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@ -87,7 +87,7 @@
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--
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--
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-- ### 1.1.2) Transition Handling
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-- ### 1.1.2) Transition Handling
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--
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--
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-- 
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-- 
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--
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--
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-- An FSM transitions in **4 moments** when an Event is being triggered and processed.
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-- An FSM transitions in **4 moments** when an Event is being triggered and processed.
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-- The mission designer can define for each moment specific logic within methods implementations following a defined API syntax.
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-- The mission designer can define for each moment specific logic within methods implementations following a defined API syntax.
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@ -109,7 +109,7 @@
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--
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--
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-- ### 1.1.3) Event Triggers
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-- ### 1.1.3) Event Triggers
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--
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--
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-- 
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-- 
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--
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--
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-- The FSM creates for each Event two **Event Trigger methods**.
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-- The FSM creates for each Event two **Event Trigger methods**.
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-- There are two modes how Events can be triggered, which is **synchronous** and **asynchronous**:
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-- There are two modes how Events can be triggered, which is **synchronous** and **asynchronous**:
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@ -152,7 +152,7 @@
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-- Two Transition Rules are created, where upon the event Switch,
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-- Two Transition Rules are created, where upon the event Switch,
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-- the FsmDemo will transition from state Green to Red and vise versa.
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-- the FsmDemo will transition from state Green to Red and vise versa.
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--
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--
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-- 
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-- 
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--
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--
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-- local FsmDemo = FSM:New() -- #FsmDemo
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-- local FsmDemo = FSM:New() -- #FsmDemo
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-- FsmDemo:SetStartState( "Green" )
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-- FsmDemo:SetStartState( "Green" )
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@ -162,7 +162,7 @@
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-- In the above example, the FsmDemo could flare every 5 seconds a Green or a Red flare into the air.
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-- In the above example, the FsmDemo could flare every 5 seconds a Green or a Red flare into the air.
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-- The next code implements this through the event handling method **OnAfterSwitch**.
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-- The next code implements this through the event handling method **OnAfterSwitch**.
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--
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--
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-- 
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-- 
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--
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--
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-- function FsmDemo:OnAfterSwitch( From, Event, To, FsmUnit )
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-- function FsmDemo:OnAfterSwitch( From, Event, To, FsmUnit )
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-- self:E( { From, Event, To, FsmUnit } )
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-- self:E( { From, Event, To, FsmUnit } )
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@ -2411,6 +2411,7 @@ The UNIT carrying the package.</p>
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<dl class="function">
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<dl class="function">
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<dt>
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<dt>
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<em></em>
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<a id="#(AI_CARGO_UNIT).CargoCarrier" >
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<a id="#(AI_CARGO_UNIT).CargoCarrier" >
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<strong>AI_CARGO_UNIT.CargoCarrier</strong>
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<strong>AI_CARGO_UNIT.CargoCarrier</strong>
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</a>
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</a>
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@ -163,7 +163,7 @@ These rules define when an FSM can transition from a specific state towards an o
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<h3>1.1.2) Transition Handling</h3>
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<h3>1.1.2) Transition Handling</h3>
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<p><img src="..\Presentations\FSM\Dia4.jpg" alt="Transition Handlers"/></p>
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<p><img src="..\Presentations\FSM\Dia4.JPG" alt="Transition Handlers"/></p>
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<p>An FSM transitions in <strong>4 moments</strong> when an Event is being triggered and processed. <br/>
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<p>An FSM transitions in <strong>4 moments</strong> when an Event is being triggered and processed. <br/>
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The mission designer can define for each moment specific logic within methods implementations following a defined API syntax. <br/>
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The mission designer can define for each moment specific logic within methods implementations following a defined API syntax. <br/>
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@ -189,7 +189,7 @@ These parameters are on the correct order: From, Event, To:</p>
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<h3>1.1.3) Event Triggers</h3>
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<h3>1.1.3) Event Triggers</h3>
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<p><img src="..\Presentations\FSM\Dia5.jpg" alt="Event Triggers"/></p>
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<p><img src="..\Presentations\FSM\Dia5.JPG" alt="Event Triggers"/></p>
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<p>The FSM creates for each Event two <strong>Event Trigger methods</strong>. <br/>
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<p>The FSM creates for each Event two <strong>Event Trigger methods</strong>. <br/>
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There are two modes how Events can be triggered, which is <strong>synchronous</strong> and <strong>asynchronous</strong>:</p>
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There are two modes how Events can be triggered, which is <strong>synchronous</strong> and <strong>asynchronous</strong>:</p>
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@ -237,7 +237,7 @@ It will set the start state of FsmDemo to Green.
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Two Transition Rules are created, where upon the event Switch,
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Two Transition Rules are created, where upon the event Switch,
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the FsmDemo will transition from state Green to Red and vise versa.</p>
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the FsmDemo will transition from state Green to Red and vise versa.</p>
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<p><img src="..\Presentations\FSM\Dia6.jpg" alt="Transition Example"/></p>
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<p><img src="..\Presentations\FSM\Dia6.JPG" alt="Transition Example"/></p>
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<pre><code> local FsmDemo = FSM:New() -- #FsmDemo
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<pre><code> local FsmDemo = FSM:New() -- #FsmDemo
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FsmDemo:SetStartState( "Green" )
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FsmDemo:SetStartState( "Green" )
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@ -248,7 +248,7 @@ the FsmDemo will transition from state Green to Red and vise versa.</p>
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<p>In the above example, the FsmDemo could flare every 5 seconds a Green or a Red flare into the air.
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<p>In the above example, the FsmDemo could flare every 5 seconds a Green or a Red flare into the air.
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The next code implements this through the event handling method <strong>OnAfterSwitch</strong>.</p>
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The next code implements this through the event handling method <strong>OnAfterSwitch</strong>.</p>
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<p><img src="..\Presentations\FSM\Dia7.jpg" alt="Transition Flow"/></p>
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<p><img src="..\Presentations\FSM\Dia7.JPG" alt="Transition Flow"/></p>
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<pre><code> function FsmDemo:OnAfterSwitch( From, Event, To, FsmUnit )
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<pre><code> function FsmDemo:OnAfterSwitch( From, Event, To, FsmUnit )
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self:E( { From, Event, To, FsmUnit } )
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self:E( { From, Event, To, FsmUnit } )
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@ -1692,6 +1692,9 @@ The group that was spawned. You can use this group for further actions.</p>
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<p> Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.</p>
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</dd>
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</dd>
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</dl>
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</dl>
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<dl class="function">
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<dl class="function">
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@ -2486,7 +2489,7 @@ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):Schedule( 600, 0.5 )
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<p> When the first Spawn executes, all the Groups need to be made visible before start.</p>
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<p> Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.</p>
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</dd>
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</dd>
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</dl>
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</dl>
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