diff --git a/Documentation/AI.AI_A2A_Dispatcher.html b/Documentation/AI.AI_A2A_Dispatcher.html index 4b85a643b..6a21595ec 100644 --- a/Documentation/AI.AI_A2A_Dispatcher.html +++ b/Documentation/AI.AI_A2A_Dispatcher.html @@ -4862,14 +4862,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
Flash messages to player
-Flash messages to player
-Flash messages to player
-Flash messages to player
-No loading happened, so we need to pickup something else.
- @@ -4822,9 +4819,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -No loading happened, so we need to pickup something else.
- @@ -5437,9 +5431,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -No loading happened, so we need to pickup something else.
- @@ -6940,9 +6931,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -No loading happened, so we need to pickup something else.
- diff --git a/Documentation/AI.AI_Cargo_Airplane.html b/Documentation/AI.AI_Cargo_Airplane.html index bf6f79583..687410823 100644 --- a/Documentation/AI.AI_Cargo_Airplane.html +++ b/Documentation/AI.AI_Cargo_Airplane.html @@ -2746,9 +2746,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -Set destination airbase for next :Route() command.
- @@ -2782,9 +2779,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -Aircraft is on a depoly mission.
- @@ -2810,9 +2804,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -Aircraft is on a pickup mission.
- @@ -4539,9 +4530,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -Set destination airbase for next :Route() command.
- @@ -4575,9 +4563,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -Aircraft is on a depoly mission.
- @@ -4603,9 +4588,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -Aircraft is on a pickup mission.
- @@ -5174,9 +5156,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -Set destination airbase for next :Route() command.
- @@ -5210,9 +5189,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -Aircraft is on a depoly mission.
- @@ -5238,9 +5214,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -Aircraft is on a pickup mission.
- @@ -6697,9 +6670,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -Set destination airbase for next :Route() command.
- @@ -6733,9 +6703,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -Aircraft is on a depoly mission.
- @@ -6761,9 +6728,6 @@ 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 33e758056..ec299d028 100644 --- a/Documentation/AI.AI_Cargo_Helicopter.html +++ b/Documentation/AI.AI_Cargo_Helicopter.html @@ -2903,22 +2903,28 @@ When Moose is loaded statically, (as one file), tracing is switched off by defaumeter
+kph
+meter
+kph
+meter
+kph
+meter
+kph
+Then we register the new group in the database
+ @@ -3280,6 +3283,9 @@ This works for ground only groups. + +Then we register the new group in the database
+ diff --git a/Documentation/Core.Fsm.html b/Documentation/Core.Fsm.html index a973560d4..9fa5fc626 100644 --- a/Documentation/Core.Fsm.html +++ b/Documentation/Core.Fsm.html @@ -5793,7 +5793,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defauSPAWN:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)
The AI is on by default when spawning a group.
+When working in UnControlled mode, all planes are Spawned in UnControlled mode before the scheduler starts.
+ + + +The AI is on by default when spawning a group.
+Kickspeed
- @@ -4466,9 +4463,6 @@ An airbase can be specified to set the maximum kick speed for. - -Kickspeed
- diff --git a/Documentation/Functional.Designate.html b/Documentation/Functional.Designate.html index 9b2270616..53a1d60cb 100644 --- a/Documentation/Functional.Designate.html +++ b/Documentation/Functional.Designate.html @@ -3551,6 +3551,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + + + +The ME name of the HQ object
-Prefix for logging
-self.SAMCheckRanges = {}
-The ME name of the HQ object
-Prefix for logging
-self.SAMCheckRanges = {}
-RAT:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)
Create the CSV file.
+Create the CSV file.
+Radio queue of LSO.
- - - -Radio queue of marshal.
- - - -Radio queue of LSO.
- - - -Radio queue of marshal.
- - - -Radio queue of LSO.
- - - -Radio queue of marshal.
- - - -Set case to that of lead.
+Set case of f
diff --git a/Documentation/Ops.CSAR.html b/Documentation/Ops.CSAR.html index 530d31567..e1077bd38 100644 --- a/Documentation/Ops.CSAR.html +++ b/Documentation/Ops.CSAR.html @@ -3964,7 +3964,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defautable of CSAR unit names
+counter for saved pilots
+ +counter for successful rescue landings at FARP/AFB/MASH
+ +table of CSAR unit names
+counter for saved pilots
+ +counter for successful rescue landings at FARP/AFB/MASH
+ +table of CSAR unit names
+counter for saved pilots
+ +counter for successful rescue landings at FARP/AFB/MASH
+ +use as counter
+ +holds #CTLD_ENGINEERING objects
+tables
-#1570
-noob catch
+time to repairor build a unit/group
use as counter
+ +holds #CTLD_ENGINEERING objects
+tables
-#1570
-noob catch
+time to repairor build a unit/group
use as counter
+ +holds #CTLD_ENGINEERING objects
+tables
-#1570
-noob catch
+time to repairor build a unit/group
template for a group of 10 paratroopers
+template for a group of 10 paratroopers
+set to false to suppress flash messages
-set to false to suppress flash messages
-set to false to suppress flash messages
-set to false to suppress flash messages
-Stack by pointer.
+Stack by pointer.
+Encapsules multiplayer environment scripting functions from net
+Encapsules multiplayer environment scripting functions from net +with some added FSM functions and options to block/unblock players in MP environments.
Encapsules multiplayer environment scripting functions from net
+Encapsules multiplayer environment scripting functions from net +with some added FSM functions and options to block/unblock players in MP environments.
Block a player.
+Kicks a player from the server.
+Instantiate a new NET object.
+NET:OnAfterPlayerBlocked(From, Event, To, Client, Name, Seconds)
FSM Function OnAfterPlayerBlocked.
+FSM Function OnAfterPlayerDied.
+FSM Function OnAfterPlayerEjected.
+FSM Function OnAfterPlayerJoined.
+FSM Function OnAfterPlayerLeft.
+FSM Function OnAfterPlayerUnblocked.
Send chat message to a specific player.
+Unblock a player.
[Internal] Event Handler
+| Fields and Methods inherited from FSM | +Description | +
|---|---|
| + |
+ Adds an End state. + |
+
| + |
+ Set the default #FSM_PROCESS template with key ProcessName providing the ProcessClass and the process object when it is assigned to a Wrapper.Controllable by the task. + |
+
| + |
+ Adds a score for the FSM to be achieved. + |
+
| + |
+ Adds a score for the FSM_PROCESS to be achieved. + |
+
| + |
+ Add a new transition rule to the FSM. + |
+
| + |
+ Call scheduler. + |
+
| + |
+ Name of the class. + |
+
| + | + + | +
| + |
+ Get current state. + |
+
| + |
+ Returns the End states. + |
+
| + | + + | +
| + |
+ Returns a table of the SubFSM rules defined within the FSM. + |
+
| + |
+ Returns a table with the scores defined. + |
+
| + |
+ Returns the start state of the FSM. + |
+
| + |
+ Get current state. + |
+
| + |
+ Returns a table with the Subs defined. + |
+
| + |
+ Returns a table of the transition rules defined within the FSM. + |
+
| + |
+ Check if FSM is in state. + |
+
| + |
+ Load call backs. + |
+
| + |
+ Creates a new FSM object. + |
+
| + |
+ Scores. + |
+
| + | + + | +
| + |
+ Sets the start state of the FSM. + |
+
| + | + + | +
| + | + + | +
| + | + + | +
| + | + + | +
| + | + + | +
| + | + + | +
| + |
+ Add to map. + |
+
| + |
+ Call handler. + |
+
| + |
+ Create transition. + |
+
| + |
+ Delayed transition. + |
+
| + |
+ Event map. + |
+
| + |
+ Go sub. + |
+
| + |
+ Handler. + |
+
| + |
+ Is end state. + |
+
| + |
+ Sub maps. + |
+
| + |
+ Check if can do an event. + |
+
| + |
+ Check if cannot do an event. + |
+
| + |
+ Current state name. + |
+
| + | + + | +
| + |
+ Check if FSM is in state. + |
+
| + |
+ Options. + |
+
| + |
+ Subs. |
Block a player.
+ +NET
++ Wrapper.Client#CLIENT + Client +
+CLIENT object.
+ ++ #string + PlayerName +
+(optional) Name of the player.
+ ++ #number + Seconds +
+(optional) Number of seconds the player has to wait before rejoining.
+ ++ #string + Message +
+(optional) Message to be sent via chat.
+ +#NET:
+self
+ +FSM Function OnAfterPlayerBlocked.
+ +NET
++ #string + From +
+State.
+ ++ #string + Event +
+Trigger.
+ ++ #string + To +
+State.
+ ++ Wrapper.Client#CLIENT + Client +
+Client Object.
+ ++ #string + Name +
+Name of blocked Pilot.
+ ++ #number + Seconds +
+Blocked for this number of seconds
+ +#NET:
+self
+ +FSM Function OnAfterPlayerDied.
+ +NET
++ #string + From +
+State.
+ ++ #string + Event +
+Trigger.
+ ++ #string + To +
+State.
+ ++ Wrapper.Unit#UNIT + Client +
+Unit Object.
+ ++ #string + Name +
+Name of dead Pilot.
+ +#NET:
+self
+ +FSM Function OnAfterPlayerEjected.
+ +NET
++ #string + From +
+State.
+ ++ #string + Event +
+Trigger.
+ ++ #string + To +
+State.
+ ++ Wrapper.Unit#UNIT + Client +
+Unit Object.
+ ++ #string + Name +
+Name of leaving Pilot.
+ +#NET:
+self
+ +FSM Function OnAfterPlayerJoined.
+ +NET
++ #string + From +
+State.
+ ++ #string + Event +
+Trigger.
+ ++ #string + To +
+State.
+ ++ Wrapper.Unit#UNIT + Client +
+Unit Object.
+ ++ #string + Name +
+Name of joining Pilot.
+ +#NET:
+self
+ +FSM Function OnAfterPlayerLeft.
+ +NET
++ #string + From +
+State.
+ ++ #string + Event +
+Trigger.
+ ++ #string + To +
+State.
+ ++ Wrapper.Unit#UNIT + Client +
+Unit Object.
+ ++ #string + Name +
+Name of leaving Pilot.
+ +#NET:
+self
+ +FSM Function OnAfterPlayerUnblocked.
+ +NET
++ #string + From +
+State.
+ ++ #string + Event +
+Trigger.
+ ++ #string + To +
+State.
+ ++ Wrapper.Client#CLIENT + Client +
+Client Object.
+ ++ #string + Name +
+Name of unblocked Pilot.
+ +#NET:
+self
+ +NET
++ Text +
+NET
++ Seconds +
+NET
++ Text +
+Unblock a player.
+ +NET
++ Wrapper.Client#CLIENT + Client +
+CLIENT object
+ ++ #string + PlayerName +
+(optional) Name of the player.
+ ++ #string + Message +
+(optional) Message to be sent via chat.
+ +#NET:
+self
+ +[Internal] Event Handler
+ +NET
++ Core.Event#EVENTDATA + EventData +
+#NET:
+self
+ +Adds an End state.
+ ++ #string + State +
+The FSM state.
+ +Set the default #FSM_PROCESS template with key ProcessName providing the ProcessClass and the process object when it is assigned to a Wrapper.Controllable by the task.
+ ++ #table + From +
+Can contain a string indicating the From state or a table of strings containing multiple From states.
+ ++ #string + Event +
+The Event name.
+ ++ Core.Fsm#FSM_PROCESS + Process +
+An sub-process FSM.
+ ++ #table + ReturnEvents +
+A table indicating for which returned events of the SubFSM which Event must be triggered in the FSM.
+ +The SubFSM.
+ +Adds a score for the FSM to be achieved.
+ ++ #string + State +
+is the state of the process when the score needs to be given. (See the relevant state descriptions of the process).
+ ++ #string + ScoreText +
+is a text describing the score that is given according the status.
+ ++ #number + Score +
+is a number providing the score of the status.
+ +#FSM:
+self
+ +Adds a score for the FSM_PROCESS to be achieved.
+ ++ #string + From +
+is the From State of the main process.
+ ++ #string + Event +
+is the Event of the main process.
+ ++ #string + State +
+is the state of the process when the score needs to be given. (See the relevant state descriptions of the process).
+ ++ #string + ScoreText +
+is a text describing the score that is given according the status.
+ ++ #number + Score +
+is a number providing the score of the status.
+ +#FSM:
+self
+ +Add a new transition rule to the FSM.
+ + +A transition rule defines when and if the FSM can transition from a state towards another state upon a triggered event.
+ ++ #table + From +
+Can contain a string indicating the From state or a table of strings containing multiple From states.
+ ++ #string + Event +
+The Event name.
+ ++ #string + To +
+The To state.
+ +Get current state.
+ +Returns the End states.
+ +Returns a table of the SubFSM rules defined within the FSM.
+ +Returns a table with the scores defined.
+ +Returns the start state of the FSM.
+ +#string:
+A string containing the start state.
+ +Get current state.
+ +Returns a table with the Subs defined.
+ +Returns a table of the transition rules defined within the FSM.
+ +Check if FSM is in state.
+ ++ #string + State +
+State name.
+ +#boolean:
+If true, FSM is in this state.
+ +Load call backs.
+ ++ #table + CallBackTable +
+Table of call backs.
+ ++ From +
++ Event +
++ Fsm +
+Sets the start state of the FSM.
+ ++ #string + State +
+A string defining the start state.
+ +Add to map.
+ ++ #table + Map +
+Map.
+ ++ #table + Event +
+Event table.
+ +Call handler.
+ ++ #string + step +
+Step "onafter", "onbefore", "onenter", "onleave".
+ ++ #string + trigger +
+Trigger.
+ ++ #table + params +
+Parameters.
+ ++ #string + EventName +
+Event name.
+ +Value.
+ +Create transition.
+ ++ #string + EventName +
+Event name.
+ +#function:
+Function.
+ +Delayed transition.
+ ++ #string + EventName +
+Event name.
+ +#function:
+Function.
+ +Event map.
+ ++ #table + Events +
+Events.
+ ++ #table + EventStructure +
+Event structure.
+ +Go sub.
+ ++ #string + ParentFrom +
+Parent from state.
+ ++ #string + ParentEvent +
+Parent event name.
+ +#table:
+Subs.
+ +Handler.
+ ++ #string + EventName +
+Event name.
+ ++ ... +
+Arguments.
+ +Is end state.
+ ++ #string + Current +
+Current state name.
+ +#table:
+FSM parent.
+ +#string:
+Event name.
+ +Sub maps.
+ ++ #table + subs +
+Subs.
+ ++ #table + sub +
+Sub.
+ ++ #string + name +
+Name.
+ +Check if can do an event.
+ ++ #string + e +
+Event name.
+ +#boolean:
+If true, FSM can do the event.
+ +#string:
+To state.
+ +Check if cannot do an event.
+ ++ #string + e +
+Event name.
+ +#boolean:
+If true, FSM cannot do the event.
+ +Check if FSM is in state.
+ ++ #string + State +
+State name.
+ ++ state +
+#boolean:
+If true, FSM is in this state.
+ +