Module Designate
+
+Funtional R2.1 -- Management of target Designation.
+ + + +--
+ +
DESIGNATE is orchestrating the designation of potential targets executed by a Recce group, +and communicates these to a dedicated attacking group of players, +so that following a dynamically generated menu system, +each detected set of potential targets can be lased or smoked...
+ +Targets can be:
+ +-
+
- Lased for a period of time. +
- Smoked. Artillery or airplanes with Illuminatino ordonance need to be present. (WIP, but early demo ready.) +
- Illuminated through an illumination bomb. Artillery or airplanes with Illuminatino ordonance need to be present. (WIP, but early demo ready. +
+ +
AUTHORS and CONTRIBUTIONS
+ +Contributions:
+ +-
+
- Ciribob: Showing the way how to lase targets + how laser codes work!!! Explained the autolase script. +
- EasyEB: Ideas and Beta Testing +
- Wingthor: Beta Testing +
Authors:
+ +-
+
- FlightControl: Design & Programming +
Global(s)
+| DESIGNATE | +
+DESIGNATE class, extends Fsm#FSM+ +DESIGNATE is orchestrating the designation of potential targets executed by a Recce group, +and communicates these to a dedicated attacking group of players, +so that following a dynamically generated menu system, +each detected set of potential targets can be lased or smoked... + |
+
Type DESIGNATE
+ | DESIGNATE:ActivateAutoLase() | +
+ Coordinates the Auto Lase. + |
+
| DESIGNATE.AttackSet | ++ + | +
| DESIGNATE.AutoLase | ++ + | +
| DESIGNATE.CC | ++ + | +
| DESIGNATE.Designating | ++ + | +
| DESIGNATE:Detect() | +
+ Detect Trigger for DESIGNATE + |
+
| DESIGNATE.Detection | ++ + | +
| DESIGNATE.FlashStatusMenu | ++ + | +
| DESIGNATE:GenerateLaserCodes() | +
+ Generate an array of possible laser codes. + |
+
| DESIGNATE:Illuminate() | +
+ Illuminate Trigger for DESIGNATE + |
+
| DESIGNATE.LaseDuration | ++ + | +
| DESIGNATE:LaseOff() | +
+ LaseOff Trigger for DESIGNATE + |
+
| DESIGNATE:LaseOn() | +
+ LaseOn Trigger for DESIGNATE + |
+
| DESIGNATE.LaserCodes | ++ + | +
| DESIGNATE.LaserCodesUsed | ++ + | +
| DESIGNATE:MenuAutoLase(AutoLase) | ++ + | +
| DESIGNATE:MenuFlashStatus(AttackGroup, Flash) | ++ + | +
| DESIGNATE:MenuIlluminate(Index) | ++ + | +
| DESIGNATE:MenuLaseOff(Index, Duration) | ++ + | +
| DESIGNATE:MenuLaseOn(Index, Duration) | ++ + | +
| DESIGNATE:MenuSmoke(Index, Color) | ++ + | +
| DESIGNATE:MenuStatus(AttackGroup) | ++ + | +
| DESIGNATE:New(CC, Detection, AttackSet) | +
+ DESIGNATE Constructor. + |
+
| DESIGNATE:OnAfterDetect(From, Event, To) | +
+ Detect Handler OnAfter for DESIGNATE + |
+
| DESIGNATE:OnAfterIlluminate(From, Event, To) | +
+ Illuminate Handler OnAfter for DESIGNATE + |
+
| DESIGNATE:OnAfterLaseOff(From, Event, To) | +
+ LaseOff Handler OnAfter for DESIGNATE + |
+
| DESIGNATE:OnAfterLaseOn(From, Event, To) | +
+ LaseOn Handler OnAfter for DESIGNATE + |
+
| DESIGNATE:OnAfterSmoke(From, Event, To) | +
+ Smoke Handler OnAfter for DESIGNATE + |
+
| DESIGNATE:OnAfterStatus(From, Event, To) | +
+ Status Handler OnAfter for DESIGNATE + |
+
| DESIGNATE:OnBeforeDetect(From, Event, To) | +
+ Detect Handler OnBefore for DESIGNATE + |
+
| DESIGNATE:OnBeforeIlluminate(From, Event, To) | +
+ Illuminate Handler OnBefore for DESIGNATE + |
+
| DESIGNATE:OnBeforeLaseOff(From, Event, To) | +
+ LaseOff Handler OnBefore for DESIGNATE + |
+
| DESIGNATE:OnBeforeLaseOn(From, Event, To) | +
+ LaseOn Handler OnBefore for DESIGNATE + |
+
| DESIGNATE:OnBeforeSmoke(From, Event, To) | +
+ Smoke Handler OnBefore for DESIGNATE + |
+
| DESIGNATE:OnBeforeStatus(From, Event, To) | +
+ Status Handler OnBefore for DESIGNATE + |
+
| DESIGNATE.RecceSet | ++ + | +
| DESIGNATE.Recces | ++ + | +
| DESIGNATE:SendStatus(AttackGroup, MenuAttackGroup) | +
+ Sends the status to the Attack Groups. + |
+
| DESIGNATE:SetAutoLase(AutoLase) | +
+ Set auto lase. + |
+
| DESIGNATE:SetDesignateMenu() | +
+ Sets the Designate Menu. + |
+
| DESIGNATE:SetFlashStatusMenu(FlashMenu) | +
+ Set the flashing of the status menu. + |
+
| DESIGNATE:SetLaserCodes(<, LaserCodes) | +
+ Set an array of possible laser codes. + |
+
| DESIGNATE:SetThreatLevelPrioritization(Prioritize) | +
+ Set priorization of Targets based on the Threat Level of the Target in an Air to Ground context. + |
+
| DESIGNATE:Smoke() | +
+ Smoke Trigger for DESIGNATE + |
+
| DESIGNATE:Status() | +
+ Status Trigger for DESIGNATE + |
+
| DESIGNATE.ThreatLevelPrioritization | ++ + | +
| DESIGNATE:__Detect(Delay) | +
+ Detect Asynchronous Trigger for DESIGNATE + |
+
| DESIGNATE:__Illuminate(Delay) | +
+ Illuminate Asynchronous Trigger for DESIGNATE + |
+
| DESIGNATE:__LaseOff(Delay) | +
+ LaseOff Asynchronous Trigger for DESIGNATE + |
+
| DESIGNATE:__LaseOn(Delay) | +
+ LaseOn Asynchronous Trigger for DESIGNATE + |
+
| DESIGNATE:__Smoke(Delay) | +
+ Smoke Asynchronous Trigger for DESIGNATE + |
+
| DESIGNATE:__Status(Delay) | +
+ Status Asynchronous Trigger for DESIGNATE + |
+
| DESIGNATE:onafterDetect() | ++ + | +
| DESIGNATE:onafterDone(From, Event, To, Index) | +
+ Done + |
+
| DESIGNATE:onafterIlluminate(From, Event, To, Index) | +
+ Illuminating + |
+
| DESIGNATE:onafterLaseOff(From, Event, To, Index) | ++ + | +
| DESIGNATE:onafterLaseOn(From, Event, To, Index, Duration) | ++ + | +
| DESIGNATE:onafterLasing(From, Event, To, Index, Duration) | ++ + | +
| DESIGNATE:onafterSmoke(From, Event, To, Index, Color) | ++ + | +
Global(s)
+-
+
- + + #DESIGNATE + +DESIGNATE + + +
-
+
+
DESIGNATE class, extends Fsm#FSM
+ +DESIGNATE is orchestrating the designation of potential targets executed by a Recce group, +and communicates these to a dedicated attacking group of players, +so that following a dynamically generated menu system, +each detected set of potential targets can be lased or smoked...
+ + + +Targets can be:
+ +-
+
- Lased for a period of time. +
- Smoked. Artillery or airplanes with Illuminatino ordonance need to be present. (WIP, but early demo ready.) +
- Illuminated through an illumination bomb. Artillery or airplanes with Illuminatino ordonance need to be present. (WIP, but early demo ready. +
The following terminology is being used throughout this document:
+ +-
+
- The DesignateObject is the object of the DESIGNATE class, which is this class explained in the document. +
- The DetectionObject is the object of a DETECTION_ class (DETECTIONTYPES, DETECTIONAREAS, DETECTION_UNITS), which is executing the detection and grouping of Targets into DetectionItems. +
- DetectionItems is the list of detected target groupings by the DetectionObject. Each DetectionItem contains a TargetSet. +
- DetectionItem is one element of the DetectionItems list, and contains a TargetSet. +
- The TargetSet is a SET_UNITS collection of Targets, that have been detected by the DetectionObject. +
- A Target is a detected UNIT object by the DetectionObject. +
- A Threat Level is a number from 0 to 10 that is calculated based on the threat of the Target in an Air to Ground battle scenario. +
- The RecceSet is a SET_GROUP collection that contains the RecceGroups. +
- A RecceGroup is a GROUP object containing the Recces. +
- A Recce is a UNIT object executing the reconnaissance as part the DetectionObject. A Recce can be of any UNIT type. +
- An AttackGroup is a GROUP object that contain Players. +
- A Player is an active CLIENT object containing a human player. +
- A Designate Menu is the menu that is dynamically created during the designation process for each AttackGroup. +
The RecceSet is continuously detecting for potential Targets, executing its task as part of the DetectionObject. +Once Targets have been detected, the DesignateObject will trigger the Detect Event.
+ +As part of the Detect Event, the DetectionItems list is used by the DesignateObject to provide the Players with:
+ +-
+
- The RecceGroups are reporting to each AttackGroup, sending Messages containing the Threat Level and the TargetSet composition. +
- Menu options are created and updated for each AttackGroup, containing the Threat Level and the TargetSet composition. +
A Player can then select an action from the Designate Menu.
+ +Note that each selected action will be executed for a TargetSet, thus the Target grouping done by the DetectionObject.
+ +Each Menu Option in the Designate Menu has two modes:
+ +-
+
- If the TargetSet is not being designated, then the Designate Menu option for the target Set will provide options to Lase or Smoke the targets. +
- If the Target Set is being designated, then the Designate Menu option will provide an option to stop or cancel the designation. +
While designating, the RecceGroups will report any change in TargetSet composition or Target presence.
+ +The following logic is executed when a TargetSet is selected to be lased from the Designation Menu:
+ +-
+
- The RecceSet is searched for any Recce that is within designation distance from a Target in the TargetSet that is currently not being designated. +
- If there is a Recce found that is currently no designating a target, and is within designation distance from the Target, then that Target will be designated. +
- During designation, any Recce that does not have Line of Sight (LOS) and is not within disignation distance from the Target, will stop designating the Target, and a report is given. +
- When a Recce is designating a Target, and that Target is destroyed, then the Recce will stop designating the Target, and will report the event. +
- When a Recce is designating a Target, and that Recce is destroyed, then the Recce will be removed from the RecceSet and designation will stop without reporting. +
- When all RecceGroups are destroyed from the RecceSet, then the DesignationObject will stop functioning, and nothing will be reported. +
In this way, the DesignationObject assists players to designate ground targets for a coordinated attack!
+ +Have FUN!
+ +1. DESIGNATE constructor
+ +-
+
- DESIGNATE.New(): Creates a new DESIGNATE object. +
2. DESIGNATE is a FSM
+ +
+ +2.1 DESIGNATE States
+ +-
+
- Designating ( Group ): The process is not started yet. +
2.2 DESIGNATE Events
+ +-
+
- **DESIGNATE.Detect**: Detect targets. +
- **DESIGNATE.LaseOn**: Lase the targets with the specified Index. +
- **DESIGNATE.LaseOff**: Stop lasing the targets with the specified Index. +
- **DESIGNATE.Smoke**: Smoke the targets with the specified Index. +
- **DESIGNATE.Status**: Report designation status. +
3. Laser codes
+ +3.1 Set possible laser codes
+ +An array of laser codes can be provided, that will be used by the DESIGNATE when lasing. +The laser code is communicated by the Recce when it is lasing a larget. +Note that the default laser code is 1113. +Working known laser codes are: 1113,1462,1483,1537,1362,1214,1131,1182,1644,1614,1515,1411,1621,1138,1542,1678,1573,1314,1643,1257,1467,1375,1341,1275,1237
+ +Use the method DESIGNATE.SetLaserCodes() to set the possible laser codes to be selected from. +One laser code can be given or an sequence of laser codes through an table...
+ +
+ +Designate:SetLaserCodes( 1214 ) +The above sets one laser code with the value 1214.
+ +
+ +Designate:SetLaserCodes( { 1214, 1131, 1614, 1138 } ) +The above sets a collection of possible laser codes that can be assigned. Note the { } notation!
+ +3.2 Auto generate laser codes
+ +Use the method DESIGNATE.GenerateLaserCodes() to generate all possible laser codes. Logic implemented and advised by Ciribob!
+ +4. Autolase to automatically lase detected targets.
+ +DetectionItems can be auto lased once detected by Recces. As such, there is almost no action required from the Players using the Designate Menu. +The auto lase function can be activated through the Designation Menu. +Use the method DESIGNATE.SetAutoLase() to activate or deactivate the auto lase function programmatically. +Note that autolase will automatically activate lasing for ALL DetectedItems. Individual items can be switched-off if required using the Designation Menu.
+ +
+ +Designate:SetAutoLase( true ) +Activate the auto lasing.
+ +5. Target prioritization on threat level
+ +Targets can be detected of different types in one DetectionItem. Depending on the type of the Target, a different threat level applies in an Air to Ground combat context. +SAMs are of a higher threat than normal tanks. So, if the Target type was recognized, the Recces will select those targets that form the biggest threat first, +and will continue this until the remaining vehicles with the lowest threat have been reached.
+ +This threat level prioritization can be activated using the method DESIGNATE.SetThreatLevelPrioritization(). +If not activated, Targets will be selected in a random order, but most like those first which are the closest to the Recce marking the Target.
+ +
+ +Designate:SetThreatLevelPrioritization( true ) +The example will activate the threat level prioritization for this the Designate object. Threats will be marked based on the threat level of the Target.
+ +6. Status Report
+ +A status report is available that displays the current Targets detected, grouped per DetectionItem, and a list of which Targets are currently being marked.
+ +-
+
The status report can be shown by selecting "Status" -> "Report Status" from the Designation menu .
+ The status report can be automatically flashed by selecting "Status" -> "Flash Status On".
+ The automatic flashing of the status report can be deactivated by selecting "Status" -> "Flash Status Off".
+ The flashing of the status menu is disabled by default.
+ The method DESIGNATE.FlashStatusMenu() can be used to enable or disable to flashing of the status menu.
+ +Designate:FlashStatusMenu( true )
+
The example will activate the flashing of the status menu for this Designate object.
+ + +
+
Type Designate
+
+ Type DESIGNATE
+ Field(s)
+-
+
- + + +DESIGNATE:ActivateAutoLase() + + +
-
+
+
Coordinates the Auto Lase.
+ +Return value
+ + + + +
+
-
+
- + + + +DESIGNATE.AttackSet + + +
- + + + + +
-
+
- + + + +DESIGNATE.AutoLase + + +
- + + + + +
-
+
- + + + +DESIGNATE.CC + + +
- + + + + +
-
+
- + + + +DESIGNATE.Designating + + +
- + + + + +
-
+
- + + +DESIGNATE:Detect() + + +
-
+
+
Detect Trigger for DESIGNATE
+ +
+
-
+
- + + + +DESIGNATE.Detection + + +
- + + + + +
-
+
- + + + +DESIGNATE.FlashStatusMenu + + +
- + + + + +
-
+
- + + +DESIGNATE:GenerateLaserCodes() + + +
-
+
+
Generate an array of possible laser codes.
+ + +Each new lase will select a code from this table. +The entered value can range from 1111 - 1788, +-- but the first digit of the series must be a 1 or 2 +-- and the last three digits must be between 1 and 8. + The range used to be bugged so its not 1 - 8 but 0 - 7. +function below will use the range 1-7 just in case
+ +Return value
+ + + + +
+
-
+
- + + +DESIGNATE:Illuminate() + + +
-
+
+
Illuminate Trigger for DESIGNATE
+ +
+
-
+
- + + #number + +DESIGNATE.LaseDuration + + +
- + + + + +
-
+
- + + +DESIGNATE:LaseOff() + + +
-
+
+
LaseOff Trigger for DESIGNATE
+ +
+
-
+
- + + +DESIGNATE:LaseOn() + + +
-
+
+
LaseOn Trigger for DESIGNATE
+ +
+
-
+
- + + + +DESIGNATE.LaserCodes + + +
- + + + + +
-
+
- + + + +DESIGNATE.LaserCodesUsed + + +
- + + + + +
-
+
- + + +DESIGNATE:MenuAutoLase(AutoLase) + + +
-
+
+
+
+
Parameter
+-
+
-
+
+
+ +AutoLase:
+
+ -
+
+
-
+
- + + +DESIGNATE:MenuFlashStatus(AttackGroup, Flash) + + +
-
+
+
+
+
Parameters
+-
+
-
+
+
+ +AttackGroup:
+ -
+
+
+ +Flash:
+
+ -
+
+
-
+
- + + +DESIGNATE:MenuIlluminate(Index) + + +
-
+
+
+
+
Parameter
+-
+
-
+
+
+ +Index:
+
+ -
+
+
-
+
- + + +DESIGNATE:MenuLaseOff(Index, Duration) + + +
-
+
+
+
+
Parameters
+-
+
-
+
+
+ +Index:
+ -
+
+
+ +Duration:
+
+ -
+
+
-
+
- + + +DESIGNATE:MenuLaseOn(Index, Duration) + + +
-
+
+
+
+
Parameters
+-
+
-
+
+
+ +Index:
+ -
+
+
+ +Duration:
+
+ -
+
+
-
+
- + + +DESIGNATE:MenuSmoke(Index, Color) + + +
-
+
+
+
+
Parameters
+-
+
-
+
+
+ +Index:
+ -
+
+
+ +Color:
+
+ -
+
+
-
+
- + + +DESIGNATE:MenuStatus(AttackGroup) + + +
-
+
+
+
+
Parameter
+-
+
-
+
+
+ +AttackGroup:
+
+ -
+
+
-
+
- + + +DESIGNATE:New(CC, Detection, AttackSet) + + +
-
+
+
DESIGNATE Constructor.
+ + +This class is an abstract class and should not be instantiated.
+ +Parameters
+-
+
- + + + + +
-
+
+
+ +Functional.Detection#DETECTION_BASE Detection:
+ -
+
+
+ +Core.Set#SET_GROUP AttackSet: +The Attack collection of GROUP objects to designate and report for.
+
Return value
+ + + + +
+
-
+
- + + +DESIGNATE:OnAfterDetect(From, Event, To) + + +
-
+
+
Detect Handler OnAfter for DESIGNATE
+ +Parameters
+-
+
-
+
+
+ +#string From:
+ -
+
+
+ +#string Event:
+ -
+
+
+ +#string To:
+
+ -
+
+
-
+
- + + +DESIGNATE:OnAfterIlluminate(From, Event, To) + + +
-
+
+
Illuminate Handler OnAfter for DESIGNATE
+ +Parameters
+-
+
-
+
+
+ +#string From:
+ -
+
+
+ +#string Event:
+ -
+
+
+ +#string To:
+
+ -
+
+
-
+
- + + +DESIGNATE:OnAfterLaseOff(From, Event, To) + + +
-
+
+
LaseOff Handler OnAfter for DESIGNATE
+ +Parameters
+-
+
-
+
+
+ +#string From:
+ -
+
+
+ +#string Event:
+ -
+
+
+ +#string To:
+
+ -
+
+
-
+
- + + +DESIGNATE:OnAfterLaseOn(From, Event, To) + + +
-
+
+
LaseOn Handler OnAfter for DESIGNATE
+ +Parameters
+-
+
-
+
+
+ +#string From:
+ -
+
+
+ +#string Event:
+ -
+
+
+ +#string To:
+
+ -
+
+
-
+
- + + +DESIGNATE:OnAfterSmoke(From, Event, To) + + +
-
+
+
Smoke Handler OnAfter for DESIGNATE
+ +Parameters
+-
+
-
+
+
+ +#string From:
+ -
+
+
+ +#string Event:
+ -
+
+
+ +#string To:
+
+ -
+
+
-
+
- + + +DESIGNATE:OnAfterStatus(From, Event, To) + + +
-
+
+
Status Handler OnAfter for DESIGNATE
+ +Parameters
+-
+
-
+
+
+ +#string From:
+ -
+
+
+ +#string Event:
+ -
+
+
+ +#string To:
+
+ -
+
+
-
+
- + + +DESIGNATE:OnBeforeDetect(From, Event, To) + + +
-
+
+
Detect Handler OnBefore for DESIGNATE
+ +Parameters
+-
+
-
+
+
+ +#string From:
+ -
+
+
+ +#string Event:
+ -
+
+
+ +#string To:
+
Return value
+ +#boolean:
+ + +
+ -
+
+
-
+
- + + +DESIGNATE:OnBeforeIlluminate(From, Event, To) + + +
-
+
+
Illuminate Handler OnBefore for DESIGNATE
+ +Parameters
+-
+
-
+
+
+ +#string From:
+ -
+
+
+ +#string Event:
+ -
+
+
+ +#string To:
+
Return value
+ +#boolean:
+ + +
+ -
+
+
-
+
- + + +DESIGNATE:OnBeforeLaseOff(From, Event, To) + + +
-
+
+
LaseOff Handler OnBefore for DESIGNATE
+ +Parameters
+-
+
-
+
+
+ +#string From:
+ -
+
+
+ +#string Event:
+ -
+
+
+ +#string To:
+
Return value
+ +#boolean:
+ + +
+ -
+
+
-
+
- + + +DESIGNATE:OnBeforeLaseOn(From, Event, To) + + +
-
+
+
LaseOn Handler OnBefore for DESIGNATE
+ +Parameters
+-
+
-
+
+
+ +#string From:
+ -
+
+
+ +#string Event:
+ -
+
+
+ +#string To:
+
Return value
+ +#boolean:
+ + +
+ -
+
+
-
+
- + + +DESIGNATE:OnBeforeSmoke(From, Event, To) + + +
-
+
+
Smoke Handler OnBefore for DESIGNATE
+ +Parameters
+-
+
-
+
+
+ +#string From:
+ -
+
+
+ +#string Event:
+ -
+
+
+ +#string To:
+
Return value
+ +#boolean:
+ + +
+ -
+
+
-
+
- + + +DESIGNATE:OnBeforeStatus(From, Event, To) + + +
-
+
+
Status Handler OnBefore for DESIGNATE
+ +Parameters
+-
+
-
+
+
+ +#string From:
+ -
+
+
+ +#string Event:
+ -
+
+
+ +#string To:
+
Return value
+ +#boolean:
+ + +
+ -
+
+
-
+
- + + + +DESIGNATE.RecceSet + + +
- + + + + +
-
+
- + + + +DESIGNATE.Recces + + +
- + + + + +
-
+
- + + +DESIGNATE:SendStatus(AttackGroup, MenuAttackGroup) + + +
-
+
+
Sends the status to the Attack Groups.
+ +Parameters
+-
+
-
+
+
+ +Wrapper.Group#GROUP AttackGroup:
+ -
+
+
+ +MenuAttackGroup:
+
Return value
+ + + + +
+ -
+
+
-
+
- + + +DESIGNATE:SetAutoLase(AutoLase) + + +
-
+
+
Set auto lase.
+ + +Auto lase will start lasing targets immediately when these are in range.
+ +Parameter
+-
+
-
+
+
+ +#boolean AutoLase:
+
Return value
+ + + + +
+ -
+
+
-
+
- + + +DESIGNATE:SetDesignateMenu() + + +
-
+
+
Sets the Designate Menu.
+ +Return value
+ + + + +
+
-
+
- + + +DESIGNATE:SetFlashStatusMenu(FlashMenu) + + +
-
+
+
Set the flashing of the status menu.
+ +Parameter
+-
+
-
+
+
+ +#boolean FlashMenu: +true: the status menu will be flashed every detection run; false: no flashing of the menu.
+
Return value
+ + + + +
+ -
+
+
-
+
- + + +DESIGNATE:SetLaserCodes(<, LaserCodes) + + +
-
+
+
Set an array of possible laser codes.
+ + +Each new lase will select a code from this table.
+ +Parameters
+-
+
-
+
+
+ +#list <: +number> LaserCodes
+ -
+
+
+ +LaserCodes:
+
Return value
+ + + + +
+ -
+
+
-
+
- + + +DESIGNATE:SetThreatLevelPrioritization(Prioritize) + + +
-
+
+
Set priorization of Targets based on the Threat Level of the Target in an Air to Ground context.
+ +Parameter
+-
+
-
+
+
+ +#boolean Prioritize:
+
Return value
+ + + + +
+ -
+
+
-
+
- + + +DESIGNATE:Smoke() + + +
-
+
+
Smoke Trigger for DESIGNATE
+ +
+
-
+
- + + +DESIGNATE:Status() + + +
-
+
+
Status Trigger for DESIGNATE
+ +
+
-
+
- + + + +DESIGNATE.ThreatLevelPrioritization + + +
- + + + + +
-
+
- + + +DESIGNATE:__Detect(Delay) + + +
-
+
+
Detect Asynchronous Trigger for DESIGNATE
+ +Parameter
+-
+
-
+
+
+ +#number Delay:
+
+ -
+
+
-
+
- + + +DESIGNATE:__Illuminate(Delay) + + +
-
+
+
Illuminate Asynchronous Trigger for DESIGNATE
+ +Parameter
+-
+
-
+
+
+ +#number Delay:
+
+ -
+
+
-
+
- + + +DESIGNATE:__LaseOff(Delay) + + +
-
+
+
LaseOff Asynchronous Trigger for DESIGNATE
+ +Parameter
+-
+
-
+
+
+ +#number Delay:
+
+ -
+
+
-
+
- + + +DESIGNATE:__LaseOn(Delay) + + +
-
+
+
LaseOn Asynchronous Trigger for DESIGNATE
+ +Parameter
+-
+
-
+
+
+ +#number Delay:
+
+ -
+
+
-
+
- + + +DESIGNATE:__Smoke(Delay) + + +
-
+
+
Smoke Asynchronous Trigger for DESIGNATE
+ +Parameter
+-
+
-
+
+
+ +#number Delay:
+
+ -
+
+
-
+
- + + +DESIGNATE:__Status(Delay) + + +
-
+
+
Status Asynchronous Trigger for DESIGNATE
+ +Parameter
+-
+
-
+
+
+ +#number Delay:
+
+ -
+
+
-
+
- + + +DESIGNATE:onafterDetect() + + +
-
+
+
+
+
Return value
+ + + + +
+
-
+
- + + +DESIGNATE:onafterDone(From, Event, To, Index) + + +
-
+
+
Done
+ +Parameters
+-
+
-
+
+
+ +From:
+ -
+
+
+ +Event:
+ -
+
+
+ +To:
+ -
+
+
+ +Index:
+
Return value
+ + + + +
+ -
+
+
-
+
- + + +DESIGNATE:onafterIlluminate(From, Event, To, Index) + + +
-
+
+
Illuminating
+ +Parameters
+-
+
-
+
+
+ +From:
+ -
+
+
+ +Event:
+ -
+
+
+ +To:
+ -
+
+
+ +Index:
+
Return value
+ + + + +
+ -
+
+
-
+
- + + +DESIGNATE:onafterLaseOff(From, Event, To, Index) + + +
-
+
+
+
+
Parameters
+-
+
-
+
+
+ +From:
+ -
+
+
+ +Event:
+ -
+
+
+ +To:
+ -
+
+
+ +Index:
+
Return value
+ + + + +
+ -
+
+
-
+
- + + +DESIGNATE:onafterLaseOn(From, Event, To, Index, Duration) + + +
-
+
+
+
+
Parameters
+-
+
-
+
+
+ +From:
+ -
+
+
+ +Event:
+ -
+
+
+ +To:
+ -
+
+
+ +Index:
+ -
+
+
+ +Duration:
+
+ -
+
+
-
+
- + + +DESIGNATE:onafterLasing(From, Event, To, Index, Duration) + + +
-
+
+
+
+
Parameters
+-
+
-
+
+
+ +From:
+ -
+
+
+ +Event:
+ -
+
+
+ +To:
+ -
+
+
+ +Index:
+ -
+
+
+ +Duration:
+
Return value
+ + + + +
+ -
+
+
-
+
- + + +DESIGNATE:onafterSmoke(From, Event, To, Index, Color) + + +
-
+
+
+
+
Parameters
+-
+
-
+
+
+ +From:
+ -
+
+
+ +Event:
+ -
+
+
+ +To:
+ -
+
+
+ +Index:
+ -
+
+
+ +Color:
+
Return value
+ + + + +
+ -
+
+