MOOSE/docs/Documentation/Detection.html
FlightControl_Master b2e522aac1 Documentation
2017-08-06 08:14:01 +02:00

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<h1>Module <code>Detection</code></h1>
<p><strong>Functional</strong> -- DETECTION_ classes model the detection of enemy units by FACs or RECCEs and group them according various methods.</p>
<p><img src="..\Presentations\DETECTION\Dia1.JPG" alt="Banner Image"/></p>
<hr/>
<p>DETECTION classes facilitate the detection of enemy units within the battle zone executed by FACs (Forward Air Controllers) or RECCEs (Reconnassance Units).
DETECTION uses the in-built detection capabilities of DCS World, but adds new functionalities.</p>
<p>Find the DETECTION classes documentation further in this document in the globals section.</p>
<hr/>
<h1>Demo Missions</h1>
<h3><a href="https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/DET%20-%20Detection">DETECTION Demo Missions and Source Code</a></h3>
<h3><a href="https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/DET%20-%20Detection">DETECTION Demo Missions, only for Beta Testers</a></h3>
<h3><a href="https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases">ALL Demo Missions pack of the Latest Release</a></h3>
<hr/>
<h1>YouTube Channel</h1>
<h3><a href="https://www.youtube.com/playlist?list=PL7ZUrU4zZUl3Cf5jpI6BS0sBOVWK__tji">DETECTION YouTube Channel</a></h3>
<hr/>
<h3>Contributions:</h3>
<ul>
<li>Mechanist : Early concept of DETECTION_AREAS.</li>
</ul>
<h3>Authors:</h3>
<ul>
<li>FlightControl : Analysis, Design, Programming, Testing</li>
</ul>
<h2>Global(s)</h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="#DETECTION_AREAS">DETECTION_AREAS</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="#DETECTION_BASE">DETECTION_BASE</a></td>
<td class="summary">
<p>DETECTION_BASE class, extends <a href="Fsm.html##(FSM)">Fsm#FSM</a></p>
<p>The DETECTION_BASE class defines the core functions to administer detected objects.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="#DETECTION_TYPES">DETECTION_TYPES</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="#DETECTION_UNITS">DETECTION_UNITS</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(DETECTION_AREAS)">Type <code>DETECTION_AREAS</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_AREAS).BoundDetectedZones">DETECTION_AREAS:BoundDetectedZones()</a></td>
<td class="summary">
<p>Bound the detected zones</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_AREAS).CalculateIntercept">DETECTION_AREAS:CalculateIntercept(DetectedItem)</a></td>
<td class="summary">
<p>Calculate the optimal intercept point of the DetectedItem.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_AREAS).CalculateThreatLevelA2G">DETECTION_AREAS:CalculateThreatLevelA2G(DetectedItem)</a></td>
<td class="summary">
<p>Calculate the maxium A2G threat level of the DetectedItem.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_AREAS).ClassName">DETECTION_AREAS.ClassName</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_AREAS).CountryID">DETECTION_AREAS.CountryID</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_AREAS).CreateDetectionItems">DETECTION_AREAS:CreateDetectionItems()</a></td>
<td class="summary">
<p>Make a DetectionSet table.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_AREAS).DetectedItemMenu">DETECTION_AREAS:DetectedItemMenu(Index, AttackGroup)</a></td>
<td class="summary">
<p>Menu of a detected item using a given numeric index.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_AREAS).DetectedItemReportSummary">DETECTION_AREAS:DetectedItemReportSummary(Index, AttackGroup, Settings)</a></td>
<td class="summary">
<p>Report summary of a detected item using a given numeric index.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_AREAS).DetectedItems">DETECTION_AREAS.DetectedItems</a></td>
<td class="summary">
<p>A list of areas containing the set of <a href="Unit.html">Unit</a>s, <a href="Zone.html">Zone</a>s, the center <a href="Unit.html">Unit</a> within the zone, and ID of each area that was detected within a DetectionZoneRange.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_AREAS).DetectedReportDetailed">DETECTION_AREAS:DetectedReportDetailed(AttackGroup)</a></td>
<td class="summary">
<p>Report detailed of a detection result.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_AREAS).DetectionZoneRange">DETECTION_AREAS.DetectionZoneRange</a></td>
<td class="summary">
<p>The range till which targets are grouped upon the first detected target.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_AREAS).FlareDetectedUnits">DETECTION_AREAS:FlareDetectedUnits()</a></td>
<td class="summary">
<p>Flare the detected units</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_AREAS).FlareDetectedZones">DETECTION_AREAS:FlareDetectedZones()</a></td>
<td class="summary">
<p>Flare the detected zones</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_AREAS).GetChangeText">DETECTION_AREAS:GetChangeText(DetectedItem)</a></td>
<td class="summary">
<p>Make text documenting the changes of the detected zone.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_AREAS).GetTreatLevelA2G">DETECTION_AREAS:GetTreatLevelA2G(DetectedItem)</a></td>
<td class="summary">
<p>Returns the A2G threat level of the units in the DetectedItem</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_AREAS).NearestFAC">DETECTION_AREAS:NearestFAC(DetectedItem)</a></td>
<td class="summary">
<p>Find the nearest FAC of the DetectedItem.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_AREAS).New">DETECTION_AREAS:New(DetectionSetGroup, DetectionZoneRange)</a></td>
<td class="summary">
<p>DETECTION_AREAS constructor.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_AREAS).SmokeDetectedUnits">DETECTION_AREAS:SmokeDetectedUnits()</a></td>
<td class="summary">
<p>Smoke the detected units</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_AREAS).SmokeDetectedZones">DETECTION_AREAS:SmokeDetectedZones()</a></td>
<td class="summary">
<p>Smoke the detected zones</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_AREAS)._BoundDetectedZones">DETECTION_AREAS._BoundDetectedZones</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_AREAS)._FlareDetectedUnits">DETECTION_AREAS._FlareDetectedUnits</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_AREAS)._FlareDetectedZones">DETECTION_AREAS._FlareDetectedZones</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_AREAS)._SmokeDetectedUnits">DETECTION_AREAS._SmokeDetectedUnits</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_AREAS)._SmokeDetectedZones">DETECTION_AREAS._SmokeDetectedZones</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(DETECTION_BASE)">Type <code>DETECTION_BASE</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).AcceptChanges">DETECTION_BASE:AcceptChanges(DetectedItem)</a></td>
<td class="summary">
<p>Accepts changes from the detected item.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).AcceptRange">DETECTION_BASE.AcceptRange</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).AcceptZones">DETECTION_BASE.AcceptZones</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).AddChangeItem">DETECTION_BASE:AddChangeItem(DetectedItem, ChangeCode, ItemUnitType)</a></td>
<td class="summary">
<p>Add a change to the detected zone.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).AddChangeUnit">DETECTION_BASE:AddChangeUnit(DetectedItem, ChangeCode, ChangeUnitType)</a></td>
<td class="summary">
<p>Add a change to the detected zone.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).AddDetectedItem">DETECTION_BASE:AddDetectedItem(ItemPrefix, DetectedItemIndex, Set)</a></td>
<td class="summary">
<p>Adds a new DetectedItem to the DetectedItems list.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).AddDetectedItemZone">DETECTION_BASE:AddDetectedItemZone(DetectedItemIndex, Set, Zone)</a></td>
<td class="summary">
<p>Adds a new DetectedItem to the DetectedItems list.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).AlphaAngleProbability">DETECTION_BASE.AlphaAngleProbability</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).CleanDetectionItem">DETECTION_BASE:CleanDetectionItem(DetectedItem, DetectedItemID)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).CreateDetectionItems">DETECTION_BASE:CreateDetectionItems()</a></td>
<td class="summary">
<p>Make a DetectionSet table.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).Detect">DETECTION_BASE:Detect()</a></td>
<td class="summary">
<p>Synchronous Event Trigger for Event Detect.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).DetectDLINK">DETECTION_BASE.DetectDLINK</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).DetectIRST">DETECTION_BASE.DetectIRST</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).DetectOptical">DETECTION_BASE.DetectOptical</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).DetectRWR">DETECTION_BASE.DetectRWR</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).DetectRadar">DETECTION_BASE.DetectRadar</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).DetectVisual">DETECTION_BASE.DetectVisual</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).Detected">DETECTION_BASE:Detected()</a></td>
<td class="summary">
<p>Synchronous Event Trigger for Event Detected.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).DetectedItemCount">DETECTION_BASE.DetectedItemCount</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).DetectedItemMax">DETECTION_BASE.DetectedItemMax</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).DetectedItemMenu">DETECTION_BASE:DetectedItemMenu(Index, AttackGroup)</a></td>
<td class="summary">
<p>Menu of a detected item using a given numeric index.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).DetectedItemReportSummary">DETECTION_BASE:DetectedItemReportSummary(Index, AttackGroup, Settings)</a></td>
<td class="summary">
<p>Report summary of a detected item using a given numeric index.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).DetectedItems">DETECTION_BASE.DetectedItems</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).DetectedObjects">DETECTION_BASE.DetectedObjects</a></td>
<td class="summary">
<p>The list of detected objects.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).DetectedObjectsIdentified">DETECTION_BASE.DetectedObjectsIdentified</a></td>
<td class="summary">
<p>Map of the DetectedObjects identified.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).DetectedReportDetailed">DETECTION_BASE:DetectedReportDetailed(AttackGroup)</a></td>
<td class="summary">
<p>Report detailed of a detectedion result.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).DetectionCount">DETECTION_BASE.DetectionCount</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).DetectionInterval">DETECTION_BASE.DetectionInterval</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).DetectionRange">DETECTION_BASE.DetectionRange</a></td>
<td class="summary">
<p>The range till which targets are accepted to be detected.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).DetectionRun">DETECTION_BASE.DetectionRun</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).DetectionScheduler">DETECTION_BASE.DetectionScheduler</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).DetectionSetGroup">DETECTION_BASE.DetectionSetGroup</a></td>
<td class="summary">
<p>The <a href="Set.html">Set</a> of GROUPs in the Forward Air Controller role.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).DistanceProbability">DETECTION_BASE.DistanceProbability</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).FilterCategories">DETECTION_BASE:FilterCategories(<, FilterCategories)</a></td>
<td class="summary">
<p>Filter the detected units based on Unit.Category <br/>
The different values of Unit.Category can be:</p>
<ul>
<li>Unit.Category.AIRPLANE</li>
<li>Unit.Category.GROUND_UNIT</li>
<li>Unit.Category.HELICOPTER</li>
<li>Unit.Category.SHIP</li>
<li>Unit.Category.STRUCTURE</li>
</ul>
<p>Multiple Unit.Category entries can be given as a table and then these will be evaluated as an OR expression.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).ForgetDetectedUnit">DETECTION_BASE:ForgetDetectedUnit(UnitName)</a></td>
<td class="summary">
<p>Forget a Unit from a DetectionItem</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).FriendliesRange">DETECTION_BASE.FriendliesRange</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).GetDetectedID">DETECTION_BASE:GetDetectedID(Index)</a></td>
<td class="summary">
<p>Get a detected ID using a given numeric index.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).GetDetectedItem">DETECTION_BASE:GetDetectedItem(Index)</a></td>
<td class="summary">
<p>Get a detected item using a given numeric index.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).GetDetectedItemCoordinate">DETECTION_BASE:GetDetectedItemCoordinate(Index)</a></td>
<td class="summary">
<p>Get the COORDINATE of a detection item using a given numeric index.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).GetDetectedItemID">DETECTION_BASE:GetDetectedItemID(Index)</a></td>
<td class="summary">
<p>Get a detected ItemID using a given numeric index.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).GetDetectedItemZone">DETECTION_BASE:GetDetectedItemZone(Index)</a></td>
<td class="summary">
<p>Get the <a href="Zone.html##(ZONE_UNIT)">Zone#ZONE_UNIT</a> of a detection area using a given numeric index.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).GetDetectedItems">DETECTION_BASE:GetDetectedItems()</a></td>
<td class="summary">
<p>Get the detected <a href="Set.html##(SET_BASE)">Set#SET_BASE</a>s.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).GetDetectedItemsCount">DETECTION_BASE:GetDetectedItemsCount()</a></td>
<td class="summary">
<p>Get the amount of SETs with detected objects.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).GetDetectedObject">DETECTION_BASE:GetDetectedObject(ObjectName)</a></td>
<td class="summary">
<p>Gets a detected object with a given name.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).GetDetectedSet">DETECTION_BASE:GetDetectedSet(Index)</a></td>
<td class="summary">
<p>Get the <a href="Set.html##(SET_UNIT)">Set#SET_UNIT</a> of a detecttion area using a given numeric index.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).GetDetectionSetGroup">DETECTION_BASE:GetDetectionSetGroup()</a></td>
<td class="summary">
<p>Get the detection Groups.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).GetFriendliesDistance">DETECTION_BASE:GetFriendliesDistance(DetectedItem)</a></td>
<td class="summary">
<p>Returns the distance used to identify friendlies near the deteted item ...</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).GetFriendliesNearBy">DETECTION_BASE:GetFriendliesNearBy(DetectedItem)</a></td>
<td class="summary">
<p>Returns friendly units nearby the FAC units ...</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).GetFriendliesNearIntercept">DETECTION_BASE:GetFriendliesNearIntercept(DetectedItem)</a></td>
<td class="summary">
<p>Returns friendly units nearby the intercept point ...</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).GetPlayersNearBy">DETECTION_BASE:GetPlayersNearBy(DetectedItem)</a></td>
<td class="summary">
<p>Returns friendly units nearby the FAC units ...</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).IdentifyDetectedObject">DETECTION_BASE:IdentifyDetectedObject(DetectedObject)</a></td>
<td class="summary">
<p>Identifies a detected object during detection processing.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).InitDetectDLINK">DETECTION_BASE:InitDetectDLINK(DetectDLINK)</a></td>
<td class="summary">
<p>Detect DLINK.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).InitDetectIRST">DETECTION_BASE:InitDetectIRST(DetectIRST)</a></td>
<td class="summary">
<p>Detect IRST.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).InitDetectOptical">DETECTION_BASE:InitDetectOptical(DetectOptical)</a></td>
<td class="summary">
<p>Detect Optical.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).InitDetectRWR">DETECTION_BASE:InitDetectRWR(DetectRWR)</a></td>
<td class="summary">
<p>Detect RWR.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).InitDetectRadar">DETECTION_BASE:InitDetectRadar(DetectRadar)</a></td>
<td class="summary">
<p>Detect Radar.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).InitDetectVisual">DETECTION_BASE:InitDetectVisual(DetectVisual)</a></td>
<td class="summary">
<p>Detect Visual.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).Intercept">DETECTION_BASE.Intercept</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).InterceptDelay">DETECTION_BASE.InterceptDelay</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).IsDetectedItemDetected">DETECTION_BASE:IsDetectedItemDetected(DetectedItem)</a></td>
<td class="summary">
<p>Checks if there is at least one UNIT detected in the Set of the the DetectedItem.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).IsDetectedObjectIdentified">DETECTION_BASE:IsDetectedObjectIdentified(DetectedObject)</a></td>
<td class="summary">
<p>Determines if a detected object has already been identified during detection processing.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).IsFriendliesNearBy">DETECTION_BASE:IsFriendliesNearBy(DetectedItem)</a></td>
<td class="summary">
<p>Returns if there are friendlies nearby the FAC units ...</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).IsFriendliesNearIntercept">DETECTION_BASE:IsFriendliesNearIntercept(DetectedItem)</a></td>
<td class="summary">
<p>Returns if there are friendlies nearby the intercept ...</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).IsPlayersNearBy">DETECTION_BASE:IsPlayersNearBy(DetectedItem)</a></td>
<td class="summary">
<p>Returns if there are friendlies nearby the FAC units ...</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).New">DETECTION_BASE:New(DetectionSetGroup)</a></td>
<td class="summary">
<p>DETECTION constructor.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).OnAfterDetect">DETECTION_BASE:OnAfterDetect(From, Event, To)</a></td>
<td class="summary">
<p>OnAfter Transition Handler for Event Detect.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).OnAfterDetected">DETECTION_BASE:OnAfterDetected(From, Event, To)</a></td>
<td class="summary">
<p>OnAfter Transition Handler for Event Detected.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).OnAfterStart">DETECTION_BASE:OnAfterStart(From, Event, To)</a></td>
<td class="summary">
<p>OnAfter Transition Handler for Event Start.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).OnAfterStop">DETECTION_BASE:OnAfterStop(From, Event, To)</a></td>
<td class="summary">
<p>OnAfter Transition Handler for Event Stop.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).OnBeforeDetect">DETECTION_BASE:OnBeforeDetect(From, Event, To)</a></td>
<td class="summary">
<p>OnBefore Transition Handler for Event Detect.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).OnBeforeDetected">DETECTION_BASE:OnBeforeDetected(From, Event, To)</a></td>
<td class="summary">
<p>OnBefore Transition Handler for Event Detected.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).OnBeforeStart">DETECTION_BASE:OnBeforeStart(From, Event, To)</a></td>
<td class="summary">
<p>OnBefore Transition Handler for Event Start.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).OnBeforeStop">DETECTION_BASE:OnBeforeStop(From, Event, To)</a></td>
<td class="summary">
<p>OnBefore Transition Handler for Event Stop.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).OnEnterDetecting">DETECTION_BASE:OnEnterDetecting(From, Event, To)</a></td>
<td class="summary">
<p>OnEnter Transition Handler for State Detecting.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).OnEnterStopped">DETECTION_BASE:OnEnterStopped(From, Event, To)</a></td>
<td class="summary">
<p>OnEnter Transition Handler for State Stopped.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).OnLeaveDetecting">DETECTION_BASE:OnLeaveDetecting(From, Event, To)</a></td>
<td class="summary">
<p>OnLeave Transition Handler for State Detecting.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).OnLeaveStopped">DETECTION_BASE:OnLeaveStopped(From, Event, To)</a></td>
<td class="summary">
<p>OnLeave Transition Handler for State Stopped.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).RejectZones">DETECTION_BASE.RejectZones</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).RemoveDetectedItem">DETECTION_BASE:RemoveDetectedItem(DetectedItemIndex)</a></td>
<td class="summary">
<p>Removes an existing DetectedItem from the DetectedItems list.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).ReportFriendliesNearBy">DETECTION_BASE:ReportFriendliesNearBy(ReportGroupData)</a></td>
<td class="summary">
<p>Background worker function to determine if there are friendlies nearby ...</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).Schedule">DETECTION_BASE:Schedule(DelayTime, RepeatInterval)</a></td>
<td class="summary">
<p>Schedule the DETECTION construction.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).ScheduleDelayTime">DETECTION_BASE.ScheduleDelayTime</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).ScheduleRepeatInterval">DETECTION_BASE.ScheduleRepeatInterval</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).SetAcceptRange">DETECTION_BASE:SetAcceptRange(AcceptRange)</a></td>
<td class="summary">
<p>Accept detections if within a range in meters.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).SetAcceptZones">DETECTION_BASE:SetAcceptZones(AcceptZones)</a></td>
<td class="summary">
<p>Accept detections if within the specified zone(s).</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).SetAlphaAngleProbability">DETECTION_BASE:SetAlphaAngleProbability(AlphaAngleProbability)</a></td>
<td class="summary">
<p>Upon a <strong>visual</strong> detection, the higher the unit is during the detecting process, the more likely the detected unit is to be detected properly.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).SetDetectionInterval">DETECTION_BASE:SetDetectionInterval(DetectionInterval)</a></td>
<td class="summary">
<p>Set the detection interval time in seconds.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).SetDistanceProbability">DETECTION_BASE:SetDistanceProbability(DistanceProbability)</a></td>
<td class="summary">
<p>Upon a <strong>visual</strong> detection, the further away a detected object is, the less likely it is to be detected properly.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).SetFriendliesRange">DETECTION_BASE:SetFriendliesRange(FriendliesRange)</a></td>
<td class="summary">
<p>Set the radius in meters to validate if friendlies are nearby.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).SetIntercept">DETECTION_BASE:SetIntercept(Intercept, IntereptDelay, InterceptDelay)</a></td>
<td class="summary">
<p>Set the parameters to calculate to optimal intercept point.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).SetRejectZones">DETECTION_BASE:SetRejectZones(RejectZones)</a></td>
<td class="summary">
<p>Reject detections if within the specified zone(s).</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).SetZoneProbability">DETECTION_BASE:SetZoneProbability(ZoneArray)</a></td>
<td class="summary">
<p>Upon a <strong>visual</strong> detection, the more a detected unit is within a cloudy zone, the less likely the detected unit is to be detected successfully.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).Start">DETECTION_BASE:Start()</a></td>
<td class="summary">
<p>Synchronous Event Trigger for Event Start.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).Stop">DETECTION_BASE:Stop()</a></td>
<td class="summary">
<p>Synchronous Event Trigger for Event Stop.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).UnIdentifyAllDetectedObjects">DETECTION_BASE:UnIdentifyAllDetectedObjects()</a></td>
<td class="summary">
<p>UnIdentify all detected objects during detection processing.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).UnIdentifyDetectedObject">DETECTION_BASE:UnIdentifyDetectedObject(DetectedObject)</a></td>
<td class="summary">
<p>UnIdentify a detected object during detection processing.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).UpdateDetectedItemDetection">DETECTION_BASE:UpdateDetectedItemDetection(DetectedItem)</a></td>
<td class="summary">
<p>Set IsDetected flag for all DetectedItems.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).ZoneProbability">DETECTION_BASE.ZoneProbability</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).__Detect">DETECTION_BASE:__Detect(Delay)</a></td>
<td class="summary">
<p>Asynchronous Event Trigger for Event Detect.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).__Detected">DETECTION_BASE:__Detected(Delay)</a></td>
<td class="summary">
<p>Asynchronous Event Trigger for Event Detected.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).__Start">DETECTION_BASE:__Start(Delay)</a></td>
<td class="summary">
<p>Asynchronous Event Trigger for Event Start.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).__Stop">DETECTION_BASE:__Stop(Delay)</a></td>
<td class="summary">
<p>Asynchronous Event Trigger for Event Stop.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).onafterDetect">DETECTION_BASE:onafterDetect(From, Event, To)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).onafterDetectionGroup">DETECTION_BASE:onafterDetectionGroup(From, Event, To, DetectionGroup, DetectionTimeStamp)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).onafterStart">DETECTION_BASE:onafterStart(From, Event, To)</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(DETECTION_BASE.DetectedItem)">Type <code>DETECTION_BASE.DetectedItem</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE.DetectedItem).Changed">DETECTION_BASE.DetectedItem.Changed</a></td>
<td class="summary">
<p>Documents if the detected area has changes.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE.DetectedItem).Changes">DETECTION_BASE.DetectedItem.Changes</a></td>
<td class="summary">
<p>A list of the changes reported on the detected area. (It is up to the user of the detected area to consume those changes).</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE.DetectedItem).FriendliesNearBy">DETECTION_BASE.DetectedItem.FriendliesNearBy</a></td>
<td class="summary">
<p>Indicates if there are friendlies within the detected area.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE.DetectedItem).ID">DETECTION_BASE.DetectedItem.ID</a></td>
<td class="summary">
<p>-- The identifier of the detected area.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE.DetectedItem).InterceptCoord">DETECTION_BASE.DetectedItem.InterceptCoord</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE.DetectedItem).MaxThreatLevelA2G">DETECTION_BASE.DetectedItem.MaxThreatLevelA2G</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE.DetectedItem).NearestFAC">DETECTION_BASE.DetectedItem.NearestFAC</a></td>
<td class="summary">
<p>The nearest FAC near the Area.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE.DetectedItem).Set">DETECTION_BASE.DetectedItem.Set</a></td>
<td class="summary">
<p>-- The Set of Units in the detected area.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE.DetectedItem).Zone">DETECTION_BASE.DetectedItem.Zone</a></td>
<td class="summary">
<p>-- The Zone of the detected area.</p>
</td>
</tr>
</table>
<h2><a id="#(DETECTION_BASE.DetectedObject)">Type <code>DETECTION_BASE.DetectedObject</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE.DetectedObject).Distance">DETECTION_BASE.DetectedObject.Distance</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE.DetectedObject).Identified">DETECTION_BASE.DetectedObject.Identified</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE.DetectedObject).IsVisible">DETECTION_BASE.DetectedObject.IsVisible</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE.DetectedObject).KnowDistance">DETECTION_BASE.DetectedObject.KnowDistance</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE.DetectedObject).KnowType">DETECTION_BASE.DetectedObject.KnowType</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE.DetectedObject).LastPos">DETECTION_BASE.DetectedObject.LastPos</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE.DetectedObject).LastTime">DETECTION_BASE.DetectedObject.LastTime</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE.DetectedObject).LastVelocity">DETECTION_BASE.DetectedObject.LastVelocity</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE.DetectedObject).Name">DETECTION_BASE.DetectedObject.Name</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE.DetectedObject).Type">DETECTION_BASE.DetectedObject.Type</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(DETECTION_TYPES)">Type <code>DETECTION_TYPES</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_TYPES).ClassName">DETECTION_TYPES.ClassName</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_TYPES).CreateDetectionItems">DETECTION_TYPES:CreateDetectionItems()</a></td>
<td class="summary">
<p>Create the DetectedItems list from the DetectedObjects table.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_TYPES).DetectedItemMenu">DETECTION_TYPES:DetectedItemMenu(Index, DetectedTypeName, AttackGroup)</a></td>
<td class="summary">
<p>Menu of a DetectedItem using a given numeric index.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_TYPES).DetectedItemReportSummary">DETECTION_TYPES:DetectedItemReportSummary(Index, AttackGroup, Settings, DetectedTypeName)</a></td>
<td class="summary">
<p>Report summary of a DetectedItem using a given numeric index.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_TYPES).DetectedReportDetailed">DETECTION_TYPES:DetectedReportDetailed(AttackGroup)</a></td>
<td class="summary">
<p>Report detailed of a detection result.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_TYPES).DetectionRange">DETECTION_TYPES.DetectionRange</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_TYPES).GetChangeText">DETECTION_TYPES:GetChangeText(DetectedItem)</a></td>
<td class="summary">
<p>Make text documenting the changes of the detected zone.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_TYPES).New">DETECTION_TYPES:New(DetectionSetGroup)</a></td>
<td class="summary">
<p>DETECTION_TYPES constructor.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_TYPES)._BoundDetectedZones">DETECTION_TYPES._BoundDetectedZones</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_TYPES)._FlareDetectedUnits">DETECTION_TYPES._FlareDetectedUnits</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_TYPES)._FlareDetectedZones">DETECTION_TYPES._FlareDetectedZones</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_TYPES)._SmokeDetectedUnits">DETECTION_TYPES._SmokeDetectedUnits</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_TYPES)._SmokeDetectedZones">DETECTION_TYPES._SmokeDetectedZones</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(DETECTION_UNITS)">Type <code>DETECTION_UNITS</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_UNITS).ClassName">DETECTION_UNITS.ClassName</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_UNITS).CreateDetectionItems">DETECTION_UNITS:CreateDetectionItems()</a></td>
<td class="summary">
<p>Create the DetectedItems list from the DetectedObjects table.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_UNITS).DetectedItemMenu">DETECTION_UNITS:DetectedItemMenu(Index, AttackGroup)</a></td>
<td class="summary">
<p>Menu of a DetectedItem using a given numeric index.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_UNITS).DetectedItemReportSummary">DETECTION_UNITS:DetectedItemReportSummary(Index, AttackGroup, Settings)</a></td>
<td class="summary">
<p>Report summary of a DetectedItem using a given numeric index.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_UNITS).DetectedReportDetailed">DETECTION_UNITS:DetectedReportDetailed(AttackGroup)</a></td>
<td class="summary">
<p>Report detailed of a detection result.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_UNITS).DetectionRange">DETECTION_UNITS.DetectionRange</a></td>
<td class="summary">
<p>The range till which targets are detected.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_UNITS).GetChangeText">DETECTION_UNITS:GetChangeText(DetectedItem)</a></td>
<td class="summary">
<p>Make text documenting the changes of the detected zone.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_UNITS).New">DETECTION_UNITS:New(DetectionSetGroup)</a></td>
<td class="summary">
<p>DETECTION_UNITS constructor.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_UNITS)._BoundDetectedZones">DETECTION_UNITS._BoundDetectedZones</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_UNITS)._FlareDetectedUnits">DETECTION_UNITS._FlareDetectedUnits</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_UNITS)._FlareDetectedZones">DETECTION_UNITS._FlareDetectedZones</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_UNITS)._SmokeDetectedUnits">DETECTION_UNITS._SmokeDetectedUnits</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_UNITS)._SmokeDetectedZones">DETECTION_UNITS._SmokeDetectedZones</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2>Global(s)</h2>
<dl class="function">
<dt>
<em><a href="##(DETECTION_AREAS)">#DETECTION_AREAS</a></em>
<a id="DETECTION_AREAS" >
<strong>DETECTION_AREAS</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="##(DETECTION_BASE)">#DETECTION_BASE</a></em>
<a id="DETECTION_BASE" >
<strong>DETECTION_BASE</strong>
</a>
</dt>
<dd>
<p>DETECTION_BASE class, extends <a href="Fsm.html##(FSM)">Fsm#FSM</a></p>
<p>The DETECTION_BASE class defines the core functions to administer detected objects.</p>
<p>The DETECTION_BASE class will detect objects within the battle zone for a list of <a href="Group.html">Group</a>s detecting targets following (a) detection method(s).</p>
<h2>DETECTION_BASE constructor</h2>
<p>Construct a new DETECTION_BASE instance using the <a href="##(DETECTION_BASE).New">DETECTION_BASE.New</a>() method.</p>
<h2>Initialization</h2>
<p>By default, detection will return detected objects with all the detection sensors available.
However, you can ask how the objects were found with specific detection methods.
If you use one of the below methods, the detection will work with the detection method specified.
You can specify to apply multiple detection methods.</p>
<p>Use the following functions to report the objects it detected using the methods Visual, Optical, Radar, IRST, RWR, DLINK:</p>
<ul>
<li><a href="##(DETECTION_BASE).InitDetectVisual">DETECTION_BASE.InitDetectVisual</a>(): Detected using Visual.</li>
<li><a href="##(DETECTION_BASE).InitDetectOptical">DETECTION_BASE.InitDetectOptical</a>(): Detected using Optical.</li>
<li><a href="##(DETECTION_BASE).InitDetectRadar">DETECTION_BASE.InitDetectRadar</a>(): Detected using Radar.</li>
<li><a href="##(DETECTION_BASE).InitDetectIRST">DETECTION_BASE.InitDetectIRST</a>(): Detected using IRST.</li>
<li><a href="##(DETECTION_BASE).InitDetectRWR">DETECTION_BASE.InitDetectRWR</a>(): Detected using RWR.</li>
<li><a href="##(DETECTION_BASE).InitDetectDLINK">DETECTION_BASE.InitDetectDLINK</a>(): Detected using DLINK.</li>
</ul>
<h2><strong>Filter</strong> detected units based on <strong>category of the unit</strong></h2>
<p>Filter the detected units based on Unit.Category using the method <a href="##(DETECTION_BASE).FilterCategories">DETECTION_BASE.FilterCategories</a>(). <br/>
The different values of Unit.Category can be:</p>
<ul>
<li>Unit.Category.AIRPLANE</li>
<li>Unit.Category.GROUND_UNIT</li>
<li>Unit.Category.HELICOPTER</li>
<li>Unit.Category.SHIP</li>
<li>Unit.Category.STRUCTURE</li>
</ul>
<p>Multiple Unit.Category entries can be given as a table and then these will be evaluated as an OR expression.</p>
<p>Example to filter a single category (Unit.Category.AIRPLANE).</p>
<pre><code>DetectionObject:FilterCategories( Unit.Category.AIRPLANE )
</code></pre>
<p>Example to filter multiple categories (Unit.Category.AIRPLANE, Unit.Category.HELICOPTER). Note the {}.</p>
<pre><code>DetectionObject:FilterCategories( { Unit.Category.AIRPLANE, Unit.Category.HELICOPTER } )
</code></pre>
<h2><strong>DETECTION_ derived classes</strong> group the detected units into a <strong>DetectedItems[]</strong> list</h2>
<p>DETECTION<em>BASE derived classes build a list called DetectedItems[], which is essentially a first later
of grouping of detected units. Each DetectedItem within the DetectedItems[] list contains
a SET</em>UNIT object that contains the detected units that belong to that group.</p>
<p>Derived classes will apply different methods to group the detected units.
Examples are per area, per quadrant, per distance, per type.
See further the derived DETECTION classes on which grouping methods are currently supported. </p>
<p>Various methods exist how to retrieve the grouped items from a DETECTION_BASE derived class:</p>
<ul>
<li>The method <a href="Detection.html##(DETECTION_BASE).GetDetectedItems">Detection#DETECTION_BASE.GetDetectedItems</a>() retrieves the DetectedItems[] list.</li>
<li>A DetectedItem from the DetectedItems[] list can be retrieved using the method <a href="Detection.html##(DETECTION_BASE).GetDetectedItem">Detection#DETECTION_BASE.GetDetectedItem</a>( DetectedItemIndex ).
Note that this method returns a DetectedItem element from the list, that contains a Set variable and further information
about the DetectedItem that is set by the DETECTION_BASE derived classes, used to group the DetectedItem.</li>
<li>A DetectedSet from the DetectedItems[] list can be retrieved using the method <a href="Detection.html##(DETECTION_BASE).GetDetectedSet">Detection#DETECTION_BASE.GetDetectedSet</a>( DetectedItemIndex ).
This method retrieves the Set from a DetectedItem element from the DetectedItem list (DetectedItems[ DetectedItemIndex ].Set ).</li>
</ul>
<h2><strong>Visual filters</strong> to fine-tune the probability of the detected objects</h2>
<p>By default, DCS World will return any object that is in LOS and within "visual reach", or detectable through one of the electronic detection means.
That being said, the DCS World detection algorithm can sometimes be unrealistic.
Especially for a visual detection, DCS World is able to report within 1 second a detailed detection of a group of 20 units (including types of the units) that are 10 kilometers away, using only visual capabilities.
Additionally, trees and other obstacles are not accounted during the DCS World detection.</p>
<p>Therefore, an additional (optional) filtering has been built into the DETECTION_BASE class, that can be set for visual detected units.
For electronic detection, this filtering is not applied, only for visually detected targets.</p>
<p>The following additional filtering can be applied for visual filtering:</p>
<ul>
<li>A probability factor per kilometer distance.</li>
<li>A probability factor based on the alpha angle between the detected object and the unit detecting.
A detection from a higher altitude allows for better detection than when on the ground.</li>
<li>Define a probability factor for "cloudy zones", which are zones where forests or villages are located. In these zones, detection will be much more difficult.
The mission designer needs to define these cloudy zones within the mission, and needs to register these zones in the DETECTION_ objects additing a probability factor per zone.</li>
</ul>
<p>I advise however, that, when you first use the DETECTION derived classes, that you don't use these filters.
Only when you experience unrealistic behaviour in your missions, these filters could be applied.</p>
<h3>Distance visual detection probability</h3>
<p>Upon a <strong>visual</strong> detection, the further away a detected object is, the less likely it is to be detected properly.
Also, the speed of accurate detection plays a role.</p>
<p>A distance probability factor between 0 and 1 can be given, that will model a linear extrapolated probability over 10 km distance.</p>
<p>For example, if a probability factor of 0.6 (60%) is given, the extrapolated probabilities over 15 kilometers would like like:
1 km: 96%, 2 km: 92%, 3 km: 88%, 4 km: 84%, 5 km: 80%, 6 km: 76%, 7 km: 72%, 8 km: 68%, 9 km: 64%, 10 km: 60%, 11 km: 56%, 12 km: 52%, 13 km: 48%, 14 km: 44%, 15 km: 40%.</p>
<p>Note that based on this probability factor, not only the detection but also the <strong>type</strong> of the unit will be applied!</p>
<p>Use the method <a href="Detection.html##(DETECTION_BASE).SetDistanceProbability">Detection#DETECTION_BASE.SetDistanceProbability</a>() to set the probability factor upon a 10 km distance.</p>
<h3>Alpha Angle visual detection probability</h3>
<p>Upon a <strong>visual</strong> detection, the higher the unit is during the detecting process, the more likely the detected unit is to be detected properly.
A detection at a 90% alpha angle is the most optimal, a detection at 10% is less and a detection at 0% is less likely to be correct.</p>
<p>A probability factor between 0 and 1 can be given, that will model a progressive extrapolated probability if the target would be detected at a 0° angle.</p>
<p>For example, if a alpha angle probability factor of 0.7 is given, the extrapolated probabilities of the different angles would look like:
0°: 70%, 10°: 75,21%, 20°: 80,26%, 30°: 85%, 40°: 89,28%, 50°: 92,98%, 60°: 95,98%, 70°: 98,19%, 80°: 99,54%, 90°: 100%</p>
<p>Use the method <a href="Detection.html##(DETECTION_BASE).SetAlphaAngleProbability">Detection#DETECTION_BASE.SetAlphaAngleProbability</a>() to set the probability factor if 0°.</p>
<h3>Cloudy Zones detection probability</h3>
<p>Upon a <strong>visual</strong> detection, the more a detected unit is within a cloudy zone, the less likely the detected unit is to be detected successfully.
The Cloudy Zones work with the ZONE_BASE derived classes. The mission designer can define within the mission
zones that reflect cloudy areas where detected units may not be so easily visually detected.</p>
<p>Use the method <a href="Detection.html##(DETECTION_BASE).SetZoneProbability">Detection#DETECTION_BASE.SetZoneProbability</a>() to set for a defined number of zones, the probability factors.</p>
<p>Note however, that the more zones are defined to be "cloudy" within a detection, the more performance it will take
from the DETECTION<em>BASE to calculate the presence of the detected unit within each zone.
Expecially for ZONE</em>POLYGON, try to limit the amount of nodes of the polygon!</p>
<p>Typically, this kind of filter would be applied for very specific areas were a detection needs to be very realisting for
AI not to detect so easily targets within a forrest or village rich area.</p>
<h2>Accept / Reject detected units</h2>
<p>DETECTION_BASE can accept or reject successful detections based on the location of the detected object,
if it is located in range or located inside or outside of specific zones.</p>
<h3>Detection acceptance of within range limit</h3>
<p>A range can be set that will limit a successful detection for a unit.
Use the method <a href="Detection.html##(DETECTION_BASE).SetAcceptRange">Detection#DETECTION_BASE.SetAcceptRange</a>() to apply a range in meters till where detected units will be accepted.</p>
<pre><code> local SetGroup = SET_GROUP:New():FilterPrefixes( "FAC" ):FilterStart() -- Build a SetGroup of Forward Air Controllers.
-- Build a detect object.
local Detection = DETECTION_UNITS:New( SetGroup )
-- This will accept detected units if the range is below 5000 meters.
Detection:SetAcceptRange( 5000 )
-- Start the Detection.
Detection:Start()
</code></pre>
<h3>Detection acceptance if within zone(s).</h3>
<p>Specific ZONE<em>BASE object(s) can be given as a parameter, which will only accept a detection if the unit is within the specified ZONE</em>BASE object(s).
Use the method <a href="Detection.html##(DETECTION_BASE).SetAcceptZones">Detection#DETECTION_BASE.SetAcceptZones</a>() will accept detected units if they are within the specified zones.</p>
<pre><code> local SetGroup = SET_GROUP:New():FilterPrefixes( "FAC" ):FilterStart() -- Build a SetGroup of Forward Air Controllers.
-- Search fo the zones where units are to be accepted.
local ZoneAccept1 = ZONE:New( "AcceptZone1" )
local ZoneAccept2 = ZONE:New( "AcceptZone2" )
-- Build a detect object.
local Detection = DETECTION_UNITS:New( SetGroup )
-- This will accept detected units by Detection when the unit is within ZoneAccept1 OR ZoneAccept2.
Detection:SetAcceptZones( { ZoneAccept1, ZoneAccept2 } )
-- Start the Detection.
Detection:Start()
</code></pre>
<h3>Detection rejectance if within zone(s).</h3>
<p>Specific ZONE<em>BASE object(s) can be given as a parameter, which will reject detection if the unit is within the specified ZONE</em>BASE object(s).
Use the method <a href="Detection.html##(DETECTION_BASE).SetRejectZones">Detection#DETECTION_BASE.SetRejectZones</a>() will reject detected units if they are within the specified zones.
An example of how to use the method is shown below.</p>
<pre><code> local SetGroup = SET_GROUP:New():FilterPrefixes( "FAC" ):FilterStart() -- Build a SetGroup of Forward Air Controllers.
-- Search fo the zones where units are to be rejected.
local ZoneReject1 = ZONE:New( "RejectZone1" )
local ZoneReject2 = ZONE:New( "RejectZone2" )
-- Build a detect object.
local Detection = DETECTION_UNITS:New( SetGroup )
-- This will reject detected units by Detection when the unit is within ZoneReject1 OR ZoneReject2.
Detection:SetRejectZones( { ZoneReject1, ZoneReject2 } )
-- Start the Detection.
Detection:Start()
</code></pre>
<h2>Detection of Friendlies Nearby</h2>
<p>Use the method <a href="Detection.html##(DETECTION_BASE).SetFriendliesRange">Detection#DETECTION_BASE.SetFriendliesRange</a>() to set the range what will indicate when friendlies are nearby
a DetectedItem. The default range is 6000 meters. For air detections, it is advisory to use about 30.000 meters.</p>
<h2>DETECTION_BASE is a Finite State Machine</h2>
<p>Various Events and State Transitions can be tailored using DETECTION_BASE.</p>
<h3>DETECTION_BASE States</h3>
<ul>
<li><strong>Detecting</strong>: The detection is running.</li>
<li><strong>Stopped</strong>: The detection is stopped.</li>
</ul>
<h3>DETECTION_BASE Events</h3>
<ul>
<li><strong>Start</strong>: Start the detection process.</li>
<li><strong>Detect</strong>: Detect new units.</li>
<li><strong>Detected</strong>: New units have been detected.</li>
<li><strong>Stop</strong>: Stop the detection process.
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="##(DETECTION_TYPES)">#DETECTION_TYPES</a></em>
<a id="DETECTION_TYPES" >
<strong>DETECTION_TYPES</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="##(DETECTION_UNITS)">#DETECTION_UNITS</a></em>
<a id="DETECTION_UNITS" >
<strong>DETECTION_UNITS</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(Detection)" >Type <code>Detection</code></a></h2>
<h2><a id="#(DETECTION_AREAS)" >Type <code>DETECTION_AREAS</code></a></h2>
<p> # 4) DETECTION_AREAS class, extends <a href="Detection.html##(DETECTION_BASE)">Detection#DETECTION_BASE</a></p>
<p> The DETECTION_AREAS class will detect units within the battle zone for a list of <a href="Group.html">Group</a>s detecting targets following (a) detection method(s),
and will build a list (table) of <a href="Set.html##(SET_UNIT)">Set#SET_UNIT</a>s containing the <a href="Unit.html##(UNIT)">Unit#UNIT</a>s detected.</p>
<p> The class is group the detected units within zones given a DetectedZoneRange parameter.
A set with multiple detected zones will be created as there are groups of units detected.</p>
<p> ## 4.1) Retrieve the Detected Unit Sets and Detected Zones</p>
<p> The methods to manage the DetectedItems[].Set(s) are implemented in <a href="Detection.html##(DECTECTION_BASE)">Detection#DECTECTION_BASE</a> and
the methods to manage the DetectedItems[].Zone(s) is implemented in <a href="Detection.html##(DETECTION_AREAS)">Detection#DETECTION_AREAS</a>.</p>
<p> Retrieve the DetectedItems[].Set with the method <a href="Detection.html##(DETECTION_BASE).GetDetectedSet">Detection#DETECTION_BASE.GetDetectedSet</a>(). A <a href="Set.html##(SET_UNIT)">Set#SET_UNIT</a> object will be returned.</p>
<p> Retrieve the formed <a href="Zone.html">Zone</a>s as a result of the grouping the detected units within the DetectionZoneRange, use the method <a href="Detection.html##(DETECTION_BASE).GetDetectionZones">Detection#DETECTION_BASE.GetDetectionZones</a>().
To understand the amount of zones created, use the method <a href="Detection.html##(DETECTION_BASE).GetDetectionZoneCount">Detection#DETECTION_BASE.GetDetectionZoneCount</a>().
If you want to obtain a specific zone from the DetectedZones, use the method <a href="Detection.html##(DETECTION_BASE).GetDetectionZone">Detection#DETECTION_BASE.GetDetectionZone</a>() with a given index.</p>
<p> ## 4.4) Flare or Smoke detected units</p>
<p> Use the methods <a href="Detection.html##(DETECTION_AREAS).FlareDetectedUnits">Detection#DETECTION_AREAS.FlareDetectedUnits</a>() or <a href="Detection.html##(DETECTION_AREAS).SmokeDetectedUnits">Detection#DETECTION_AREAS.SmokeDetectedUnits</a>() to flare or smoke the detected units when a new detection has taken place.</p>
<p> ## 4.5) Flare or Smoke or Bound detected zones</p>
<p> Use the methods:</p>
<ul>
<li><a href="Detection.html##(DETECTION_AREAS).FlareDetectedZones">Detection#DETECTION_AREAS.FlareDetectedZones</a>() to flare in a color </li>
<li><a href="Detection.html##(DETECTION_AREAS).SmokeDetectedZones">Detection#DETECTION_AREAS.SmokeDetectedZones</a>() to smoke in a color</li>
<li><a href="Detection.html##(DETECTION_AREAS).SmokeDetectedZones">Detection#DETECTION_AREAS.SmokeDetectedZones</a>() to bound with a tire with a white flag</li>
</ul>
<p> the detected zones when a new detection has taken place.
</p>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<a id="#(DETECTION_AREAS).BoundDetectedZones" >
<strong>DETECTION_AREAS:BoundDetectedZones()</strong>
</a>
</dt>
<dd>
<p>Bound the detected zones</p>
<h3>Return value</h3>
<p><em><a href="##(DETECTION_AREAS)">#DETECTION_AREAS</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_AREAS).CalculateIntercept" >
<strong>DETECTION_AREAS:CalculateIntercept(DetectedItem)</strong>
</a>
</dt>
<dd>
<p>Calculate the optimal intercept point of the DetectedItem.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="##(DETECTION_BASE.DetectedItem)">#DETECTION_BASE.DetectedItem</a> DetectedItem </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_AREAS).CalculateThreatLevelA2G" >
<strong>DETECTION_AREAS:CalculateThreatLevelA2G(DetectedItem)</strong>
</a>
</dt>
<dd>
<p>Calculate the maxium A2G threat level of the DetectedItem.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="##(DETECTION_BASE.DetectedItem)">#DETECTION_BASE.DetectedItem</a> DetectedItem </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<em>#string</em>
<a id="#(DETECTION_AREAS).ClassName" >
<strong>DETECTION_AREAS.ClassName</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(DETECTION_AREAS).CountryID" >
<strong>DETECTION_AREAS.CountryID</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_AREAS).CreateDetectionItems" >
<strong>DETECTION_AREAS:CreateDetectionItems()</strong>
</a>
</dt>
<dd>
<p>Make a DetectionSet table.</p>
<p>This function will be overridden in the derived clsses.</p>
<h3>Return value</h3>
<p><em><a href="##(DETECTION_AREAS)">#DETECTION_AREAS</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_AREAS).DetectedItemMenu" >
<strong>DETECTION_AREAS:DetectedItemMenu(Index, AttackGroup)</strong>
</a>
</dt>
<dd>
<p>Menu of a detected item using a given numeric index.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em> Index </em></code>: </p>
</li>
<li>
<p><code><em> AttackGroup </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em>#string:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_AREAS).DetectedItemReportSummary" >
<strong>DETECTION_AREAS:DetectedItemReportSummary(Index, AttackGroup, Settings)</strong>
</a>
</dt>
<dd>
<p>Report summary of a detected item using a given numeric index.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em> Index </em></code>: </p>
</li>
<li>
<p><code><em><a href="Wrapper.Group.html##(GROUP)">Wrapper.Group#GROUP</a> AttackGroup </em></code>:
The group to get the settings for.</p>
</li>
<li>
<p><code><em><a href="Core.Settings.html##(SETTINGS)">Core.Settings#SETTINGS</a> Settings </em></code>:
(Optional) Message formatting settings to use.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em>#string:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="##(DETECTION_BASE.DetectedItems)">#DETECTION_BASE.DetectedItems</a></em>
<a id="#(DETECTION_AREAS).DetectedItems" >
<strong>DETECTION_AREAS.DetectedItems</strong>
</a>
</dt>
<dd>
<p>A list of areas containing the set of <a href="Unit.html">Unit</a>s, <a href="Zone.html">Zone</a>s, the center <a href="Unit.html">Unit</a> within the zone, and ID of each area that was detected within a DetectionZoneRange.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_AREAS).DetectedReportDetailed" >
<strong>DETECTION_AREAS:DetectedReportDetailed(AttackGroup)</strong>
</a>
</dt>
<dd>
<p>Report detailed of a detection result.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Group.html##(GROUP)">Wrapper.Group#GROUP</a> AttackGroup </em></code>:
The group to generate the report for.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em>#string:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="Dcs.DCSTypes.html##(Distance)">Dcs.DCSTypes#Distance</a></em>
<a id="#(DETECTION_AREAS).DetectionZoneRange" >
<strong>DETECTION_AREAS.DetectionZoneRange</strong>
</a>
</dt>
<dd>
<p>The range till which targets are grouped upon the first detected target.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_AREAS).FlareDetectedUnits" >
<strong>DETECTION_AREAS:FlareDetectedUnits()</strong>
</a>
</dt>
<dd>
<p>Flare the detected units</p>
<h3>Return value</h3>
<p><em><a href="##(DETECTION_AREAS)">#DETECTION_AREAS</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_AREAS).FlareDetectedZones" >
<strong>DETECTION_AREAS:FlareDetectedZones()</strong>
</a>
</dt>
<dd>
<p>Flare the detected zones</p>
<h3>Return value</h3>
<p><em><a href="##(DETECTION_AREAS)">#DETECTION_AREAS</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_AREAS).GetChangeText" >
<strong>DETECTION_AREAS:GetChangeText(DetectedItem)</strong>
</a>
</dt>
<dd>
<p>Make text documenting the changes of the detected zone.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="##(DETECTION_BASE.DetectedItem)">#DETECTION_BASE.DetectedItem</a> DetectedItem </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em>#string:</em>
The Changes text</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_AREAS).GetTreatLevelA2G" >
<strong>DETECTION_AREAS:GetTreatLevelA2G(DetectedItem)</strong>
</a>
</dt>
<dd>
<p>Returns the A2G threat level of the units in the DetectedItem</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="##(DETECTION_BASE.DetectedItem)">#DETECTION_BASE.DetectedItem</a> DetectedItem </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em>#number:</em>
a scale from 0 to 10. </p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_AREAS).NearestFAC" >
<strong>DETECTION_AREAS:NearestFAC(DetectedItem)</strong>
</a>
</dt>
<dd>
<p>Find the nearest FAC of the DetectedItem.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="##(DETECTION_BASE.DetectedItem)">#DETECTION_BASE.DetectedItem</a> DetectedItem </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a>:</em>
The nearest FAC unit</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_AREAS).New" >
<strong>DETECTION_AREAS:New(DetectionSetGroup, DetectionZoneRange)</strong>
</a>
</dt>
<dd>
<p>DETECTION_AREAS constructor.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Core.Set.html##(SET_GROUP)">Core.Set#SET_GROUP</a> DetectionSetGroup </em></code>:
The <a href="Set.html">Set</a> of GROUPs in the Forward Air Controller role.</p>
</li>
<li>
<p><code><em><a href="Dcs.DCSTypes.html##(Distance)">Dcs.DCSTypes#Distance</a> DetectionZoneRange </em></code>:
The range till which targets are grouped upon the first detected target.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(DETECTION_AREAS)">#DETECTION_AREAS</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_AREAS).SmokeDetectedUnits" >
<strong>DETECTION_AREAS:SmokeDetectedUnits()</strong>
</a>
</dt>
<dd>
<p>Smoke the detected units</p>
<h3>Return value</h3>
<p><em><a href="##(DETECTION_AREAS)">#DETECTION_AREAS</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_AREAS).SmokeDetectedZones" >
<strong>DETECTION_AREAS:SmokeDetectedZones()</strong>
</a>
</dt>
<dd>
<p>Smoke the detected zones</p>
<h3>Return value</h3>
<p><em><a href="##(DETECTION_AREAS)">#DETECTION_AREAS</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<em>#boolean</em>
<a id="#(DETECTION_AREAS)._BoundDetectedZones" >
<strong>DETECTION_AREAS._BoundDetectedZones</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em>#boolean</em>
<a id="#(DETECTION_AREAS)._FlareDetectedUnits" >
<strong>DETECTION_AREAS._FlareDetectedUnits</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em>#boolean</em>
<a id="#(DETECTION_AREAS)._FlareDetectedZones" >
<strong>DETECTION_AREAS._FlareDetectedZones</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em>#boolean</em>
<a id="#(DETECTION_AREAS)._SmokeDetectedUnits" >
<strong>DETECTION_AREAS._SmokeDetectedUnits</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em>#boolean</em>
<a id="#(DETECTION_AREAS)._SmokeDetectedZones" >
<strong>DETECTION_AREAS._SmokeDetectedZones</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(DETECTION_BASE)" >Type <code>DETECTION_BASE</code></a></h2>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).AcceptChanges" >
<strong>DETECTION_BASE:AcceptChanges(DetectedItem)</strong>
</a>
</dt>
<dd>
<p>Accepts changes from the detected item.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="##(DETECTION_BASE.DetectedItem)">#DETECTION_BASE.DetectedItem</a> DetectedItem </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(DETECTION_BASE)">#DETECTION_BASE</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(DETECTION_BASE).AcceptRange" >
<strong>DETECTION_BASE.AcceptRange</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(DETECTION_BASE).AcceptZones" >
<strong>DETECTION_BASE.AcceptZones</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).AddChangeItem" >
<strong>DETECTION_BASE:AddChangeItem(DetectedItem, ChangeCode, ItemUnitType)</strong>
</a>
</dt>
<dd>
<p>Add a change to the detected zone.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="##(DETECTION_BASE.DetectedItem)">#DETECTION_BASE.DetectedItem</a> DetectedItem </em></code>: </p>
</li>
<li>
<p><code><em>#string ChangeCode </em></code>: </p>
</li>
<li>
<p><code><em> ItemUnitType </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(DETECTION_BASE)">#DETECTION_BASE</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).AddChangeUnit" >
<strong>DETECTION_BASE:AddChangeUnit(DetectedItem, ChangeCode, ChangeUnitType)</strong>
</a>
</dt>
<dd>
<p>Add a change to the detected zone.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="##(DETECTION_BASE.DetectedItem)">#DETECTION_BASE.DetectedItem</a> DetectedItem </em></code>: </p>
</li>
<li>
<p><code><em>#string ChangeCode </em></code>: </p>
</li>
<li>
<p><code><em>#string ChangeUnitType </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(DETECTION_BASE)">#DETECTION_BASE</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).AddDetectedItem" >
<strong>DETECTION_BASE:AddDetectedItem(ItemPrefix, DetectedItemIndex, Set)</strong>
</a>
</dt>
<dd>
<p>Adds a new DetectedItem to the DetectedItems list.</p>
<p>The DetectedItem is a table and contains a SET_UNIT in the field Set.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em> ItemPrefix </em></code>: </p>
</li>
<li>
<p><code><em>#string DetectedItemIndex </em></code>:
The index of the DetectedItem.</p>
</li>
<li>
<p><code><em><a href="Core.Set.html##(SET_UNIT)">Core.Set#SET_UNIT</a> Set </em></code>:
(optional) The Set of Units to be added.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(DETECTION_BASE.DetectedItem)">#DETECTION_BASE.DetectedItem</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).AddDetectedItemZone" >
<strong>DETECTION_BASE:AddDetectedItemZone(DetectedItemIndex, Set, Zone)</strong>
</a>
</dt>
<dd>
<p>Adds a new DetectedItem to the DetectedItems list.</p>
<p>The DetectedItem is a table and contains a SET_UNIT in the field Set.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#string DetectedItemIndex </em></code>:
The index of the DetectedItem.</p>
</li>
<li>
<p><code><em><a href="Core.Set.html##(SET_UNIT)">Core.Set#SET_UNIT</a> Set </em></code>:
(optional) The Set of Units to be added.</p>
</li>
<li>
<p><code><em><a href="Core.Zone.html##(ZONE_UNIT)">Core.Zone#ZONE_UNIT</a> Zone </em></code>:
(optional) The Zone to be added where the Units are located.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(DETECTION_BASE.DetectedItem)">#DETECTION_BASE.DetectedItem</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(DETECTION_BASE).AlphaAngleProbability" >
<strong>DETECTION_BASE.AlphaAngleProbability</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).CleanDetectionItem" >
<strong>DETECTION_BASE:CleanDetectionItem(DetectedItem, DetectedItemID)</strong>
</a>
</dt>
<dd>
<p> Clean the DetectedItem table.
@param #DETECTION<em>BASE self
@return #DETECTION</em>BASE</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em> DetectedItem </em></code>: </p>
</li>
<li>
<p><code><em> DetectedItemID </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).CreateDetectionItems" >
<strong>DETECTION_BASE:CreateDetectionItems()</strong>
</a>
</dt>
<dd>
<p>Make a DetectionSet table.</p>
<p>This function will be overridden in the derived clsses.</p>
<h3>Return value</h3>
<p><em><a href="##(DETECTION_BASE)">#DETECTION_BASE</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).Detect" >
<strong>DETECTION_BASE:Detect()</strong>
</a>
</dt>
<dd>
<p>Synchronous Event Trigger for Event Detect.</p>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(DETECTION_BASE).DetectDLINK" >
<strong>DETECTION_BASE.DetectDLINK</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(DETECTION_BASE).DetectIRST" >
<strong>DETECTION_BASE.DetectIRST</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(DETECTION_BASE).DetectOptical" >
<strong>DETECTION_BASE.DetectOptical</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(DETECTION_BASE).DetectRWR" >
<strong>DETECTION_BASE.DetectRWR</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(DETECTION_BASE).DetectRadar" >
<strong>DETECTION_BASE.DetectRadar</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(DETECTION_BASE).DetectVisual" >
<strong>DETECTION_BASE.DetectVisual</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).Detected" >
<strong>DETECTION_BASE:Detected()</strong>
</a>
</dt>
<dd>
<p>Synchronous Event Trigger for Event Detected.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).DetectedItemCount" >
<strong>DETECTION_BASE.DetectedItemCount</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).DetectedItemMax" >
<strong>DETECTION_BASE.DetectedItemMax</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).DetectedItemMenu" >
<strong>DETECTION_BASE:DetectedItemMenu(Index, AttackGroup)</strong>
</a>
</dt>
<dd>
<p>Menu of a detected item using a given numeric index.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em> Index </em></code>: </p>
</li>
<li>
<p><code><em> AttackGroup </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em>#string:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).DetectedItemReportSummary" >
<strong>DETECTION_BASE:DetectedItemReportSummary(Index, AttackGroup, Settings)</strong>
</a>
</dt>
<dd>
<p>Report summary of a detected item using a given numeric index.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em> Index </em></code>: </p>
</li>
<li>
<p><code><em><a href="Wrapper.Group.html##(GROUP)">Wrapper.Group#GROUP</a> AttackGroup </em></code>:
The group to generate the report for.</p>
</li>
<li>
<p><code><em><a href="Core.Settings.html##(SETTINGS)">Core.Settings#SETTINGS</a> Settings </em></code>:
Message formatting settings to use.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em>#string:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(DETECTION_BASE).DetectedItems" >
<strong>DETECTION_BASE.DetectedItems</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="##(DETECTION_BASE.DetectedObjects)">#DETECTION_BASE.DetectedObjects</a></em>
<a id="#(DETECTION_BASE).DetectedObjects" >
<strong>DETECTION_BASE.DetectedObjects</strong>
</a>
</dt>
<dd>
<p>The list of detected objects.</p>
</dd>
</dl>
<dl class="function">
<dt>
<em>#table</em>
<a id="#(DETECTION_BASE).DetectedObjectsIdentified" >
<strong>DETECTION_BASE.DetectedObjectsIdentified</strong>
</a>
</dt>
<dd>
<p>Map of the DetectedObjects identified.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).DetectedReportDetailed" >
<strong>DETECTION_BASE:DetectedReportDetailed(AttackGroup)</strong>
</a>
</dt>
<dd>
<p>Report detailed of a detectedion result.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Group.html##(GROUP)">Wrapper.Group#GROUP</a> AttackGroup </em></code>:
The group to generate the report for.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em>#string:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<em>#number</em>
<a id="#(DETECTION_BASE).DetectionCount" >
<strong>DETECTION_BASE.DetectionCount</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em>#number</em>
<a id="#(DETECTION_BASE).DetectionInterval" >
<strong>DETECTION_BASE.DetectionInterval</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="Dcs.DCSTypes.html##(Distance)">Dcs.DCSTypes#Distance</a></em>
<a id="#(DETECTION_BASE).DetectionRange" >
<strong>DETECTION_BASE.DetectionRange</strong>
</a>
</dt>
<dd>
<p>The range till which targets are accepted to be detected.</p>
</dd>
</dl>
<dl class="function">
<dt>
<em>#number</em>
<a id="#(DETECTION_BASE).DetectionRun" >
<strong>DETECTION_BASE.DetectionRun</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(DETECTION_BASE).DetectionScheduler" >
<strong>DETECTION_BASE.DetectionScheduler</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="Core.Set.html##(SET_GROUP)">Core.Set#SET_GROUP</a></em>
<a id="#(DETECTION_BASE).DetectionSetGroup" >
<strong>DETECTION_BASE.DetectionSetGroup</strong>
</a>
</dt>
<dd>
<p>The <a href="Set.html">Set</a> of GROUPs in the Forward Air Controller role.</p>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(DETECTION_BASE).DistanceProbability" >
<strong>DETECTION_BASE.DistanceProbability</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).FilterCategories" >
<strong>DETECTION_BASE:FilterCategories(<, FilterCategories)</strong>
</a>
</dt>
<dd>
<p>Filter the detected units based on Unit.Category <br/>
The different values of Unit.Category can be:</p>
<ul>
<li>Unit.Category.AIRPLANE</li>
<li>Unit.Category.GROUND_UNIT</li>
<li>Unit.Category.HELICOPTER</li>
<li>Unit.Category.SHIP</li>
<li>Unit.Category.STRUCTURE</li>
</ul>
<p>Multiple Unit.Category entries can be given as a table and then these will be evaluated as an OR expression.</p>
<p>Example to filter a single category (Unit.Category.AIRPLANE).</p>
<pre><code>DetectionObject:FilterCategories( Unit.Category.AIRPLANE )
</code></pre>
<p>Example to filter multiple categories (Unit.Category.AIRPLANE, Unit.Category.HELICOPTER). Note the {}.</p>
<pre><code>DetectionObject:FilterCategories( { Unit.Category.AIRPLANE, Unit.Category.HELICOPTER } )
</code></pre>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="##(list)">#list</a> &lt; </em></code>:
cs.DCSUnit#Unit> FilterCategories The Categories entries</p>
</li>
<li>
<p><code><em> FilterCategories </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(DETECTION_BASE)">#DETECTION_BASE</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).ForgetDetectedUnit" >
<strong>DETECTION_BASE:ForgetDetectedUnit(UnitName)</strong>
</a>
</dt>
<dd>
<p>Forget a Unit from a DetectionItem</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#string UnitName </em></code>:
The UnitName that needs to be forgotten from the DetectionItem Sets.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(DETECTION_BASE)">#DETECTION_BASE</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(DETECTION_BASE).FriendliesRange" >
<strong>DETECTION_BASE.FriendliesRange</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).GetDetectedID" >
<strong>DETECTION_BASE:GetDetectedID(Index)</strong>
</a>
</dt>
<dd>
<p>Get a detected ID using a given numeric index.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#number Index </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em>#string:</em>
DetectedItemID</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).GetDetectedItem" >
<strong>DETECTION_BASE:GetDetectedItem(Index)</strong>
</a>
</dt>
<dd>
<p>Get a detected item using a given numeric index.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#number Index </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(DETECTION_BASE.DetectedItem)">#DETECTION_BASE.DetectedItem</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).GetDetectedItemCoordinate" >
<strong>DETECTION_BASE:GetDetectedItemCoordinate(Index)</strong>
</a>
</dt>
<dd>
<p>Get the COORDINATE of a detection item using a given numeric index.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#number Index </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="Core.Point.html##(COORDINATE)">Core.Point#COORDINATE</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).GetDetectedItemID" >
<strong>DETECTION_BASE:GetDetectedItemID(Index)</strong>
</a>
</dt>
<dd>
<p>Get a detected ItemID using a given numeric index.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#number Index </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em>#string:</em>
DetectedItemID</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).GetDetectedItemZone" >
<strong>DETECTION_BASE:GetDetectedItemZone(Index)</strong>
</a>
</dt>
<dd>
<p>Get the <a href="Zone.html##(ZONE_UNIT)">Zone#ZONE_UNIT</a> of a detection area using a given numeric index.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#number Index </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="Core.Zone.html##(ZONE_UNIT)">Core.Zone#ZONE_UNIT</a>:</em>
DetectedZone</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).GetDetectedItems" >
<strong>DETECTION_BASE:GetDetectedItems()</strong>
</a>
</dt>
<dd>
<p>Get the detected <a href="Set.html##(SET_BASE)">Set#SET_BASE</a>s.</p>
<h3>Return value</h3>
<p><em><a href="##(DETECTION_BASE.DetectedItems)">#DETECTION_BASE.DetectedItems</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).GetDetectedItemsCount" >
<strong>DETECTION_BASE:GetDetectedItemsCount()</strong>
</a>
</dt>
<dd>
<p>Get the amount of SETs with detected objects.</p>
<h3>Return value</h3>
<p><em>#number:</em>
The amount of detected items. Note that the amount of detected items can differ with the reality, because detections are not real-time but doen in intervals!</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).GetDetectedObject" >
<strong>DETECTION_BASE:GetDetectedObject(ObjectName)</strong>
</a>
</dt>
<dd>
<p>Gets a detected object with a given name.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#string ObjectName </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(DETECTION_BASE.DetectedObject)">#DETECTION_BASE.DetectedObject</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).GetDetectedSet" >
<strong>DETECTION_BASE:GetDetectedSet(Index)</strong>
</a>
</dt>
<dd>
<p>Get the <a href="Set.html##(SET_UNIT)">Set#SET_UNIT</a> of a detecttion area using a given numeric index.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#number Index </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="Core.Set.html##(SET_UNIT)">Core.Set#SET_UNIT</a>:</em>
DetectedSet</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).GetDetectionSetGroup" >
<strong>DETECTION_BASE:GetDetectionSetGroup()</strong>
</a>
</dt>
<dd>
<p>Get the detection Groups.</p>
<h3>Return value</h3>
<p><em><a href="Core.Set.html##(SET_GROUP)">Core.Set#SET_GROUP</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).GetFriendliesDistance" >
<strong>DETECTION_BASE:GetFriendliesDistance(DetectedItem)</strong>
</a>
</dt>
<dd>
<p>Returns the distance used to identify friendlies near the deteted item ...</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> DetectedItem </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em>#number:</em>
The distance. </p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).GetFriendliesNearBy" >
<strong>DETECTION_BASE:GetFriendliesNearBy(DetectedItem)</strong>
</a>
</dt>
<dd>
<p>Returns friendly units nearby the FAC units ...</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> DetectedItem </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(map)">#map</a>:</em></p>
<h1>string,Wrapper.Unit#UNIT> The map of Friendly UNITs.</h1>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).GetFriendliesNearIntercept" >
<strong>DETECTION_BASE:GetFriendliesNearIntercept(DetectedItem)</strong>
</a>
</dt>
<dd>
<p>Returns friendly units nearby the intercept point ...</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> DetectedItem </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(map)">#map</a>:</em></p>
<h1>string,Wrapper.Unit#UNIT> The map of Friendly UNITs.</h1>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).GetPlayersNearBy" >
<strong>DETECTION_BASE:GetPlayersNearBy(DetectedItem)</strong>
</a>
</dt>
<dd>
<p>Returns friendly units nearby the FAC units ...</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> DetectedItem </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(map)">#map</a>:</em></p>
<h1>string,Wrapper.Unit#UNIT> The map of Friendly UNITs.</h1>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).IdentifyDetectedObject" >
<strong>DETECTION_BASE:IdentifyDetectedObject(DetectedObject)</strong>
</a>
</dt>
<dd>
<p>Identifies a detected object during detection processing.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="##(DETECTION_BASE.DetectedObject)">#DETECTION_BASE.DetectedObject</a> DetectedObject </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).InitDetectDLINK" >
<strong>DETECTION_BASE:InitDetectDLINK(DetectDLINK)</strong>
</a>
</dt>
<dd>
<p>Detect DLINK.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#boolean DetectDLINK </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(DETECTION_BASE)">#DETECTION_BASE</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).InitDetectIRST" >
<strong>DETECTION_BASE:InitDetectIRST(DetectIRST)</strong>
</a>
</dt>
<dd>
<p>Detect IRST.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#boolean DetectIRST </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(DETECTION_BASE)">#DETECTION_BASE</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).InitDetectOptical" >
<strong>DETECTION_BASE:InitDetectOptical(DetectOptical)</strong>
</a>
</dt>
<dd>
<p>Detect Optical.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#boolean DetectOptical </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(DETECTION_BASE)">#DETECTION_BASE</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).InitDetectRWR" >
<strong>DETECTION_BASE:InitDetectRWR(DetectRWR)</strong>
</a>
</dt>
<dd>
<p>Detect RWR.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#boolean DetectRWR </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(DETECTION_BASE)">#DETECTION_BASE</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).InitDetectRadar" >
<strong>DETECTION_BASE:InitDetectRadar(DetectRadar)</strong>
</a>
</dt>
<dd>
<p>Detect Radar.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#boolean DetectRadar </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(DETECTION_BASE)">#DETECTION_BASE</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).InitDetectVisual" >
<strong>DETECTION_BASE:InitDetectVisual(DetectVisual)</strong>
</a>
</dt>
<dd>
<p>Detect Visual.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#boolean DetectVisual </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(DETECTION_BASE)">#DETECTION_BASE</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(DETECTION_BASE).Intercept" >
<strong>DETECTION_BASE.Intercept</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(DETECTION_BASE).InterceptDelay" >
<strong>DETECTION_BASE.InterceptDelay</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).IsDetectedItemDetected" >
<strong>DETECTION_BASE:IsDetectedItemDetected(DetectedItem)</strong>
</a>
</dt>
<dd>
<p>Checks if there is at least one UNIT detected in the Set of the the DetectedItem.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> DetectedItem </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em>#boolean:</em>
true if at least one UNIT is detected from the DetectedSet, false if no UNIT was detected from the DetectedSet.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).IsDetectedObjectIdentified" >
<strong>DETECTION_BASE:IsDetectedObjectIdentified(DetectedObject)</strong>
</a>
</dt>
<dd>
<p>Determines if a detected object has already been identified during detection processing.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="##(DETECTION_BASE.DetectedObject)">#DETECTION_BASE.DetectedObject</a> DetectedObject </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em>#boolean:</em>
true if already identified.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).IsFriendliesNearBy" >
<strong>DETECTION_BASE:IsFriendliesNearBy(DetectedItem)</strong>
</a>
</dt>
<dd>
<p>Returns if there are friendlies nearby the FAC units ...</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> DetectedItem </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em>#boolean:</em>
trhe if there are friendlies nearby </p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).IsFriendliesNearIntercept" >
<strong>DETECTION_BASE:IsFriendliesNearIntercept(DetectedItem)</strong>
</a>
</dt>
<dd>
<p>Returns if there are friendlies nearby the intercept ...</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> DetectedItem </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em>#boolean:</em>
trhe if there are friendlies near the intercept.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).IsPlayersNearBy" >
<strong>DETECTION_BASE:IsPlayersNearBy(DetectedItem)</strong>
</a>
</dt>
<dd>
<p>Returns if there are friendlies nearby the FAC units ...</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> DetectedItem </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em>#boolean:</em>
trhe if there are friendlies nearby </p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).New" >
<strong>DETECTION_BASE:New(DetectionSetGroup)</strong>
</a>
</dt>
<dd>
<p>DETECTION constructor.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Core.Set.html##(SET_GROUP)">Core.Set#SET_GROUP</a> DetectionSetGroup </em></code>:
The <a href="Set.html">Set</a> of GROUPs in the Forward Air Controller role.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(DETECTION_BASE)">#DETECTION_BASE</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).OnAfterDetect" >
<strong>DETECTION_BASE:OnAfterDetect(From, Event, To)</strong>
</a>
</dt>
<dd>
<p>OnAfter Transition Handler for Event Detect.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#string From </em></code>:
The From State string.</p>
</li>
<li>
<p><code><em>#string Event </em></code>:
The Event string.</p>
</li>
<li>
<p><code><em>#string To </em></code>:
The To State string.</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).OnAfterDetected" >
<strong>DETECTION_BASE:OnAfterDetected(From, Event, To)</strong>
</a>
</dt>
<dd>
<p>OnAfter Transition Handler for Event Detected.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#string From </em></code>:
The From State string.</p>
</li>
<li>
<p><code><em>#string Event </em></code>:
The Event string.</p>
</li>
<li>
<p><code><em>#string To </em></code>:
The To State string.</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).OnAfterStart" >
<strong>DETECTION_BASE:OnAfterStart(From, Event, To)</strong>
</a>
</dt>
<dd>
<p>OnAfter Transition Handler for Event Start.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#string From </em></code>:
The From State string.</p>
</li>
<li>
<p><code><em>#string Event </em></code>:
The Event string.</p>
</li>
<li>
<p><code><em>#string To </em></code>:
The To State string.</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).OnAfterStop" >
<strong>DETECTION_BASE:OnAfterStop(From, Event, To)</strong>
</a>
</dt>
<dd>
<p>OnAfter Transition Handler for Event Stop.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#string From </em></code>:
The From State string.</p>
</li>
<li>
<p><code><em>#string Event </em></code>:
The Event string.</p>
</li>
<li>
<p><code><em>#string To </em></code>:
The To State string.</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).OnBeforeDetect" >
<strong>DETECTION_BASE:OnBeforeDetect(From, Event, To)</strong>
</a>
</dt>
<dd>
<p>OnBefore Transition Handler for Event Detect.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#string From </em></code>:
The From State string.</p>
</li>
<li>
<p><code><em>#string Event </em></code>:
The Event string.</p>
</li>
<li>
<p><code><em>#string To </em></code>:
The To State string.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em>#boolean:</em>
Return false to cancel Transition.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).OnBeforeDetected" >
<strong>DETECTION_BASE:OnBeforeDetected(From, Event, To)</strong>
</a>
</dt>
<dd>
<p>OnBefore Transition Handler for Event Detected.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#string From </em></code>:
The From State string.</p>
</li>
<li>
<p><code><em>#string Event </em></code>:
The Event string.</p>
</li>
<li>
<p><code><em>#string To </em></code>:
The To State string.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em>#boolean:</em>
Return false to cancel Transition.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).OnBeforeStart" >
<strong>DETECTION_BASE:OnBeforeStart(From, Event, To)</strong>
</a>
</dt>
<dd>
<p>OnBefore Transition Handler for Event Start.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#string From </em></code>:
The From State string.</p>
</li>
<li>
<p><code><em>#string Event </em></code>:
The Event string.</p>
</li>
<li>
<p><code><em>#string To </em></code>:
The To State string.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em>#boolean:</em>
Return false to cancel Transition.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).OnBeforeStop" >
<strong>DETECTION_BASE:OnBeforeStop(From, Event, To)</strong>
</a>
</dt>
<dd>
<p>OnBefore Transition Handler for Event Stop.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#string From </em></code>:
The From State string.</p>
</li>
<li>
<p><code><em>#string Event </em></code>:
The Event string.</p>
</li>
<li>
<p><code><em>#string To </em></code>:
The To State string.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em>#boolean:</em>
Return false to cancel Transition.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).OnEnterDetecting" >
<strong>DETECTION_BASE:OnEnterDetecting(From, Event, To)</strong>
</a>
</dt>
<dd>
<p>OnEnter Transition Handler for State Detecting.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#string From </em></code>:
The From State string.</p>
</li>
<li>
<p><code><em>#string Event </em></code>:
The Event string.</p>
</li>
<li>
<p><code><em>#string To </em></code>:
The To State string.</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).OnEnterStopped" >
<strong>DETECTION_BASE:OnEnterStopped(From, Event, To)</strong>
</a>
</dt>
<dd>
<p>OnEnter Transition Handler for State Stopped.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#string From </em></code>:
The From State string.</p>
</li>
<li>
<p><code><em>#string Event </em></code>:
The Event string.</p>
</li>
<li>
<p><code><em>#string To </em></code>:
The To State string.</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).OnLeaveDetecting" >
<strong>DETECTION_BASE:OnLeaveDetecting(From, Event, To)</strong>
</a>
</dt>
<dd>
<p>OnLeave Transition Handler for State Detecting.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#string From </em></code>:
The From State string.</p>
</li>
<li>
<p><code><em>#string Event </em></code>:
The Event string.</p>
</li>
<li>
<p><code><em>#string To </em></code>:
The To State string.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em>#boolean:</em>
Return false to cancel Transition.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).OnLeaveStopped" >
<strong>DETECTION_BASE:OnLeaveStopped(From, Event, To)</strong>
</a>
</dt>
<dd>
<p>OnLeave Transition Handler for State Stopped.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#string From </em></code>:
The From State string.</p>
</li>
<li>
<p><code><em>#string Event </em></code>:
The Event string.</p>
</li>
<li>
<p><code><em>#string To </em></code>:
The To State string.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em>#boolean:</em>
Return false to cancel Transition.</p>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(DETECTION_BASE).RejectZones" >
<strong>DETECTION_BASE.RejectZones</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).RemoveDetectedItem" >
<strong>DETECTION_BASE:RemoveDetectedItem(DetectedItemIndex)</strong>
</a>
</dt>
<dd>
<p>Removes an existing DetectedItem from the DetectedItems list.</p>
<p>The DetectedItem is a table and contains a SET_UNIT in the field Set.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#number DetectedItemIndex </em></code>:
The index or position in the DetectedItems list where the item needs to be removed.</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).ReportFriendliesNearBy" >
<strong>DETECTION_BASE:ReportFriendliesNearBy(ReportGroupData)</strong>
</a>
</dt>
<dd>
<p>Background worker function to determine if there are friendlies nearby ...</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> ReportGroupData </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).Schedule" >
<strong>DETECTION_BASE:Schedule(DelayTime, RepeatInterval)</strong>
</a>
</dt>
<dd>
<p>Schedule the DETECTION construction.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#number DelayTime </em></code>:
The delay in seconds to wait the reporting.</p>
</li>
<li>
<p><code><em>#number RepeatInterval </em></code>:
The repeat interval in seconds for the reporting to happen repeatedly.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(DETECTION_BASE)">#DETECTION_BASE</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(DETECTION_BASE).ScheduleDelayTime" >
<strong>DETECTION_BASE.ScheduleDelayTime</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(DETECTION_BASE).ScheduleRepeatInterval" >
<strong>DETECTION_BASE.ScheduleRepeatInterval</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).SetAcceptRange" >
<strong>DETECTION_BASE:SetAcceptRange(AcceptRange)</strong>
</a>
</dt>
<dd>
<p>Accept detections if within a range in meters.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#number AcceptRange </em></code>:
Accept a detection if the unit is within the AcceptRange in meters.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(DETECTION_BASE)">#DETECTION_BASE</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).SetAcceptZones" >
<strong>DETECTION_BASE:SetAcceptZones(AcceptZones)</strong>
</a>
</dt>
<dd>
<p>Accept detections if within the specified zone(s).</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Core.Zone.html##(ZONE_BASE)">Core.Zone#ZONE_BASE</a> AcceptZones </em></code>:
Can be a list or ZONE<em>BASE objects, or a single ZONE</em>BASE object.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(DETECTION_BASE)">#DETECTION_BASE</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).SetAlphaAngleProbability" >
<strong>DETECTION_BASE:SetAlphaAngleProbability(AlphaAngleProbability)</strong>
</a>
</dt>
<dd>
<p>Upon a <strong>visual</strong> detection, the higher the unit is during the detecting process, the more likely the detected unit is to be detected properly.</p>
<p>A detection at a 90% alpha angle is the most optimal, a detection at 10% is less and a detection at 0% is less likely to be correct.</p>
<p>A probability factor between 0 and 1 can be given, that will model a progressive extrapolated probability if the target would be detected at a 0° angle.</p>
<p>For example, if a alpha angle probability factor of 0.7 is given, the extrapolated probabilities of the different angles would look like:
0°: 70%, 10°: 75,21%, 20°: 80,26%, 30°: 85%, 40°: 89,28%, 50°: 92,98%, 60°: 95,98%, 70°: 98,19%, 80°: 99,54%, 90°: 100%</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> AlphaAngleProbability </em></code>:
The probability factor.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(DETECTION_BASE)">#DETECTION_BASE</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).SetDetectionInterval" >
<strong>DETECTION_BASE:SetDetectionInterval(DetectionInterval)</strong>
</a>
</dt>
<dd>
<p>Set the detection interval time in seconds.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#number DetectionInterval </em></code>:
Interval in seconds.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(DETECTION_BASE)">#DETECTION_BASE</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).SetDistanceProbability" >
<strong>DETECTION_BASE:SetDistanceProbability(DistanceProbability)</strong>
</a>
</dt>
<dd>
<p>Upon a <strong>visual</strong> detection, the further away a detected object is, the less likely it is to be detected properly.</p>
<p>Also, the speed of accurate detection plays a role.
A distance probability factor between 0 and 1 can be given, that will model a linear extrapolated probability over 10 km distance.
For example, if a probability factor of 0.6 (60%) is given, the extrapolated probabilities over 15 kilometers would like like:
1 km: 96%, 2 km: 92%, 3 km: 88%, 4 km: 84%, 5 km: 80%, 6 km: 76%, 7 km: 72%, 8 km: 68%, 9 km: 64%, 10 km: 60%, 11 km: 56%, 12 km: 52%, 13 km: 48%, 14 km: 44%, 15 km: 40%.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> DistanceProbability </em></code>:
The probability factor.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(DETECTION_BASE)">#DETECTION_BASE</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).SetFriendliesRange" >
<strong>DETECTION_BASE:SetFriendliesRange(FriendliesRange)</strong>
</a>
</dt>
<dd>
<p>Set the radius in meters to validate if friendlies are nearby.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#number FriendliesRange </em></code>:
Radius to use when checking if Friendlies are nearby.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(DETECTION_BASE)">#DETECTION_BASE</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).SetIntercept" >
<strong>DETECTION_BASE:SetIntercept(Intercept, IntereptDelay, InterceptDelay)</strong>
</a>
</dt>
<dd>
<p>Set the parameters to calculate to optimal intercept point.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#boolean Intercept </em></code>:
Intercept is true if an intercept point is calculated. Intercept is false if it is disabled. The default Intercept is false.</p>
</li>
<li>
<p><code><em>#number IntereptDelay </em></code>:
If Intercept is true, then InterceptDelay is the average time it takes to get airplanes airborne.</p>
</li>
<li>
<p><code><em> InterceptDelay </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(DETECTION_BASE)">#DETECTION_BASE</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).SetRejectZones" >
<strong>DETECTION_BASE:SetRejectZones(RejectZones)</strong>
</a>
</dt>
<dd>
<p>Reject detections if within the specified zone(s).</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Core.Zone.html##(ZONE_BASE)">Core.Zone#ZONE_BASE</a> RejectZones </em></code>:
Can be a list or ZONE<em>BASE objects, or a single ZONE</em>BASE object.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(DETECTION_BASE)">#DETECTION_BASE</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).SetZoneProbability" >
<strong>DETECTION_BASE:SetZoneProbability(ZoneArray)</strong>
</a>
</dt>
<dd>
<p>Upon a <strong>visual</strong> detection, the more a detected unit is within a cloudy zone, the less likely the detected unit is to be detected successfully.</p>
<p>The Cloudy Zones work with the ZONE_BASE derived classes. The mission designer can define within the mission
zones that reflect cloudy areas where detected units may not be so easily visually detected.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> ZoneArray </em></code>:
Aray of a The ZONE_BASE object and a ZoneProbability pair..</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(DETECTION_BASE)">#DETECTION_BASE</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).Start" >
<strong>DETECTION_BASE:Start()</strong>
</a>
</dt>
<dd>
<p>Synchronous Event Trigger for Event Start.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).Stop" >
<strong>DETECTION_BASE:Stop()</strong>
</a>
</dt>
<dd>
<p>Synchronous Event Trigger for Event Stop.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).UnIdentifyAllDetectedObjects" >
<strong>DETECTION_BASE:UnIdentifyAllDetectedObjects()</strong>
</a>
</dt>
<dd>
<p>UnIdentify all detected objects during detection processing.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).UnIdentifyDetectedObject" >
<strong>DETECTION_BASE:UnIdentifyDetectedObject(DetectedObject)</strong>
</a>
</dt>
<dd>
<p>UnIdentify a detected object during detection processing.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="##(DETECTION_BASE.DetectedObject)">#DETECTION_BASE.DetectedObject</a> DetectedObject </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).UpdateDetectedItemDetection" >
<strong>DETECTION_BASE:UpdateDetectedItemDetection(DetectedItem)</strong>
</a>
</dt>
<dd>
<p>Set IsDetected flag for all DetectedItems.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> DetectedItem </em></code>: </p>
</li>
</ul>
<h3>Return values</h3>
<ol>
<li>
<p><em><a href="##(DETECTION_BASE.DetectedItem)">#DETECTION_BASE.DetectedItem</a>:</em>
DetectedItem</p>
</li>
<li>
<p><em>#boolean:</em>
true if at least one UNIT is detected from the DetectedSet, false if no UNIT was detected from the DetectedSet.</p>
</li>
</ol>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(DETECTION_BASE).ZoneProbability" >
<strong>DETECTION_BASE.ZoneProbability</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).__Detect" >
<strong>DETECTION_BASE:__Detect(Delay)</strong>
</a>
</dt>
<dd>
<p>Asynchronous Event Trigger for Event Detect.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#number Delay </em></code>:
The delay in seconds.</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).__Detected" >
<strong>DETECTION_BASE:__Detected(Delay)</strong>
</a>
</dt>
<dd>
<p>Asynchronous Event Trigger for Event Detected.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#number Delay </em></code>:
The delay in seconds.</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).__Start" >
<strong>DETECTION_BASE:__Start(Delay)</strong>
</a>
</dt>
<dd>
<p>Asynchronous Event Trigger for Event Start.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#number Delay </em></code>:
The delay in seconds.</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).__Stop" >
<strong>DETECTION_BASE:__Stop(Delay)</strong>
</a>
</dt>
<dd>
<p>Asynchronous Event Trigger for Event Stop.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#number Delay </em></code>:
The delay in seconds.</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).onafterDetect" >
<strong>DETECTION_BASE:onafterDetect(From, Event, To)</strong>
</a>
</dt>
<dd>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#string From </em></code>:
The From State string.</p>
</li>
<li>
<p><code><em>#string Event </em></code>:
The Event string.</p>
</li>
<li>
<p><code><em>#string To </em></code>:
The To State string.</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).onafterDetectionGroup" >
<strong>DETECTION_BASE:onafterDetectionGroup(From, Event, To, DetectionGroup, DetectionTimeStamp)</strong>
</a>
</dt>
<dd>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#string From </em></code>:
The From State string.</p>
</li>
<li>
<p><code><em>#string Event </em></code>:
The Event string.</p>
</li>
<li>
<p><code><em>#string To </em></code>:
The To State string.</p>
</li>
<li>
<p><code><em><a href="Wrapper.Group.html##(GROUP)">Wrapper.Group#GROUP</a> DetectionGroup </em></code>:
The Group detecting.</p>
</li>
<li>
<p><code><em> DetectionTimeStamp </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).onafterStart" >
<strong>DETECTION_BASE:onafterStart(From, Event, To)</strong>
</a>
</dt>
<dd>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#string From </em></code>:
The From State string.</p>
</li>
<li>
<p><code><em>#string Event </em></code>:
The Event string.</p>
</li>
<li>
<p><code><em>#string To </em></code>:
The To State string.</p>
</li>
</ul>
</dd>
</dl>
<h2><a id="#(DETECTION_BASE.DetectedItem)" >Type <code>DETECTION_BASE.DetectedItem</code></a></h2>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<em>#boolean</em>
<a id="#(DETECTION_BASE.DetectedItem).Changed" >
<strong>DETECTION_BASE.DetectedItem.Changed</strong>
</a>
</dt>
<dd>
<p>Documents if the detected area has changes.</p>
</dd>
</dl>
<dl class="function">
<dt>
<em>#table</em>
<a id="#(DETECTION_BASE.DetectedItem).Changes" >
<strong>DETECTION_BASE.DetectedItem.Changes</strong>
</a>
</dt>
<dd>
<p>A list of the changes reported on the detected area. (It is up to the user of the detected area to consume those changes).</p>
</dd>
</dl>
<dl class="function">
<dt>
<em>#boolean</em>
<a id="#(DETECTION_BASE.DetectedItem).FriendliesNearBy" >
<strong>DETECTION_BASE.DetectedItem.FriendliesNearBy</strong>
</a>
</dt>
<dd>
<p>Indicates if there are friendlies within the detected area.</p>
</dd>
</dl>
<dl class="function">
<dt>
<em>#number</em>
<a id="#(DETECTION_BASE.DetectedItem).ID" >
<strong>DETECTION_BASE.DetectedItem.ID</strong>
</a>
</dt>
<dd>
<p>-- The identifier of the detected area.</p>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(DETECTION_BASE.DetectedItem).InterceptCoord" >
<strong>DETECTION_BASE.DetectedItem.InterceptCoord</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(DETECTION_BASE.DetectedItem).MaxThreatLevelA2G" >
<strong>DETECTION_BASE.DetectedItem.MaxThreatLevelA2G</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a></em>
<a id="#(DETECTION_BASE.DetectedItem).NearestFAC" >
<strong>DETECTION_BASE.DetectedItem.NearestFAC</strong>
</a>
</dt>
<dd>
<p>The nearest FAC near the Area.</p>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="Core.Set.html##(SET_UNIT)">Core.Set#SET_UNIT</a></em>
<a id="#(DETECTION_BASE.DetectedItem).Set" >
<strong>DETECTION_BASE.DetectedItem.Set</strong>
</a>
</dt>
<dd>
<p>-- The Set of Units in the detected area.</p>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="Core.Zone.html##(ZONE_UNIT)">Core.Zone#ZONE_UNIT</a></em>
<a id="#(DETECTION_BASE.DetectedItem).Zone" >
<strong>DETECTION_BASE.DetectedItem.Zone</strong>
</a>
</dt>
<dd>
<p>-- The Zone of the detected area.</p>
</dd>
</dl>
<h2><a id="#(DETECTION_BASE.DetectedItems)" >Type <code>DETECTION_BASE.DetectedItems</code></a></h2>
<h2><a id="#(DETECTION_BASE.DetectedObject)" >Type <code>DETECTION_BASE.DetectedObject</code></a></h2>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<em>#number</em>
<a id="#(DETECTION_BASE.DetectedObject).Distance" >
<strong>DETECTION_BASE.DetectedObject.Distance</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em>#boolean</em>
<a id="#(DETECTION_BASE.DetectedObject).Identified" >
<strong>DETECTION_BASE.DetectedObject.Identified</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em>#boolean</em>
<a id="#(DETECTION_BASE.DetectedObject).IsVisible" >
<strong>DETECTION_BASE.DetectedObject.IsVisible</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em>#boolean</em>
<a id="#(DETECTION_BASE.DetectedObject).KnowDistance" >
<strong>DETECTION_BASE.DetectedObject.KnowDistance</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em>#boolean</em>
<a id="#(DETECTION_BASE.DetectedObject).KnowType" >
<strong>DETECTION_BASE.DetectedObject.KnowType</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em>#boolean</em>
<a id="#(DETECTION_BASE.DetectedObject).LastPos" >
<strong>DETECTION_BASE.DetectedObject.LastPos</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em>#number</em>
<a id="#(DETECTION_BASE.DetectedObject).LastTime" >
<strong>DETECTION_BASE.DetectedObject.LastTime</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em>#number</em>
<a id="#(DETECTION_BASE.DetectedObject).LastVelocity" >
<strong>DETECTION_BASE.DetectedObject.LastVelocity</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em>#string</em>
<a id="#(DETECTION_BASE.DetectedObject).Name" >
<strong>DETECTION_BASE.DetectedObject.Name</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em>#string</em>
<a id="#(DETECTION_BASE.DetectedObject).Type" >
<strong>DETECTION_BASE.DetectedObject.Type</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(DETECTION_BASE.DetectedObjects)" >Type <code>DETECTION_BASE.DetectedObjects</code></a></h2>
<h2><a id="#(DETECTION_TYPES)" >Type <code>DETECTION_TYPES</code></a></h2>
<h1>3) DETECTION_TYPES class, extends <a href="Detection.html##(DETECTION_BASE)">Detection#DETECTION_BASE</a></h1>
<p>The DETECTION_TYPES class will detect units within the battle zone.</p>
<p>It will build a DetectedItems[] list filled with DetectedItems, grouped by the type of units detected.
Each DetectedItem will contain a field Set, which contains a <a href="Set.html##(SET_UNIT)">Set#SET_UNIT</a> containing ONE <a href="UNIT.html">UNIT</a> object reference.
Beware that when the amount of different types detected is large, the DetectedItems[] list will be large also. </p>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<em>#string</em>
<a id="#(DETECTION_TYPES).ClassName" >
<strong>DETECTION_TYPES.ClassName</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_TYPES).CreateDetectionItems" >
<strong>DETECTION_TYPES:CreateDetectionItems()</strong>
</a>
</dt>
<dd>
<p>Create the DetectedItems list from the DetectedObjects table.</p>
<p>For each DetectedItem, a one field array is created containing the Unit detected.</p>
<h3>Return value</h3>
<p><em><a href="##(DETECTION_TYPES)">#DETECTION_TYPES</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_TYPES).DetectedItemMenu" >
<strong>DETECTION_TYPES:DetectedItemMenu(Index, DetectedTypeName, AttackGroup)</strong>
</a>
</dt>
<dd>
<p>Menu of a DetectedItem using a given numeric index.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em> Index </em></code>: </p>
</li>
<li>
<p><code><em> DetectedTypeName </em></code>: </p>
</li>
<li>
<p><code><em> AttackGroup </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em>#string:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_TYPES).DetectedItemReportSummary" >
<strong>DETECTION_TYPES:DetectedItemReportSummary(Index, AttackGroup, Settings, DetectedTypeName)</strong>
</a>
</dt>
<dd>
<p>Report summary of a DetectedItem using a given numeric index.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em> Index </em></code>: </p>
</li>
<li>
<p><code><em><a href="Wrapper.Group.html##(GROUP)">Wrapper.Group#GROUP</a> AttackGroup </em></code>:
The group to generate the report for.</p>
</li>
<li>
<p><code><em><a href="Core.Settings.html##(SETTINGS)">Core.Settings#SETTINGS</a> Settings </em></code>:
Message formatting settings to use.</p>
</li>
<li>
<p><code><em> DetectedTypeName </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em>#string:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_TYPES).DetectedReportDetailed" >
<strong>DETECTION_TYPES:DetectedReportDetailed(AttackGroup)</strong>
</a>
</dt>
<dd>
<p>Report detailed of a detection result.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Group.html##(GROUP)">Wrapper.Group#GROUP</a> AttackGroup </em></code>:
The group to generate the report for.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em>#string:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_TYPES).DetectionRange" >
<strong>DETECTION_TYPES.DetectionRange</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_TYPES).GetChangeText" >
<strong>DETECTION_TYPES:GetChangeText(DetectedItem)</strong>
</a>
</dt>
<dd>
<p>Make text documenting the changes of the detected zone.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="##(DETECTION_TYPES.DetectedItem)">#DETECTION_TYPES.DetectedItem</a> DetectedItem </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em>#string:</em>
The Changes text</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_TYPES).New" >
<strong>DETECTION_TYPES:New(DetectionSetGroup)</strong>
</a>
</dt>
<dd>
<p>DETECTION_TYPES constructor.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Core.Set.html##(SET_GROUP)">Core.Set#SET_GROUP</a> DetectionSetGroup </em></code>:
The <a href="Set.html">Set</a> of GROUPs in the Recce role.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="Functional.Detection.html##(DETECTION_TYPES)">Functional.Detection#DETECTION_TYPES</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<em>#boolean</em>
<a id="#(DETECTION_TYPES)._BoundDetectedZones" >
<strong>DETECTION_TYPES._BoundDetectedZones</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em>#boolean</em>
<a id="#(DETECTION_TYPES)._FlareDetectedUnits" >
<strong>DETECTION_TYPES._FlareDetectedUnits</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em>#boolean</em>
<a id="#(DETECTION_TYPES)._FlareDetectedZones" >
<strong>DETECTION_TYPES._FlareDetectedZones</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em>#boolean</em>
<a id="#(DETECTION_TYPES)._SmokeDetectedUnits" >
<strong>DETECTION_TYPES._SmokeDetectedUnits</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em>#boolean</em>
<a id="#(DETECTION_TYPES)._SmokeDetectedZones" >
<strong>DETECTION_TYPES._SmokeDetectedZones</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(DETECTION_TYPES.DetectedItem)" >Type <code>DETECTION_TYPES.DetectedItem</code></a></h2>
<h2><a id="#(DETECTION_UNITS)" >Type <code>DETECTION_UNITS</code></a></h2>
<h1>DETECTION_UNITS class, extends <a href="Detection.html##(DETECTION_BASE)">Detection#DETECTION_BASE</a></h1>
<p>The DETECTION_UNITS class will detect units within the battle zone.</p>
<p>It will build a DetectedItems list filled with DetectedItems. Each DetectedItem will contain a field Set, which contains a <a href="Set.html##(SET_UNIT)">Set#SET_UNIT</a> containing ONE <a href="UNIT.html">UNIT</a> object reference.
Beware that when the amount of units detected is large, the DetectedItems list will be large also. </p>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<em>#string</em>
<a id="#(DETECTION_UNITS).ClassName" >
<strong>DETECTION_UNITS.ClassName</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_UNITS).CreateDetectionItems" >
<strong>DETECTION_UNITS:CreateDetectionItems()</strong>
</a>
</dt>
<dd>
<p>Create the DetectedItems list from the DetectedObjects table.</p>
<p>For each DetectedItem, a one field array is created containing the Unit detected.</p>
<h3>Return value</h3>
<p><em><a href="##(DETECTION_UNITS)">#DETECTION_UNITS</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_UNITS).DetectedItemMenu" >
<strong>DETECTION_UNITS:DetectedItemMenu(Index, AttackGroup)</strong>
</a>
</dt>
<dd>
<p>Menu of a DetectedItem using a given numeric index.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em> Index </em></code>: </p>
</li>
<li>
<p><code><em> AttackGroup </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em>#string:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_UNITS).DetectedItemReportSummary" >
<strong>DETECTION_UNITS:DetectedItemReportSummary(Index, AttackGroup, Settings)</strong>
</a>
</dt>
<dd>
<p>Report summary of a DetectedItem using a given numeric index.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em> Index </em></code>: </p>
</li>
<li>
<p><code><em><a href="Wrapper.Group.html##(GROUP)">Wrapper.Group#GROUP</a> AttackGroup </em></code>:
The group to generate the report for.</p>
</li>
<li>
<p><code><em><a href="Core.Settings.html##(SETTINGS)">Core.Settings#SETTINGS</a> Settings </em></code>:
Message formatting settings to use.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em>#string:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_UNITS).DetectedReportDetailed" >
<strong>DETECTION_UNITS:DetectedReportDetailed(AttackGroup)</strong>
</a>
</dt>
<dd>
<p>Report detailed of a detection result.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Group.html##(GROUP)">Wrapper.Group#GROUP</a> AttackGroup </em></code>:
The group to generate the report for.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em>#string:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="Dcs.DCSTypes.html##(Distance)">Dcs.DCSTypes#Distance</a></em>
<a id="#(DETECTION_UNITS).DetectionRange" >
<strong>DETECTION_UNITS.DetectionRange</strong>
</a>
</dt>
<dd>
<p>The range till which targets are detected.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_UNITS).GetChangeText" >
<strong>DETECTION_UNITS:GetChangeText(DetectedItem)</strong>
</a>
</dt>
<dd>
<p>Make text documenting the changes of the detected zone.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="##(DETECTION_UNITS.DetectedItem)">#DETECTION_UNITS.DetectedItem</a> DetectedItem </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em>#string:</em>
The Changes text</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_UNITS).New" >
<strong>DETECTION_UNITS:New(DetectionSetGroup)</strong>
</a>
</dt>
<dd>
<p>DETECTION_UNITS constructor.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Core.Set.html##(SET_GROUP)">Core.Set#SET_GROUP</a> DetectionSetGroup </em></code>:
The <a href="Set.html">Set</a> of GROUPs in the Forward Air Controller role.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="Functional.Detection.html##(DETECTION_UNITS)">Functional.Detection#DETECTION_UNITS</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<em>#boolean</em>
<a id="#(DETECTION_UNITS)._BoundDetectedZones" >
<strong>DETECTION_UNITS._BoundDetectedZones</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em>#boolean</em>
<a id="#(DETECTION_UNITS)._FlareDetectedUnits" >
<strong>DETECTION_UNITS._FlareDetectedUnits</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em>#boolean</em>
<a id="#(DETECTION_UNITS)._FlareDetectedZones" >
<strong>DETECTION_UNITS._FlareDetectedZones</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em>#boolean</em>
<a id="#(DETECTION_UNITS)._SmokeDetectedUnits" >
<strong>DETECTION_UNITS._SmokeDetectedUnits</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em>#boolean</em>
<a id="#(DETECTION_UNITS)._SmokeDetectedZones" >
<strong>DETECTION_UNITS._SmokeDetectedZones</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(DETECTION_UNITS.DetectedItem)" >Type <code>DETECTION_UNITS.DetectedItem</code></a></h2>
<h2><a id="#(list)" >Type <code>list</code></a></h2>
<h2><a id="#(map)" >Type <code>map</code></a></h2>
</div>
</div>
</body>
</html>