Module Designate

Functional -- Management of target Designation.

Lase, smoke and illuminate targets.

--Banner Image


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:AddMenuLaserCode(LaserCode, MenuText)

Add a specific lase code to the designate lase menu to lase targets with a specific laser code.

DESIGNATE.AttackSet
DESIGNATE.AutoLase
DESIGNATE.CC
DESIGNATE:CoordinateLase()

Coordinates the Auto Lase.

DESIGNATE.DesignateName
DESIGNATE.Designating
DESIGNATE:DesignationScope()

Adapt the designation scope according the detected items.

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.LaseStart
DESIGNATE.LaserCodes
DESIGNATE.LaserCodesUsed
DESIGNATE.MarkScheduler
DESIGNATE.MaximumDesignations
DESIGNATE.MaximumDistanceAirDesignation
DESIGNATE.MaximumDistanceDesignations
DESIGNATE.MaximumDistanceGroundDesignation
DESIGNATE.MaximumMarkings
DESIGNATE:MenuAutoLase(AutoLase)
DESIGNATE.MenuDesignate
DESIGNATE:MenuFlashStatus(AttackGroup, Flash)
DESIGNATE:MenuForget(Index)
DESIGNATE:MenuIlluminate(Index)
DESIGNATE:MenuLaseCode(Index, Duration, LaserCode)
DESIGNATE:MenuLaseOff(Index, Duration)
DESIGNATE:MenuLaseOn(Index, Duration)
DESIGNATE.MenuLaserCodes
DESIGNATE:MenuSmoke(Index, Color)
DESIGNATE:MenuStatus(AttackGroup, Duration)
DESIGNATE.Mission
DESIGNATE:New(CC, Detection, AttackSet, Mission)

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:RemoveMenuLaserCode(LaserCode)

Removes a specific lase code from the designate lase menu.

DESIGNATE:SendStatus(AttackGroup, Duration, MenuAttackGroup)

Sends the status to the Attack Groups.

DESIGNATE:SetAutoLase(AutoLase, Message)

Set auto lase.

DESIGNATE:SetDesignateMenu()

Sets the Designate Menu.

DESIGNATE:SetDesignateName(DesignateName)

Set the name of the designation.

DESIGNATE:SetFlashStatusMenu(FlashMenu)

Set the flashing of the status menu.

DESIGNATE:SetLaserCodes(<, LaserCodes)

Set an array of possible laser codes.

DESIGNATE:SetMaximumDesignations(MaximumDesignations)

Set the maximum amount of designations.

DESIGNATE:SetMaximumDistanceAirDesignation(MaximumDistanceAirDesignation)

Set the maximum air designation distance.

DESIGNATE:SetMaximumDistanceDesignations(MaximumDistanceDesignations)

Set the overall maximum distance when designations can be accepted.

DESIGNATE:SetMaximumDistanceGroundDesignation(MaximumDistanceGroundDesignation)

Set the maximum ground designation distance.

DESIGNATE:SetMaximumMarkings(MaximumMarkings)

Set the maximum amount of markings FACs will do, per designated target group.

DESIGNATE:SetMission(Mission)

Set the MISSION object for which designate will function.

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, LaserCode)
DESIGNATE:onafterLasing(From, Event, To, Index, Duration, LaserCodeRequested)
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.

In order to prevent an overflow in the DesignateObject of detected targets, there is a maximum amount of DetectionItems that can be put in scope of the DesignateObject. We call this the MaximumDesignations term.

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 Detection ID and the Coordinates.

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:

  1. 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.
  2. 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

2. DESIGNATE is a FSM

Process

2.1 DESIGNATE States

  • Designating ( Group ): The designation process.

2.2 DESIGNATE Events

3. Maximum Designations

In order to prevent an overflow of designations due to many Detected Targets, there is a Maximum Designations scope that is set in the DesignationObject.

The method DESIGNATE.SetMaximumDesignations() will put a limit on the amount of designations put in scope of the DesignationObject. Using the menu system, the player can "forget" a designation, so that gradually a new designation can be put in scope when detected.

4. Laser codes

4.1. 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!

4.2. Auto generate laser codes

Use the method DESIGNATE.GenerateLaserCodes() to generate all possible laser codes. Logic implemented and advised by Ciribob!

4.3. Add specific lase codes to the lase menu

Certain plane types can only drop laser guided ordonnance when targets are lased with specific laser codes. The SU-25T needs targets to be lased using laser code 1113. The A-10A needs targets to be lased using laser code 1680.

The method DESIGNATE.AddMenuLaserCode() to allow a player to lase a target using a specific laser code. Remove such a lase menu option using DESIGNATE.RemoveMenuLaserCode().

5. 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.

6. 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. Designate Menu Location for a Mission

You can make DESIGNATE work for a Mission#MISSION object. In this way, the designate menu will not appear in the root of the radio menu, but in the menu of the Mission. Use the method DESIGNATE.SetMission() to set the Mission object for the designate function.

7. 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:AddMenuLaserCode(LaserCode, MenuText)

Add a specific lase code to the designate lase menu to lase targets with a specific laser code.

The MenuText will appear in the lase menu.

Parameters

  • #number LaserCode : The specific laser code to be added to the lase menu.

  • #string MenuText : The text to be shown to the player. If you specify a %d in the MenuText, the %d will be replaced with the LaserCode specified.

Return value

#DESIGNATE:

Usage:

  RecceDesignation:AddMenuLaserCode( 1113, "Lase with %d for Su-25T" )
  RecceDesignation:AddMenuLaserCode( 1680, "Lase with %d for A-10A" )
DESIGNATE.AttackSet
DESIGNATE.AutoLase
DESIGNATE.CC
DESIGNATE:CoordinateLase()

Coordinates the Auto Lase.

Return value

#DESIGNATE:

DESIGNATE.DesignateName
DESIGNATE.Designating
DESIGNATE:DesignationScope()

Adapt the designation scope according the detected items.

Return value

#DESIGNATE:

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:

DESIGNATE:Illuminate()

Illuminate Trigger for DESIGNATE

#number DESIGNATE.LaseDuration
DESIGNATE:LaseOff()

LaseOff Trigger for DESIGNATE

DESIGNATE:LaseOn()

LaseOn Trigger for DESIGNATE

DESIGNATE.LaseStart
DESIGNATE.LaserCodes
DESIGNATE.LaserCodesUsed
DESIGNATE.MarkScheduler
DESIGNATE.MaximumDesignations
DESIGNATE.MaximumDistanceAirDesignation
DESIGNATE.MaximumDistanceDesignations
DESIGNATE.MaximumDistanceGroundDesignation
DESIGNATE.MaximumMarkings
DESIGNATE:MenuAutoLase(AutoLase)

Parameter

  • AutoLase :

DESIGNATE.MenuDesignate
DESIGNATE:MenuFlashStatus(AttackGroup, Flash)

Parameters

  • AttackGroup :

  • Flash :

DESIGNATE:MenuForget(Index)

Parameter

  • Index :

DESIGNATE:MenuIlluminate(Index)

Parameter

  • Index :

DESIGNATE:MenuLaseCode(Index, Duration, LaserCode)

Parameters

  • Index :

  • Duration :

  • LaserCode :

DESIGNATE:MenuLaseOff(Index, Duration)

Parameters

  • Index :

  • Duration :

DESIGNATE:MenuLaseOn(Index, Duration)

Parameters

  • Index :

  • Duration :

DESIGNATE.MenuLaserCodes

This map contains the laser codes that will be shown in the designate menu to lase with specific laser codes.

DESIGNATE:MenuSmoke(Index, Color)

Parameters

  • Index :

  • Color :

DESIGNATE:MenuStatus(AttackGroup, Duration)

Parameters

  • AttackGroup :

  • Duration :

DESIGNATE.Mission
DESIGNATE:New(CC, Detection, AttackSet, Mission)

DESIGNATE Constructor.

This class is an abstract class and should not be instantiated.

Parameters

Return value

#DESIGNATE:

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:RemoveMenuLaserCode(LaserCode)

Removes a specific lase code from the designate lase menu.

Parameter

  • #number LaserCode : The specific laser code that was set to be added to the lase menu.

Return value

#DESIGNATE:

Usage:

  RecceDesignation:RemoveMenuLaserCode( 1113 )
  
DESIGNATE:SendStatus(AttackGroup, Duration, MenuAttackGroup)

Sends the status to the Attack Groups.

Parameters

  • Wrapper.Group#GROUP AttackGroup :

  • #number Duration : The time in seconds the report should be visible.

  • MenuAttackGroup :

Return value

#DESIGNATE:

DESIGNATE:SetAutoLase(AutoLase, Message)

Set auto lase.

Auto lase will start lasing targets immediately when these are in range.

Parameters

  • #boolean AutoLase : (optional) true sets autolase on, false off. Default is off.

  • #boolean Message : (optional) true is send message, false or nil won't send a message. Default is no message sent.

Return value

#DESIGNATE:

DESIGNATE:SetDesignateMenu()

Sets the Designate Menu.

Return value

#DESIGNATE:

DESIGNATE:SetDesignateName(DesignateName)

Set the name of the designation.

The name will appear in the menu. This method can be used to control different designations for different plane types.

Parameter

  • #string DesignateName :

Return value

#DESIGNATE:

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:

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:

DESIGNATE:SetMaximumDesignations(MaximumDesignations)

Set the maximum amount of designations.

Parameter

  • #number MaximumDesignations :

Return value

#DESIGNATE:

DESIGNATE:SetMaximumDistanceAirDesignation(MaximumDistanceAirDesignation)

Set the maximum air designation distance.

Parameter

  • #number MaximumDistanceAirDesignation : Maximum air designation distance in meters.

Return value

#DESIGNATE:

DESIGNATE:SetMaximumDistanceDesignations(MaximumDistanceDesignations)

Set the overall maximum distance when designations can be accepted.

Parameter

  • #number MaximumDistanceDesignations : Maximum distance in meters to accept designations.

Return value

#DESIGNATE:

DESIGNATE:SetMaximumDistanceGroundDesignation(MaximumDistanceGroundDesignation)

Set the maximum ground designation distance.

Parameter

  • #number MaximumDistanceGroundDesignation : Maximum ground designation distance in meters.

Return value

#DESIGNATE:

DESIGNATE:SetMaximumMarkings(MaximumMarkings)

Set the maximum amount of markings FACs will do, per designated target group.

Parameter

  • #number MaximumMarkings : Maximum markings FACs will do, per designated target group.

Return value

#DESIGNATE:

DESIGNATE:SetMission(Mission)

Set the MISSION object for which designate will function.

When a MISSION object is assigned, the menu for the designation will be located at the Mission Menu.

Parameter

Return value

#DESIGNATE:

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:

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:

DESIGNATE:onafterDone(From, Event, To, Index)

Done

Parameters

  • From :

  • Event :

  • To :

  • Index :

Return value

#DESIGNATE:

DESIGNATE:onafterIlluminate(From, Event, To, Index)

Illuminating

Parameters

  • From :

  • Event :

  • To :

  • Index :

Return value

#DESIGNATE:

DESIGNATE:onafterLaseOff(From, Event, To, Index)

Parameters

  • From :

  • Event :

  • To :

  • Index :

Return value

#DESIGNATE:

DESIGNATE:onafterLaseOn(From, Event, To, Index, Duration, LaserCode)

Parameters

  • From :

  • Event :

  • To :

  • Index :

  • Duration :

  • LaserCode :

DESIGNATE:onafterLasing(From, Event, To, Index, Duration, LaserCodeRequested)

Parameters

  • From :

  • Event :

  • To :

  • Index :

  • Duration :

  • LaserCodeRequested :

Return value

#DESIGNATE:

DESIGNATE:onafterSmoke(From, Event, To, Index, Color)

Parameters

  • From :

  • Event :

  • To :

  • Index :

  • Color :

Return value

#DESIGNATE:

Type list