From 0ae6bb50d7278a635fff324a36b2bb75a0056064 Mon Sep 17 00:00:00 2001
From: MooseBotter Flash messages to player
Flash messages to player
+Flash messages to player
+Flash messages to player
+The Defender Default Settings over all Squadrons.
- - - -flash messages to players
-The Defender Default Settings over all Squadrons.
- - - -flash messages to players
-The Defender Default Settings over all Squadrons.
- - - -flash messages to players
-The Defender Default Settings over all Squadrons.
- - - -flash messages to players
-The Defender Default Settings over all Squadrons.
- - - -The Defender Default Settings over all Squadrons.
- - - -The Defender Default Settings over all Squadrons.
- - - -The Defender Default Settings over all Squadrons.
- - - -No loading happened, so we need to pickup something else.
+No loading happened, so we need to pickup something else.
+No loading happened, so we need to pickup something else.
+No loading happened, so we need to pickup something else.
+Aircraft is on a pickup mission.
+ @@ -4574,6 +4577,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +Aircraft is on a pickup mission.
+ @@ -5189,6 +5195,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +Aircraft is on a pickup mission.
+ @@ -6692,6 +6701,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +Aircraft is on a pickup mission.
+ diff --git a/Documentation/AI.AI_Cargo_Helicopter.html b/Documentation/AI.AI_Cargo_Helicopter.html index 1088c9eae..dcf9819bc 100644 --- a/Documentation/AI.AI_Cargo_Helicopter.html +++ b/Documentation/AI.AI_Cargo_Helicopter.html @@ -2911,28 +2911,22 @@ When Moose is loaded statically, (as one file), tracing is switched off by defaumeter
-kph
-meter
-kph
-meter
-kph
-meter
-kph
-Now we spawn the new group based on the template created.
-Now we spawn the new group based on the template created.
-Set cargo object.
- - - -Set cargo object.
- - - -Return an angle in degrees from the COORDINATE using a direction vector in Vec3 format.
+Return an angle in degrees from the COORDINATE using a direction vector in Vec3 format.
Return an angle in radians from the COORDINATE using a direction vector in Vec3 format.
+Return an angle in radians from the COORDINATE using a direction vector in Vec3 format.
COORDINATE:GetBearingText(AngleRadians, Precision, Settings, MagVar)
Provides a bearing text in degrees.
+Return the BULLSEYE as COORDINATE Object
Return an angle in degrees from the COORDINATE using a direction vector in Vec3 format.
+Return an angle in degrees from the COORDINATE using a direction vector in Vec3 format.
Return an angle in radians from the COORDINATE using a direction vector in Vec3 format.
+Return an angle in radians from the COORDINATE using a direction vector in Vec3 format.
POINT_VEC2:GetBearingText(AngleRadians, Precision, Settings, MagVar)
Provides a bearing text in degrees.
+Return the BULLSEYE as COORDINATE Object
Return an angle in degrees from the COORDINATE using a direction vector in Vec3 format.
+Return an angle in degrees from the COORDINATE using a direction vector in Vec3 format.
local directionAngle = currentCoordinate:GetAngleDegrees(currentCoordinate:GetDirectionVec3(sourceCoordinate:GetVec3()))
+
@@ -6952,7 +6967,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
Return an angle in radians from the COORDINATE using a direction vector in Vec3 format.
+Return an angle in radians from the COORDINATE using a direction vector in Vec3 format.
Return the BULLSEYE as COORDINATE Object
+ +COORDINATE
++ #number + Coalition +
+Coalition of the bulls eye to return, e.g. coalition.side.BLUE
+ +self
+ + -- note the dot (.) here,not using the colon (:)
+ local redbulls = COORDINATE.GetBullseyeCoordinate(coalition.side.RED)
+
+the y coordinate in meters.
+ + + +the y coordinate in meters.
+ + + +Return an angle in degrees from the COORDINATE using a direction vector in Vec3 format.
+Return an angle in degrees from the COORDINATE using a direction vector in Vec3 format.
local directionAngle = currentCoordinate:GetAngleDegrees(currentCoordinate:GetDirectionVec3(sourceCoordinate:GetVec3()))
+
@@ -20285,7 +20373,7 @@ When moose is loading dynamically (for moose class development), tracing is swit
Return an angle in radians from the COORDINATE using a direction vector in Vec3 format.
+Return an angle in radians from the COORDINATE using a direction vector in Vec3 format.
Return the BULLSEYE as COORDINATE Object
+ ++ #number + Coalition +
+Coalition of the bulls eye to return, e.g. coalition.side.BLUE
+ +self
+ + -- note the dot (.) here,not using the colon (:)
+ local redbulls = COORDINATE.GetBullseyeCoordinate(coalition.side.RED)
+
+the y coordinate in meters.
+ + + +SPAWN:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)
The AI is on by default when spawning a group.
-Overwrite unit names by default with group name.
-The AI is on by default when spawning a group.
-Overwrite unit names by default with group name.
-Spawns a new static using a given template.
+*ZONE_BASE.GetProperty(): Returns the Value of the zone with the given PropertyName, or nil if no matching property exists. - *ZONE_BASE.GetAllProperties(): Returns the zone Properties table.
+ *ZONE_BASE.GetAllProperties(): Returns the zone Properties table. @@ -1894,45 +1894,21 @@ This class implements the inherited functions from #ZOGlobal ZONE_POLYGON |
+ Global ZONE_OVAL |
- The ZONE_POLYGON class defined by a sequence of Wrapper.Group#GROUP waypoints within the Mission Editor, forming a polygon. + |
The ZONE_POLYGON class defined by a sequence of Wrapper.Group#GROUP waypoints within the Mission Editor, forming a polygon.
- - -This class implements the inherited functions from #ZONE_RADIUS taking into account the own zone format and properties.
- -You can declare a ZONE_POLYGON using the DCS mission editor by adding the #ZONE_POLYGON tag in the group name.
- -So, imagine you have a group declared in the mission editor, with group name DefenseZone#ZONE_POLYGON.
-Then during mission startup, when loading Moose.lua, this group will be detected as a ZONE_POLYGON declaration.
-Within the background, a ZONE_POLYGON object will be created within the Core.Database using the properties of the group.
-The ZONE_POLYGON name will be the group name without the #ZONE_POLYGON tag.
So, you can search yourself for the ZONE_POLYGON by using the ZONE_POLYGON.FindByName() method.
-In this example, local PolygonZone = ZONE_POLYGON:FindByName( "DefenseZone" ) would return the ZONE_POLYGON object
-that was created at mission startup, and reference it into the PolygonZone local object.
Mission ZON-510 shows a demonstration of this feature or method.
This is especially handy if you want to quickly setup a SET_ZONE...
-So when you would declare local SetZone = SET_ZONE:New():FilterPrefixes( "Defense" ):FilterStart(),
-then SetZone would contain the ZONE_POLYGON object DefenseZone as part of the zone collection,
-without much scripting overhead!
This class implements the inherited functions from #ZONE_RADIUS taking into account the own zone format and properties.
+Global _ZONE_TRIANGLE |
+ + + | +
Triggers the FSM event "TriggerStop" after a delay.
+Triggers the FSM event "TriggerStop" after a delay.
Constructor to create a ZONE_GROUP instance, taking the zone name, a zone Wrapper.Group#GROUP and a radius.
+| Fields and Methods inherited from ZONE_OVAL | +Description | +
|---|---|
| + | + + | +
| + | + + | +
| + | + + | +
| + | + + | +
| + | + |
Check if a certain coalition is inside a scanned zone.
-Count the number of different coalitions inside the zone.
-Find a polygon zone in the _DATABASE using the name of the polygon zone.
-Get Coalitions of the units in the Zone, or Check if there are units of the given Coalition in the Zone.
-Get scanned scenery table
-Get scanned scenery table
-Get scanned scenery types
-Get a set of scanned units.
-Get scanned set of scenery objects
-Get a set of scanned units.
-Count the number of different coalitions inside the zone.
-Is All in Zone of Coalition?
-Is All in Zone of Other Coalition?
-Is None in Zone?
-Is None in Zone of Coalition?
-Is Some in Zone of Coalition?
-Constructor to create a ZONE_POLYGON instance, taking the zone name and the Wrapper.Group#GROUP defined within the Mission Editor.
-Constructor to create a ZONE_POLYGON instance, taking the zone name and the name of the Wrapper.Group#GROUP defined within the Mission Editor.
-Constructor to create a ZONE_POLYGON instance, taking the zone name and an array of DCS#Vec2, forming a polygon.
-Scan the zone for the presence of units of the given ObjectCategories.
-ZONE_POLYGON_BASE:DrawZone(Coalition, Color, Alpha, FillColor, FillAlpha, LineType, ReadOnly)
Draw the zone on the F10 map.
Get the smallest radius encompassing all points of the polygon zone.
+Get the smallest radius encompassing all points of the polygon zone.
Define a random DCS#Vec2 within the zone.
+Get the surface area of this polygon
Get the smallest rectangular zone encompassing all points points of the polygon zone.
+Get the smallest rectangular zone encompassing all points points of the polygon zone.
ZONE_POLYGON_BASE:GetZoneRadius(ZoneName, DoNotRegisterZone)
Get the smallest circular zone encompassing all points of the polygon zone.
+Get the smallest circular zone encompassing all points of the polygon zone.
Smokes the zone boundaries in a color.
+Update polygon points with an array of DCS#Vec3.
+Calculates the surface area of the polygon.
+Triangulates the polygon.
-- Create a new zone and start watching it every 5 secs for a defined GROUP entering or leaving
local triggerzone = ZONE:New("ZonetoWatch"):Trigger(GROUP:FindByName("Aerial-1"))
-
+
-- This FSM function will be called when the group enters the zone
function triggerzone:OnAfterEnteredZone(From,Event,To,Group)
MESSAGE:New("Group has entered zone!",15):ToAll()
end
-
+
-- This FSM function will be called when the group leaves the zone
function triggerzone:OnAfterLeftZone(From,Event,To,Group)
MESSAGE:New("Group has left zone!",15):ToAll()
end
-
+
-- Stop watching the zone after 1 hour
triggerzone:__TriggerStop(3600)
@@ -6636,7 +6580,7 @@ end
Triggers the FSM event "TriggerStop" after a delay.
+Triggers the FSM event "TriggerStop" after a delay.
Check if a certain coalition is inside a scanned zone.
- -ZONE_POLYGON
-- #number - Coalition -
-The coalition id, e.g. coalition.side.BLUE.
- -#boolean:
-If true, the coalition is inside the zone.
- -Count the number of different coalitions inside the zone.
- -ZONE_POLYGON
-#number:
-Counted coalitions.
- -Find a polygon zone in the _DATABASE using the name of the polygon zone.
- -ZONE_POLYGON
-- #string - ZoneName -
-The name of the polygon zone.
- -self
- -Get Coalitions of the units in the Zone, or Check if there are units of the given Coalition in the Zone.
- - -Returns nil if there are none to two Coalitions in the zone! -Returns one Coalition if there are only Units of one Coalition in the Zone. -Returns the Coalition for the given Coalition if there are units of the Coalition in the Zone.
- -ZONE_POLYGON
-- Coalition -
-#table:
-Get scanned scenery table
- -ZONE_POLYGON
-#table:
-Structured table of [type].[name].Wrapper.Scenery#SCENERY scenery objects.
- -Get scanned scenery table
- -ZONE_POLYGON
-#table:
-Table of Wrapper.Scenery#SCENERY scenery objects.
- -Get scanned scenery types
- -ZONE_POLYGON
-- SceneryType -
-#table:
-Table of DCS scenery type objects.
- -Get a set of scanned units.
- -ZONE_POLYGON
-Set of groups.
- -Get scanned set of scenery objects
- -ZONE_POLYGON
-#table:
-Table of Wrapper.Scenery#SCENERY scenery objects.
- -Get a set of scanned units.
- -ZONE_POLYGON
-Set of units and statics inside the zone.
- -Count the number of different coalitions inside the zone.
- -ZONE_POLYGON
-#table:
-Table of DCS units and DCS statics inside the zone.
- -Is All in Zone of Coalition?
- - -Check if only the specified coalition is inside the zone and noone else.
- -ZONE_POLYGON
-- #number - Coalition -
-Coalition ID of the coalition which is checked to be the only one in the zone.
- -#boolean:
-True, if only that coalition is inside the zone and no one else.
- - self.Zone:Scan()
- local IsGuarded = self.Zone:IsAllInZoneOfCoalition( self.Coalition )
-
-Is All in Zone of Other Coalition?
- - -Check if only one coalition is inside the zone and the specified coalition is not the one. -You first need to use the ZONE_POLYGON.Scan method to scan the zone before it can be evaluated! -Note that once a zone has been scanned, multiple evaluations can be done on the scan result set.
- -ZONE_POLYGON
-- #number - Coalition -
-Coalition ID of the coalition which is not supposed to be in the zone.
- -#boolean:
-True, if and only if only one coalition is inside the zone and the specified coalition is not it.
- - self.Zone:Scan()
- local IsCaptured = self.Zone:IsAllInZoneOfOtherCoalition( self.Coalition )
-
-Is None in Zone?
- - -You first need to use the ZONE_POLYGON.Scan method to scan the zone before it can be evaluated! -Note that once a zone has been scanned, multiple evaluations can be done on the scan result set.
- -ZONE_POLYGON
-#boolean:
- self.Zone:Scan()
- local IsEmpty = self.Zone:IsNoneInZone()
-
-Is None in Zone of Coalition?
- - -You first need to use the ZONE_POLYGON.Scan method to scan the zone before it can be evaluated! -Note that once a zone has been scanned, multiple evaluations can be done on the scan result set.
- -ZONE_POLYGON
-- Coalition -
-#boolean:
- self.Zone:Scan()
- local IsOccupied = self.Zone:IsNoneInZoneOfCoalition( self.Coalition )
-
-Is Some in Zone of Coalition?
- - -Check if more than one coalition is inside the zone and the specified coalition is one of them. -You first need to use the ZONE_POLYGON.Scan method to scan the zone before it can be evaluated! -Note that once a zone has been scanned, multiple evaluations can be done on the scan result set.
- -ZONE_POLYGON
-- #number - Coalition -
-ID of the coalition which is checked to be inside the zone.
- -#boolean:
-True if more than one coalition is inside the zone and the specified coalition is one of them.
- - self.Zone:Scan()
- local IsAttacked = self.Zone:IsSomeInZoneOfCoalition( self.Coalition )
-
-Constructor to create a ZONE_POLYGON instance, taking the zone name and the Wrapper.Group#GROUP defined within the Mission Editor.
- - -The Wrapper.Group#GROUP waypoints define the polygon corners. The first and the last point are automatically connected by ZONE_POLYGON.
- -ZONE_POLYGON
-- #string - ZoneName -
-Name of the zone.
- -- Wrapper.Group#GROUP - ZoneGroup -
-The GROUP waypoints as defined within the Mission Editor define the polygon shape.
- -self
- -Constructor to create a ZONE_POLYGON instance, taking the zone name and the name of the Wrapper.Group#GROUP defined within the Mission Editor.
- - -The Wrapper.Group#GROUP waypoints define the polygon corners. The first and the last point are automatically connected by ZONE_POLYGON.
- -ZONE_POLYGON
-- #string - GroupName -
-The group name of the GROUP defining the waypoints within the Mission Editor to define the polygon shape.
- -self
- -Constructor to create a ZONE_POLYGON instance, taking the zone name and an array of DCS#Vec2, forming a polygon.
- -ZONE_POLYGON
-- #string - ZoneName -
-Name of the zone.
- -- #ZONE_POLYGON_BASE.ListVec2 - PointsArray -
-An array of DCS#Vec2, forming a polygon.
- -self
- -Scan the zone for the presence of units of the given ObjectCategories.
- - -Does not scan for scenery at the moment. -Note that only after a zone has been scanned, the zone can be evaluated by:
- -ZONE_POLYGON
-- ObjectCategories -
-An array of categories of the objects to find in the zone. E.g. {Object.Category.UNIT}
- UnitCategories -
-An array of unit categories of the objects to find in the zone. E.g. {Unit.Category.GROUND_UNIT,Unit.Category.SHIP}
myzone:Scan({Object.Category.UNIT},{Unit.Category.GROUND_UNIT})
- local IsAttacked = myzone:IsSomeInZoneOfCoalition( self.Coalition )
-
-The polygon defined by an array of DCS#Vec2.
The polygon defined by an array of DCS#Vec2.
+ZONE_POLYGON_BASE.SurfaceArea + + + + +set the polygon's surface area
+ +triangulate the polygon so we can work with it
Draw the zone on the F10 map.
-NOTE Currently, only polygons up to ten points are supported!
+Infinite number of points supported +- ported from https://github.com/nielsvaes/CCMOOSE/blob/master/Moose%20Development/Moose/Shapes/Polygon.lua
RGB color table {r, g, b}, e.g. {1,0,0} for red. Default is same as Color value.
RGB color table {r, g, b}, e.g. {1,0,0} for red. Default is same as Color value. -- doesn't seem to work
Transparency [0,1]. Default 0.15.
+Transparency [0,1]. Default 0.15. -- doesn't seem to work
+ IncludeTriangles +
+Get the smallest radius encompassing all points of the polygon zone.
+Get the smallest radius encompassing all points of the polygon zone.
Define a random DCS#Vec2 within the zone.
+ +Get the surface area of this polygon
+ +ZONE_POLYGON_BASE
+#number:
+Surface area
+ +Get the smallest rectangular zone encompassing all points points of the polygon zone.
+Get the smallest rectangular zone encompassing all points points of the polygon zone.
Get the smallest circular zone encompassing all points of the polygon zone.
+Get the smallest circular zone encompassing all points of the polygon zone.
Calculates the surface area of the polygon.
+ + +The surface area is the sum of the areas of the triangles that make up the polygon. +- ported from https://github.com/nielsvaes/CCMOOSE/blob/master/Moose%20Development/Moose/Shapes/Polygon.lua
+ +ZONE_POLYGON_BASE
+#number:
+The surface area of the polygon
+ +Triangulates the polygon.
+ + +ZONE_POLYGON_BASE
+#table:
+The #_TRIANGLE list that make up
+ +switch alarm state RED
-switch alarm state RED
-RAT:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)
Create the CSV file.
+Create the CSV file.
+Set case of f
+ @@ -40564,7 +40567,7 @@ When moose is loading dynamically (for moose class development), tracing is swit -Set stack flag.
+Decrease stack/flag. Human player needs to take care himself.
@@ -40591,6 +40594,17 @@ When moose is loading dynamically (for moose class development), tracing is switData table at each position in the groove. Elements are of type AIRBOSS.GrooveData.
+ + + +Set section lead of player flight.
+Make player section lead if he was not before.
@@ -40751,6 +40765,9 @@ When moose is loading dynamically (for moose class development), tracing is swit + +Set Stable Hover
+ @@ -40945,17 +40962,6 @@ When moose is loading dynamically (for moose class development), tracing is switBand modulation.
- - - -Replacement woundedGroups
+ +contain a table for each SAR with all units he has with the original names
- - - -Replacement woundedGroups
+ +contain a table for each SAR with all units he has with the original names
- - - -Replacement woundedGroups
+ +contain a table for each SAR with all units he has with the original names
- - - -Name of the class.
- - - -use as counter
- -holds #CTLD_ENGINEERING objects
-Beacons
-tables
-Folderpath.
-#1570
-time to repairor build a unit/group
+noob catch
Name of the class.
-use as counter
- -holds #CTLD_ENGINEERING objects
-Beacons
-tables
-Folderpath.
-#1570
-time to repairor build a unit/group
+noob catch
Name of the class.
-use as counter
- -holds #CTLD_ENGINEERING objects
-Beacons
-tables
-Folderpath.
-#1570
-time to repairor build a unit/group
+noob catch
Flag for direct loading.
-Flag for direct loading.
-Full path google credentials JSON file, e.g. "C:\Users\username\Downloads\service-account-file.json".
+Full path google credentials JSON file, e.g. "C:\Users\username\Downloads\service-account-file.json".
+ + + +Full path google credentials JSON file, e.g. "C:\Users\username\Downloads\service-account-file.json".
+Stack by pointer.
-Stack by pointer.
-Coordinate of the mark.
-Text displayed in the mark panel.
+Coordinate of the mark.
-Text displayed in the mark panel.
+Coordinate of the mark.
-Text displayed in the mark panel.
+