3>
<pre class="example"><code>-- Define a new AI_PATROLZONE Object. This PatrolArea will patrol an AIControllable within PatrolZone between 3000 and 6000 meters, with a variying speed between 600 and 900 km/h.
PatrolZone = ZONE:New( 'PatrolZone' )
PatrolSpawn = SPAWN:New( 'Patrol Group' )
PatrolArea = AI_PATROLZONE:New( PatrolZone, 3000, 6000, 600, 900 )</code></pre>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(AI_PATROLZONE).OnAfterRoute" >
<strong>AI_PATROLZONE:OnAfterRoute(Controllable)</strong>
</a>
</dt>
<dd>
<p>OnAfter State Transition Function</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Controllable.html##(CONTROLLABLE)">Wrapper.Controllable#CONTROLLABLE</a> Controllable </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(AI_PATROLZONE).OnBeforeRoute" >
<strong>AI_PATROLZONE:OnBeforeRoute(Controllable)</strong>
</a>
</dt>
<dd>
<p>OnBefore State Transition Function</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Controllable.html##(CONTROLLABLE)">Wrapper.Controllable#CONTROLLABLE</a> Controllable </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em>#boolean:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="Dcs.DCSTypes.html##(Altitude)">Dcs.DCSTypes#Altitude</a></em>
<a id="#(AI_PATROLZONE).PatrolCeilingAltitude" >
<strong>AI_PATROLZONE.PatrolCeilingAltitude</strong>
</a>
</dt>
<dd>
<p>The highest altitude in meters where to execute the patrol.</p>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="Dcs.DCSTypes.html##(Altitude)">Dcs.DCSTypes#Altitude</a></em>
<a id="#(AI_PATROLZONE).PatrolFloorAltitude" >
<strong>AI_PATROLZONE.PatrolFloorAltitude</strong>
</a>
</dt>
<dd>
<p>The lowest altitude in meters where to execute the patrol.</p>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(AI_PATROLZONE).PatrolFuelTresholdPercentage" >
<strong>AI_PATROLZONE.PatrolFuelTresholdPercentage</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em>#boolean</em>
<a id="#(AI_PATROLZONE).PatrolManageFuel" >
<strong>AI_PATROLZONE.PatrolManageFuel</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="Dcs.DCSTypes.html##(Speed)">Dcs.DCSTypes#Speed</a></em>
<a id="#(AI_PATROLZONE).PatrolMaxSpeed" >
<strong>AI_PATROLZONE.PatrolMaxSpeed</strong>
</a>
</dt>
<dd>
<p>The maximum speed of the <a href="Controllable.html">Controllable</a> in km/h.</p>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="Dcs.DCSTypes.html##(Speed)">Dcs.DCSTypes#Speed</a></em>
<a id="#(AI_PATROLZONE).PatrolMinSpeed" >
<strong>AI_PATROLZONE.PatrolMinSpeed</strong>
</a>
</dt>
<dd>
<p>The minimum speed of the <a href="Controllable.html">Controllable</a> in km/h.</p>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(AI_PATROLZONE).PatrolOutOfFuelOrbitTime" >
<strong>AI_PATROLZONE.PatrolOutOfFuelOrbitTime</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="Core.Zone.html##(ZONE_BASE)">Core.Zone#ZONE_BASE</a></em>
<a id="#(AI_PATROLZONE).PatrolZone" >
<strong>AI_PATROLZONE.PatrolZone</strong>
</a>
</dt>
<dd>
<p>The <a href="Zone.html">Zone</a> where the patrol needs to be executed.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(AI_PATROLZONE).SetAltitude" >
<strong>AI_PATROLZONE:SetAltitude(PatrolFloorAltitude, PatrolCeilingAltitude)</strong>
</a>
</dt>
<dd>
<p>Sets the floor and ceiling altitude of the patrol.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Dcs.DCSTypes.html##(Altitude)">Dcs.DCSTypes#Altitude</a> PatrolFloorAltitude </em></code>:
The lowest altitude in meters where to execute the patrol.</p>
</li>
<li>
<p><code><em><a href="Dcs.DCSTypes.html##(Altitude)">Dcs.DCSTypes#Altitude</a> PatrolCeilingAltitude </em></code>:
The highest altitude in meters where to execute the patrol.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(AI_PATROLZONE)">#AI_PATROLZONE</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(AI_PATROLZONE).SetSpeed" >
<strong>AI_PATROLZONE:SetSpeed(PatrolMinSpeed, PatrolMaxSpeed)</strong>
</a>
</dt>
<dd>
<p>Sets (modifies) the minimum and maximum speed of the patrol.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Dcs.DCSTypes.html##(Speed)">Dcs.DCSTypes#Speed</a> PatrolMinSpeed </em></code>:
The minimum speed of the <a href="Controllable.html">Controllable</a> in km/h.</p>
</li>
<li>
<p><code><em><a href="Dcs.DCSTypes.html##(Speed)">Dcs.DCSTypes#Speed</a> PatrolMaxSpeed </em></code>:
The maximum speed of the <a href="Controllable.html">Controllable</a> in km/h.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(AI_PATROLZONE)">#AI_PATROLZONE</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(AI_PATROLZONE).onenterPatrol" >
<strong>AI_PATROLZONE:onenterPatrol()</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(AI_PATROLZONE).onenterRoute" >
<strong>AI_PATROLZONE:onenterRoute()</strong>
</a>
</dt>
<dd>
<p>Defines a new patrol route using the <a href="Process_PatrolZone.html">Process_PatrolZone</a> parameters and settings.</p>
<h3>Return value</h3>
<p><em><a href="##(AI_PATROLZONE)">#AI_PATROLZONE</a>:</em>
self</p>
</dd>
</dl>
</div>
</div>
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<div id="content">
<h1>Module <code>Positionable</code></h1>
<p>This module contains the POSITIONABLE class.</p>
<h1>1) <a href="Wrapper.Positionable.html##(POSITIONABLE)">Wrapper.Positionable#POSITIONABLE</a> class, extends <a href="Wrapper.Identifiable.html##(IDENTIFIABLE)">Wrapper.Identifiable#IDENTIFIABLE</a></h1>
<p>The <a href="Wrapper.Positionable.html##(POSITIONABLE)">Wrapper.Positionable#POSITIONABLE</a> class is a wrapper class to handle the POSITIONABLE objects:</p>
<ul>
<li>Support all DCS APIs.</li>
<li>Enhance with POSITIONABLE specific APIs not in the DCS API set.</li>
<li>Manage the "state" of the POSITIONABLE.</li>
</ul>
<h2>1.1) POSITIONABLE constructor:</h2>
<p>The POSITIONABLE class provides the following functions to construct a POSITIONABLE instance:</p>
<ul>
<li><a href="Wrapper.Positionable.html##(POSITIONABLE).New">Wrapper.Positionable#POSITIONABLE.New</a>(): Create a POSITIONABLE instance.</li>
</ul>
<h2>1.2) POSITIONABLE methods:</h2>
<p>The following methods can be used to identify an measurable object:</p>
<ul>
<li><a href="Wrapper.Positionable.html##(POSITIONABLE).GetID">Wrapper.Positionable#POSITIONABLE.GetID</a>(): Returns the ID of the measurable object.</li>
<li><a href="Wrapper.Positionable.html##(POSITIONABLE).GetName">Wrapper.Positionable#POSITIONABLE.GetName</a>(): Returns the name of the measurable object.</li>
</ul>
<hr/>
<h2>Global(s)</h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="#POSITIONABLE">POSITIONABLE</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(DCSPositionable)">Type <code>DCSPositionable</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(DCSPositionable).id_">DCSPositionable.id_</a></td>
<td class="summary">
<p>The ID of the controllable in DCS</p>
</td>
</tr>
</table>
<h2><a id="#(POSITIONABLE)">Type <code>POSITIONABLE</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(POSITIONABLE).ClassName">POSITIONABLE.ClassName</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(POSITIONABLE).GetAltitude">POSITIONABLE:GetAltitude()</a></td>
<td class="summary">
<p>Returns the altitude of the POSITIONABLE.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(POSITIONABLE).GetHeading">POSITIONABLE:GetHeading()</a></td>
<td class="summary">
<p>Returns the POSITIONABLE heading in degrees.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(POSITIONABLE).GetMessage">POSITIONABLE:GetMessage(Message, Duration, Name)</a></td>
<td class="summary">
<p>Returns a message with the callsign embedded (if there is one).</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(POSITIONABLE).GetPointVec2">POSITIONABLE:GetPointVec2()</a></td>
<td class="summary">
<p>Returns a POINT_VEC2 object indicating the point in 2D of the POSITIONABLE within the mission.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(POSITIONABLE).GetPositionVec3">POSITIONABLE:GetPositionVec3()</a></td>
<td class="summary">
<p>Returns the <a href="Dcs.DCSTypes.html##(Position3)">Dcs.DCSTypes#Position3</a> position vectors indicating the point and direction vectors in 3D of the POSITIONABLE within the mission.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(POSITIONABLE).GetRandomVec3">POSITIONABLE:GetRandomVec3(Radius)</a></td>
<td class="summary">
<p>Returns a random <a href="Dcs.DCSTypes.html##(Vec3)">Dcs.DCSTypes#Vec3</a> vector within a range, indicating the point in 3D of the POSITIONABLE within the mission.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(POSITIONABLE).GetVec2">POSITIONABLE:GetVec2()</a></td>
<td class="summary">
<p>Returns the <a href="Dcs.DCSTypes.html##(Vec2)">Dcs.DCSTypes#Vec2</a> vector indicating the point in 2D of the POSITIONABLE within the mission.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(POSITIONABLE).GetVec3">POSITIONABLE:GetVec3()</a></td>
<td class="summary">
<p>Returns the <a href="Dcs.DCSTypes.html##(Vec3)">Dcs.DCSTypes#Vec3</a> vector indicating the 3D vector of the POSITIONABLE within the mission.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(POSITIONABLE).GetVelocity">POSITIONABLE:GetVelocity()</a></td>
<td class="summary">
<p>Returns the POSITIONABLE velocity vector.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(POSITIONABLE).GetVelocityKMH">POSITIONABLE:GetVelocityKMH()</a></td>
<td class="summary">
<p>Returns the POSITIONABLE velocity in km/h.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(POSITIONABLE).InAir">POSITIONABLE:InAir()</a></td>
<td class="summary">
<p>Returns true if the POSITIONABLE is in the air.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(POSITIONABLE).IsAboveRunway">POSITIONABLE:IsAboveRunway()</a></td>
<td class="summary">
<p>Returns if the Positionable is located above a runway.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(POSITIONABLE).Message">POSITIONABLE:Message(Message, Duration, Name)</a></td>
<td class="summary">
<p>Send a message to the players in the <a href="Group.html">Group</a>.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(POSITIONABLE).MessageToAll">POSITIONABLE:MessageToAll(Message, Duration, Name)</a></td>
<td class="summary">
<p>Send a message to all coalitions.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(POSITIONABLE).MessageToBlue">POSITIONABLE:MessageToBlue(Message, Duration, Name)</a></td>
<td class="summary">
<p>Send a message to the blue coalition.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(POSITIONABLE).MessageToClient">POSITIONABLE:MessageToClient(Message, Duration, Client, Name)</a></td>
<td class="summary">
<p>Send a message to a client.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(POSITIONABLE).MessageToCoalition">POSITIONABLE:MessageToCoalition(Message, Duration, Name, MessageCoalition)</a></td>
<td class="summary">
<p>Send a message to a coalition.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(POSITIONABLE).MessageToGroup">POSITIONABLE:MessageToGroup(Message, Duration, MessageGroup, Name)</a></td>
<td class="summary">
<p>Send a message to a <a href="Group.html">Group</a>.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(POSITIONABLE).MessageToRed">POSITIONABLE:MessageToRed(Message, Duration, Name)</a></td>
<td class="summary">
<p>Send a message to the red coalition.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(POSITIONABLE).New">POSITIONABLE:New(PositionableName)</a></td>
<td class="summary">
<p>Create a new POSITIONABLE from a DCSPositionable</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(POSITIONABLE).PositionableName">POSITIONABLE.PositionableName</a></td>
<td class="summary">
<p>The name of the measurable.</p>
</td>
</tr>
</table>
<h2>Global(s)</h2>
<dl class="function">
<dt>
<em><a href="##(POSITIONABLE)">#POSITIONABLE</a></em>
<a id="POSITIONABLE" >
<strong>POSITIONABLE</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(Positionable)" >Type <code>Positionable</code></a></h2>
<h2><a id="#(DCSPositionable)" >Type <code>DCSPositionable</code></a></h2>
<p>A DCSPositionable</p>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<a id="#(DCSPositionable).id_" >
<strong>DCSPositionable.id_</strong>
</a>
</dt>
<dd>
<p>The ID of the controllable in DCS</p>
</dd>
</dl>
<h2><a id="#(POSITIONABLE)" >Type <code>POSITIONABLE</code></a></h2>
<p>The POSITIONABLE class</p>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<em>#string</em>
<a id="#(POSITIONABLE).ClassName" >
<strong>POSITIONABLE.ClassName</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(POSITIONABLE).GetAltitude" >
<strong>POSITIONABLE:GetAltitude()</strong>
</a>
</dt>
<dd>
<p>Returns the altitude of the POSITIONABLE.</p>
<h3>Return values</h3>
<ol>
<li>
<p><em><a href="Dcs.DCSTypes.html##(Distance)">Dcs.DCSTypes#Distance</a>:</em>
The altitude of the POSITIONABLE.</p>
</li>
<li>
<p><em>#nil:</em>
The POSITIONABLE is not existing or alive. </p>
</li>
</ol>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(POSITIONABLE).GetHeading" >
<strong>POSITIONABLE:GetHeading()</strong>
</a>
</dt>
<dd>
<p>Returns the POSITIONABLE heading in degrees.</p>
<h3>Return value</h3>
<p><em>#number:</em>
The POSTIONABLE heading</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(POSITIONABLE).GetMessage" >
<strong>POSITIONABLE:GetMessage(Message, Duration, Name)</strong>
</a>
</dt>
<dd>
<p>Returns a message with the callsign embedded (if there is one).</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#string Message </em></code>:
The message text</p>
</li>
<li>
<p><code><em><a href="Dcs.DCSTypes.html##(Duration)">Dcs.DCSTypes#Duration</a> Duration </em></code>:
The duration of 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>
</ul>
<h3>Return value</h3>
<p><em><a href="Core.Message.html##(MESSAGE)">Core.Message#MESSAGE</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(POSITIONABLE).GetPointVec2" >
<strong>POSITIONABLE:GetPointVec2()</strong>
</a>
</dt>
<dd>
<p>Returns a POINT_VEC2 object indicating the point in 2D of the POSITIONABLE within the mission.</p>
<h3>Return values</h3>
<ol>
<li>
<p><em><a href="Core.Point.html##(POINT_VEC2)">Core.Point#POINT_VEC2</a>:</em>
The 2D point vector of the POSITIONABLE.</p>
</li>
<li>
<p><em>#nil:</em>
The POSITIONABLE is not existing or alive. </p>
</li>
</ol>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(POSITIONABLE).GetPositionVec3" >
<strong>POSITIONABLE:GetPositionVec3()</strong>
</a>
</dt>
<dd>
<p>Returns the <a href="Dcs.DCSTypes.html##(Position3)">Dcs.DCSTypes#Position3</a> position vectors indicating the point and direction vectors in 3D of the POSITIONABLE within the mission.</p>
<h3>Return values</h3>
<ol>
<li>
<p><em><a href="Dcs.DCSTypes.html##(Position)">Dcs.DCSTypes#Position</a>:</em>
The 3D position vectors of the POSITIONABLE.</p>
</li>
<li>
<p><em>#nil:</em>
The POSITIONABLE is not existing or alive. </p>
</li>
</ol>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(POSITIONABLE).GetRandomVec3" >
<strong>POSITIONABLE:GetRandomVec3(Radius)</strong>
</a>
</dt>
<dd>
<p>Returns a random <a href="Dcs.DCSTypes.html##(Vec3)">Dcs.DCSTypes#Vec3</a> vector within a range, indicating the point in 3D of the POSITIONABLE within the mission.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> Radius </em></code>: </p>
</li>
</ul>
<h3>Return values</h3>
<ol>
<li>
<p><em><a href="Dcs.DCSTypes.html##(Vec3)">Dcs.DCSTypes#Vec3</a>:</em>
The 3D point vector of the POSITIONABLE.</p>
</li>
<li>
<p><em>#nil:</em>
The POSITIONABLE is not existing or alive. </p>
</li>
</ol>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(POSITIONABLE).GetVec2" >
<strong>POSITIONABLE:GetVec2()</strong>
</a>
</dt>
<dd>
<p>Returns the <a href="Dcs.DCSTypes.html##(Vec2)">Dcs.DCSTypes#Vec2</a> vector indicating the point in 2D of the POSITIONABLE within the mission.</p>
<h3>Return values</h3>
<ol>
<li>
<p><em><a href="Dcs.DCSTypes.html##(Vec2)">Dcs.DCSTypes#Vec2</a>:</em>
The 2D point vector of the POSITIONABLE.</p>
</li>
<li>
<p><em>#nil:</em>
The POSITIONABLE is not existing or alive. </p>
</li>
</ol>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(POSITIONABLE).GetVec3" >
<strong>POSITIONABLE:GetVec3()</strong>
</a>
</dt>
<dd>
<p>Returns the <a href="Dcs.DCSTypes.html##(Vec3)">Dcs.DCSTypes#Vec3</a> vector indicating the 3D vector of the POSITIONABLE within the mission.</p>
<h3>Return values</h3>
<ol>
<li>
<p><em><a href="Dcs.DCSTypes.html##(Vec3)">Dcs.DCSTypes#Vec3</a>:</em>
The 3D point vector of the POSITIONABLE.</p>
</li>
<li>
<p><em>#nil:</em>
The POSITIONABLE is not existing or alive. </p>
</li>
</ol>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(POSITIONABLE).GetVelocity" >
<strong>POSITIONABLE:GetVelocity()</strong>
</a>
</dt>
<dd>
<p>Returns the POSITIONABLE velocity vector.</p>
<h3>Return values</h3>
<ol>
<li>
<p><em><a href="Dcs.DCSTypes.html##(Vec3)">Dcs.DCSTypes#Vec3</a>:</em>
The velocity vector</p>
</li>
<li>
<p><em>#nil:</em>
The POSITIONABLE is not existing or alive. </p>
</li>
</ol>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(POSITIONABLE).GetVelocityKMH" >
<strong>POSITIONABLE:GetVelocityKMH()</strong>
</a>
</dt>
<dd>
<p>Returns the POSITIONABLE velocity in km/h.</p>
<h3>Return values</h3>
<ol>
<li>
<p><em>#number:</em>
The velocity in km/h</p>
</li>
<li>
<p><em>#nil:</em>
The POSITIONABLE is not existing or alive. </p>
</li>
</ol>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(POSITIONABLE).InAir" >
<strong>POSITIONABLE:InAir()</strong>
</a>
</dt>
<dd>
<p>Returns true if the POSITIONABLE is in the air.</p>
<h3>Return values</h3>
<ol>
<li>
<p><em>#boolean:</em>
true if in the air.</p>
</li>
<li>
<p><em>#nil:</em>
The POSITIONABLE is not existing or alive. </p>
</li>
</ol>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(POSITIONABLE).IsAboveRunway" >
<strong>POSITIONABLE:IsAboveRunway()</strong>
</a>
</dt>
<dd>
<p>Returns if the Positionable is located above a runway.</p>
<h3>Return values</h3>
<ol>
<li>
<p><em>#boolean:</em>
true if Positionable is above a runway.</p>
</li>
<li>
<p><em>#nil:</em>
The POSITIONABLE is not existing or alive. </p>
</li>
</ol>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(POSITIONABLE).Message" >
<strong>POSITIONABLE:Message(Message, Duration, Name)</strong>
</a>
</dt>
<dd>
<p>Send a message to the players in the <a href="Group.html">Group</a>.</p>
<p>The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#string Message </em></code>:
The message text</p>
</li>
<li>
<p><code><em><a href="Dcs.DCSTypes.html##(Duration)">Dcs.DCSTypes#Duration</a> Duration </em></code>:
The duration of 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>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(POSITIONABLE).MessageToAll" >
<strong>POSITIONABLE:MessageToAll(Message, Duration, Name)</strong>
</a>
</dt>
<dd>
<p>Send a message to all coalitions.</p>
<p>The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#string Message </em></code>:
The message text</p>
</li>
<li>
<p><code><em><a href="Dcs.DCSTypes.html##(Duration)">Dcs.DCSTypes#Duration</a> Duration </em></code>:
The duration of 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>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(POSITIONABLE).MessageToBlue" >
<strong>POSITIONABLE:MessageToBlue(Message, Duration, Name)</strong>
</a>
</dt>
<dd>
<p>Send a message to the blue coalition.</p>
<p>The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#string Message </em></code>:
The message text</p>
</li>
<li>
<p><code><em><a href="Dcs.DCSTypes.html##(Duration)">Dcs.DCSTypes#Duration</a> Duration </em></code>:
The duration of 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>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(POSITIONABLE).MessageToClient" >
<strong>POSITIONABLE:MessageToClient(Message, Duration, Client, Name)</strong>
</a>
</dt>
<dd>
<p>Send a message to a client.</p>
<p>The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#string Message </em></code>:
The message text</p>
</li>
<li>
<p><code><em><a href="Dcs.DCSTypes.html##(Duration)">Dcs.DCSTypes#Duration</a> Duration </em></code>:
The duration of the message.</p>
</li>
<li>
<p><code><em><a href="Wrapper.Client.html##(CLIENT)">Wrapper.Client#CLIENT</a> Client </em></code>:
The client object 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>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(POSITIONABLE).MessageToCoalition" >
<strong>POSITIONABLE:MessageToCoalition(Message, Duration, Name, MessageCoalition)</strong>
</a>
</dt>
<dd>
<p>Send a message to a coalition.</p>
<p>The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#string Message </em></code>:
The message text</p>
</li>
<li>
<p><code><em><a href="Dcs.DCSTYpes.html##(Duration)">Dcs.DCSTYpes#Duration</a> Duration </em></code>:
The duration of 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>
<p><code><em> MessageCoalition </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(POSITIONABLE).MessageToGroup" >
<strong>POSITIONABLE:MessageToGroup(Message, Duration, MessageGroup, Name)</strong>
</a>
</dt>
<dd>
<p>Send a message to a <a href="Group.html">Group</a>.</p>
<p>The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#string Message </em></code>:
The message text</p>
</li>
<li>
<p><code><em><a href="Dcs.DCSTypes.html##(Duration)">Dcs.DCSTypes#Duration</a> Duration </em></code>:
The duration of the message.</p>
</li>
<li>
<p><code><em><a href="Wrapper.Group.html##(GROUP)">Wrapper.Group#GROUP</a> MessageGroup </em></code>:
The GROUP object 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>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(POSITIONABLE).MessageToRed" >
<strong>POSITIONABLE:MessageToRed(Message, Duration, Name)</strong>
</a>
</dt>
<dd>
<p>Send a message to the red coalition.</p>
<p>The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#string Message </em></code>:
The message text</p>
</li>
<li>
<p><code><em><a href="Dcs.DCSTYpes.html##(Duration)">Dcs.DCSTYpes#Duration</a> Duration </em></code>:
The duration of 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>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(POSITIONABLE).New" >
<strong>POSITIONABLE:New(PositionableName)</strong>
</a>
</dt>
<dd>
<p>Create a new POSITIONABLE from a DCSPositionable</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Dcs.DCSWrapper.Positionable.html##(Positionable)">Dcs.DCSWrapper.Positionable#Positionable</a> PositionableName </em></code>:
The POSITIONABLE name</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(POSITIONABLE)">#POSITIONABLE</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<em>#string</em>
<a id="#(POSITIONABLE).PositionableName" >
<strong>POSITIONABLE.PositionableName</strong>
</a>
</dt>
<dd>
<p>The name of the measurable.</p>
</dd>
</dl>
</div>
</div>
</body>
</html>

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<div id="content">
<h1>Module <code>Process_JTAC</code></h1>
<h2>Global(s)</h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="#PROCESS_JTAC">PROCESS_JTAC</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(PROCESS_JTAC)">Type <code>PROCESS_JTAC</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(PROCESS_JTAC).ClassName">PROCESS_JTAC.ClassName</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(PROCESS_JTAC).DisplayCategory">PROCESS_JTAC.DisplayCategory</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(PROCESS_JTAC).DisplayCount">PROCESS_JTAC.DisplayCount</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(PROCESS_JTAC).DisplayInterval">PROCESS_JTAC.DisplayInterval</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(PROCESS_JTAC).DisplayMessage">PROCESS_JTAC.DisplayMessage</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(PROCESS_JTAC).DisplayTime">PROCESS_JTAC.DisplayTime</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(PROCESS_JTAC).FACUnit">PROCESS_JTAC.FACUnit</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(PROCESS_JTAC).Fsm">PROCESS_JTAC.Fsm</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(PROCESS_JTAC).New">PROCESS_JTAC:New(Task, ProcessUnit, TargetSetUnit, FACUnit)</a></td>
<td class="summary">
<p>Creates a new DESTROY process.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(PROCESS_JTAC).OnJTACMenuAwait">PROCESS_JTAC:OnJTACMenuAwait(Fsm, Event, From, To)</a></td>
<td class="summary">
<p>StateMachine callback function for a PROCESS</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(PROCESS_JTAC).OnJTACMenuCancel">PROCESS_JTAC:OnJTACMenuCancel(Fsm, Event, From, To, TargetUnit)</a></td>
<td class="summary">
<p>StateMachine callback function for a PROCESS</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(PROCESS_JTAC).OnJTACMenuSpot">PROCESS_JTAC:OnJTACMenuSpot(Fsm, Event, From, To, TargetUnit)</a></td>
<td class="summary">
<p>StateMachine callback function for a PROCESS</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(PROCESS_JTAC).OnJTACMenuUpdate">PROCESS_JTAC:OnJTACMenuUpdate(Fsm, Event, From, To)</a></td>
<td class="summary">
<p>StateMachine callback function for a PROCESS</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(PROCESS_JTAC).OnStart">PROCESS_JTAC:OnStart(Fsm, Event, From, To)</a></td>
<td class="summary">
<p>StateMachine callback function for a PROCESS</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(PROCESS_JTAC).ProcessUnit">PROCESS_JTAC.ProcessUnit</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(PROCESS_JTAC).TargetSetUnit">PROCESS_JTAC.TargetSetUnit</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2>Global(s)</h2>
<dl class="function">
<dt>
<em><a href="##(PROCESS_JTAC)">#PROCESS_JTAC</a></em>
<a id="PROCESS_JTAC" >
<strong>PROCESS_JTAC</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(Process_JTAC)" >Type <code>Process_JTAC</code></a></h2>
<h2><a id="#(PROCESS_JTAC)" >Type <code>PROCESS_JTAC</code></a></h2>
<p>PROCESS_JTAC class</p>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<em>#string</em>
<a id="#(PROCESS_JTAC).ClassName" >
<strong>PROCESS_JTAC.ClassName</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em>#string</em>
<a id="#(PROCESS_JTAC).DisplayCategory" >
<strong>PROCESS_JTAC.DisplayCategory</strong>
</a>
</dt>
<dd>
<p> Targets is the default display category</p>
</dd>
</dl>
<dl class="function">
<dt>
<em>#number</em>
<a id="#(PROCESS_JTAC).DisplayCount" >
<strong>PROCESS_JTAC.DisplayCount</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em>#number</em>
<a id="#(PROCESS_JTAC).DisplayInterval" >
<strong>PROCESS_JTAC.DisplayInterval</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em>#boolean</em>
<a id="#(PROCESS_JTAC).DisplayMessage" >
<strong>PROCESS_JTAC.DisplayMessage</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em>#number</em>
<a id="#(PROCESS_JTAC).DisplayTime" >
<strong>PROCESS_JTAC.DisplayTime</strong>
</a>
</dt>
<dd>
<p> 10 seconds is the default</p>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(PROCESS_JTAC).FACUnit" >
<strong>PROCESS_JTAC.FACUnit</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(PROCESS_JTAC).Fsm" >
<strong>PROCESS_JTAC.Fsm</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(PROCESS_JTAC).New" >
<strong>PROCESS_JTAC:New(Task, ProcessUnit, TargetSetUnit, FACUnit)</strong>
</a>
</dt>
<dd>
<p>Creates a new DESTROY process.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Tasking.Task.html##(TASK)">Tasking.Task#TASK</a> Task </em></code>: </p>
</li>
<li>
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> ProcessUnit </em></code>: </p>
</li>
<li>
<p><code><em><a href="Core.Set.html##(SET_UNIT)">Core.Set#SET_UNIT</a> TargetSetUnit </em></code>: </p>
</li>
<li>
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> FACUnit </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(PROCESS_JTAC)">#PROCESS_JTAC</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(PROCESS_JTAC).OnJTACMenuAwait" >
<strong>PROCESS_JTAC:OnJTACMenuAwait(Fsm, Event, From, To)</strong>
</a>
</dt>
<dd>
<p>StateMachine callback function for a PROCESS</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Core.Fsm.html##(FSM_PROCESS)">Core.Fsm#FSM_PROCESS</a> Fsm </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>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(PROCESS_JTAC).OnJTACMenuCancel" >
<strong>PROCESS_JTAC:OnJTACMenuCancel(Fsm, Event, From, To, TargetUnit)</strong>
</a>
</dt>
<dd>
<p>StateMachine callback function for a PROCESS</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Core.Fsm.html##(FSM_PROCESS)">Core.Fsm#FSM_PROCESS</a> Fsm </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><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TargetUnit </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(PROCESS_JTAC).OnJTACMenuSpot" >
<strong>PROCESS_JTAC:OnJTACMenuSpot(Fsm, Event, From, To, TargetUnit)</strong>
</a>
</dt>
<dd>
<p>StateMachine callback function for a PROCESS</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Core.Fsm.html##(FSM_PROCESS)">Core.Fsm#FSM_PROCESS</a> Fsm </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><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TargetUnit </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(PROCESS_JTAC).OnJTACMenuUpdate" >
<strong>PROCESS_JTAC:OnJTACMenuUpdate(Fsm, Event, From, To)</strong>
</a>
</dt>
<dd>
<p>StateMachine callback function for a PROCESS</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Core.Fsm.html##(FSM_PROCESS)">Core.Fsm#FSM_PROCESS</a> Fsm </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>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(PROCESS_JTAC).OnStart" >
<strong>PROCESS_JTAC:OnStart(Fsm, Event, From, To)</strong>
</a>
</dt>
<dd>
<p>StateMachine callback function for a PROCESS</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Core.Fsm.html##(FSM_PROCESS)">Core.Fsm#FSM_PROCESS</a> Fsm </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>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a></em>
<a id="#(PROCESS_JTAC).ProcessUnit" >
<strong>PROCESS_JTAC.ProcessUnit</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="Core.Set.html##(SET_UNIT)">Core.Set#SET_UNIT</a></em>
<a id="#(PROCESS_JTAC).TargetSetUnit" >
<strong>PROCESS_JTAC.TargetSetUnit</strong>
</a>
</dt>
<dd>
</dd>
</dl>
</div>
</div>
</body>
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<div id="content">
<h1>Module <code>Process_Pickup</code></h1>
<h2>Global(s)</h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="#PROCESS_PICKUP">PROCESS_PICKUP</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(PROCESS_PICKUP)">Type <code>PROCESS_PICKUP</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(PROCESS_PICKUP).ClassName">PROCESS_PICKUP.ClassName</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(PROCESS_PICKUP).DisplayCategory">PROCESS_PICKUP.DisplayCategory</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(PROCESS_PICKUP).DisplayCount">PROCESS_PICKUP.DisplayCount</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(PROCESS_PICKUP).DisplayInterval">PROCESS_PICKUP.DisplayInterval</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(PROCESS_PICKUP).DisplayMessage">PROCESS_PICKUP.DisplayMessage</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(PROCESS_PICKUP).DisplayTime">PROCESS_PICKUP.DisplayTime</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(PROCESS_PICKUP).EventDead">PROCESS_PICKUP:EventDead(Event)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(PROCESS_PICKUP).Fsm">PROCESS_PICKUP.Fsm</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(PROCESS_PICKUP).New">PROCESS_PICKUP:New(Task, ProcessUnit, TargetSetUnit, ProcessName)</a></td>
<td class="summary">
<p>Creates a new DESTROY process.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(PROCESS_PICKUP).OnDestroyed">PROCESS_PICKUP:OnDestroyed(Fsm, Event, From, To)</a></td>
<td class="summary">
<p>StateMachine callback function for a PROCESS</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(PROCESS_PICKUP).OnHitTarget">PROCESS_PICKUP:OnHitTarget(Fsm, Event, From, To, Event)</a></td>
<td class="summary">
<p>StateMachine callback function for a PROCESS</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(PROCESS_PICKUP).OnKilled">PROCESS_PICKUP:OnKilled(Fsm, Event, From, To, DCSEvent)</a></td>
<td class="summary">
<p>StateMachine callback function for a PROCESS</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(PROCESS_PICKUP).OnMoreTargets">PROCESS_PICKUP:OnMoreTargets(Fsm, Event, From, To)</a></td>
<td class="summary">
<p>StateMachine callback function for a PROCESS</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(PROCESS_PICKUP).OnNavigating">PROCESS_PICKUP:OnNavigating(Fsm, Event, From, To)</a></td>
<td class="summary">
<p>StateMachine callback function for a PROCESS</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(PROCESS_PICKUP).OnRestart">PROCESS_PICKUP:OnRestart(Fsm, Event, From, To)</a></td>
<td class="summary">
<p>StateMachine callback function for a PROCESS</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(PROCESS_PICKUP).OnStart">PROCESS_PICKUP:OnStart(Fsm, Event, From, To)</a></td>
<td class="summary">
<p>StateMachine callback function for a PROCESS</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(PROCESS_PICKUP).ProcessUnit">PROCESS_PICKUP.ProcessUnit</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(PROCESS_PICKUP).TargetSetUnit">PROCESS_PICKUP.TargetSetUnit</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2>Global(s)</h2>
<dl class="function">
<dt>
<em><a href="##(PROCESS_PICKUP)">#PROCESS_PICKUP</a></em>
<a id="PROCESS_PICKUP" >
<strong>PROCESS_PICKUP</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(Process_Pickup)" >Type <code>Process_Pickup</code></a></h2>
<h2><a id="#(PROCESS_PICKUP)" >Type <code>PROCESS_PICKUP</code></a></h2>
<p>PROCESS_PICKUP class</p>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<em>#string</em>
<a id="#(PROCESS_PICKUP).ClassName" >
<strong>PROCESS_PICKUP.ClassName</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em>#string</em>
<a id="#(PROCESS_PICKUP).DisplayCategory" >
<strong>PROCESS_PICKUP.DisplayCategory</strong>
</a>
</dt>
<dd>
<p> Targets is the default display category</p>
</dd>
</dl>
<dl class="function">
<dt>
<em>#number</em>
<a id="#(PROCESS_PICKUP).DisplayCount" >
<strong>PROCESS_PICKUP.DisplayCount</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em>#number</em>
<a id="#(PROCESS_PICKUP).DisplayInterval" >
<strong>PROCESS_PICKUP.DisplayInterval</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em>#boolean</em>
<a id="#(PROCESS_PICKUP).DisplayMessage" >
<strong>PROCESS_PICKUP.DisplayMessage</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em>#number</em>
<a id="#(PROCESS_PICKUP).DisplayTime" >
<strong>PROCESS_PICKUP.DisplayTime</strong>
</a>
</dt>
<dd>
<p> 10 seconds is the default</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(PROCESS_PICKUP).EventDead" >
<strong>PROCESS_PICKUP:EventDead(Event)</strong>
</a>
</dt>
<dd>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Core.Event.html##(EVENTDATA)">Core.Event#EVENTDATA</a> Event </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(PROCESS_PICKUP).Fsm" >
<strong>PROCESS_PICKUP.Fsm</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(PROCESS_PICKUP).New" >
<strong>PROCESS_PICKUP:New(Task, ProcessUnit, TargetSetUnit, ProcessName)</strong>
</a>
</dt>
<dd>
<p>Creates a new DESTROY process.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Tasking.Task.html##(TASK)">Tasking.Task#TASK</a> Task </em></code>: </p>
</li>
<li>
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> ProcessUnit </em></code>: </p>
</li>
<li>
<p><code><em><a href="Core.Set.html##(SET_UNIT)">Core.Set#SET_UNIT</a> TargetSetUnit </em></code>: </p>
</li>
<li>
<p><code><em> ProcessName </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(PROCESS_PICKUP)">#PROCESS_PICKUP</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(PROCESS_PICKUP).OnDestroyed" >
<strong>PROCESS_PICKUP:OnDestroyed(Fsm, Event, From, To)</strong>
</a>
</dt>
<dd>
<p>StateMachine callback function for a PROCESS</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Core.Fsm.html##(FSM_PROCESS)">Core.Fsm#FSM_PROCESS</a> Fsm </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>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(PROCESS_PICKUP).OnHitTarget" >
<strong>PROCESS_PICKUP:OnHitTarget(Fsm, Event, From, To, Event)</strong>
</a>
</dt>
<dd>
<p>StateMachine callback function for a PROCESS</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Core.Fsm.html##(FSM_PROCESS)">Core.Fsm#FSM_PROCESS</a> Fsm </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><a href="Core.Event.html##(EVENTDATA)">Core.Event#EVENTDATA</a> Event </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(PROCESS_PICKUP).OnKilled" >
<strong>PROCESS_PICKUP:OnKilled(Fsm, Event, From, To, DCSEvent)</strong>
</a>
</dt>
<dd>
<p>StateMachine callback function for a PROCESS</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Core.Fsm.html##(FSM_PROCESS)">Core.Fsm#FSM_PROCESS</a> Fsm </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><a href="Core.Event.html##(EVENTDATA)">Core.Event#EVENTDATA</a> DCSEvent </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(PROCESS_PICKUP).OnMoreTargets" >
<strong>PROCESS_PICKUP:OnMoreTargets(Fsm, Event, From, To)</strong>
</a>
</dt>
<dd>
<p>StateMachine callback function for a PROCESS</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Core.Fsm.html##(FSM_PROCESS)">Core.Fsm#FSM_PROCESS</a> Fsm </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>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(PROCESS_PICKUP).OnNavigating" >
<strong>PROCESS_PICKUP:OnNavigating(Fsm, Event, From, To)</strong>
</a>
</dt>
<dd>
<p>StateMachine callback function for a PROCESS</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Core.Fsm.html##(FSM_PROCESS)">Core.Fsm#FSM_PROCESS</a> Fsm </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>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(PROCESS_PICKUP).OnRestart" >
<strong>PROCESS_PICKUP:OnRestart(Fsm, Event, From, To)</strong>
</a>
</dt>
<dd>
<p>StateMachine callback function for a PROCESS</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Core.Fsm.html##(FSM_PROCESS)">Core.Fsm#FSM_PROCESS</a> Fsm </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>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(PROCESS_PICKUP).OnStart" >
<strong>PROCESS_PICKUP:OnStart(Fsm, Event, From, To)</strong>
</a>
</dt>
<dd>
<p>StateMachine callback function for a PROCESS</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Core.Fsm.html##(FSM_PROCESS)">Core.Fsm#FSM_PROCESS</a> Fsm </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>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a></em>
<a id="#(PROCESS_PICKUP).ProcessUnit" >
<strong>PROCESS_PICKUP.ProcessUnit</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="Core.Set.html##(SET_UNIT)">Core.Set#SET_UNIT</a></em>
<a id="#(PROCESS_PICKUP).TargetSetUnit" >
<strong>PROCESS_PICKUP.TargetSetUnit</strong>
</a>
</dt>
<dd>
</dd>
</dl>
</div>
</div>
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<h1>Module <code>Route</code></h1>
<p>(SP) (MP) (FSM) Route AI or players through waypoints or to zones.</p>
<hr/>
<h1><a href="##(ACT_ROUTE)">#ACT_ROUTE</a> FSM class, extends <a href="Core.Fsm.html##(FSM_PROCESS)">Core.Fsm#FSM_PROCESS</a></h1>
<h2>ACT_ROUTE state machine:</h2>
<p>This class is a state machine: it manages a process that is triggered by events causing state transitions to occur.
All derived classes from this class will start with the class name, followed by a _. See the relevant derived class descriptions below.
Each derived class follows exactly the same process, using the same events and following the same state transitions,
but will have <strong>different implementation behaviour</strong> upon each event or state transition.</p>
<h3>ACT_ROUTE <strong>Events</strong>:</h3>
<p>These are the events defined in this class:</p>
<ul>
<li><strong>Start</strong>: The process is started. The process will go into the Report state.</li>
<li><strong>Report</strong>: The process is reporting to the player the route to be followed.</li>
<li><strong>Route</strong>: The process is routing the controllable.</li>
<li><strong>Pause</strong>: The process is pausing the route of the controllable.</li>
<li><strong>Arrive</strong>: The controllable has arrived at a route point.</li>
<li><strong>More</strong>: There are more route points that need to be followed. The process will go back into the Report state.</li>
<li><strong>NoMore</strong>: There are no more route points that need to be followed. The process will go into the Success state.</li>
</ul>
<h3>ACT_ROUTE <strong>Event methods</strong>:</h3>
<p>Event methods are available (dynamically allocated by the state machine), that accomodate for state transitions occurring in the process.
There are two types of event methods, which you can use to influence the normal mechanisms in the state machine:</p>
<ul>
<li><strong>Immediate</strong>: The event method has exactly the name of the event.</li>
<li><strong>Delayed</strong>: The event method starts with a __ + the name of the event. The first parameter of the event method is a number value, expressing the delay in seconds when the event will be executed. </li>
</ul>
<h3>ACT_ROUTE <strong>States</strong>:</h3>
<ul>
<li><strong>None</strong>: The controllable did not receive route commands.</li>
<li><strong>Arrived (*)</strong>: The controllable has arrived at a route point.</li>
<li><strong>Aborted (*)</strong>: The controllable has aborted the route path.</li>
<li><strong>Routing</strong>: The controllable is understay to the route point.</li>
<li><strong>Pausing</strong>: The process is pausing the routing. AI air will go into hover, AI ground will stop moving. Players can fly around.</li>
<li><strong>Success (*)</strong>: All route points were reached. </li>
<li><strong>Failed (*)</strong>: The process has failed.</li>
</ul>
<p>(*) End states of the process.</p>
<h3>ACT_ROUTE state transition methods:</h3>
<p>State transition functions can be set <strong>by the mission designer</strong> customizing or improving the behaviour of the state.
There are 2 moments when state transition methods will be called by the state machine:</p>
<ul>
<li><p><strong>Before</strong> the state transition.
The state transition method needs to start with the name <strong>OnBefore + the name of the state</strong>.
If the state transition method returns false, then the processing of the state transition will not be done!
If you want to change the behaviour of the AIControllable at this event, return false,
but then you'll need to specify your own logic using the AIControllable!</p></li>
<li><p><strong>After</strong> the state transition.
The state transition method needs to start with the name <strong>OnAfter + the name of the state</strong>.
These state transition methods need to provide a return value, which is specified at the function description.</p></li>
</ul>
<hr/>
<h1>1) <a href="##(ACT_ROUTE_ZONE)">#ACT<em>ROUTE</em>ZONE</a> class, extends <a href="Fsm.Route.html##(ACT_ROUTE)">Fsm.Route#ACT_ROUTE</a></h1>
<p>The ACT<em>ROUTE</em>ZONE class implements the core functions to route an AIR <a href="Controllable.html">Controllable</a> player <a href="Unit.html">Unit</a> to a <a href="Zone.html">Zone</a>.
The player receives on perioding times messages with the coordinates of the route to follow.
Upon arrival at the zone, a confirmation of arrival is sent, and the process will be ended.</p>
<h1>1.1) ACT<em>ROUTE</em>ZONE constructor:</h1>
<ul>
<li><a href="##(ACT_ROUTE_ZONE).New">ACT<em>ROUTE</em>ZONE.New</a>(): Creates a new ACT<em>ROUTE</em>ZONE object.</li>
</ul>
<hr/>
<h2>Global(s)</h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="#ACT_ROUTE">ACT_ROUTE</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="#ACT_ROUTE_ZONE">ACT_ROUTE_ZONE</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(ACT_ROUTE)">Type <code>ACT_ROUTE</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ROUTE).ClassName">ACT_ROUTE.ClassName</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ROUTE).DisplayCount">ACT_ROUTE.DisplayCount</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ROUTE).New">ACT_ROUTE:New()</a></td>
<td class="summary">
<p>Creates a new routing state machine.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ROUTE).ProcessUnit">ACT_ROUTE.ProcessUnit</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ROUTE).TASK">ACT_ROUTE.TASK</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ROUTE).TargetZone">ACT_ROUTE.TargetZone</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ROUTE).onafterStart">ACT_ROUTE:onafterStart(ProcessUnit, Event, From, To)</a></td>
<td class="summary">
<p>StateMachine callback function</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ROUTE).onbeforeRoute">ACT_ROUTE:onbeforeRoute(ProcessUnit, Event, From, To)</a></td>
<td class="summary">
<p>StateMachine callback function</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ROUTE).onfuncHasArrived">ACT_ROUTE:onfuncHasArrived(ProcessUnit)</a></td>
<td class="summary">
<p>Check if the controllable has arrived.</p>
</td>
</tr>
</table>
<h2><a id="#(ACT_ROUTE_ZONE)">Type <code>ACT_ROUTE_ZONE</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ROUTE_ZONE).ClassName">ACT_ROUTE_ZONE.ClassName</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ROUTE_ZONE).DisplayCount">ACT_ROUTE_ZONE.DisplayCount</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ROUTE_ZONE).DisplayInterval">ACT_ROUTE_ZONE.DisplayInterval</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ROUTE_ZONE).DisplayMessage">ACT_ROUTE_ZONE.DisplayMessage</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ROUTE_ZONE).DisplayTime">ACT_ROUTE_ZONE.DisplayTime</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ROUTE_ZONE).Init">ACT_ROUTE_ZONE:Init(FsmRoute)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ROUTE_ZONE).New">ACT_ROUTE_ZONE:New(TargetZone)</a></td>
<td class="summary">
<p>Creates a new routing state machine.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ROUTE_ZONE).ProcessUnit">ACT_ROUTE_ZONE.ProcessUnit</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ROUTE_ZONE).TASK">ACT_ROUTE_ZONE.TASK</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ROUTE_ZONE).TargetZone">ACT_ROUTE_ZONE.TargetZone</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ROUTE_ZONE).onenterReporting">ACT_ROUTE_ZONE:onenterReporting(ProcessUnit, Event, From, To)</a></td>
<td class="summary">
<p>StateMachine callback function</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ROUTE_ZONE).onfuncHasArrived">ACT_ROUTE_ZONE:onfuncHasArrived(ProcessUnit)</a></td>
<td class="summary">
<p>Method override to check if the controllable has arrived.</p>
</td>
</tr>
</table>
<h2>Global(s)</h2>
<dl class="function">
<dt>
<em><a href="##(ACT_ROUTE)">#ACT_ROUTE</a></em>
<a id="ACT_ROUTE" >
<strong>ACT_ROUTE</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="##(ACT_ROUTE_ZONE)">#ACT_ROUTE_ZONE</a></em>
<a id="ACT_ROUTE_ZONE" >
<strong>ACT_ROUTE_ZONE</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(Route)" >Type <code>Route</code></a></h2>
<h2><a id="#(ACT_ROUTE)" >Type <code>ACT_ROUTE</code></a></h2>
<p>ACT_ROUTE class</p>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<em>#string</em>
<a id="#(ACT_ROUTE).ClassName" >
<strong>ACT_ROUTE.ClassName</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em>#number</em>
<a id="#(ACT_ROUTE).DisplayCount" >
<strong>ACT_ROUTE.DisplayCount</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(ACT_ROUTE).New" >
<strong>ACT_ROUTE:New()</strong>
</a>
</dt>
<dd>
<p>Creates a new routing state machine.</p>
<p>The process will route a CLIENT to a ZONE until the CLIENT is within that ZONE.</p>
<h3>Return value</h3>
<p><em><a href="##(ACT_ROUTE)">#ACT_ROUTE</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a></em>
<a id="#(ACT_ROUTE).ProcessUnit" >
<strong>ACT_ROUTE.ProcessUnit</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="Tasking.Task.html##(TASK)">Tasking.Task#TASK</a></em>
<a id="#(ACT_ROUTE).TASK" >
<strong>ACT_ROUTE.TASK</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="Core.Zone.html##(ZONE_BASE)">Core.Zone#ZONE_BASE</a></em>
<a id="#(ACT_ROUTE).TargetZone" >
<strong>ACT_ROUTE.TargetZone</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(ACT_ROUTE).onafterStart" >
<strong>ACT_ROUTE:onafterStart(ProcessUnit, Event, From, To)</strong>
</a>
</dt>
<dd>
<p>StateMachine callback function</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Controllable.html##(CONTROLLABLE)">Wrapper.Controllable#CONTROLLABLE</a> ProcessUnit </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>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(ACT_ROUTE).onbeforeRoute" >
<strong>ACT_ROUTE:onbeforeRoute(ProcessUnit, Event, From, To)</strong>
</a>
</dt>
<dd>
<p>StateMachine callback function</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Controllable.html##(CONTROLLABLE)">Wrapper.Controllable#CONTROLLABLE</a> ProcessUnit </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>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(ACT_ROUTE).onfuncHasArrived" >
<strong>ACT_ROUTE:onfuncHasArrived(ProcessUnit)</strong>
</a>
</dt>
<dd>
<p>Check if the controllable has arrived.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Controllable.html##(CONTROLLABLE)">Wrapper.Controllable#CONTROLLABLE</a> ProcessUnit </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em>#boolean:</em></p>
</dd>
</dl>
<h2><a id="#(ACT_ROUTE_ZONE)" >Type <code>ACT_ROUTE_ZONE</code></a></h2>
<p>ACT<em>ROUTE</em>ZONE class</p>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<em>#string</em>
<a id="#(ACT_ROUTE_ZONE).ClassName" >
<strong>ACT_ROUTE_ZONE.ClassName</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em>#number</em>
<a id="#(ACT_ROUTE_ZONE).DisplayCount" >
<strong>ACT_ROUTE_ZONE.DisplayCount</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em>#number</em>
<a id="#(ACT_ROUTE_ZONE).DisplayInterval" >
<strong>ACT_ROUTE_ZONE.DisplayInterval</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em>#boolean</em>
<a id="#(ACT_ROUTE_ZONE).DisplayMessage" >
<strong>ACT_ROUTE_ZONE.DisplayMessage</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em>#number</em>
<a id="#(ACT_ROUTE_ZONE).DisplayTime" >
<strong>ACT_ROUTE_ZONE.DisplayTime</strong>
</a>
</dt>
<dd>
<p> 10 seconds is the default</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(ACT_ROUTE_ZONE).Init" >
<strong>ACT_ROUTE_ZONE:Init(FsmRoute)</strong>
</a>
</dt>
<dd>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> FsmRoute </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(ACT_ROUTE_ZONE).New" >
<strong>ACT_ROUTE_ZONE:New(TargetZone)</strong>
</a>
</dt>
<dd>
<p>Creates a new routing state machine.</p>
<p>The task will route a controllable to a ZONE until the controllable is within that ZONE.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Core.Zone.html##(ZONE_BASE)">Core.Zone#ZONE_BASE</a> TargetZone </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a></em>
<a id="#(ACT_ROUTE_ZONE).ProcessUnit" >
<strong>ACT_ROUTE_ZONE.ProcessUnit</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="Tasking.Task.html##(TASK)">Tasking.Task#TASK</a></em>
<a id="#(ACT_ROUTE_ZONE).TASK" >
<strong>ACT_ROUTE_ZONE.TASK</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="Core.Zone.html##(ZONE_BASE)">Core.Zone#ZONE_BASE</a></em>
<a id="#(ACT_ROUTE_ZONE).TargetZone" >
<strong>ACT_ROUTE_ZONE.TargetZone</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(ACT_ROUTE_ZONE).onenterReporting" >
<strong>ACT_ROUTE_ZONE:onenterReporting(ProcessUnit, Event, From, To)</strong>
</a>
</dt>
<dd>
<p>StateMachine callback function</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Controllable.html##(CONTROLLABLE)">Wrapper.Controllable#CONTROLLABLE</a> ProcessUnit </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>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(ACT_ROUTE_ZONE).onfuncHasArrived" >
<strong>ACT_ROUTE_ZONE:onfuncHasArrived(ProcessUnit)</strong>
</a>
</dt>
<dd>
<p>Method override to check if the controllable has arrived.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Controllable.html##(CONTROLLABLE)">Wrapper.Controllable#CONTROLLABLE</a> ProcessUnit </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em>#boolean:</em></p>
</dd>
</dl>
</div>
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<div id="content">
<h1>Module <code>ScheduleDispatcher</code></h1>
<p>This module defines the SCHEDULEDISPATCHER class, which is used by a central object called _SCHEDULEDISPATCHER.</p>
<hr/>
<p>Takes care of the creation and dispatching of scheduled functions for SCHEDULER objects.</p>
<p>This class is tricky and needs some thorought explanation.
SCHEDULE classes are used to schedule functions for objects, or as persistent objects.
The SCHEDULEDISPATCHER class ensures that:</p>
<ul>
<li>Scheduled functions are planned according the SCHEDULER object parameters.</li>
<li>Scheduled functions are repeated when requested, according the SCHEDULER object parameters.</li>
<li>Scheduled functions are automatically removed when the schedule is finished, according the SCHEDULER object parameters.</li>
</ul>
<p>The SCHEDULEDISPATCHER class will manage SCHEDULER object in memory during garbage collection:
- When a SCHEDULER object is not attached to another object (that is, it's first :Schedule() parameter is nil), then the SCHEDULER </p>
<pre><code>object is _persistent_ within memory.
</code></pre>
<p> - When a SCHEDULER object <em>is</em> attached to another object, then the SCHEDULER object is <em>not persistent</em> within memory after a garbage collection!
The none persistency of SCHEDULERS attached to objects is required to allow SCHEDULER objects to be garbage collectged, when the parent object is also desroyed or nillified and garbage collected.
Even when there are pending timer scheduled functions to be executed for the SCHEDULER object, <br/>
these will not be executed anymore when the SCHEDULER object has been destroyed.</p>
<p>The SCHEDULEDISPATCHER allows multiple scheduled functions to be planned and executed for one SCHEDULER object.
The SCHEDULER object therefore keeps a table of "CallID's", which are returned after each planning of a new scheduled function by the SCHEDULEDISPATCHER.
The SCHEDULER object plans new scheduled functions through the <a href="Core.Scheduler.html##(SCHEDULER).Schedule">Core.Scheduler#SCHEDULER.Schedule</a>() method.
The Schedule() method returns the CallID that is the reference ID for each planned schedule.</p>
<hr/>
<hr/>
<h3>Contributions: -</h3>
<h3>Authors: FlightControl : Design &amp; Programming</h3>
<h2>Global(s)</h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="#SCHEDULEDISPATCHER">SCHEDULEDISPATCHER</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(SCHEDULEDISPATCHER)">Type <code>SCHEDULEDISPATCHER</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCHEDULEDISPATCHER).AddSchedule">SCHEDULEDISPATCHER:AddSchedule(Scheduler, ScheduleFunction, ScheduleArguments, Start, Repeat, Randomize, Stop)</a></td>
<td class="summary">
<p>Add a Schedule to the ScheduleDispatcher.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCHEDULEDISPATCHER).CallID">SCHEDULEDISPATCHER.CallID</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCHEDULEDISPATCHER).ClassName">SCHEDULEDISPATCHER.ClassName</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCHEDULEDISPATCHER).New">SCHEDULEDISPATCHER:New()</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCHEDULEDISPATCHER).ObjectSchedulers">SCHEDULEDISPATCHER.ObjectSchedulers</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCHEDULEDISPATCHER).PersistentSchedulers">SCHEDULEDISPATCHER.PersistentSchedulers</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCHEDULEDISPATCHER).RemoveSchedule">SCHEDULEDISPATCHER:RemoveSchedule(Scheduler, CallID)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCHEDULEDISPATCHER).Schedule">SCHEDULEDISPATCHER.Schedule</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCHEDULEDISPATCHER).Start">SCHEDULEDISPATCHER:Start(Scheduler, CallID)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCHEDULEDISPATCHER).Stop">SCHEDULEDISPATCHER:Stop(Scheduler, CallID)</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2>Global(s)</h2>
<dl class="function">
<dt>
<em><a href="##(SCHEDULEDISPATCHER)">#SCHEDULEDISPATCHER</a></em>
<a id="SCHEDULEDISPATCHER" >
<strong>SCHEDULEDISPATCHER</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(ScheduleDispatcher)" >Type <code>ScheduleDispatcher</code></a></h2>
<h2><a id="#(SCHEDULEDISPATCHER)" >Type <code>SCHEDULEDISPATCHER</code></a></h2>
<p>The SCHEDULEDISPATCHER structure</p>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<a id="#(SCHEDULEDISPATCHER).AddSchedule" >
<strong>SCHEDULEDISPATCHER:AddSchedule(Scheduler, ScheduleFunction, ScheduleArguments, Start, Repeat, Randomize, Stop)</strong>
</a>
</dt>
<dd>
<p>Add a Schedule to the ScheduleDispatcher.</p>
<p>The development of this method was really tidy.
It is constructed as such that a garbage collection is executed on the weak tables, when the Scheduler is nillified.
Nothing of this code should be modified without testing it thoroughly.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Core.Scheduler.html##(SCHEDULER)">Core.Scheduler#SCHEDULER</a> Scheduler </em></code>: </p>
</li>
<li>
<p><code><em> ScheduleFunction </em></code>: </p>
</li>
<li>
<p><code><em> ScheduleArguments </em></code>: </p>
</li>
<li>
<p><code><em> Start </em></code>: </p>
</li>
<li>
<p><code><em> Repeat </em></code>: </p>
</li>
<li>
<p><code><em> Randomize </em></code>: </p>
</li>
<li>
<p><code><em> Stop </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SCHEDULEDISPATCHER).CallID" >
<strong>SCHEDULEDISPATCHER.CallID</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em>#string</em>
<a id="#(SCHEDULEDISPATCHER).ClassName" >
<strong>SCHEDULEDISPATCHER.ClassName</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SCHEDULEDISPATCHER).New" >
<strong>SCHEDULEDISPATCHER:New()</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SCHEDULEDISPATCHER).ObjectSchedulers" >
<strong>SCHEDULEDISPATCHER.ObjectSchedulers</strong>
</a>
</dt>
<dd>
<p> Initialize the ObjectSchedulers array, which is a weakly coupled table.
If the object used as the key is nil, then the garbage collector will remove the item from the Functions array.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SCHEDULEDISPATCHER).PersistentSchedulers" >
<strong>SCHEDULEDISPATCHER.PersistentSchedulers</strong>
</a>
</dt>
<dd>
<p> Initialize the ObjectSchedulers array, which is a weakly coupled table.
If the object used as the key is nil, then the garbage collector will remove the item from the Functions array.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SCHEDULEDISPATCHER).RemoveSchedule" >
<strong>SCHEDULEDISPATCHER:RemoveSchedule(Scheduler, CallID)</strong>
</a>
</dt>
<dd>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em> Scheduler </em></code>: </p>
</li>
<li>
<p><code><em> CallID </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SCHEDULEDISPATCHER).Schedule" >
<strong>SCHEDULEDISPATCHER.Schedule</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SCHEDULEDISPATCHER).Start" >
<strong>SCHEDULEDISPATCHER:Start(Scheduler, CallID)</strong>
</a>
</dt>
<dd>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em> Scheduler </em></code>: </p>
</li>
<li>
<p><code><em> CallID </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SCHEDULEDISPATCHER).Stop" >
<strong>SCHEDULEDISPATCHER:Stop(Scheduler, CallID)</strong>
</a>
</dt>
<dd>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em> Scheduler </em></code>: </p>
</li>
<li>
<p><code><em> CallID </em></code>: </p>
</li>
</ul>
</dd>
</dl>
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<h1>Module <code>Scheduler</code></h1>
<p>This module contains the SCHEDULER class.</p>
<h1>1) <a href="Core.Scheduler.html##(SCHEDULER)">Core.Scheduler#SCHEDULER</a> class, extends <a href="Core.Base.html##(BASE)">Core.Base#BASE</a></h1>
<p>The <a href="Core.Scheduler.html##(SCHEDULER)">Core.Scheduler#SCHEDULER</a> class creates schedule.</p>
<h2>1.1) SCHEDULER constructor</h2>
<p>The SCHEDULER class is quite easy to use, but note that the New constructor has variable parameters:</p>
<ul>
<li><a href="Core.Scheduler.html##(SCHEDULER).New">Core.Scheduler#SCHEDULER.New</a>( nil ): Setup a new SCHEDULER object, which is persistently executed after garbage collection.</li>
<li><a href="Core.Scheduler.html##(SCHEDULER).New">Core.Scheduler#SCHEDULER.New</a>( Object ): Setup a new SCHEDULER object, which is linked to the Object. When the Object is nillified or destroyed, the SCHEDULER object will also be destroyed and stopped after garbage collection.</li>
<li><a href="Core.Scheduler.html##(SCHEDULER).New">Core.Scheduler#SCHEDULER.New</a>( nil, Function, FunctionArguments, Start, ... ): Setup a new persistent SCHEDULER object, and start a new schedule for the Function with the defined FunctionArguments according the Start and sequent parameters.</li>
<li><a href="Core.Scheduler.html##(SCHEDULER).New">Core.Scheduler#SCHEDULER.New</a>( Object, Function, FunctionArguments, Start, ... ): Setup a new SCHEDULER object, linked to Object, and start a new schedule for the Function with the defined FunctionArguments according the Start and sequent parameters.</li>
</ul>
<h2>1.2) SCHEDULER timer stopping and (re-)starting.</h2>
<p>The SCHEDULER can be stopped and restarted with the following methods:</p>
<ul>
<li><a href="Core.Scheduler.html##(SCHEDULER).Start">Core.Scheduler#SCHEDULER.Start</a>(): (Re-)Start the schedules within the SCHEDULER object. If a CallID is provided to :Start(), only the schedule referenced by CallID will be (re-)started.</li>
<li><a href="Core.Scheduler.html##(SCHEDULER).Stop">Core.Scheduler#SCHEDULER.Stop</a>(): Stop the schedules within the SCHEDULER object. If a CallID is provided to :Stop(), then only the schedule referenced by CallID will be stopped.</li>
</ul>
<h2>1.3) Create a new schedule</h2>
<p>With <a href="Core.Scheduler.html##(SCHEDULER).Schedule">Core.Scheduler#SCHEDULER.Schedule</a>() a new time event can be scheduled. This function is used by the :New() constructor when a new schedule is planned.</p>
<hr/>
<h3>Contributions:</h3>
<ul>
<li>FlightControl : Concept &amp; Testing</li>
</ul>
<h3>Authors:</h3>
<ul>
<li>FlightControl : Design &amp; Programming</li>
</ul>
<h3>Test Missions:</h3>
<ul>
<li>SCH - Scheduler</li>
</ul>
<hr/>
<h2>Global(s)</h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="#SCHEDULER">SCHEDULER</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(SCHEDULER)">Type <code>SCHEDULER</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCHEDULER).ClassName">SCHEDULER.ClassName</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCHEDULER).New">SCHEDULER:New(SchedulerObject, SchedulerFunction, SchedulerArguments, Start, Repeat, RandomizeFactor, Stop)</a></td>
<td class="summary">
<p>SCHEDULER constructor.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCHEDULER).Remove">SCHEDULER:Remove(ScheduleID)</a></td>
<td class="summary">
<p>Removes a specific schedule if a valid ScheduleID is provided.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCHEDULER).Schedule">SCHEDULER:Schedule(SchedulerObject, SchedulerFunction, SchedulerArguments, Start, Repeat, RandomizeFactor, Stop)</a></td>
<td class="summary">
<p>Schedule a new time event.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCHEDULER).ScheduleID">SCHEDULER.ScheduleID</a></td>
<td class="summary">
<p>the ID of the scheduler.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCHEDULER).SchedulerObject">SCHEDULER.SchedulerObject</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCHEDULER).Schedules">SCHEDULER.Schedules</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCHEDULER).Start">SCHEDULER:Start(ScheduleID)</a></td>
<td class="summary">
<p>(Re-)Starts the schedules or a specific schedule if a valid ScheduleID is provided.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCHEDULER).Stop">SCHEDULER:Stop(ScheduleID)</a></td>
<td class="summary">
<p>Stops the schedules or a specific schedule if a valid ScheduleID is provided.</p>
</td>
</tr>
</table>
<h2>Global(s)</h2>
<dl class="function">
<dt>
<em><a href="##(SCHEDULER)">#SCHEDULER</a></em>
<a id="SCHEDULER" >
<strong>SCHEDULER</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(Scheduler)" >Type <code>Scheduler</code></a></h2>
<h2><a id="#(SCHEDULER)" >Type <code>SCHEDULER</code></a></h2>
<p>The SCHEDULER class</p>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<em>#string</em>
<a id="#(SCHEDULER).ClassName" >
<strong>SCHEDULER.ClassName</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SCHEDULER).New" >
<strong>SCHEDULER:New(SchedulerObject, SchedulerFunction, SchedulerArguments, Start, Repeat, RandomizeFactor, Stop)</strong>
</a>
</dt>
<dd>
<p>SCHEDULER constructor.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#table SchedulerObject </em></code>:
Specified for which Moose object the timer is setup. If a value of nil is provided, a scheduler will be setup without an object reference.</p>
</li>
<li>
<p><code><em>#function SchedulerFunction </em></code>:
The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.</p>
</li>
<li>
<p><code><em>#table SchedulerArguments </em></code>:
Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.</p>
</li>
<li>
<p><code><em>#number Start </em></code>:
Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.</p>
</li>
<li>
<p><code><em>#number Repeat </em></code>:
Specifies the interval in seconds when the scheduler will call the event function.</p>
</li>
<li>
<p><code><em>#number RandomizeFactor </em></code>:
Specifies a randomization factor between 0 and 1 to randomize the Repeat.</p>
</li>
<li>
<p><code><em>#number Stop </em></code>:
Specifies the amount of seconds when the scheduler will be stopped.</p>
</li>
</ul>
<h3>Return values</h3>
<ol>
<li>
<p><em><a href="##(SCHEDULER)">#SCHEDULER</a>:</em>
self</p>
</li>
<li>
<p><em>#number:</em>
The ScheduleID of the planned schedule.</p>
</li>
</ol>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SCHEDULER).Remove" >
<strong>SCHEDULER:Remove(ScheduleID)</strong>
</a>
</dt>
<dd>
<p>Removes a specific schedule if a valid ScheduleID is provided.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#number ScheduleID </em></code>:
(optional) The ScheduleID of the planned (repeating) schedule.</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SCHEDULER).Schedule" >
<strong>SCHEDULER:Schedule(SchedulerObject, SchedulerFunction, SchedulerArguments, Start, Repeat, RandomizeFactor, Stop)</strong>
</a>
</dt>
<dd>
<p>Schedule a new time event.</p>
<p>Note that the schedule will only take place if the scheduler is <em>started</em>. Even for a single schedule event, the scheduler needs to be started also.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#table SchedulerObject </em></code>:
Specified for which Moose object the timer is setup. If a value of nil is provided, a scheduler will be setup without an object reference.</p>
</li>
<li>
<p><code><em>#function SchedulerFunction </em></code>:
The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.</p>
</li>
<li>
<p><code><em>#table SchedulerArguments </em></code>:
Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.</p>
</li>
<li>
<p><code><em>#number Start </em></code>:
Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.</p>
</li>
<li>
<p><code><em>#number Repeat </em></code>:
Specifies the interval in seconds when the scheduler will call the event function.</p>
</li>
<li>
<p><code><em>#number RandomizeFactor </em></code>:
Specifies a randomization factor between 0 and 1 to randomize the Repeat.</p>
</li>
<li>
<p><code><em>#number Stop </em></code>:
Specifies the amount of seconds when the scheduler will be stopped.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em>#number:</em>
The ScheduleID of the planned schedule.</p>
</dd>
</dl>
<dl class="function">
<dt>
<em>#number</em>
<a id="#(SCHEDULER).ScheduleID" >
<strong>SCHEDULER.ScheduleID</strong>
</a>
</dt>
<dd>
<p>the ID of the scheduler.</p>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(SCHEDULER).SchedulerObject" >
<strong>SCHEDULER.SchedulerObject</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(SCHEDULER).Schedules" >
<strong>SCHEDULER.Schedules</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SCHEDULER).Start" >
<strong>SCHEDULER:Start(ScheduleID)</strong>
</a>
</dt>
<dd>
<p>(Re-)Starts the schedules or a specific schedule if a valid ScheduleID is provided.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#number ScheduleID </em></code>:
(optional) The ScheduleID of the planned (repeating) schedule.</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SCHEDULER).Stop" >
<strong>SCHEDULER:Stop(ScheduleID)</strong>
</a>
</dt>
<dd>
<p>Stops the schedules or a specific schedule if a valid ScheduleID is provided.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#number ScheduleID </em></code>:
(optional) The ScheduleID of the planned (repeating) schedule.</p>
</li>
</ul>
</dd>
</dl>
</div>
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<h1>Module <code>Scoring</code></h1>
<p>Scoring system for MOOSE.</p>
<p>This scoring class calculates the hits and kills that players make within a simulation session.
Scoring is calculated using a defined algorithm.
With a small change in MissionScripting.lua, the scoring can also be logged in a CSV file, that can then be uploaded
to a database or a BI tool to publish the scoring results to the player community.</p>
<h2>Global(s)</h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="#ClientGroup">ClientGroup</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="#SCORING">SCORING</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="#nHours">nHours</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="#nMins">nMins</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="#nSecs">nSecs</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(SCORING)">Type <code>SCORING</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING).AllScoresMenu">SCORING.AllScoresMenu</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING).ClassID">SCORING.ClassID</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING).ClassName">SCORING.ClassName</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING).CloseCSV">SCORING:CloseCSV()</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING).Menu">SCORING.Menu</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING).New">SCORING:New(GameName)</a></td>
<td class="summary">
<p>Creates a new SCORING object to administer the scoring achieved by players.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING).OpenCSV">SCORING:OpenCSV(ScoringCSV)</a></td>
<td class="summary">
<p>Opens a score CSV file to log the scores.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING).Players">SCORING.Players</a></td>
<td class="summary">
<p>A collection of the current players that have joined the game.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING).ReportScoreAll">SCORING:ReportScoreAll()</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING).ReportScorePlayer">SCORING:ReportScorePlayer()</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING).RunTime">SCORING.RunTime</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING).ScoreCSV">SCORING:ScoreCSV(PlayerName, ScoreType, ScoreTimes, ScoreAmount, PlayerUnitName, PlayerUnitCoalition, PlayerUnitCategory, PlayerUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType)</a></td>
<td class="summary">
<p>Registers a score for a player.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING).ScoreMenu">SCORING:ScoreMenu()</a></td>
<td class="summary">
<p>Creates a score radio menu.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING).ScoringCSV">SCORING.ScoringCSV</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING).SecondsToClock">SCORING:SecondsToClock(sSeconds)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING)._AddMissionScore">SCORING:_AddMissionScore(Mission, PlayerUnit, Text, Score)</a></td>
<td class="summary">
<p>Registers Mission Scores for possible multiple players that contributed in the Mission.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING)._AddMissionTaskScore">SCORING:_AddMissionTaskScore(Mission, PlayerUnit, Text, Score)</a></td>
<td class="summary">
<p>Registers Scores the players completing a Mission Task.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING)._AddPlayerFromUnit">SCORING:_AddPlayerFromUnit(UnitData)</a></td>
<td class="summary">
<p>Add a new player entering a Unit.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING)._EventOnDeadOrCrash">SCORING:_EventOnDeadOrCrash(Event)</a></td>
<td class="summary">
<p>Track DEAD or CRASH events for the scoring.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING)._EventOnHit">SCORING:_EventOnHit(Event)</a></td>
<td class="summary">
<p>Handles the OnHit event for the scoring.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING)._FollowPlayersScheduled">SCORING:_FollowPlayersScheduled()</a></td>
<td class="summary">
<p>Follows new players entering Clients within the DCSRTE.</p>
</td>
</tr>
</table>
<h2>Global(s)</h2>
<dl class="function">
<dt>
<em></em>
<a id="ClientGroup" >
<strong>ClientGroup</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="##(SCORING)">#SCORING</a></em>
<a id="SCORING" >
<strong>SCORING</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="nHours" >
<strong>nHours</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="nMins" >
<strong>nMins</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="nSecs" >
<strong>nSecs</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(Scoring)" >Type <code>Scoring</code></a></h2>
<h2><a id="#(SCORING)" >Type <code>SCORING</code></a></h2>
<p>The Scoring class</p>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<em></em>
<a id="#(SCORING).AllScoresMenu" >
<strong>SCORING.AllScoresMenu</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em>#number</em>
<a id="#(SCORING).ClassID" >
<strong>SCORING.ClassID</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em>#string</em>
<a id="#(SCORING).ClassName" >
<strong>SCORING.ClassName</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SCORING).CloseCSV" >
<strong>SCORING:CloseCSV()</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(SCORING).Menu" >
<strong>SCORING.Menu</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SCORING).New" >
<strong>SCORING:New(GameName)</strong>
</a>
</dt>
<dd>
<p>Creates a new SCORING object to administer the scoring achieved by players.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#string GameName </em></code>:
The name of the game. This name is also logged in the CSV score file.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(SCORING)">#SCORING</a>:</em>
self</p>
<h3>Usage:</h3>
<pre class="example"><code>-- Define a new scoring object for the mission Gori Valley.
ScoringObject = SCORING:New( "Gori Valley" )</code></pre>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SCORING).OpenCSV" >
<strong>SCORING:OpenCSV(ScoringCSV)</strong>
</a>
</dt>
<dd>
<p>Opens a score CSV file to log the scores.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#string ScoringCSV </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(SCORING)">#SCORING</a>:</em>
self</p>
<h3>Usage:</h3>
<pre class="example"><code>-- Open a new CSV file to log the scores of the game Gori Valley. Let the name of the CSV file begin with "Player Scores".
ScoringObject = SCORING:New( "Gori Valley" )
ScoringObject:OpenCSV( "Player Scores" )</code></pre>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SCORING).Players" >
<strong>SCORING.Players</strong>
</a>
</dt>
<dd>
<p>A collection of the current players that have joined the game.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SCORING).ReportScoreAll" >
<strong>SCORING:ReportScoreAll()</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SCORING).ReportScorePlayer" >
<strong>SCORING:ReportScorePlayer()</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(SCORING).RunTime" >
<strong>SCORING.RunTime</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SCORING).ScoreCSV" >
<strong>SCORING:ScoreCSV(PlayerName, ScoreType, ScoreTimes, ScoreAmount, PlayerUnitName, PlayerUnitCoalition, PlayerUnitCategory, PlayerUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType)</strong>
</a>
</dt>
<dd>
<p>Registers a score for a player.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#string PlayerName </em></code>:
The name of the player.</p>
</li>
<li>
<p><code><em>#string ScoreType </em></code>:
The type of the score.</p>
</li>
<li>
<p><code><em>#string ScoreTimes </em></code>:
The amount of scores achieved.</p>
</li>
<li>
<p><code><em>#string ScoreAmount </em></code>:
The score given.</p>
</li>
<li>
<p><code><em>#string PlayerUnitName </em></code>:
The unit name of the player.</p>
</li>
<li>
<p><code><em>#string PlayerUnitCoalition </em></code>:
The coalition of the player unit.</p>
</li>
<li>
<p><code><em>#string PlayerUnitCategory </em></code>:
The category of the player unit.</p>
</li>
<li>
<p><code><em>#string PlayerUnitType </em></code>:
The type of the player unit.</p>
</li>
<li>
<p><code><em>#string TargetUnitName </em></code>:
The name of the target unit.</p>
</li>
<li>
<p><code><em>#string TargetUnitCoalition </em></code>:
The coalition of the target unit.</p>
</li>
<li>
<p><code><em>#string TargetUnitCategory </em></code>:
The category of the target unit.</p>
</li>
<li>
<p><code><em>#string TargetUnitType </em></code>:
The type of the target unit.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(SCORING)">#SCORING</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SCORING).ScoreMenu" >
<strong>SCORING:ScoreMenu()</strong>
</a>
</dt>
<dd>
<p>Creates a score radio menu.</p>
<p>Can be accessed using Radio -> F10.</p>
<h3>Return value</h3>
<p><em><a href="##(SCORING)">#SCORING</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(SCORING).ScoringCSV" >
<strong>SCORING.ScoringCSV</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SCORING).SecondsToClock" >
<strong>SCORING:SecondsToClock(sSeconds)</strong>
</a>
</dt>
<dd>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> sSeconds </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SCORING)._AddMissionScore" >
<strong>SCORING:_AddMissionScore(Mission, PlayerUnit, Text, Score)</strong>
</a>
</dt>
<dd>
<p>Registers Mission Scores for possible multiple players that contributed in the Mission.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Tasking.Mission.html##(MISSION)">Tasking.Mission#MISSION</a> Mission </em></code>: </p>
</li>
<li>
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> PlayerUnit </em></code>: </p>
</li>
<li>
<p><code><em>#string Text </em></code>: </p>
</li>
<li>
<p><code><em>#number Score </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SCORING)._AddMissionTaskScore" >
<strong>SCORING:_AddMissionTaskScore(Mission, PlayerUnit, Text, Score)</strong>
</a>
</dt>
<dd>
<p>Registers Scores the players completing a Mission Task.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Tasking.Mission.html##(MISSION)">Tasking.Mission#MISSION</a> Mission </em></code>: </p>
</li>
<li>
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> PlayerUnit </em></code>: </p>
</li>
<li>
<p><code><em>#string Text </em></code>: </p>
</li>
<li>
<p><code><em>#number Score </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SCORING)._AddPlayerFromUnit" >
<strong>SCORING:_AddPlayerFromUnit(UnitData)</strong>
</a>
</dt>
<dd>
<p>Add a new player entering a Unit.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> UnitData </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SCORING)._EventOnDeadOrCrash" >
<strong>SCORING:_EventOnDeadOrCrash(Event)</strong>
</a>
</dt>
<dd>
<p>Track DEAD or CRASH events for the scoring.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Core.Event.html##(EVENTDATA)">Core.Event#EVENTDATA</a> Event </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SCORING)._EventOnHit" >
<strong>SCORING:_EventOnHit(Event)</strong>
</a>
</dt>
<dd>
<p>Handles the OnHit event for the scoring.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Core.Event.html##(EVENTDATA)">Core.Event#EVENTDATA</a> Event </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SCORING)._FollowPlayersScheduled" >
<strong>SCORING:_FollowPlayersScheduled()</strong>
</a>
</dt>
<dd>
<p>Follows new players entering Clients within the DCSRTE.</p>
<p>TODO: Need to see if i can catch this also with an event. It will eliminate the schedule ...</p>
</dd>
</dl>
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<h1>Module <code>Sead</code></h1>
<p>Provides defensive behaviour to a set of SAM sites within a running Mission.</p>
<h2>Global(s)</h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="#SEAD">SEAD</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(SEAD)">Type <code>SEAD</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(SEAD).ClassName">SEAD.ClassName</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SEAD).EventShot">SEAD:EventShot(Event)</a></td>
<td class="summary">
<p>Detects if an SA site was shot with an anti radiation missile.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SEAD).New">SEAD.New(table, self, SEADGroupPrefixes)</a></td>
<td class="summary">
<p>Creates the main object which is handling defensive actions for SA sites or moving SA vehicles.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SEAD).SEADGroupPrefixes">SEAD.SEADGroupPrefixes</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SEAD).TargetSkill">SEAD.TargetSkill</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2>Global(s)</h2>
<dl class="function">
<dt>
<em><a href="##(SEAD)">#SEAD</a></em>
<a id="SEAD" >
<strong>SEAD</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(Sead)" >Type <code>Sead</code></a></h2>
<h2><a id="#(SEAD)" >Type <code>SEAD</code></a></h2>
<p>The SEAD class</p>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<em>#string</em>
<a id="#(SEAD).ClassName" >
<strong>SEAD.ClassName</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SEAD).EventShot" >
<strong>SEAD:EventShot(Event)</strong>
</a>
</dt>
<dd>
<p>Detects if an SA site was shot with an anti radiation missile.</p>
<p>In this case, take evasive actions based on the skill level set within the ME.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> Event </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SEAD).New" >
<strong>SEAD.New(table, self, SEADGroupPrefixes)</strong>
</a>
</dt>
<dd>
<p>Creates the main object which is handling defensive actions for SA sites or moving SA vehicles.</p>
<p>When an anti radiation missile is fired (KH-58, KH-31P, KH-31A, KH-25MPU, HARM missiles), the SA will shut down their radars and will take evasive actions...
Chances are big that the missile will miss.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em> table </em></code>:
string,...}|string SEADGroupPrefixes which is a table of Prefixes of the SA Groups in the DCSRTE on which evasive actions need to be taken.</p>
</li>
<li>
<p><code><em> self </em></code>: </p>
</li>
<li>
<p><code><em> SEADGroupPrefixes </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p>SEAD</p>
<h3>Usage:</h3>
<pre class="example"><code>-- CCCP SEAD Defenses
-- Defends the Russian SA installations from SEAD attacks.
SEAD_RU_SAM_Defenses = SEAD:New( { 'RU SA-6 Kub', 'RU SA-6 Defenses', 'RU MI-26 Troops', 'RU Attack Gori' } )</code></pre>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(SEAD).SEADGroupPrefixes" >
<strong>SEAD.SEADGroupPrefixes</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(SEAD).TargetSkill" >
<strong>SEAD.TargetSkill</strong>
</a>
</dt>
<dd>
</dd>
</dl>
</div>
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<h1>Module <code>Smoke</code></h1>
<p>(SP) (MP) (FSM) Route AI or players through waypoints or to zones.</p>
<hr/>
<h1><a href="##(ACT_ASSIST)">#ACT_ASSIST</a> FSM class, extends <a href="Core.Fsm.html##(FSM_PROCESS)">Core.Fsm#FSM_PROCESS</a></h1>
<h2>ACT_ASSIST state machine:</h2>
<p>This class is a state machine: it manages a process that is triggered by events causing state transitions to occur.
All derived classes from this class will start with the class name, followed by a _. See the relevant derived class descriptions below.
Each derived class follows exactly the same process, using the same events and following the same state transitions,
but will have <strong>different implementation behaviour</strong> upon each event or state transition.</p>
<h3>ACT_ASSIST <strong>Events</strong>:</h3>
<p>These are the events defined in this class:</p>
<ul>
<li><strong>Start</strong>: The process is started.</li>
<li><strong>Next</strong>: The process is smoking the targets in the given zone.</li>
</ul>
<h3>ACT_ASSIST <strong>Event methods</strong>:</h3>
<p>Event methods are available (dynamically allocated by the state machine), that accomodate for state transitions occurring in the process.
There are two types of event methods, which you can use to influence the normal mechanisms in the state machine:</p>
<ul>
<li><strong>Immediate</strong>: The event method has exactly the name of the event.</li>
<li><strong>Delayed</strong>: The event method starts with a __ + the name of the event. The first parameter of the event method is a number value, expressing the delay in seconds when the event will be executed. </li>
</ul>
<h3>ACT_ASSIST <strong>States</strong>:</h3>
<ul>
<li><strong>None</strong>: The controllable did not receive route commands.</li>
<li><strong>AwaitSmoke (*)</strong>: The process is awaiting to smoke the targets in the zone.</li>
<li><strong>Smoking (*)</strong>: The process is smoking the targets in the zone.</li>
<li><strong>Failed (*)</strong>: The process has failed.</li>
</ul>
<p>(*) End states of the process.</p>
<h3>ACT_ASSIST state transition methods:</h3>
<p>State transition functions can be set <strong>by the mission designer</strong> customizing or improving the behaviour of the state.
There are 2 moments when state transition methods will be called by the state machine:</p>
<ul>
<li><p><strong>Before</strong> the state transition.
The state transition method needs to start with the name <strong>OnBefore + the name of the state</strong>.
If the state transition method returns false, then the processing of the state transition will not be done!
If you want to change the behaviour of the AIControllable at this event, return false,
but then you'll need to specify your own logic using the AIControllable!</p></li>
<li><p><strong>After</strong> the state transition.
The state transition method needs to start with the name <strong>OnAfter + the name of the state</strong>.
These state transition methods need to provide a return value, which is specified at the function description.</p></li>
</ul>
<hr/>
<h1>1) <a href="##(ACT_ASSIST_SMOKE_TARGETS_ZONE)">#ACT<em>ASSIST</em>SMOKE<em>TARGETS</em>ZONE</a> class, extends <a href="Fsm.Route.html##(ACT_ASSIST)">Fsm.Route#ACT_ASSIST</a></h1>
<p>The ACT<em>ASSIST</em>SMOKE<em>TARGETS</em>ZONE class implements the core functions to smoke targets in a <a href="Zone.html">Zone</a>.
The targets are smoked within a certain range around each target, simulating a realistic smoking behaviour.
At random intervals, a new target is smoked.</p>
<h1>1.1) ACT<em>ASSIST</em>SMOKE<em>TARGETS</em>ZONE constructor:</h1>
<ul>
<li><a href="##(ACT_ASSIST_SMOKE_TARGETS_ZONE).New">ACT<em>ASSIST</em>SMOKE<em>TARGETS</em>ZONE.New</a>(): Creates a new ACT<em>ASSIST</em>SMOKE<em>TARGETS</em>ZONE object.</li>
</ul>
<hr/>
<h2>Global(s)</h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="#ACT_ASSIST">ACT_ASSIST</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="#ACT_ASSIST_SMOKE_TARGETS_ZONE">ACT_ASSIST_SMOKE_TARGETS_ZONE</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(ACT_ASSIST)">Type <code>ACT_ASSIST</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ASSIST).ClassName">ACT_ASSIST.ClassName</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ASSIST).Menu">ACT_ASSIST.Menu</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ASSIST).MenuSmokeBlue">ACT_ASSIST.MenuSmokeBlue</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ASSIST).MenuSmokeGreen">ACT_ASSIST.MenuSmokeGreen</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ASSIST).MenuSmokeOrange">ACT_ASSIST.MenuSmokeOrange</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ASSIST).MenuSmokeRed">ACT_ASSIST.MenuSmokeRed</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ASSIST).MenuSmokeWhite">ACT_ASSIST.MenuSmokeWhite</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ASSIST).New">ACT_ASSIST:New()</a></td>
<td class="summary">
<p>Creates a new target smoking state machine.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ASSIST).TargetSetUnit">ACT_ASSIST.TargetSetUnit</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ASSIST).TargetZone">ACT_ASSIST.TargetZone</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ASSIST).onafterStart">ACT_ASSIST:onafterStart(ProcessUnit, Event, From, To)</a></td>
<td class="summary">
<p>StateMachine callback function</p>
</td>
</tr>
</table>
<h2><a id="#(ACT_ASSIST_SMOKE_TARGETS_ZONE)">Type <code>ACT_ASSIST_SMOKE_TARGETS_ZONE</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ASSIST_SMOKE_TARGETS_ZONE).ClassName">ACT_ASSIST_SMOKE_TARGETS_ZONE.ClassName</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ASSIST_SMOKE_TARGETS_ZONE).Init">ACT_ASSIST_SMOKE_TARGETS_ZONE:Init(FsmSmoke)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ASSIST_SMOKE_TARGETS_ZONE).New">ACT_ASSIST_SMOKE_TARGETS_ZONE:New(TargetSetUnit, TargetZone)</a></td>
<td class="summary">
<p>Creates a new target smoking state machine.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ASSIST_SMOKE_TARGETS_ZONE).TargetSetUnit">ACT_ASSIST_SMOKE_TARGETS_ZONE.TargetSetUnit</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ASSIST_SMOKE_TARGETS_ZONE).TargetZone">ACT_ASSIST_SMOKE_TARGETS_ZONE.TargetZone</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ASSIST_SMOKE_TARGETS_ZONE).onenterSmoking">ACT_ASSIST_SMOKE_TARGETS_ZONE:onenterSmoking(ProcessUnit, Event, From, To)</a></td>
<td class="summary">
<p>StateMachine callback function</p>
</td>
</tr>
</table>
<h2>Global(s)</h2>
<dl class="function">
<dt>
<em><a href="##(ACT_ASSIST)">#ACT_ASSIST</a></em>
<a id="ACT_ASSIST" >
<strong>ACT_ASSIST</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="##(ACT_ASSIST_SMOKE_TARGETS_ZONE)">#ACT_ASSIST_SMOKE_TARGETS_ZONE</a></em>
<a id="ACT_ASSIST_SMOKE_TARGETS_ZONE" >
<strong>ACT_ASSIST_SMOKE_TARGETS_ZONE</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(Smoke)" >Type <code>Smoke</code></a></h2>
<h2><a id="#(ACT_ASSIST)" >Type <code>ACT_ASSIST</code></a></h2>
<p>ACT_ASSIST class</p>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<em>#string</em>
<a id="#(ACT_ASSIST).ClassName" >
<strong>ACT_ASSIST.ClassName</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(ACT_ASSIST).Menu" >
<strong>ACT_ASSIST.Menu</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(ACT_ASSIST).MenuSmokeBlue" >
<strong>ACT_ASSIST.MenuSmokeBlue</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(ACT_ASSIST).MenuSmokeGreen" >
<strong>ACT_ASSIST.MenuSmokeGreen</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(ACT_ASSIST).MenuSmokeOrange" >
<strong>ACT_ASSIST.MenuSmokeOrange</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(ACT_ASSIST).MenuSmokeRed" >
<strong>ACT_ASSIST.MenuSmokeRed</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(ACT_ASSIST).MenuSmokeWhite" >
<strong>ACT_ASSIST.MenuSmokeWhite</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(ACT_ASSIST).New" >
<strong>ACT_ASSIST:New()</strong>
</a>
</dt>
<dd>
<p>Creates a new target smoking state machine.</p>
<p>The process will request from the menu if it accepts the task, if not, the unit is removed from the simulator.</p>
<h3>Return value</h3>
<p><em><a href="##(ACT_ASSIST)">#ACT_ASSIST</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(ACT_ASSIST).TargetSetUnit" >
<strong>ACT_ASSIST.TargetSetUnit</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(ACT_ASSIST).TargetZone" >
<strong>ACT_ASSIST.TargetZone</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(ACT_ASSIST).onafterStart" >
<strong>ACT_ASSIST:onafterStart(ProcessUnit, Event, From, To)</strong>
</a>
</dt>
<dd>
<p>StateMachine callback function</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Controllable.html##(CONTROLLABLE)">Wrapper.Controllable#CONTROLLABLE</a> ProcessUnit </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>
</ul>
</dd>
</dl>
<h2><a id="#(ACT_ASSIST_SMOKE_TARGETS_ZONE)" >Type <code>ACT_ASSIST_SMOKE_TARGETS_ZONE</code></a></h2>
<p>ACT<em>ASSIST</em>SMOKE<em>TARGETS</em>ZONE class</p>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<em>#string</em>
<a id="#(ACT_ASSIST_SMOKE_TARGETS_ZONE).ClassName" >
<strong>ACT_ASSIST_SMOKE_TARGETS_ZONE.ClassName</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(ACT_ASSIST_SMOKE_TARGETS_ZONE).Init" >
<strong>ACT_ASSIST_SMOKE_TARGETS_ZONE:Init(FsmSmoke)</strong>
</a>
</dt>
<dd>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> FsmSmoke </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(ACT_ASSIST_SMOKE_TARGETS_ZONE).New" >
<strong>ACT_ASSIST_SMOKE_TARGETS_ZONE:New(TargetSetUnit, TargetZone)</strong>
</a>
</dt>
<dd>
<p>Creates a new target smoking state machine.</p>
<p>The process will request from the menu if it accepts the task, if not, the unit is removed from the simulator.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Set.html##(SET_UNIT)">Set#SET_UNIT</a> TargetSetUnit </em></code>: </p>
</li>
<li>
<p><code><em><a href="Core.Zone.html##(ZONE_BASE)">Core.Zone#ZONE_BASE</a> TargetZone </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="Set.html##(SET_UNIT)">Set#SET_UNIT</a></em>
<a id="#(ACT_ASSIST_SMOKE_TARGETS_ZONE).TargetSetUnit" >
<strong>ACT_ASSIST_SMOKE_TARGETS_ZONE.TargetSetUnit</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="Core.Zone.html##(ZONE_BASE)">Core.Zone#ZONE_BASE</a></em>
<a id="#(ACT_ASSIST_SMOKE_TARGETS_ZONE).TargetZone" >
<strong>ACT_ASSIST_SMOKE_TARGETS_ZONE.TargetZone</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(ACT_ASSIST_SMOKE_TARGETS_ZONE).onenterSmoking" >
<strong>ACT_ASSIST_SMOKE_TARGETS_ZONE:onenterSmoking(ProcessUnit, Event, From, To)</strong>
</a>
</dt>
<dd>
<p>StateMachine callback function</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Controllable.html##(CONTROLLABLE)">Wrapper.Controllable#CONTROLLABLE</a> ProcessUnit </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>
</ul>
</dd>
</dl>
</div>
</div>
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<h1>Module <code>Static</code></h1>
<p>This module contains the STATIC class.</p>
<h1>1) <a href="Wrapper.Static.html##(STATIC)">Wrapper.Static#STATIC</a> class, extends <a href="Wrapper.Positionable.html##(POSITIONABLE)">Wrapper.Positionable#POSITIONABLE</a></h1>
<p>Statics are <strong>Static Units</strong> defined within the Mission Editor.
Note that Statics are almost the same as Units, but they don't have a controller.
The <a href="Wrapper.Static.html##(STATIC)">Wrapper.Static#STATIC</a> class is a wrapper class to handle the DCS Static objects:</p>
<ul>
<li>Wraps the DCS Static objects.</li>
<li>Support all DCS Static APIs.</li>
<li>Enhance with Static specific APIs not in the DCS API set.</li>
</ul>
<h2>1.1) STATIC reference methods</h2>
<p>For each DCS Static will have a STATIC wrapper object (instance) within the _<a href="DATABASE.html">DATABASE</a> object.
This is done at the beginning of the mission (when the mission starts).</p>
<p>The STATIC class does not contain a :New() method, rather it provides :Find() methods to retrieve the object reference
using the Static Name.</p>
<p>Another thing to know is that STATIC objects do not "contain" the DCS Static object.
The STATIc methods will reference the DCS Static object by name when it is needed during API execution.
If the DCS Static object does not exist or is nil, the STATIC methods will return nil and log an exception in the DCS.log file.</p>
<p>The STATIc class provides the following functions to retrieve quickly the relevant STATIC instance:</p>
<ul>
<li><a href="##(STATIC).FindByName">STATIC.FindByName</a>(): Find a STATIC instance from the _DATABASE object using a DCS Static name.</li>
</ul>
<p>IMPORTANT: ONE SHOULD NEVER SANATIZE these STATIC OBJECT REFERENCES! (make the STATIC object references nil).</p>
<h2>Global(s)</h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="#STATIC">STATIC</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(STATIC)">Type <code>STATIC</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(STATIC).ClassName">STATIC.ClassName</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(STATIC).FindByName">STATIC:FindByName(StaticName)</a></td>
<td class="summary">
<p>Finds a STATIC from the _DATABASE using the relevant Static Name.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(STATIC).GetDCSObject">STATIC:GetDCSObject()</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(STATIC).Register">STATIC:Register(StaticName)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(STATIC).StaticName">STATIC.StaticName</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2>Global(s)</h2>
<dl class="function">
<dt>
<em><a href="##(STATIC)">#STATIC</a></em>
<a id="STATIC" >
<strong>STATIC</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(Static)" >Type <code>Static</code></a></h2>
<h2><a id="#(STATIC)" >Type <code>STATIC</code></a></h2>
<p>The STATIC class</p>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<em>#string</em>
<a id="#(STATIC).ClassName" >
<strong>STATIC.ClassName</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(STATIC).FindByName" >
<strong>STATIC:FindByName(StaticName)</strong>
</a>
</dt>
<dd>
<p>Finds a STATIC from the _DATABASE using the relevant Static Name.</p>
<p>As an optional parameter, a briefing text can be given also.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#string StaticName </em></code>:
Name of the DCS <strong>Static</strong> as defined within the Mission Editor.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(STATIC)">#STATIC</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(STATIC).GetDCSObject" >
<strong>STATIC:GetDCSObject()</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(STATIC).Register" >
<strong>STATIC:Register(StaticName)</strong>
</a>
</dt>
<dd>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> StaticName </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(STATIC).StaticName" >
<strong>STATIC.StaticName</strong>
</a>
</dt>
<dd>
</dd>
</dl>
</div>
</div>
</body>
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<li>StaticObject</li>
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</ul>
</div>
<div id="content">
<h1>Module <code>StaticObject</code></h1>
<h2>Global(s)</h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="#StaticObject">StaticObject</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(StaticObject)">Type <code>StaticObject</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(StaticObject).Desc">StaticObject.Desc</a></td>
<td class="summary">
<p>Descriptor of StaticObject and Unit are equal. StaticObject is just a passive variant of Unit. </p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(StaticObject).ID">StaticObject.ID</a></td>
<td class="summary">
<p>Identifier of a StaticObject. It assigned to an StaticObject by the Mission Editor automatically.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(StaticObject).getByName">StaticObject.getByName(name)</a></td>
<td class="summary">
<p>Returns static object by its name.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(StaticObject).getDesc">StaticObject:getDesc()</a></td>
<td class="summary">
<p>Returns descriptor of the StaticObject. </p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(StaticObject).getID">StaticObject:getID()</a></td>
<td class="summary">
<p>returns identifier of the static object.</p>
</td>
</tr>
</table>
<h2>Global(s)</h2>
<dl class="function">
<dt>
<em><a href="##(StaticObject)">#StaticObject</a></em>
<a id="StaticObject" >
<strong>StaticObject</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(DCSStaticObject)" >Type <code>DCSStaticObject</code></a></h2>
<h2><a id="#(StaticObject)" >Type <code>StaticObject</code></a></h2>
<p>Represents static object added in the Mission Editor.</p>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<em><a href="##(StaticObject.Desc)">#StaticObject.Desc</a></em>
<a id="#(StaticObject).Desc" >
<strong>StaticObject.Desc</strong>
</a>
</dt>
<dd>
<p>Descriptor of StaticObject and Unit are equal. StaticObject is just a passive variant of Unit. </p>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="##(StaticObject.ID)">#StaticObject.ID</a></em>
<a id="#(StaticObject).ID" >
<strong>StaticObject.ID</strong>
</a>
</dt>
<dd>
<p>Identifier of a StaticObject. It assigned to an StaticObject by the Mission Editor automatically.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(StaticObject).getByName" >
<strong>StaticObject.getByName(name)</strong>
</a>
</dt>
<dd>
<p>Returns static object by its name.</p>
<p>If no static object found nil will be returned. </p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#string name </em></code>:
Name of static object to find. </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(StaticObject)">#StaticObject</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(StaticObject).getDesc" >
<strong>StaticObject:getDesc()</strong>
</a>
</dt>
<dd>
<p>Returns descriptor of the StaticObject. </p>
<h3>Return value</h3>
<p><em><a href="##(StaticObject.Desc)">#StaticObject.Desc</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(StaticObject).getID" >
<strong>StaticObject:getID()</strong>
</a>
</dt>
<dd>
<p>returns identifier of the static object.</p>
<h3>Return value</h3>
<p><em><a href="##(StaticObject.ID)">#StaticObject.ID</a>:</em></p>
</dd>
</dl>
<h2><a id="#(StaticObject.Desc)" >Type <code>StaticObject.Desc</code></a></h2>
<p>StaticObject descriptor.</p>
<p>Airdromes are unique and their types are unique, but helipads and ships are not always unique and may have the same type. </p>
<h2><a id="#(StaticObject.ID)" >Type <code>StaticObject.ID</code></a></h2>
</div>
</div>
</body>
</html>

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<li><a href="Task.html">Task</a></li>
<li>Task_A2G</li>
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<div id="content">
<h1>Module <code>Task_A2G</code></h1>
<p>(AI) (SP) (MP) Tasking for Air to Ground Processes.</p>
<h1>1) <a href="##(TASK_A2G)">#TASK_A2G</a> class, extends <a href="Tasking.Task.html##(TASK)">Tasking.Task#TASK</a></h1>
<p>The <a href="##(TASK_A2G)">#TASK_A2G</a> class defines a CAS or BAI task of a <a href="Set.html">Set</a> of Target Units,
located at a Target Zone, based on the tasking capabilities defined in <a href="Tasking.Task.html##(TASK)">Tasking.Task#TASK</a>.
The TASK_A2G is implemented using a <a href="Statemachine.html##(FSM_TASK)">Statemachine#FSM_TASK</a>, and has the following statuses:</p>
<ul>
<li><strong>None</strong>: Start of the process</li>
<li><strong>Planned</strong>: The SEAD task is planned. Upon Planned, the sub-process <a href="Process_Fsm.Assign.html##(ACT_ASSIGN_ACCEPT)">Process<em>Fsm.Assign#ACT</em>ASSIGN_ACCEPT</a> is started to accept the task.</li>
<li><strong>Assigned</strong>: The SEAD task is assigned to a <a href="Wrapper.Group.html##(GROUP)">Wrapper.Group#GROUP</a>. Upon Assigned, the sub-process <a href="Process_Fsm.Route.html##(ACT_ROUTE)">Process<em>Fsm.Route#ACT</em>ROUTE</a> is started to route the active Units in the Group to the attack zone.</li>
<li><strong>Success</strong>: The SEAD task is successfully completed. Upon Success, the sub-process <a href="Process_SEAD.html##(PROCESS_SEAD)">Process<em>SEAD#PROCESS</em>SEAD</a> is started to follow-up successful SEADing of the targets assigned in the task.</li>
<li><strong>Failed</strong>: The SEAD task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.</li>
</ul>
<hr/>
<h3>Authors: FlightControl - Design and Programming</h3>
<h2>Global(s)</h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="#TASK_A2G">TASK_A2G</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(TASK_A2G)">Type <code>TASK_A2G</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G).ClassName">TASK_A2G.ClassName</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G).GetPlannedMenuText">TASK_A2G:GetPlannedMenuText()</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G).New">TASK_A2G:New(Mission, SetGroup, TaskName, TaskType, UnitSetTargets, TargetZone, TargetSetUnit, FACUnit)</a></td>
<td class="summary">
<p>Instantiates a new TASK_A2G.</p>
</td>
</tr>
</table>
<h2>Global(s)</h2>
<dl class="function">
<dt>
<em><a href="##(TASK_A2G)">#TASK_A2G</a></em>
<a id="TASK_A2G" >
<strong>TASK_A2G</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(Task_A2G)" >Type <code>Task_A2G</code></a></h2>
<h2><a id="#(TASK_A2G)" >Type <code>TASK_A2G</code></a></h2>
<p>The TASK_A2G class</p>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<em>#string</em>
<a id="#(TASK_A2G).ClassName" >
<strong>TASK_A2G.ClassName</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_A2G).GetPlannedMenuText" >
<strong>TASK_A2G:GetPlannedMenuText()</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_A2G).New" >
<strong>TASK_A2G:New(Mission, SetGroup, TaskName, TaskType, UnitSetTargets, TargetZone, TargetSetUnit, FACUnit)</strong>
</a>
</dt>
<dd>
<p>Instantiates a new TASK_A2G.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Tasking.Mission.html##(MISSION)">Tasking.Mission#MISSION</a> Mission </em></code>: </p>
</li>
<li>
<p><code><em><a href="Set.html##(SET_GROUP)">Set#SET_GROUP</a> SetGroup </em></code>:
The set of groups for which the Task can be assigned.</p>
</li>
<li>
<p><code><em>#string TaskName </em></code>:
The name of the Task.</p>
</li>
<li>
<p><code><em>#string TaskType </em></code>:
BAI or CAS</p>
</li>
<li>
<p><code><em><a href="Set.html##(SET_UNIT)">Set#SET_UNIT</a> UnitSetTargets </em></code>: </p>
</li>
<li>
<p><code><em><a href="Core.Zone.html##(ZONE_BASE)">Core.Zone#ZONE_BASE</a> TargetZone </em></code>: </p>
</li>
<li>
<p><code><em> TargetSetUnit </em></code>: </p>
</li>
<li>
<p><code><em> FACUnit </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(TASK_A2G)">#TASK_A2G</a>:</em>
self</p>
</dd>
</dl>
</div>
</div>
</body>
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<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li>Task_PICKUP</li>
<li><a href="Task_SEAD.html">Task_SEAD</a></li>
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</div>
<div id="content">
<h1>Module <code>Task_PICKUP</code></h1>
<p>This module contains the TASK_PICKUP classes.</p>
<h1>1) <a href="##(TASK_PICKUP)">#TASK_PICKUP</a> class, extends <a href="Tasking.Task.html##(TASK)">Tasking.Task#TASK</a></h1>
<p>The <a href="##(TASK_PICKUP)">#TASK_PICKUP</a> class defines a pickup task of a <a href="Set.html">Set</a> of <a href="CARGO.html">CARGO</a> objects defined within the mission.
based on the tasking capabilities defined in <a href="Tasking.Task.html##(TASK)">Tasking.Task#TASK</a>.
The TASK_PICKUP is implemented using a <a href="Statemachine.html##(FSM_TASK)">Statemachine#FSM_TASK</a>, and has the following statuses:</p>
<ul>
<li><strong>None</strong>: Start of the process</li>
<li><strong>Planned</strong>: The SEAD task is planned. Upon Planned, the sub-process <a href="Process_Fsm.Assign.html##(ACT_ASSIGN_ACCEPT)">Process<em>Fsm.Assign#ACT</em>ASSIGN_ACCEPT</a> is started to accept the task.</li>
<li><strong>Assigned</strong>: The SEAD task is assigned to a <a href="Wrapper.Group.html##(GROUP)">Wrapper.Group#GROUP</a>. Upon Assigned, the sub-process <a href="Process_Fsm.Route.html##(ACT_ROUTE)">Process<em>Fsm.Route#ACT</em>ROUTE</a> is started to route the active Units in the Group to the attack zone.</li>
<li><strong>Success</strong>: The SEAD task is successfully completed. Upon Success, the sub-process <a href="Process_SEAD.html##(PROCESS_SEAD)">Process<em>SEAD#PROCESS</em>SEAD</a> is started to follow-up successful SEADing of the targets assigned in the task.</li>
<li><strong>Failed</strong>: The SEAD task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.</li>
</ul>
<hr/>
<h3>Authors: FlightControl - Design and Programming</h3>
<h2>Global(s)</h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="#TASK_PICKUP">TASK_PICKUP</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(TASK_PICKUP)">Type <code>TASK_PICKUP</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_PICKUP).AssignToUnit">TASK_PICKUP:AssignToUnit(TaskUnit)</a></td>
<td class="summary">
<p>Assign the <a href="Task.html">Task</a> to a <a href="Unit.html">Unit</a>.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_PICKUP).ClassName">TASK_PICKUP.ClassName</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_PICKUP).CleanUp">TASK_PICKUP:CleanUp()</a></td>
<td class="summary">
<p>Removes a TASK_PICKUP.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_PICKUP).GetPlannedMenuText">TASK_PICKUP:GetPlannedMenuText()</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_PICKUP).New">TASK_PICKUP:New(Mission, AssignedSetGroup, TaskName, TaskType, UnitSetTargets, TargetZone)</a></td>
<td class="summary">
<p>Instantiates a new TASK_PICKUP.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_PICKUP).OnNext">TASK_PICKUP:OnNext(Fsm, Event, From, To, Event)</a></td>
<td class="summary">
<p>StateMachine callback function for a TASK</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_PICKUP).TaskScheduler">TASK_PICKUP.TaskScheduler</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_PICKUP)._Schedule">TASK_PICKUP:_Schedule()</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_PICKUP)._Scheduler">TASK_PICKUP:_Scheduler()</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2>Global(s)</h2>
<dl class="function">
<dt>
<em><a href="##(TASK_PICKUP)">#TASK_PICKUP</a></em>
<a id="TASK_PICKUP" >
<strong>TASK_PICKUP</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(Task_PICKUP)" >Type <code>Task_PICKUP</code></a></h2>
<h2><a id="#(TASK_PICKUP)" >Type <code>TASK_PICKUP</code></a></h2>
<p>The TASK_PICKUP class</p>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<a id="#(TASK_PICKUP).AssignToUnit" >
<strong>TASK_PICKUP:AssignToUnit(TaskUnit)</strong>
</a>
</dt>
<dd>
<p>Assign the <a href="Task.html">Task</a> to a <a href="Unit.html">Unit</a>.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(TASK_PICKUP)">#TASK_PICKUP</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<em>#string</em>
<a id="#(TASK_PICKUP).ClassName" >
<strong>TASK_PICKUP.ClassName</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_PICKUP).CleanUp" >
<strong>TASK_PICKUP:CleanUp()</strong>
</a>
</dt>
<dd>
<p>Removes a TASK_PICKUP.</p>
<h3>Return value</h3>
<p><em>#nil:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_PICKUP).GetPlannedMenuText" >
<strong>TASK_PICKUP:GetPlannedMenuText()</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_PICKUP).New" >
<strong>TASK_PICKUP:New(Mission, AssignedSetGroup, TaskName, TaskType, UnitSetTargets, TargetZone)</strong>
</a>
</dt>
<dd>
<p>Instantiates a new TASK_PICKUP.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Tasking.Mission.html##(MISSION)">Tasking.Mission#MISSION</a> Mission </em></code>: </p>
</li>
<li>
<p><code><em><a href="Set.html##(SET_GROUP)">Set#SET_GROUP</a> AssignedSetGroup </em></code>:
The set of groups for which the Task can be assigned.</p>
</li>
<li>
<p><code><em>#string TaskName </em></code>:
The name of the Task.</p>
</li>
<li>
<p><code><em>#string TaskType </em></code>:
BAI or CAS</p>
</li>
<li>
<p><code><em><a href="Set.html##(SET_UNIT)">Set#SET_UNIT</a> UnitSetTargets </em></code>: </p>
</li>
<li>
<p><code><em><a href="Core.Zone.html##(ZONE_BASE)">Core.Zone#ZONE_BASE</a> TargetZone </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(TASK_PICKUP)">#TASK_PICKUP</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_PICKUP).OnNext" >
<strong>TASK_PICKUP:OnNext(Fsm, Event, From, To, Event)</strong>
</a>
</dt>
<dd>
<p>StateMachine callback function for a TASK</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Core.Fsm.html##(FSM_TASK)">Core.Fsm#FSM_TASK</a> Fsm </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><a href="Event.html##(EVENTDATA)">Event#EVENTDATA</a> Event </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(TASK_PICKUP).TaskScheduler" >
<strong>TASK_PICKUP.TaskScheduler</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_PICKUP)._Schedule" >
<strong>TASK_PICKUP:_Schedule()</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_PICKUP)._Scheduler" >
<strong>TASK_PICKUP:_Scheduler()</strong>
</a>
</dt>
<dd>
</dd>
</dl>
</div>
</div>
</body>
</html>

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<li>Task_SEAD</li>
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<div id="content">
<h1>Module <code>Task_SEAD</code></h1>
<p>This module contains the TASK_SEAD classes.</p>
<h1>1) <a href="##(TASK_SEAD)">#TASK_SEAD</a> class, extends <a href="Tasking.Task.html##(TASK)">Tasking.Task#TASK</a></h1>
<p>The <a href="##(TASK_SEAD)">#TASK_SEAD</a> class defines a SEAD task for a <a href="Set.html">Set</a> of Target Units, located at a Target Zone,
based on the tasking capabilities defined in <a href="Tasking.Task.html##(TASK)">Tasking.Task#TASK</a>.
The TASK_SEAD is implemented using a <a href="Statemachine.html##(FSM_TASK)">Statemachine#FSM_TASK</a>, and has the following statuses:</p>
<ul>
<li><strong>None</strong>: Start of the process</li>
<li><strong>Planned</strong>: The SEAD task is planned. Upon Planned, the sub-process <a href="Process_Fsm.Assign.html##(ACT_ASSIGN_ACCEPT)">Process<em>Fsm.Assign#ACT</em>ASSIGN_ACCEPT</a> is started to accept the task.</li>
<li><strong>Assigned</strong>: The SEAD task is assigned to a <a href="Wrapper.Group.html##(GROUP)">Wrapper.Group#GROUP</a>. Upon Assigned, the sub-process <a href="Process_Fsm.Route.html##(ACT_ROUTE)">Process<em>Fsm.Route#ACT</em>ROUTE</a> is started to route the active Units in the Group to the attack zone.</li>
<li><strong>Success</strong>: The SEAD task is successfully completed. Upon Success, the sub-process <a href="Process_SEAD.html##(PROCESS_SEAD)">Process<em>SEAD#PROCESS</em>SEAD</a> is started to follow-up successful SEADing of the targets assigned in the task.</li>
<li><strong>Failed</strong>: The SEAD task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.</li>
</ul>
<hr/>
<h3>Authors: FlightControl - Design and Programming</h3>
<h2>Global(s)</h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="#TASK_SEAD">TASK_SEAD</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(TASK_SEAD)">Type <code>TASK_SEAD</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_SEAD).ClassName">TASK_SEAD.ClassName</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_SEAD).GetPlannedMenuText">TASK_SEAD:GetPlannedMenuText()</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_SEAD).New">TASK_SEAD:New(Mission, SetGroup, TaskName, UnitSetTargets, TargetZone, TargetSetUnit)</a></td>
<td class="summary">
<p>Instantiates a new TASK_SEAD.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_SEAD).TargetSetUnit">TASK_SEAD.TargetSetUnit</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2>Global(s)</h2>
<dl class="function">
<dt>
<em><a href="##(TASK_SEAD)">#TASK_SEAD</a></em>
<a id="TASK_SEAD" >
<strong>TASK_SEAD</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(Task_SEAD)" >Type <code>Task_SEAD</code></a></h2>
<h2><a id="#(TASK_SEAD)" >Type <code>TASK_SEAD</code></a></h2>
<p>The TASK_SEAD class</p>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<em>#string</em>
<a id="#(TASK_SEAD).ClassName" >
<strong>TASK_SEAD.ClassName</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_SEAD).GetPlannedMenuText" >
<strong>TASK_SEAD:GetPlannedMenuText()</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_SEAD).New" >
<strong>TASK_SEAD:New(Mission, SetGroup, TaskName, UnitSetTargets, TargetZone, TargetSetUnit)</strong>
</a>
</dt>
<dd>
<p>Instantiates a new TASK_SEAD.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Tasking.Mission.html##(MISSION)">Tasking.Mission#MISSION</a> Mission </em></code>: </p>
</li>
<li>
<p><code><em><a href="Set.html##(SET_GROUP)">Set#SET_GROUP</a> SetGroup </em></code>:
The set of groups for which the Task can be assigned.</p>
</li>
<li>
<p><code><em>#string TaskName </em></code>:
The name of the Task.</p>
</li>
<li>
<p><code><em><a href="Set.html##(SET_UNIT)">Set#SET_UNIT</a> UnitSetTargets </em></code>: </p>
</li>
<li>
<p><code><em><a href="Core.Zone.html##(ZONE_BASE)">Core.Zone#ZONE_BASE</a> TargetZone </em></code>: </p>
</li>
<li>
<p><code><em> TargetSetUnit </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(TASK_SEAD)">#TASK_SEAD</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="Set.html##(SET_UNIT)">Set#SET_UNIT</a></em>
<a id="#(TASK_SEAD).TargetSetUnit" >
<strong>TASK_SEAD.TargetSetUnit</strong>
</a>
</dt>
<dd>
</dd>
</dl>
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<div id="content">
<h1>Module <code>Utils</code></h1>
<p>This module contains derived utilities taken from the MIST framework,
which are excellent tools to be reused in an OO environment!.</p>
<h3>Authors:</h3>
<ul>
<li>Grimes : Design &amp; Programming of the MIST framework.</li>
</ul>
<h3>Contributions:</h3>
<ul>
<li>FlightControl : Rework to OO framework </li>
</ul>
<h2>Global(s)</h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="#FLARECOLOR">FLARECOLOR</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="#SMOKECOLOR">SMOKECOLOR</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="#UTILS">UTILS</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="#lookup_table">lookup_table</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(FLARECOLOR)">Type <code>FLARECOLOR</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(FLARECOLOR).Green">FLARECOLOR.Green</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(FLARECOLOR).Red">FLARECOLOR.Red</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(FLARECOLOR).White">FLARECOLOR.White</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(FLARECOLOR).Yellow">FLARECOLOR.Yellow</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(SMOKECOLOR)">Type <code>SMOKECOLOR</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(SMOKECOLOR).Blue">SMOKECOLOR.Blue</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SMOKECOLOR).Green">SMOKECOLOR.Green</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SMOKECOLOR).Orange">SMOKECOLOR.Orange</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SMOKECOLOR).Red">SMOKECOLOR.Red</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SMOKECOLOR).White">SMOKECOLOR.White</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(UTILS)">Type <code>UTILS</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(UTILS).BasicSerialize">UTILS.BasicSerialize(s)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(UTILS).DeepCopy">UTILS.DeepCopy(object)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(UTILS).DoString">UTILS.DoString(s)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(UTILS).FeetToMeters">UTILS.FeetToMeters(feet)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(UTILS).KmphToMps">UTILS.KmphToMps(kmph)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(UTILS).KnotsToMps">UTILS.KnotsToMps(knots)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(UTILS).MetersToFeet">UTILS.MetersToFeet(meters)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(UTILS).MetersToNM">UTILS.MetersToNM(meters)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(UTILS).MpsToKmph">UTILS.MpsToKmph(mps)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(UTILS).MpsToKnots">UTILS.MpsToKnots(mps)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(UTILS).NMToMeters">UTILS.NMToMeters(NM)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(UTILS).OneLineSerialize">UTILS.OneLineSerialize(tbl)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(UTILS).Round">UTILS.Round(num, idp)</a></td>
<td class="summary">
<p>From http://lua-users.org/wiki/SimpleRound
use negative idp for rounding ahead of decimal place, positive for rounding after decimal place</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(UTILS).ToDegree">UTILS.ToDegree(angle)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(UTILS).ToRadian">UTILS.ToRadian(angle)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(UTILS).tostringLL">UTILS.tostringLL(lat, lon, acc, DMS)</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2>Global(s)</h2>
<dl class="function">
<dt>
<em><a href="##(FLARECOLOR)">#FLARECOLOR</a></em>
<a id="FLARECOLOR" >
<strong>FLARECOLOR</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="##(SMOKECOLOR)">#SMOKECOLOR</a></em>
<a id="SMOKECOLOR" >
<strong>SMOKECOLOR</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="##(UTILS)">#UTILS</a></em>
<a id="UTILS" >
<strong>UTILS</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="lookup_table" >
<strong>lookup_table</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(Utils)" >Type <code>Utils</code></a></h2>
<h2><a id="#(FLARECOLOR)" >Type <code>FLARECOLOR</code></a></h2>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<a id="#(FLARECOLOR).Green" >
<strong>FLARECOLOR.Green</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(FLARECOLOR).Red" >
<strong>FLARECOLOR.Red</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(FLARECOLOR).White" >
<strong>FLARECOLOR.White</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(FLARECOLOR).Yellow" >
<strong>FLARECOLOR.Yellow</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(SMOKECOLOR)" >Type <code>SMOKECOLOR</code></a></h2>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<a id="#(SMOKECOLOR).Blue" >
<strong>SMOKECOLOR.Blue</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SMOKECOLOR).Green" >
<strong>SMOKECOLOR.Green</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SMOKECOLOR).Orange" >
<strong>SMOKECOLOR.Orange</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SMOKECOLOR).Red" >
<strong>SMOKECOLOR.Red</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SMOKECOLOR).White" >
<strong>SMOKECOLOR.White</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(UTILS)" >Type <code>UTILS</code></a></h2>
<p>Utilities static class.</p>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<a id="#(UTILS).BasicSerialize" >
<strong>UTILS.BasicSerialize(s)</strong>
</a>
</dt>
<dd>
<p>porting in Slmod's "safestring" basic serialize</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> s </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(UTILS).DeepCopy" >
<strong>UTILS.DeepCopy(object)</strong>
</a>
</dt>
<dd>
<p>from http://lua-users.org/wiki/CopyTable</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> object </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(UTILS).DoString" >
<strong>UTILS.DoString(s)</strong>
</a>
</dt>
<dd>
<p> porting in Slmod's dostring</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> s </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(UTILS).FeetToMeters" >
<strong>UTILS.FeetToMeters(feet)</strong>
</a>
</dt>
<dd>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> feet </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(UTILS).KmphToMps" >
<strong>UTILS.KmphToMps(kmph)</strong>
</a>
</dt>
<dd>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> kmph </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(UTILS).KnotsToMps" >
<strong>UTILS.KnotsToMps(knots)</strong>
</a>
</dt>
<dd>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> knots </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(UTILS).MetersToFeet" >
<strong>UTILS.MetersToFeet(meters)</strong>
</a>
</dt>
<dd>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> meters </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(UTILS).MetersToNM" >
<strong>UTILS.MetersToNM(meters)</strong>
</a>
</dt>
<dd>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> meters </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(UTILS).MpsToKmph" >
<strong>UTILS.MpsToKmph(mps)</strong>
</a>
</dt>
<dd>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> mps </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(UTILS).MpsToKnots" >
<strong>UTILS.MpsToKnots(mps)</strong>
</a>
</dt>
<dd>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> mps </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(UTILS).NMToMeters" >
<strong>UTILS.NMToMeters(NM)</strong>
</a>
</dt>
<dd>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> NM </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(UTILS).OneLineSerialize" >
<strong>UTILS.OneLineSerialize(tbl)</strong>
</a>
</dt>
<dd>
<p> porting in Slmod's serialize_slmod2</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> tbl </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(UTILS).Round" >
<strong>UTILS.Round(num, idp)</strong>
</a>
</dt>
<dd>
<p>From http://lua-users.org/wiki/SimpleRound
use negative idp for rounding ahead of decimal place, positive for rounding after decimal place</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em> num </em></code>: </p>
</li>
<li>
<p><code><em> idp </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(UTILS).ToDegree" >
<strong>UTILS.ToDegree(angle)</strong>
</a>
</dt>
<dd>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> angle </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(UTILS).ToRadian" >
<strong>UTILS.ToRadian(angle)</strong>
</a>
</dt>
<dd>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> angle </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(UTILS).tostringLL" >
<strong>UTILS.tostringLL(lat, lon, acc, DMS)</strong>
</a>
</dt>
<dd>
<p>acc:
in DM: decimal point of minutes.
In DMS: decimal point of seconds.
position after the decimal of the least significant digit:
So:
42.32 - acc of 2.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em> lat </em></code>: </p>
</li>
<li>
<p><code><em> lon </em></code>: </p>
</li>
<li>
<p><code><em> acc </em></code>: </p>
</li>
<li>
<p><code><em> DMS </em></code>: </p>
</li>
</ul>
</dd>
</dl>
</div>
</div>
</body>
</html>

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<h2>Global(s)</h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="#env">env</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2>Global(s)</h2>
<dl class="function">
<dt>
<em><a href="##(env)">#env</a></em>
<a id="env" >
<strong>env</strong>
</a>
</dt>
<dd>
</dd>
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<h2><a id="#(env)" >Type <code>env</code></a></h2>
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<li><a href="AirbasePolice.html">AirbasePolice</a></li>
<li><a href="Assign.html">Assign</a></li>
<li><a href="Base.html">Base</a></li>
<li><a href="Cargo.html">Cargo</a></li>
<li><a href="CleanUp.html">CleanUp</a></li>
<li><a href="Client.html">Client</a></li>
<li><a href="CommandCenter.html">CommandCenter</a></li>
<li><a href="Controllable.html">Controllable</a></li>
<li><a href="DCSAirbase.html">DCSAirbase</a></li>
<li><a href="DCSCoalitionObject.html">DCSCoalitionObject</a></li>
<li><a href="DCSCommand.html">DCSCommand</a></li>
<li><a href="DCSController.html">DCSController</a></li>
<li><a href="DCSGroup.html">DCSGroup</a></li>
<li><a href="DCSObject.html">DCSObject</a></li>
<li><a href="DCSTask.html">DCSTask</a></li>
<li><a href="DCSTypes.html">DCSTypes</a></li>
<li><a href="DCSUnit.html">DCSUnit</a></li>
<li><a href="DCSWorld.html">DCSWorld</a></li>
<li><a href="DCScountry.html">DCScountry</a></li>
<li><a href="DCStimer.html">DCStimer</a></li>
<li><a href="DCStrigger.html">DCStrigger</a></li>
<li><a href="Database.html">Database</a></li>
<li><a href="Detection.html">Detection</a></li>
<li><a href="Escort.html">Escort</a></li>
<li><a href="Event.html">Event</a></li>
<li><a href="Fsm.html">Fsm</a></li>
<li><a href="Group.html">Group</a></li>
<li><a href="Identifiable.html">Identifiable</a></li>
<li><a href="MOVEMENT.html">MOVEMENT</a></li>
<li><a href="Menu.html">Menu</a></li>
<li><a href="Message.html">Message</a></li>
<li><a href="MissileTrainer.html">MissileTrainer</a></li>
<li><a href="Mission.html">Mission</a></li>
<li><a href="Object.html">Object</a></li>
<li><a href="Patrol.html">Patrol</a></li>
<li><a href="Point.html">Point</a></li>
<li><a href="Positionable.html">Positionable</a></li>
<li><a href="Process_JTAC.html">Process_JTAC</a></li>
<li><a href="Process_Pickup.html">Process_Pickup</a></li>
<li><a href="Route.html">Route</a></li>
<li><a href="ScheduleDispatcher.html">ScheduleDispatcher</a></li>
<li><a href="Scheduler.html">Scheduler</a></li>
<li><a href="Scoring.html">Scoring</a></li>
<li><a href="Sead.html">Sead</a></li>
<li><a href="Set.html">Set</a></li>
<li><a href="Smoke.html">Smoke</a></li>
<li><a href="Spawn.html">Spawn</a></li>
<li><a href="Static.html">Static</a></li>
<li><a href="StaticObject.html">StaticObject</a></li>
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Task_SEAD.html">Task_SEAD</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>
<li><a href="Zone.html">Zone</a></li>
<li><a href="env.html">env</a></li>
<li><a href="land.html">land</a></li>
<li><a href="routines.html">routines</a></li>
</ul>
</div>
<div id="content">
<h2>Module</h2>
<table class="module_list">
<tr>
<td class="name" nowrap="nowrap"><a href="AI_Balancer.html">AI_Balancer</a></td>
<td class="summary">
<p>This module contains the AI_BALANCER class.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Account.html">Account</a></td>
<td class="summary">
<p>(SP) (MP) (FSM) Account for (Detect, count and report) DCS events occuring on DCS objects (units).</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Airbase.html">Airbase</a></td>
<td class="summary">
<p>This module contains the AIRBASE classes.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="AirbasePolice.html">AirbasePolice</a></td>
<td class="summary">
<p>This module contains the AIRBASEPOLICE classes.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Assign.html">Assign</a></td>
<td class="summary">
<p>(SP) (MP) (FSM) Accept or reject process for player (task) assignments.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Base.html">Base</a></td>
<td class="summary">
<p>This module contains the BASE class.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Cargo.html">Cargo</a></td>
<td class="summary">
<p>Management of logical cargo objects, that can be transported from and to transportation carriers.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="CleanUp.html">CleanUp</a></td>
<td class="summary">
<p>The CLEANUP class keeps an area clean of crashing or colliding airplanes.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Client.html">Client</a></td>
<td class="summary">
<p>This module contains the CLIENT class.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="CommandCenter.html">CommandCenter</a></td>
<td class="summary">
<p>A COMMANDCENTER is the owner of multiple missions within MOOSE.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Controllable.html">Controllable</a></td>
<td class="summary">
<p>This module contains the CONTROLLABLE class.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="DCSAirbase.html">DCSAirbase</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="DCSCoalitionObject.html">DCSCoalitionObject</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="DCSCommand.html">DCSCommand</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="DCSController.html">DCSController</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="DCSGroup.html">DCSGroup</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="DCSObject.html">DCSObject</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="DCSTask.html">DCSTask</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="DCSTypes.html">DCSTypes</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="DCSUnit.html">DCSUnit</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="DCSWorld.html">DCSWorld</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="DCScountry.html">DCScountry</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="DCStimer.html">DCStimer</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="DCStrigger.html">DCStrigger</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Database.html">Database</a></td>
<td class="summary">
<p>This module contains the DATABASE class, managing the database of mission objects.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Detection.html">Detection</a></td>
<td class="summary">
<p> This module contains the DETECTION classes.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Escort.html">Escort</a></td>
<td class="summary">
<p>Taking the lead of AI escorting your flight.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Event.html">Event</a></td>
<td class="summary">
<p>This module contains the EVENT class.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Fsm.html">Fsm</a></td>
<td class="summary">
<p>This module contains the FSM class.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Group.html">Group</a></td>
<td class="summary">
<p>This module contains the GROUP class.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Identifiable.html">Identifiable</a></td>
<td class="summary">
<p>This module contains the IDENTIFIABLE class.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="MOVEMENT.html">MOVEMENT</a></td>
<td class="summary">
<p>Limit the simultaneous movement of Groups within a running Mission.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Menu.html">Menu</a></td>
<td class="summary">
<p>This module contains the MENU classes.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Message.html">Message</a></td>
<td class="summary">
<p>This module contains the MESSAGE class.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="MissileTrainer.html">MissileTrainer</a></td>
<td class="summary">
<p>This module contains the MISSILETRAINER class.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Mission.html">Mission</a></td>
<td class="summary">
<p>A MISSION is the main owner of a Mission orchestration within MOOSE .</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Object.html">Object</a></td>
<td class="summary">
<p>This module contains the OBJECT class.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Patrol.html">Patrol</a></td>
<td class="summary">
<p>(AI) (FSM) Make AI patrol routes or zones.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Point.html">Point</a></td>
<td class="summary">
<p>This module contains the POINT classes.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Positionable.html">Positionable</a></td>
<td class="summary">
<p>This module contains the POSITIONABLE class.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Process_JTAC.html">Process_JTAC</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Process_Pickup.html">Process_Pickup</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Route.html">Route</a></td>
<td class="summary">
<p>(SP) (MP) (FSM) Route AI or players through waypoints or to zones.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="ScheduleDispatcher.html">ScheduleDispatcher</a></td>
<td class="summary">
<p>This module defines the SCHEDULEDISPATCHER class, which is used by a central object called _SCHEDULEDISPATCHER.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Scheduler.html">Scheduler</a></td>
<td class="summary">
<p>This module contains the SCHEDULER class.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Scoring.html">Scoring</a></td>
<td class="summary">
<p>Scoring system for MOOSE.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Sead.html">Sead</a></td>
<td class="summary">
<p>Provides defensive behaviour to a set of SAM sites within a running Mission.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Set.html">Set</a></td>
<td class="summary">
<p>This module contains the SET classes.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Smoke.html">Smoke</a></td>
<td class="summary">
<p>(SP) (MP) (FSM) Route AI or players through waypoints or to zones.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Spawn.html">Spawn</a></td>
<td class="summary">
<p>This module contains the SPAWN class.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Static.html">Static</a></td>
<td class="summary">
<p>This module contains the STATIC class.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="StaticObject.html">StaticObject</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Task.html">Task</a></td>
<td class="summary">
<p>This module contains the TASK class.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Task_A2G.html">Task_A2G</a></td>
<td class="summary">
<p>(AI) (SP) (MP) Tasking for Air to Ground Processes.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Task_PICKUP.html">Task_PICKUP</a></td>
<td class="summary">
<p>This module contains the TASK_PICKUP classes.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Task_SEAD.html">Task_SEAD</a></td>
<td class="summary">
<p>This module contains the TASK_SEAD classes.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Unit.html">Unit</a></td>
<td class="summary">
<p>This module contains the UNIT class.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Utils.html">Utils</a></td>
<td class="summary">
<p>This module contains derived utilities taken from the MIST framework,
which are excellent tools to be reused in an OO environment!.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Zone.html">Zone</a></td>
<td class="summary">
<p>This module contains the ZONE classes, inherited from <a href="Core.Zone.html##(ZONE_BASE)">Core.Zone#ZONE_BASE</a>.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="env.html">env</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="land.html">land</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="routines.html">routines</a></td>
<td class="summary">
<p>Various routines</p>
</td>
</tr>
</table>
</div>
</div>
</body>
</html>

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<body>
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<h2>Modules</h2>
<ul><li>
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="Account.html">Account</a></li>
<li><a href="Airbase.html">Airbase</a></li>
<li><a href="AirbasePolice.html">AirbasePolice</a></li>
<li><a href="Assign.html">Assign</a></li>
<li><a href="Base.html">Base</a></li>
<li><a href="Cargo.html">Cargo</a></li>
<li><a href="CleanUp.html">CleanUp</a></li>
<li><a href="Client.html">Client</a></li>
<li><a href="CommandCenter.html">CommandCenter</a></li>
<li><a href="Controllable.html">Controllable</a></li>
<li><a href="DCSAirbase.html">DCSAirbase</a></li>
<li><a href="DCSCoalitionObject.html">DCSCoalitionObject</a></li>
<li><a href="DCSCommand.html">DCSCommand</a></li>
<li><a href="DCSController.html">DCSController</a></li>
<li><a href="DCSGroup.html">DCSGroup</a></li>
<li><a href="DCSObject.html">DCSObject</a></li>
<li><a href="DCSTask.html">DCSTask</a></li>
<li><a href="DCSTypes.html">DCSTypes</a></li>
<li><a href="DCSUnit.html">DCSUnit</a></li>
<li><a href="DCSWorld.html">DCSWorld</a></li>
<li><a href="DCScountry.html">DCScountry</a></li>
<li><a href="DCStimer.html">DCStimer</a></li>
<li><a href="DCStrigger.html">DCStrigger</a></li>
<li><a href="Database.html">Database</a></li>
<li><a href="Detection.html">Detection</a></li>
<li><a href="Escort.html">Escort</a></li>
<li><a href="Event.html">Event</a></li>
<li><a href="Fsm.html">Fsm</a></li>
<li><a href="Group.html">Group</a></li>
<li><a href="Identifiable.html">Identifiable</a></li>
<li><a href="MOVEMENT.html">MOVEMENT</a></li>
<li><a href="Menu.html">Menu</a></li>
<li><a href="Message.html">Message</a></li>
<li><a href="MissileTrainer.html">MissileTrainer</a></li>
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<li><a href="Set.html">Set</a></li>
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<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
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<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>
<li><a href="Zone.html">Zone</a></li>
<li><a href="env.html">env</a></li>
<li>land</li>
<li><a href="routines.html">routines</a></li>
</ul>
</div>
<div id="content">
<h1>Module <code>land</code></h1>
<h2>Global(s)</h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="#land">land</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(land)" >Type <code>land</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(land).SurfaceType">land.SurfaceType</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(land).getHeight">land.getHeight(point)</a></td>
<td class="summary">
<p>Returns altitude MSL of the point.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(land).getSurfaceType">land.getSurfaceType(point)</a></td>
<td class="summary">
<p>returns surface type at the given point.</p>
</td>
</tr>
</table>
<h2><a id="#(land.SurfaceType)">Type <code>land.SurfaceType</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(land.SurfaceType).LAND">land.SurfaceType.LAND</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(land.SurfaceType).ROAD">land.SurfaceType.ROAD</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(land.SurfaceType).RUNWAY">land.SurfaceType.RUNWAY</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(land.SurfaceType).SHALLOW_WATER">land.SurfaceType.SHALLOW_WATER</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(land.SurfaceType).WATER">land.SurfaceType.WATER</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2>Global(s)</h2>
<dl class="function">
<dt>
<em><a href="##(land)">#land</a></em>
<a id="land" >
<strong>land</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(land)" >Type <code>land</code></a></h2>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<em><a href="##(land.SurfaceType)">#land.SurfaceType</a></em>
<a id="#(land).SurfaceType" >
<strong>land.SurfaceType</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(land).getHeight" >
<strong>land.getHeight(point)</strong>
</a>
</dt>
<dd>
<p>Returns altitude MSL of the point.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="##(Vec2)">#Vec2</a> point </em></code>:
point on the ground. </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="Dcs.DCSTypes.html##(Distance)">Dcs.DCSTypes#Distance</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(land).getSurfaceType" >
<strong>land.getSurfaceType(point)</strong>
</a>
</dt>
<dd>
<p>returns surface type at the given point.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="##(Vec2)">#Vec2</a> point </em></code>:
Point on the land. </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(land.SurfaceType)">#land.SurfaceType</a>:</em></p>
</dd>
</dl>
<h2><a id="#(Vec2)" >Type <code>Vec2</code></a></h2>
<h2><a id="#(land.SurfaceType)" >Type <code>land.SurfaceType</code></a></h2>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<a id="#(land.SurfaceType).LAND" >
<strong>land.SurfaceType.LAND</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(land.SurfaceType).ROAD" >
<strong>land.SurfaceType.ROAD</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(land.SurfaceType).RUNWAY" >
<strong>land.SurfaceType.RUNWAY</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(land.SurfaceType).SHALLOW_WATER" >
<strong>land.SurfaceType.SHALLOW_WATER</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(land.SurfaceType).WATER" >
<strong>land.SurfaceType.WATER</strong>
</a>
</dt>
<dd>
</dd>
</dl>
</div>
</div>
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