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Updated Settings documentation.
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@ -33,29 +33,29 @@
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--
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-- So, when there isn't any **Player setting** defined for a player for a specific setting, or, the player cannot be identified, the **Default setting** will be used instead.
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--
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-- ## \_SETTINGS object
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-- # 1) \_SETTINGS object
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--
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-- MOOSE defines by default a singleton object called **\_SETTINGS**. Use this object to modify all the **Default settings** for a running mission.
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-- For each player, MOOSE will automatically allocate also a **player settings** object, and will expose a radio menu to allow the player to adapt the settings to his own preferences.
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--
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-- ## SETTINGS Menu
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-- # 2) SETTINGS Menu
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--
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-- Settings can be adapted by the Players and by the Mission Administrator through **radio menus, which are automatically available in the mission**.
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-- These menus can be found **on level F10 under "Settings"**. There are two kinds of menus generated by the system.
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--
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-- ### Default settings menu
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-- ## 2.1) Default settings menu
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--
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-- A menu is created automatically per Command Center that allows to modify the **Default** settings.
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-- So, when joining a CC unit, a menu will be available that allows to change the settings parameters **FOR ALL THE PLAYERS**!
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-- Note that the **Default settings** will only be used when a player has not choosen its own settings.
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--
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-- ### Player settings menu
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-- ## 2.2) Player settings menu
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--
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-- A menu is created automatically per Player Slot (group) that allows to modify the **Player** settings.
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-- So, when joining a slot, a menu wil be available that allows to change the settings parameters **FOR THE PLAYER ONLY**!
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-- Note that when a player has not chosen a specific setting, the **Default settings** will be used.
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--
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-- ### Show or Hide the Player Setting menus
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-- ## 2.3) Show or Hide the Player Setting menus
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--
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-- Of course, it may be requried not to show any setting menus. In this case, a method is available on the **\_SETTINGS object**.
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-- Use @{#SETTINGS.SetPlayerMenuOff}() to hide the player menus, and use @{#SETTINGS.SetPlayerMenuOn}() show the player menus.
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@ -69,14 +69,14 @@
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-- -- But only when a player exits and reenters the slot these settings will have effect!
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--
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--
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-- ## Settings
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-- # 3) Settings
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--
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-- There are different settings that are managed and applied within the MOOSE framework.
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-- See below a comprehensive description of each.
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--
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-- ### **A2G coordinates** display formatting
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-- ## 3.1) **A2G coordinates** display formatting
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--
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-- #### A2G coordinates setting **types**
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-- ### 3.1.1) A2G coordinates setting **types**
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--
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-- Will customize which display format is used to indicate A2G coordinates in text as part of the Command Center communications.
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--
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@ -85,11 +85,11 @@
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-- - A2G LL DMS: Lattitude Longitude [Degrees Minutes Seconds](https://en.wikipedia.org/wiki/Geographic_coordinate_conversion). The accuracy can also be adapted.
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-- - A2G LL DDM: Lattitude Longitude [Decimal Degrees Minutes](https://en.wikipedia.org/wiki/Decimal_degrees). The accuracy can also be adapted.
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--
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-- #### A2G coordinates setting **menu**
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-- ### 3.1.2) A2G coordinates setting **menu**
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--
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-- The settings can be changed by using the **Default settings menu** on the Command Center or the **Player settings menu** on the Player Slot.
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--
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-- #### A2G coordinates setting **methods**
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-- ### 3.1.3) A2G coordinates setting **methods**
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--
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-- There are different methods that can be used to change the **System settings** using the \_SETTINGS object.
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--
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@ -98,14 +98,14 @@
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-- - @{#SETTINGS.SetA2G_LL_DMS}(): Enable the LL DMS display formatting by default. Use @{SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting.
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-- - @{#SETTINGS.SetA2G_LL_DDM}(): Enable the LL DDM display formatting by default. Use @{SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting.
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--
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-- #### A2G coordinates setting - additional notes
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-- ### 3.1.4) A2G coordinates setting - additional notes
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--
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-- One additional note on BR. In a situation when a BR coordinate should be given,
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-- but there isn't any player context (no player unit to reference from), the MGRS formatting will be applied!
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--
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-- ### **A2A coordinates** formatting
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-- ## 3.2) **A2A coordinates** formatting
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--
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-- #### A2A coordinates setting **types**
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-- ### 3.2.1) A2A coordinates setting **types**
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--
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-- Will customize which display format is used to indicate A2A coordinates in text as part of the Command Center communications.
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--
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@ -115,11 +115,11 @@
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-- - A2A LL DDM: Lattitude Longitude [Decimal Degrees and Minutes](https://en.wikipedia.org/wiki/Decimal_degrees). The accuracy can also be adapted.
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-- - A2A BULLS: [Bullseye](http://falcon4.wikidot.com/concepts:bullseye).
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--
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-- #### A2A coordinates setting **menu**
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-- ### 3.2.2) A2A coordinates setting **menu**
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--
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-- The settings can be changed by using the **Default settings menu** on the Command Center or the **Player settings menu** on the Player Slot.
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--
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-- #### A2A coordinates setting **methods**
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-- ### 3.2.3) A2A coordinates setting **methods**
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--
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-- There are different methods that can be used to change the **System settings** using the \_SETTINGS object.
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--
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@ -129,34 +129,34 @@
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-- - @{#SETTINGS.SetA2A_LL_DDM}(): Enable the LL DDM display formatting by default. Use @{SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting.
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-- - @{#SETTINGS.SetA2A_BULLS}(): Enable the BULLSeye display formatting by default.
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--
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-- #### A2A coordinates settings - additional notes
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-- ### 3.2.4) A2A coordinates settings - additional notes
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--
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-- One additional note on BRAA. In a situation when a BRAA coordinate should be given,
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-- but there isn't any player context (no player unit to reference from), the MGRS formatting will be applied!
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--
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-- ### **Measurements** formatting
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-- ## 3.3) **Measurements** formatting
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--
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-- #### Measurements setting **types**
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-- ### 3.3.1) Measurements setting **types**
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--
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-- Will customize the measurements system being used as part as part of the Command Center communications.
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--
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-- - **Metrics** system: Applies the [Metrics system](https://en.wikipedia.org/wiki/Metric_system) ...
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-- - **Imperial** system: Applies the [Imperial system](https://en.wikipedia.org/wiki/Imperial_units) ...
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--
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-- #### Measurements setting **menu**
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-- ### 3.3.2) Measurements setting **menu**
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--
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-- The settings can be changed by using the **Default settings menu** on the Command Center or the **Player settings menu** on the Player Slot.
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--
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-- #### Measurements setting **methods**
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-- ### 3.3.3) Measurements setting **methods**
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--
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-- There are different methods that can be used to change the **Default settings** using the \_SETTINGS object.
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--
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-- - @{#SETTINGS.SetMetric}(): Enable the Metric system.
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-- - @{#SETTINGS.SetImperial}(): Enable the Imperial system.
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--
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-- ### **Message** display times
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-- ## 3.4) **Message** display times
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--
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-- #### Message setting **types**
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-- ### 3.4.1) Message setting **types**
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--
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-- There are various **Message Types** that will influence the duration how long a message will appear as part of the Command Center communications.
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--
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@ -166,7 +166,7 @@
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-- - **Overview report**: Provides a short report overview, the summary of the report.
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-- - **Detailed report**: Provides a complete report.
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--
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-- #### Message setting **menu**
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-- ### 3.4.2) Message setting **menu**
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--
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-- The settings can be changed by using the **Default settings menu** on the Command Center or the **Player settings menu** on the Player Slot.
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--
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@ -175,7 +175,7 @@
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-- So the player can choose its own amount of seconds how long a message should be displayed of a certain type.
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-- Note that **Update** messages can be chosen not to be displayed at all!
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--
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-- #### 3.4.3. Message setting **methods**
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-- ### 3.4.3) Message setting **methods**
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--
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-- There are different methods that can be used to change the **System settings** using the \_SETTINGS object.
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--
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@ -723,7 +723,7 @@ do -- SETTINGS
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end
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--- Removes the player menu from the PlayerUnit.
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--- @param #SETTINGS self
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-- @param #SETTINGS self
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-- @param Wrapper.Client#CLIENT PlayerUnit
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-- @return #SETTINGS self
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function SETTINGS:RemovePlayerMenu( PlayerUnit )
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