diff --git a/Documentation/AI.AI_Air.html b/Documentation/AI.AI_Air.html index 24807f361..20850b47e 100644 --- a/Documentation/AI.AI_Air.html +++ b/Documentation/AI.AI_Air.html @@ -3078,6 +3078,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + + + +
Set destination airbase for next :Route() command.
+ +Aircraft is on a pickup mission.
-Set destination airbase for next :Route() command.
+ +Aircraft is on a pickup mission.
-Set destination airbase for next :Route() command.
+ +Aircraft is on a pickup mission.
-Set destination airbase for next :Route() command.
+ +Aircraft is on a pickup mission.
-meter
+kph
+meter
+kph
+meter
+kph
+meter
+kph
+Then we register the new group in the database
+Then we register the new group in the database
+BASE:E( {PlayerUnit:GetName(), A2GSystem } )
+BASE:E( {PlayerUnit:GetName(), A2GSystem } )
+SPAWN:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)
Spawns a new static using a given template.
+This class implements the inherited functions from #ZONE_BASE taking into account the own zone format and properties.
+ + + +Global ZONE_POLYGON |
+
+ The ZONE_POLYGON class defined by a sequence of Wrapper.Group#GROUP waypoints within the Mission Editor, forming a polygon, OR by drawings made with the Draw tool +- in the Mission Editor +This class implements the inherited functions from #ZONE_RADIUS taking into account the own zone format and properties. + |
+
The ZONE_POLYGON class defined by a sequence of Wrapper.Group#GROUP waypoints within the Mission Editor, forming a polygon, OR by drawings made with the Draw tool +- in the Mission Editor +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 now also supports drawings made with the Draw tool in the Mission Editor. Any drawing made with Line > Segments > Closed, Polygon > Rect or Polygon > Free can be +made into a ZONE_POLYGON.
+ +This class has been updated to use a accurate way of generating random points inside the polygon without having to use trial and error guesses. +You can also get the surface area of the polygon now, handy if you want measure which coalition has the largest captured area, for example.
+ +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 name of a drawing made with the draw tool in 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.
+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 name of a drawing made with the draw tool in the Mission Editor.
+ +ZONE_POLYGON
++ #string + DrawingName +
+The name of the drawing in the Mission Editor
+ +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 )
+
+Kickspeed
+Kickspeed
+The ME name of the HQ object
- - - -self.SAMCheckRanges = {}
-The ME name of the HQ object
-self.SAMCheckRanges = {}
-Contains the counter how many units are currently alive.
- -Contains the counter how many units are currently alive.
- -Type of terminal to be used when spawning at an airbase.
-RAT:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)
Type of terminal to be used when spawning at an airbase.
- - - -Type of terminal to be used when spawning at an airbase.
- - - -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 stack flag.
+Also decrease flag for section members of flight.
@@ -40594,17 +40660,6 @@ 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 new time stamp.
+ @@ -40959,17 +41017,6 @@ When moose is loading dynamically (for moose class development), tracing is switBand modulation.
- - - -table of CSAR unit names
+contain a table for each SAR with all units he has with the original names
+ + + +table of CSAR unit names
+contain a table for each SAR with all units he has with the original names
+ + + +table of CSAR unit names
+contain a table for each SAR with all units he has with the original names
+ + + +use as counter
+ +holds #CTLD_ENGINEERING objects
-Beacons
-tables
-#1570
-noob catch
+time to repairor build a unit/group
use as counter
+ +holds #CTLD_ENGINEERING objects
-Beacons
-tables
-#1570
-noob catch
+time to repairor build a unit/group
use as counter
+ +holds #CTLD_ENGINEERING objects
-Beacons
-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
+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.
-