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Documentation fixes. (#1807)
Correct module links. Replace references to missing images with MOOSE.JPG. Add default MOOSE.JPG where no image was previously set. Fix minor spelling error.
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@ -192,7 +192,7 @@ end
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--- Evaluate the attack and create an AttackUnitTask list.
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-- @param #AI_A2A_CAP self
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-- @param Core.Set#SET_UNIT AttackSetUnit The set of units to attack.
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-- @param Wrappper.Group#GROUP DefenderGroup The group of defenders.
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-- @param Wrapper.Group#GROUP DefenderGroup The group of defenders.
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-- @param #number EngageAltitude The altitude to engage the targets.
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-- @return #AI_A2A_CAP self
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function AI_A2A_CAP:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageAltitude )
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@ -153,7 +153,7 @@ end
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--- Evaluate the attack and create an AttackUnitTask list.
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-- @param #AI_A2A_GCI self
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-- @param Core.Set#SET_UNIT AttackSetUnit The set of units to attack.
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-- @param Wrappper.Group#GROUP DefenderGroup The group of defenders.
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-- @param Wrapper.Group#GROUP DefenderGroup The group of defenders.
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-- @param #number EngageAltitude The altitude to engage the targets.
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-- @return #AI_A2A_GCI self
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function AI_A2A_GCI:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageAltitude )
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@ -70,7 +70,7 @@ end
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--- Evaluate the attack and create an AttackUnitTask list.
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-- @param #AI_A2G_BAI self
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-- @param Core.Set#SET_UNIT AttackSetUnit The set of units to attack.
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-- @param Wrappper.Group#GROUP DefenderGroup The group of defenders.
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-- @param Wrapper.Group#GROUP DefenderGroup The group of defenders.
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-- @param #number EngageAltitude The altitude to engage the targets.
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-- @return #AI_A2G_BAI self
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function AI_A2G_BAI:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageAltitude )
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@ -70,7 +70,7 @@ end
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--- Evaluate the attack and create an AttackUnitTask list.
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-- @param #AI_A2G_CAS self
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-- @param Core.Set#SET_UNIT AttackSetUnit The set of units to attack.
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-- @param Wrappper.Group#GROUP DefenderGroup The group of defenders.
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-- @param Wrapper.Group#GROUP DefenderGroup The group of defenders.
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-- @param #number EngageAltitude The altitude to engage the targets.
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-- @return #AI_A2G_CAS self
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function AI_A2G_CAS:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageAltitude )
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@ -125,7 +125,7 @@ end
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--- Evaluate the attack and create an AttackUnitTask list.
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-- @param #AI_A2G_SEAD self
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-- @param Core.Set#SET_UNIT AttackSetUnit The set of units to attack.
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-- @param Wrappper.Group#GROUP DefenderGroup The group of defenders.
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-- @param Wrapper.Group#GROUP DefenderGroup The group of defenders.
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-- @param #number EngageAltitude The altitude to engage the targets.
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-- @return #AI_A2G_SEAD self
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function AI_A2G_SEAD:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageAltitude )
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@ -4,7 +4,7 @@
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--
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-- ===
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--
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-- @module Actions.Account
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-- @module Actions.Act_Account
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-- @image MOOSE.JPG
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do -- ACT_ACCOUNT
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@ -77,7 +77,7 @@
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--
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-- ===
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--
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-- @module Actions.Assign
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-- @module Actions.Act_Assign
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-- @image MOOSE.JPG
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@ -60,7 +60,7 @@
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--
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-- ===
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--
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-- @module Actions.Assist
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-- @module Actions.Act_Assist
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-- @image MOOSE.JPG
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@ -72,7 +72,7 @@
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--
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-- ===
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--
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-- @module Actions.Route
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-- @module Actions.Act_Route
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-- @image MOOSE.JPG
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@ -1,4 +1,4 @@
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--- **Cargo** - Management of single cargo crates, which are based on a @{Static} object.
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--- **Cargo** - Management of single cargo crates, which are based on a @{Wrapper.Static} object.
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--
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-- ===
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--
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@ -1,4 +1,4 @@
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--- **Cargo** - Management of single cargo crates, which are based on a @{Static} object. The cargo can only be slingloaded.
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--- **Cargo** - Management of single cargo crates, which are based on a @{Wrapper.Static} object. The cargo can only be slingloaded.
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--
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-- ===
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--
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@ -464,16 +464,16 @@ do -- Event Handling
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return self
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end
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-- Event handling function prototypes - Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
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-- Event handling function prototypes - Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
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--- Occurs whenever any unit in a mission fires a weapon. But not any machine gun or autocannon based weapon, those are handled by EVENT.ShootingStart.
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-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
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-- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
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-- @function [parent=#BASE] OnEventShot
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-- @param #BASE self
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-- @param Core.Event#EVENTDATA EventData The EventData structure.
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--- Occurs whenever an object is hit by a weapon.
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-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
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-- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
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-- initiator : The unit object the fired the weapon
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-- weapon: Weapon object that hit the target
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-- target: The Object that was hit.
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@ -482,7 +482,7 @@ do -- Event Handling
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-- @param Core.Event#EVENTDATA EventData The EventData structure.
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--- Occurs when an aircraft takes off from an airbase, farp, or ship.
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-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
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-- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
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-- initiator : The unit that tookoff
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-- place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships
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-- @function [parent=#BASE] OnEventTakeoff
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@ -490,7 +490,7 @@ do -- Event Handling
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-- @param Core.Event#EVENTDATA EventData The EventData structure.
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--- Occurs when an aircraft lands at an airbase, farp or ship
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-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
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-- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
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-- initiator : The unit that has landed
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-- place: Object that the unit landed on. Can be an Airbase Object, FARP, or Ships
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-- @function [parent=#BASE] OnEventLand
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@ -498,49 +498,49 @@ do -- Event Handling
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-- @param Core.Event#EVENTDATA EventData The EventData structure.
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--- Occurs when any aircraft crashes into the ground and is completely destroyed.
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-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
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-- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
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-- initiator : The unit that has crashed
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-- @function [parent=#BASE] OnEventCrash
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-- @param #BASE self
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-- @param Core.Event#EVENTDATA EventData The EventData structure.
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--- Occurs when a pilot ejects from an aircraft
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-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
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-- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
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-- initiator : The unit that has ejected
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-- @function [parent=#BASE] OnEventEjection
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-- @param #BASE self
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-- @param Core.Event#EVENTDATA EventData The EventData structure.
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--- Occurs when an aircraft connects with a tanker and begins taking on fuel.
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-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
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-- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
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-- initiator : The unit that is receiving fuel.
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-- @function [parent=#BASE] OnEventRefueling
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-- @param #BASE self
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-- @param Core.Event#EVENTDATA EventData The EventData structure.
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--- Occurs when an object is dead.
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-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
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-- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
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-- initiator : The unit that is dead.
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-- @function [parent=#BASE] OnEventDead
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-- @param #BASE self
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-- @param Core.Event#EVENTDATA EventData The EventData structure.
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--- Occurs when an Event for an object is triggered.
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-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
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-- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
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-- initiator : The unit that triggered the event.
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-- @function [parent=#BASE] OnEvent
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-- @param #BASE self
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-- @param Core.Event#EVENTDATA EventData The EventData structure.
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--- Occurs when the pilot of an aircraft is killed. Can occur either if the player is alive and crashes or if a weapon kills the pilot without completely destroying the plane.
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-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
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-- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
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-- initiator : The unit that the pilot has died in.
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-- @function [parent=#BASE] OnEventPilotDead
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-- @param #BASE self
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-- @param Core.Event#EVENTDATA EventData The EventData structure.
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--- Occurs when a ground unit captures either an airbase or a farp.
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-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
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-- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
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-- initiator : The unit that captured the base
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-- place: The airbase that was captured, can be a FARP or Airbase. When calling place:getCoalition() the faction will already be the new owning faction.
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-- @function [parent=#BASE] OnEventBaseCaptured
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@ -548,68 +548,68 @@ do -- Event Handling
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-- @param Core.Event#EVENTDATA EventData The EventData structure.
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--- Occurs when a mission starts
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-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
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-- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
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-- @function [parent=#BASE] OnEventMissionStart
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-- @param #BASE self
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-- @param Core.Event#EVENTDATA EventData The EventData structure.
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--- Occurs when a mission ends
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-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
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-- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
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-- @function [parent=#BASE] OnEventMissionEnd
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-- @param #BASE self
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-- @param Core.Event#EVENTDATA EventData The EventData structure.
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--- Occurs when an aircraft is finished taking fuel.
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-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
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-- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
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-- initiator : The unit that was receiving fuel.
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-- @function [parent=#BASE] OnEventRefuelingStop
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-- @param #BASE self
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-- @param Core.Event#EVENTDATA EventData The EventData structure.
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--- Occurs when any object is spawned into the mission.
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-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
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-- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
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-- initiator : The unit that was spawned
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-- @function [parent=#BASE] OnEventBirth
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-- @param #BASE self
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-- @param Core.Event#EVENTDATA EventData The EventData structure.
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--- Occurs when any system fails on a human controlled aircraft.
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-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
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-- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
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-- initiator : The unit that had the failure
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-- @function [parent=#BASE] OnEventHumanFailure
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-- @param #BASE self
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-- @param Core.Event#EVENTDATA EventData The EventData structure.
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--- Occurs when any aircraft starts its engines.
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-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
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-- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
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-- initiator : The unit that is starting its engines.
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-- @function [parent=#BASE] OnEventEngineStartup
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-- @param #BASE self
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-- @param Core.Event#EVENTDATA EventData The EventData structure.
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--- Occurs when any aircraft shuts down its engines.
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-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
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-- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
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-- initiator : The unit that is stopping its engines.
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-- @function [parent=#BASE] OnEventEngineShutdown
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-- @param #BASE self
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-- @param Core.Event#EVENTDATA EventData The EventData structure.
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--- Occurs when any player assumes direct control of a unit. Note - not Mulitplayer safe. Use PlayerEnterAircraft.
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-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
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-- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
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-- initiator : The unit that is being taken control of.
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-- @function [parent=#BASE] OnEventPlayerEnterUnit
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-- @param #BASE self
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-- @param Core.Event#EVENTDATA EventData The EventData structure.
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--- Occurs when any player relieves control of a unit to the AI.
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-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
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-- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
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-- initiator : The unit that the player left.
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-- @function [parent=#BASE] OnEventPlayerLeaveUnit
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-- @param #BASE self
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-- @param Core.Event#EVENTDATA EventData The EventData structure.
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--- Occurs when any unit begins firing a weapon that has a high rate of fire. Most common with aircraft cannons (GAU-8), autocannons, and machine guns.
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-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
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-- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
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-- initiator : The unit that is doing the shooting.
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-- target: The unit that is being targeted.
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-- @function [parent=#BASE] OnEventShootingStart
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@ -617,28 +617,28 @@ do -- Event Handling
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-- @param Core.Event#EVENTDATA EventData The EventData structure.
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--- Occurs when any unit stops firing its weapon. Event will always correspond with a shooting start event.
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-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
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-- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
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-- initiator : The unit that was doing the shooting.
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-- @function [parent=#BASE] OnEventShootingEnd
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-- @param #BASE self
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-- @param Core.Event#EVENTDATA EventData The EventData structure.
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--- Occurs when a new mark was added.
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-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
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-- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
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-- MarkID: ID of the mark.
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-- @function [parent=#BASE] OnEventMarkAdded
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-- @param #BASE self
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-- @param Core.Event#EVENTDATA EventData The EventData structure.
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--- Occurs when a mark was removed.
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-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
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-- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
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-- MarkID: ID of the mark.
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-- @function [parent=#BASE] OnEventMarkRemoved
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-- @param #BASE self
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-- @param Core.Event#EVENTDATA EventData The EventData structure.
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--- Occurs when a mark text was changed.
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-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
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-- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
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-- MarkID: ID of the mark.
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-- @function [parent=#BASE] OnEventMarkChange
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-- @param #BASE self
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@ -654,13 +654,13 @@ do -- Event Handling
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--- Occurs when any modification to the "Score" as seen on the debrief menu would occur.
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-- There is no information on what values the score was changed to. Event is likely similar to player_comment in this regard.
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-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
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-- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
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-- @function [parent=#BASE] OnEventScore
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-- @param #BASE self
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-- @param Core.Event#EVENTDATA EventData The EventData structure.
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--- Occurs on the death of a unit. Contains more and different information. Similar to unit_lost it will occur for aircraft before the aircraft crash event occurs.
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-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
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-- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
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--
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-- * initiator: The unit that killed the target
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-- * target: Target Object
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@ -672,13 +672,13 @@ do -- Event Handling
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--- Occurs when any modification to the "Score" as seen on the debrief menu would occur.
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-- There is no information on what values the score was changed to. Event is likely similar to player_comment in this regard.
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-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
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-- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
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-- @function [parent=#BASE] OnEventScore
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-- @param #BASE self
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-- @param Core.Event#EVENTDATA EventData The EventData structure.
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--- Occurs when the game thinks an object is destroyed.
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-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
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-- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
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--
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-- * initiator: The unit that is was destroyed.
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--
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@ -687,7 +687,7 @@ do -- Event Handling
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-- @param Core.Event#EVENTDATA EventData The EventData structure.
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--- Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up. Event does not occur if the pilot lands in the water and sub combs to Davey Jones Locker.
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-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
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-- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
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--
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-- * initiator: Static object representing the ejected pilot. Place : Aircraft that the pilot ejected from.
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-- * place: may not return as a valid object if the aircraft has crashed into the ground and no longer exists.
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@ -698,43 +698,43 @@ do -- Event Handling
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-- @param Core.Event#EVENTDATA EventData The EventData structure.
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--- Paratrooper landing.
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-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
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-- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
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-- @function [parent=#BASE] OnEventParatrooperLanding
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-- @param #BASE self
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-- @param Core.Event#EVENTDATA EventData The EventData structure.
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--- Discard chair after ejection.
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-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
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-- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
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-- @function [parent=#BASE] OnEventDiscardChairAfterEjection
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-- @param #BASE self
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-- @param Core.Event#EVENTDATA EventData The EventData structure.
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--- Weapon add. Fires when entering a mission per pylon with the name of the weapon (double pylons not counted, infinite wep reload not counted.
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-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
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-- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
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-- @function [parent=#BASE] OnEventParatrooperLanding
|
||||
-- @param #BASE self
|
||||
-- @param Core.Event#EVENTDATA EventData The EventData structure.
|
||||
|
||||
--- Trigger zone.
|
||||
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
|
||||
-- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
|
||||
-- @function [parent=#BASE] OnEventTriggerZone
|
||||
-- @param #BASE self
|
||||
-- @param Core.Event#EVENTDATA EventData The EventData structure.
|
||||
|
||||
--- Landing quality mark.
|
||||
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
|
||||
-- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
|
||||
-- @function [parent=#BASE] OnEventLandingQualityMark
|
||||
-- @param #BASE self
|
||||
-- @param Core.Event#EVENTDATA EventData The EventData structure.
|
||||
|
||||
--- BDA.
|
||||
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
|
||||
-- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
|
||||
-- @function [parent=#BASE] OnEventBDA
|
||||
-- @param #BASE self
|
||||
-- @param Core.Event#EVENTDATA EventData The EventData structure.
|
||||
|
||||
--- Occurs when a player enters a slot and takes control of an aircraft.
|
||||
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
|
||||
-- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
|
||||
-- **NOTE**: This is a workaround of a long standing DCS bug with the PLAYER_ENTER_UNIT event.
|
||||
-- initiator : The unit that is being taken control of.
|
||||
-- @function [parent=#BASE] OnEventPlayerEnterAircraft
|
||||
|
||||
@ -17,7 +17,7 @@
|
||||
--
|
||||
-- ===
|
||||
-- @module Core.Condition
|
||||
-- @image Core_Conditon.png
|
||||
-- @image MOOSE.JPG
|
||||
|
||||
--- CONDITON class.
|
||||
-- @type CONDITION
|
||||
|
||||
@ -3083,7 +3083,7 @@ do -- SET_STATIC
|
||||
--
|
||||
-- Various methods exist for a SET_STATIC to perform actions or calculations and retrieve results from the SET_STATIC:
|
||||
--
|
||||
-- * @{#SET_STATIC.GetTypeNames}(): Retrieve the type names of the @{Static}s in the SET, delimited by a comma.
|
||||
-- * @{#SET_STATIC.GetTypeNames}(): Retrieve the type names of the @{Wrapper.Static}s in the SET, delimited by a comma.
|
||||
--
|
||||
-- ===
|
||||
-- @field #SET_STATIC SET_STATIC
|
||||
@ -3722,10 +3722,10 @@ do -- SET_STATIC
|
||||
return MStaticInclude
|
||||
end
|
||||
|
||||
--- Retrieve the type names of the @{Static}s in the SET, delimited by an optional delimiter.
|
||||
--- Retrieve the type names of the @{Wrapper.Static}s in the SET, delimited by an optional delimiter.
|
||||
-- @param #SET_STATIC self
|
||||
-- @param #string Delimiter (Optional) The delimiter, which is default a comma.
|
||||
-- @return #string The types of the @{Static}s delimited.
|
||||
-- @return #string The types of the @{Wrapper.Static}s delimited.
|
||||
function SET_STATIC:GetTypeNames( Delimiter )
|
||||
|
||||
Delimiter = Delimiter or ", "
|
||||
|
||||
@ -200,7 +200,7 @@
|
||||
-- * @{#SPAWN.ReSpawn}(): Re-spawn a group based on a given index.
|
||||
-- * @{#SPAWN.SpawnFromVec3}(): Spawn a new group from a Vec3 coordinate. (The group will can be spawned at a point in the air).
|
||||
-- * @{#SPAWN.SpawnFromVec2}(): Spawn a new group from a Vec2 coordinate. (The group will be spawned at land height ).
|
||||
-- * @{#SPAWN.SpawnFromStatic}(): Spawn a new group from a structure, taking the position of a @{Static}.
|
||||
-- * @{#SPAWN.SpawnFromStatic}(): Spawn a new group from a structure, taking the position of a @{Wrapper.Static}.
|
||||
-- * @{#SPAWN.SpawnFromUnit}(): Spawn a new group taking the position of a @{Wrapper.Unit}.
|
||||
-- * @{#SPAWN.SpawnInZone}(): Spawn a new group in a @{Zone}.
|
||||
-- * @{#SPAWN.SpawnAtAirbase}(): Spawn a new group at an @{Wrapper.Airbase}, which can be an airdrome, ship or helipad.
|
||||
|
||||
@ -57,15 +57,15 @@
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
|
||||
--- Allows to spawn dynamically new @{Static}s into your mission.
|
||||
--- Allows to spawn dynamically new @{Wrapper.Static}s into your mission.
|
||||
--
|
||||
-- Through creating a copy of an existing static object template as defined in the Mission Editor (ME), SPAWNSTATIC can retireve the properties of the defined static object template (like type, category etc),
|
||||
-- and "copy" these properties to create a new static object and place it at the desired coordinate.
|
||||
--
|
||||
-- New spawned @{Static}s get **the same name** as the name of the template Static, or gets the given name when a new name is provided at the Spawn method.
|
||||
-- By default, spawned @{Static}s will follow a naming convention at run-time:
|
||||
-- New spawned @{Wrapper.Static}s get **the same name** as the name of the template Static, or gets the given name when a new name is provided at the Spawn method.
|
||||
-- By default, spawned @{Wrapper.Static}s will follow a naming convention at run-time:
|
||||
--
|
||||
-- * Spawned @{Static}s will have the name _StaticName_#_nnn_, where _StaticName_ is the name of the **Template Static**, and _nnn_ is a **counter from 0 to 99999**.
|
||||
-- * Spawned @{Wrapper.Static}s will have the name _StaticName_#_nnn_, where _StaticName_ is the name of the **Template Static**, and _nnn_ is a **counter from 0 to 99999**.
|
||||
--
|
||||
-- # SPAWNSTATIC Constructors
|
||||
--
|
||||
@ -131,7 +131,7 @@ SPAWNSTATIC = {
|
||||
-- @field #number mass Cargo mass in kg.
|
||||
-- @field #boolean canCargo Static can be a cargo.
|
||||
|
||||
--- Creates the main object to spawn a @{Static} defined in the mission editor (ME).
|
||||
--- Creates the main object to spawn a @{Wrapper.Static} defined in the mission editor (ME).
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @param #string SpawnTemplateName Name of the static object in the ME. Each new static will have the name starting with this prefix.
|
||||
-- @param DCS#country.id SpawnCountryID (Optional) The ID of the country.
|
||||
@ -158,7 +158,7 @@ function SPAWNSTATIC:NewFromStatic(SpawnTemplateName, SpawnCountryID)
|
||||
return self
|
||||
end
|
||||
|
||||
--- Creates the main object to spawn a @{Static} given a template table.
|
||||
--- Creates the main object to spawn a @{Wrapper.Static} given a template table.
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @param #table SpawnTemplate Template used for spawning.
|
||||
-- @param DCS#country.id CountryID The ID of the country. Default `country.id.USA`.
|
||||
@ -174,7 +174,7 @@ function SPAWNSTATIC:NewFromTemplate(SpawnTemplate, CountryID)
|
||||
return self
|
||||
end
|
||||
|
||||
--- Creates the main object to spawn a @{Static} from a given type.
|
||||
--- Creates the main object to spawn a @{Wrapper.Static} from a given type.
|
||||
-- NOTE that you have to init many other parameters as spawn coordinate etc.
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @param #string StaticType Type of the static.
|
||||
@ -336,7 +336,7 @@ function SPAWNSTATIC:Spawn(Heading, NewName)
|
||||
|
||||
end
|
||||
|
||||
--- Creates a new @{Static} from a POINT_VEC2.
|
||||
--- Creates a new @{Wrapper.Static} from a POINT_VEC2.
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @param Core.Point#POINT_VEC2 PointVec2 The 2D coordinate where to spawn the static.
|
||||
-- @param #number Heading The heading of the static, which is a number in degrees from 0 to 360.
|
||||
@ -352,7 +352,7 @@ function SPAWNSTATIC:SpawnFromPointVec2(PointVec2, Heading, NewName)
|
||||
end
|
||||
|
||||
|
||||
--- Creates a new @{Static} from a COORDINATE.
|
||||
--- Creates a new @{Wrapper.Static} from a COORDINATE.
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @param Core.Point#COORDINATE Coordinate The 3D coordinate where to spawn the static.
|
||||
-- @param #number Heading (Optional) Heading The heading of the static in degrees. Default is 0 degrees.
|
||||
@ -375,7 +375,7 @@ function SPAWNSTATIC:SpawnFromCoordinate(Coordinate, Heading, NewName)
|
||||
end
|
||||
|
||||
|
||||
--- Creates a new @{Static} from a @{Zone}.
|
||||
--- Creates a new @{Wrapper.Static} from a @{Zone}.
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @param Core.Zone#ZONE_BASE Zone The Zone where to spawn the static.
|
||||
-- @param #number Heading (Optional)The heading of the static in degrees. Default is the heading of the template.
|
||||
|
||||
@ -1,5 +1,6 @@
|
||||
--- **Core** - The ZONE_DETECTION class, defined by a zone name, a detection object and a radius.
|
||||
-- @module Core.Zone_Detection
|
||||
-- @image MOOSE.JPG
|
||||
|
||||
--- @type ZONE_DETECTION
|
||||
-- @field DCS#Vec2 Vec2 The current location of the zone.
|
||||
|
||||
@ -1,5 +1,6 @@
|
||||
--- **Functional** - Captures the class DETECTION_ZONES.
|
||||
-- @module Functional.DetectionZones
|
||||
-- @image MOOSE.JPG
|
||||
|
||||
do -- DETECTION_ZONES
|
||||
|
||||
|
||||
@ -138,7 +138,7 @@
|
||||
--
|
||||
-- A strafe pit can be added to the range by the @{#RANGE.AddStrafePit}(*targetnames, boxlength, boxwidth, heading, inverseheading, goodpass, foulline*) function.
|
||||
--
|
||||
-- * The first parameter *targetnames* defines the target or targets. This can be a single item or a Table with the name(s) of @{Wrapper.Unit} or @{Static} objects defined in the mission editor.
|
||||
-- * The first parameter *targetnames* defines the target or targets. This can be a single item or a Table with the name(s) of @{Wrapper.Unit} or @{Wrapper.Static} objects defined in the mission editor.
|
||||
-- * In order to perform a valid pass on the strafe pit, the pilot has to begin his run from the correct direction. Therefore, an "approach box" is defined in front
|
||||
-- of the strafe targets. The parameters *boxlength* and *boxwidth* define the size of the box in meters, while the *heading* parameter defines the heading of the box FROM the target.
|
||||
-- For example, if heading 120 is set, the approach box will start FROM the target and extend outwards on heading 120. A strafe run approach must then be flown apx. heading 300 TOWARDS the target.
|
||||
@ -157,7 +157,7 @@
|
||||
--
|
||||
-- One ore multiple bombing targets can be added to the range by the @{#RANGE.AddBombingTargets}(targetnames, goodhitrange, randommove) function.
|
||||
--
|
||||
-- * The first parameter *targetnames* defines the target or targets. This can be a single item or a Table with the name(s) of @{Wrapper.Unit} or @{Static} objects defined in the mission editor.
|
||||
-- * The first parameter *targetnames* defines the target or targets. This can be a single item or a Table with the name(s) of @{Wrapper.Unit} or @{Wrapper.Static} objects defined in the mission editor.
|
||||
-- * The (optional) parameter *goodhitrange* specifies the radius in metres around the target within which a bomb/rocket hit is considered to be "good".
|
||||
-- * If final (optional) parameter "*randommove*" can be enabled to create moving targets. If this parameter is set to true, the units of this bombing target will randomly move within the range zone.
|
||||
-- Note that there might be quirks since DCS units can get stuck in buildings etc. So it might be safer to manually define a route for the units in the mission editor if moving targets are desired.
|
||||
|
||||
@ -115,7 +115,7 @@
|
||||
--
|
||||
-- Special targets can be set that will give extra scores to the players when these are destroyed.
|
||||
-- Use the methods @{#SCORING.AddUnitScore}() and @{#SCORING.RemoveUnitScore}() to specify a special additional score for a specific @{Wrapper.Unit}s.
|
||||
-- Use the methods @{#SCORING.AddStaticScore}() and @{#SCORING.RemoveStaticScore}() to specify a special additional score for a specific @{Static}s.
|
||||
-- Use the methods @{#SCORING.AddStaticScore}() and @{#SCORING.RemoveStaticScore}() to specify a special additional score for a specific @{Wrapper.Static}s.
|
||||
-- Use the method @{#SCORING.SetGroupGroup}() to specify a special additional score for a specific @{Wrapper.Group}s.
|
||||
--
|
||||
-- local Scoring = SCORING:New( "Scoring File" )
|
||||
@ -373,11 +373,11 @@ function SCORING:RemoveUnitScore( ScoreUnit )
|
||||
return self
|
||||
end
|
||||
|
||||
--- Add a @{Static} for additional scoring when the @{Static} is destroyed.
|
||||
-- Note that if there was already a @{Static} declared within the scoring with the same name,
|
||||
-- then the old @{Static} will be replaced with the new @{Static}.
|
||||
--- Add a @{Wrapper.Static} for additional scoring when the @{Wrapper.Static} is destroyed.
|
||||
-- Note that if there was already a @{Wrapper.Static} declared within the scoring with the same name,
|
||||
-- then the old @{Wrapper.Static} will be replaced with the new @{Wrapper.Static}.
|
||||
-- @param #SCORING self
|
||||
-- @param Wrapper.Static#UNIT ScoreStatic The @{Static} for which the Score needs to be given.
|
||||
-- @param Wrapper.Static#UNIT ScoreStatic The @{Wrapper.Static} for which the Score needs to be given.
|
||||
-- @param #number Score The Score value.
|
||||
-- @return #SCORING
|
||||
function SCORING:AddStaticScore( ScoreStatic, Score )
|
||||
@ -389,9 +389,9 @@ function SCORING:AddStaticScore( ScoreStatic, Score )
|
||||
return self
|
||||
end
|
||||
|
||||
--- Removes a @{Static} for additional scoring when the @{Static} is destroyed.
|
||||
--- Removes a @{Wrapper.Static} for additional scoring when the @{Wrapper.Static} is destroyed.
|
||||
-- @param #SCORING self
|
||||
-- @param Wrapper.Static#UNIT ScoreStatic The @{Static} for which the Score needs to be given.
|
||||
-- @param Wrapper.Static#UNIT ScoreStatic The @{Wrapper.Static} for which the Score needs to be given.
|
||||
-- @return #SCORING
|
||||
function SCORING:RemoveStaticScore( ScoreStatic )
|
||||
|
||||
|
||||
@ -34,11 +34,11 @@
|
||||
-- # The PROFILER Concept
|
||||
--
|
||||
-- Profile your lua code. This tells you, which functions are called very often and which consume most real time.
|
||||
-- With this information you can optimize the perfomance of your code.
|
||||
-- With this information you can optimize the performance of your code.
|
||||
--
|
||||
-- # Prerequisites
|
||||
--
|
||||
-- The modules **os**, **io** and **lfs** need to be desanizied. Comment out the lines
|
||||
-- The modules **os**, **io** and **lfs** need to be de-sanitized. Comment out the lines
|
||||
--
|
||||
-- --sanitizeModule('os')
|
||||
-- --sanitizeModule('io')
|
||||
|
||||
@ -11,7 +11,7 @@
|
||||
--
|
||||
-- ### Author: **funkyfranky**
|
||||
-- @module Utilities.Socket
|
||||
-- @image Utilities_Socket.png
|
||||
-- @image MOOSE.JPG
|
||||
|
||||
|
||||
--- SOCKET class.
|
||||
|
||||
@ -186,9 +186,9 @@ function STATIC:GetDCSObject()
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Returns a list of one @{Static}.
|
||||
--- Returns a list of one @{Wrapper.Static}.
|
||||
-- @param #STATIC self
|
||||
-- @return #list<Wrapper.Static#STATIC> A list of one @{Static}.
|
||||
-- @return #list<Wrapper.Static#STATIC> A list of one @{Wrapper.Static}.
|
||||
function STATIC:GetUnits()
|
||||
self:F2( { self.StaticName } )
|
||||
local DCSStatic = self:GetDCSObject()
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user