From 52b267fafa5173050e14c94b202783e5cf75be4f 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.
- - - -The Defender Default Settings over all Squadrons.
- - - -The Defender Default Settings over all Squadrons.
- - - -The Defender Default Settings over all Squadrons.
- - - -This table contains the targets detected during patrol.
+This table contains the targets detected during patrol.
+This table contains the targets detected during patrol.
+This table contains the targets detected during patrol.
+Then we register the new group in the database
- @@ -1956,6 +1953,20 @@ Therefore, this class is considered to be deprecated + + + +Now we spawn the new group based on the template created.
+Then we register the new group in the database
- @@ -3263,6 +3271,20 @@ This works for ground only groups. + + + +Now we spawn the new group based on the template created.
+Set cargo object.
- - - -Set cargo object.
- - - -SPAWN:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)
Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.
-Overwrite unit names by default with group name.
-Overwrite unit names by default with group name.
-Spawns a new static using a given template.
-ZONETRIANGLE class is a helper class for ZONE_POLYGON +This class implements the inherited functions from #ZONE_BASE taking into account the own zone format and properties.
ZONETRIANGLE class is a helper class for ZONE_POLYGON +This class implements the inherited functions from #ZONE_BASE taking into account the own zone format and properties.
@@ -2109,6 +2117,7 @@ This class is an abstract BASE class for derived classes, and is not meant to be|
Constructor to create a ZONE_AIRBASE instance, taking the zone name, a zone Wrapper.Airbase#AIRBASE and a radius. + |
+
+ |
| + |
+ If |
+
| + |
+ If |
+
| + |
+ If |
|
-
+ Points in 2D. + |
+ |
| + |
+ Set of GROUPs. + |
+
| + |
+ Set of OPSGROUPS. + |
+
| + |
+ Set of UNITs. |
|
-
+ Scheduler ID for updating. |
| Description | ||
|---|---|---|
| - | - - | -|
| - | - - | -|
| + |
Checks if a point is contained within the triangle. - |
- |
| - | - | |
| - | - - | -|
| + |
Returns a random Vec2 within the triangle. |
@@ -5684,16 +5708,1180 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
| Fields and Methods inherited from ZONE_BASE | +Description | +|
|---|---|---|
| + | + |
+ Bound the zone boundaries with a tires. + |
+
| + |
+ Check every Checktime seconds, used for ZONE:Trigger() + |
+ |
| + |
+ Table with four entries, e.g. {1, 0, 0, 0.15}. First three are RGB color code. Fourth is the transparency Alpha value. + |
+ |
| + | + |
+ Unique ID of the drawn zone on the F10 map. + |
+
| + |
+ Table with four entries, e.g. {1, 0, 0, 0.15}. First three are RGB color code. Fourth is the transparency Alpha value. + |
+ |
| + |
+ Get 2D distance to a coordinate. + |
+ |
| + |
+ Returns the zone Properties table. + |
+ |
| + |
+ Get the bounding square the zone. + |
+ |
| + |
+ Get color table of the zone. + |
+ |
| + |
+ Get transparency Alpha value of zone. + |
+ |
| + |
+ Get RGB color of zone. + |
+ |
| + |
+ Returns a Core.Point#COORDINATE of the zone. + |
+ |
| + |
+ Get draw coalition of zone. + |
+ |
| + |
+ Get ID of the zone object drawn on the F10 map. + |
+ |
| + |
+ Get fill color table of the zone. + |
+ |
| + |
+ Get transparency Alpha fill value of zone. + |
+ |
| + |
+ Get RGB fill color of zone. + |
+ |
| + |
+ Returns the name of the zone. + |
+ |
| + |
+ Returns a Core.Point#POINT_VEC2 of the zone. + |
+ |
| + |
+ Returns a Core.Point#POINT_VEC3 of the zone. + |
+ |
| + |
+ Returns the Value of the zone with the given PropertyName, or nil if no matching property exists. + |
+ |
| + |
+ Define a random Core.Point#POINT_VEC2 within the zone. + |
+ |
| + |
+ Define a random Core.Point#POINT_VEC3 within the zone. + |
+ |
| + |
+ Define a random DCS#Vec2 within the zone. + |
+ |
| + |
+ Get surface type of the zone. + |
+ |
| + |
+ Returns the DCS#Vec2 coordinate of the zone. + |
+ |
| + |
+ Returns the DCS#Vec3 of the zone. + |
+ |
| + |
+ Get the zone taking into account the randomization probability of a zone to be selected. + |
+ |
| + |
+ Get the randomization probability of a zone to be selected. + |
+ |
| + |
+ Returns if a Coordinate is within the zone. + |
+ |
| + |
+ Returns if a PointVec2 is within the zone. + |
+ |
| + |
+ Returns if a PointVec3 is within the zone. + |
+ |
| + |
+ Returns if a Vec2 is within the zone. + |
+ |
| + |
+ Returns if a Vec3 is within the zone. + |
+ |
| + |
+ ZONE_BASE constructor + |
+ |
_ZONE_TRIANGLE:OnAfterEnteredZone(From, Event, To, Controllable) |
+
+ On After "EnteredZone" event. + |
+ |
_ZONE_TRIANGLE:OnAfterLeftZone(From, Event, To, Controllable) |
+
+ On After "LeftZone" event. + |
+ |
| + |
+ Set the check time for ZONE:Trigger() + |
+ |
| + |
+ Set color of zone. + |
+ |
| + |
+ Set draw coalition of zone. + |
+ |
| + |
+ Set fill color of zone. + |
+ |
| + |
+ Sets the name of the zone. + |
+ |
| + |
+ Set the randomization probability of a zone to be selected. + |
+ |
| + |
+ Smokes the zone boundaries in a color. + |
+ |
| + |
+ Type of surface. Only determined at the center of the zone! + |
+ |
| + |
+ of any trigger zone properties from the ME. The key is the Name of the property, and the value is the property's Value. + |
+ |
| + |
+ Start watching if the Object or Objects move into or out of a zone. + |
+ |
| + |
+ Triggers the FSM event "TriggerStop". + |
+ |
| + |
+ Remove the drawing of the zone from the F10 map. + |
+ |
| + |
+ ID of zone. Only zones defined in the ME have an ID! + |
+ |
| + |
+ Name of the zone. + |
+ |
| + |
+ A value between 0 and 1. 0 = 0% and 1 = 100% probability. + |
+ |
| + |
+ (Internal) Check the assigned objects for being in/out of the zone + |
+ |
| + |
+ Triggers the FSM event "TriggerStop" after a delay. + |
+ |
| + | +||
| + |
+ Draw coalition. + |
+ |
| + | + + | +|
| + |
+ (Internal) Check the assigned objects for being in/out of the zone + |
+
| Fields and Methods inherited from FSM | +Description | +
|---|---|
| + |
+ Adds an End state. + |
+
_ZONE_TRIANGLE:AddProcess(From, Event, Process, ReturnEvents) |
+
+ 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. + |
+
_ZONE_TRIANGLE:AddScoreProcess(From, Event, State, ScoreText, Score) |
+
+ 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. + |
+
_ZONE_TRIANGLE:_call_handler(step, trigger, params, EventName) |
+
+ 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. + |
+
| Fields and Methods inherited from BASE | +Description | +
|---|---|
| + |
+ The ID number of the class. + |
+
| + |
+ The name of the class. + |
+
| + |
+ The name of the class concatenated with the ID number of the class. + |
+
| + |
+ Clear the state of an object. + |
+
_ZONE_TRIANGLE:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
+
+ Creation of a Birth Event. + |
+
_ZONE_TRIANGLE:CreateEventCrash(EventTime, Initiator, IniObjectCategory) |
+
+ Creation of a Crash Event. + |
+
_ZONE_TRIANGLE:CreateEventDead(EventTime, Initiator, IniObjectCategory) |
+
+ Creation of a Dead Event. + |
+
| + |
+ Creation of a |
+
| + |
+ Creation of a Remove Unit Event. + |
+
| + |
+ Creation of a Takeoff Event. + |
+
| + |
+ Creation of a Crash Event. + |
+
| + |
+ Log an exception which will be traced always. + |
+
| + |
+ Returns the event dispatcher + |
+
| + |
+ Remove all subscribed events + |
+
| + |
+ Trace a function call. + |
+
| + |
+ Trace a function call level 2. + |
+
| + |
+ Trace a function call level 3. + |
+
| + |
+ Get the ClassID of the class instance. + |
+
| + |
+ Get the ClassName of the class instance. + |
+
| + |
+ Get the ClassName + ClassID of the class instance. + |
+
| + |
+ Get the Class Core.Event processing Priority. + |
+
| + |
+ This is the worker method to retrieve the Parent class. + |
+
| + |
+ Get a Value given a Key from the Object. + |
+
| + |
+ Subscribe to a DCS Event. + |
+
| + |
+ Log an information which will be traced always. + |
+
| + |
+ This is the worker method to inherit from a parent class. + |
+
| + |
+ This is the worker method to check if an object is an (sub)instance of a class. + |
+
| + |
+ Enquires if tracing is on (for the class). + |
+
| + |
+ BASE constructor. + |
+
| + |
+ Occurs when an Event for an object is triggered. + |
+
| + |
+ BDA. + |
+
| + |
+ Occurs when a ground unit captures either an airbase or a farp. + |
+
| + |
+ Occurs when any object is spawned into the mission. + |
+
| + |
+ Occurs when any aircraft crashes into the ground and is completely destroyed. + |
+
| + |
+ Occurs when an object is dead. + |
+
| + |
+ Unknown precisely what creates this event, likely tied into newer damage model. + |
+
| + |
+ Discard chair after ejection. + |
+
| + |
+ Occurs when a pilot ejects from an aircraft +Have a look at the class Core.Event#EVENT as these are just the prototypes. + |
+
| + |
+ Occurs when any aircraft shuts down its engines. + |
+
| + |
+ Occurs when any aircraft starts its engines. + |
+
| + |
+ Occurs whenever an object is hit by a weapon. + |
+
| + |
+ Occurs when any system fails on a human controlled aircraft. + |
+
| + |
+ Occurs on the death of a unit. + |
+
| + |
+ Occurs when an aircraft lands at an airbase, farp or ship +Have a look at the class Core.Event#EVENT as these are just the prototypes. + |
+
| + |
+ Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up. + |
+
| + |
+ Landing quality mark. + |
+
| + |
+ Occurs when a new mark was added. + |
+
| + |
+ Occurs when a mark text was changed. + |
+
| + |
+ Occurs when a mark was removed. + |
+
| + |
+ Occurs when a mission ends +Have a look at the class Core.Event#EVENT as these are just the prototypes. + |
+
| + |
+ Occurs when a mission starts +Have a look at the class Core.Event#EVENT as these are just the prototypes. + |
+
| + |
+ Weapon add. + |
+
| + |
+ Occurs when the pilot of an aircraft is killed. + |
+
| + |
+ Occurs when a player enters a slot and takes control of an aircraft. + |
+
| + |
+ Occurs when any player assumes direct control of a unit. + |
+
| + |
+ Occurs when any player relieves control of a unit to the AI. + |
+
| + |
+ Occurs when an aircraft connects with a tanker and begins taking on fuel. + |
+
| + |
+ Occurs when an aircraft is finished taking fuel. + |
+
| + |
+ Occurs when any modification to the "Score" as seen on the debrief menu would occur. + |
+
| + |
+ Occurs when any unit stops firing its weapon. + |
+
| + |
+ Occurs when any unit begins firing a weapon that has a high rate of fire. + |
+
| + |
+ Occurs whenever any unit in a mission fires a weapon. + |
+
| + |
+ Occurs when an aircraft takes off from an airbase, farp, or ship. + |
+
| + |
+ Trigger zone. + |
+
| + |
+ Occurs when the game thinks an object is destroyed. + |
+
| + |
+ Schedule a new time event. + |
+
_ZONE_TRIANGLE:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...) |
+
+ Schedule a new time event. + |
+
| + |
+ Stops the Schedule. + |
+
| + | + + | +
| + |
+ Set the Class Core.Event processing Priority. + |
+
| + |
+ Set a state or property of the Object given a Key and a Value. + |
+
| + |
+ Trace a function logic level 1. + |
+
| + |
+ Trace a function logic level 2. + |
+
| + |
+ Trace a function logic level 3. + |
+
| + |
+ Trace all methods in MOOSE + |
+
| + |
+ Set tracing for a class + |
+
| + |
+ Set tracing for a specific method of class + |
+
| + |
+ Set trace level + |
+
| + |
+ Set trace off. + |
+
| + |
+ Set trace on. + |
+
| + |
+ Set trace on or off +Note that when trace is off, no BASE.Debug statement is performed, increasing performance! +When Moose is loaded statically, (as one file), tracing is switched off by default. + |
+
| + |
+ UnSubscribe to a DCS event. + |
+
| + | + + | +
_ZONE_TRIANGLE:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
+
+ Trace a function call. + |
+
_ZONE_TRIANGLE:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
+
+ Trace a function logic. + |
+
| + | + + | +
| + |
+ The main event handling function... |
If true, airbase is an airdrome.
If true, airbase is a helipad.
If true, airbase is a ship.
Points in 2D.
Set of GROUPs.
+ +Set of OPSGROUPS.
+ +Set of UNITs.
+ +Scheduler ID for updating.
The #_TRIANGLE list that make up
+The #ZONETRIANGLE list that makes up the polygon
Checks if a point is contained within the triangle.
@@ -27404,16 +28592,6 @@ Note that once a zone has been scanned, multiple evaluations can be done on the- self -
-#table:
+of draw IDs
+ +Returns a random Vec2 within the triangle.
@@ -27534,7 +28723,7 @@ Note that once a zone has been scanned, multiple evaluations can be done on theZONETRIANGLE
@@ -27548,16 +28737,6 @@ Note that once a zone has been scanned, multiple evaluations can be done on the
- self -
-+ DCS#Vec p1
+ DCS#Vec p2
+ DCS#Vec p3
self
+ +Bound the zone boundaries with a tires.
+ +Get 2D distance to a coordinate.
+ ++ Core.Point#COORDINATE + Coordinate +
+Reference coordinate. Can also be a DCS#Vec2 or DCS#Vec3 object.
+ +#number:
+Distance to the reference coordinate in meters.
+ +Returns the zone Properties table.
+ +#table:
+The Key:Value table of TriggerZone properties of the zone.
+ +Get the bounding square the zone.
+ +#nil:
+The bounding square.
+ +Get color table of the zone.
+ +#table:
+Table with four entries, e.g. {1, 0, 0, 0.15}. First three are RGB color code. Fourth is the transparency Alpha value.
+ +Get transparency Alpha value of zone.
+ +Get RGB color of zone.
+ +#table:
+Table with three entries, e.g. {1, 0, 0}, which is the RGB color code.
+ +Returns a Core.Point#COORDINATE of the zone.
+ ++ DCS#Distance + Height +
+The height to add to the land height where the center of the zone is located.
+ +The Coordinate of the zone.
+ +Get draw coalition of zone.
+ +#number:
+Draw coalition.
+ +Get ID of the zone object drawn on the F10 map.
+ + +The ID can be used to remove the drawn object from the F10 map view via UTILS.RemoveMark(MarkID).
#number:
+Unique ID of the
+ +Get fill color table of the zone.
+ +#table:
+Table with four entries, e.g. {1, 0, 0, 0.15}. First three are RGB color code. Fourth is the transparency Alpha value.
+ +Get transparency Alpha fill value of zone.
+ +Get RGB fill color of zone.
+ +#table:
+Table with three entries, e.g. {1, 0, 0}, which is the RGB color code.
+ +Returns the name of the zone.
+ +#string:
+The name of the zone.
+ +Returns a Core.Point#POINT_VEC2 of the zone.
+ ++ DCS#Distance + Height +
+The height to add to the land height where the center of the zone is located.
+ +The PointVec2 of the zone.
+ +Returns a Core.Point#POINT_VEC3 of the zone.
+ ++ DCS#Distance + Height +
+The height to add to the land height where the center of the zone is located.
+ +The PointVec3 of the zone.
+ +Returns the Value of the zone with the given PropertyName, or nil if no matching property exists.
+ ++ #string + PropertyName +
+The name of a the TriggerZone Property to be retrieved.
+ +#string:
+The Value of the TriggerZone Property with the given PropertyName, or nil if absent.
+ +
+local PropertiesZone = ZONE:FindByName("Properties Zone")
+local Property = "ExampleProperty"
+local PropertyValue = PropertiesZone:GetProperty(Property)
+
+
+Define a random Core.Point#POINT_VEC2 within the zone.
+ +The PointVec2 coordinates.
+ +Define a random Core.Point#POINT_VEC3 within the zone.
+ +The PointVec3 coordinates.
+ +Define a random DCS#Vec2 within the zone.
+ +The Vec2 coordinates.
+ +Get surface type of the zone.
+ +Type of surface.
+ +Returns the DCS#Vec2 coordinate of the zone.
+ +Returns the DCS#Vec3 of the zone.
+ ++ DCS#Distance + Height +
+The height to add to the land height where the center of the zone is located.
+ +The Vec3 of the zone.
+ +Get the zone taking into account the randomization probability of a zone to be selected.
+ +The zone is selected taking into account the randomization probability factor.
+ +#nil:
+The zone is not selected taking into account the randomization probability factor.
+ +
+local ZoneArray = { ZONE:New( "Zone1" ), ZONE:New( "Zone2" ) }
+
+-- We set a zone probability of 70% to the first zone and 30% to the second zone.
+ZoneArray[1]:SetZoneProbability( 0.5 )
+ZoneArray[2]:SetZoneProbability( 0.5 )
+
+local ZoneSelected = nil
+
+while ZoneSelected == nil do
+ for _, Zone in pairs( ZoneArray ) do
+ ZoneSelected = Zone:GetZoneMaybe()
+ if ZoneSelected ~= nil then
+ break
+ end
+ end
+end
+
+-- The result should be that Zone1 would be more probable selected than Zone2.
+
+
+Get the randomization probability of a zone to be selected.
+ +#number:
+A value between 0 and 1. 0 = 0% and 1 = 100% probability.
+ +Returns if a Coordinate is within the zone.
+ ++ Core.Point#COORDINATE + Coordinate +
+The coordinate to test.
+ +#boolean:
+true if the coordinate is within the zone.
+ +Returns if a PointVec2 is within the zone.
+ + +(Name is misleading, actually takes a #COORDINATE)
+ ++ Core.Point#COORDINATE + Coordinate +
+The coordinate to test.
+ +#boolean:
+true if the PointVec2 is within the zone.
+ +Returns if a PointVec3 is within the zone.
+ ++ Core.Point#POINT_VEC3 + PointVec3 +
+The PointVec3 to test.
+ +#boolean:
+true if the PointVec3 is within the zone.
+ +Returns if a Vec2 is within the zone.
+ ++ DCS#Vec2 + Vec2 +
+The Vec2 to test.
+ +#boolean:
+true if the Vec2 is within the zone.
+ +Returns if a Vec3 is within the zone.
+ ++ DCS#Vec3 + Vec3 +
+The point to test.
+ +#boolean:
+true if the Vec3 is within the zone.
+ +ZONE_BASE constructor
+ ++ #string + ZoneName +
+Name of the zone.
+ +self
+ +On After "EnteredZone" event.
+ + +An observed object has entered the zone.
+ ++ #string + From +
+From state.
+ ++ #string + Event +
+Event.
+ ++ #string + To +
+To state.
+ ++ Wrapper.Controllable#CONTROLLABLE + Controllable +
+The controllable entering the zone.
+ +On After "LeftZone" event.
+ + +An observed object has left the zone.
+ ++ #string + From +
+From state.
+ ++ #string + Event +
+Event.
+ ++ #string + To +
+To state.
+ ++ Wrapper.Controllable#CONTROLLABLE + Controllable +
+The controllable leaving the zone.
+ +Set the check time for ZONE:Trigger()
+ ++ #number + seconds +
+Check every seconds for objects entering or leaving the zone. Defaults to 5 secs.
+ +self
+ +Set color of zone.
+ ++ #table + RGBcolor +
+RGB color table. Default {1, 0, 0}.
+ #number + Alpha +
+Transparency between 0 and 1. Default 0.15.
+ +self
+ +Set draw coalition of zone.
+ ++ #number + Coalition +
+Coalition. Default -1.
+ +self
+ +Set fill color of zone.
+ ++ #table + RGBcolor +
+RGB color table. Default {1, 0, 0}.
+ #number + Alpha +
+Transparacy between 0 and 1. Default 0.15.
+ +self
+ +Sets the name of the zone.
+ ++ #string + ZoneName +
+The name of the zone.
+ +Set the randomization probability of a zone to be selected.
+ ++ #number + ZoneProbability +
+A value between 0 and 1. 0 = 0% and 1 = 100% probability.
+ +self
+ +Smokes the zone boundaries in a color.
+ ++ Utilities.Utils#SMOKECOLOR + SmokeColor +
+The smoke color.
+ +Start watching if the Object or Objects move into or out of a zone.
+ ++ Wrapper.Controllable#CONTROLLABLE + Objects +
+Object or Objects to watch, can be of type UNIT, GROUP, CLIENT, or SET_UNIT, SET_GROUP, SET_CLIENT
+ +self
+ + -- 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)
+
+Triggers the FSM event "TriggerStop".
+ + +Stops the ZONE_BASE Trigger.
+ +Remove the drawing of the zone from the F10 map.
+ ++ #number + Delay +
+(Optional) Delay before the drawing is removed.
+ +self
+ +(Internal) Check the assigned objects for being in/out of the zone
+ ++ #boolean + fromstart +
+If true, do the init of the objects
+ +self
+ +Triggers the FSM event "TriggerStop" after a delay.
+ ++ #number + delay +
+Delay in seconds.
+ +(Internal) Check the assigned objects for being in/out of the zone
+ ++ #string + From +
++ #string + Event +
++ #string + to +
++ To +
+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.
+ +Creates a new FSM object.
+ ++ 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.
+ +Clear the state of an object.
+ ++ Object +
+The object that holds the Value set by the Key.
+ ++ StateName +
+The key that is should be cleared.
+ +Creation of a Birth Event.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ ++ #string + IniUnitName +
+The initiating unit name.
+ ++ place +
++ subplace +
+Creation of a Crash Event.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ ++ IniObjectCategory +
+Creation of a Dead Event.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ ++ IniObjectCategory +
+Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.
+ Wrapper.Unit#UNIT + PlayerUnit +
+The aircraft unit the player entered.
+ +Creation of a Remove Unit Event.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ +Creation of a Takeoff Event.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ +Creation of a Crash Event.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ +Log an exception which will be traced always.
+ + +Can be anywhere within the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Returns the event dispatcher
+ +Remove all subscribed events
+ +Trace a function call.
+ + +Must be at the beginning of the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace a function call level 2.
+ + +Must be at the beginning of the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace a function call level 3.
+ + +Must be at the beginning of the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Get the ClassID of the class instance.
+ +#string:
+The ClassID of the class instance.
+ +Get the ClassName of the class instance.
+ +#string:
+The ClassName of the class instance.
+ +Get the ClassName + ClassID of the class instance.
+ + +The ClassName + ClassID is formatted as '%s#%09d'.
+ +#string:
+The ClassName + ClassID of the class instance.
+ +Get the Class Core.Event processing Priority.
+ + +The Event processing Priority is a number from 1 to 10, +reflecting the order of the classes subscribed to the Event to be processed.
+ +This is the worker method to retrieve the Parent class.
+ + +Note that the Parent class must be passed to call the parent class method.
+ +self:GetParent(self):ParentMethod()
+
+
+
+
+
+Get a Value given a Key from the Object.
+ + +Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.
+ ++ Object +
+The object that holds the Value set by the Key.
+ ++ Key +
+The key that is used to retrieve the value. Note that the key can be a #string, but it can also be any other type!
+ +The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.
+ +Subscribe to a DCS Event.
+ ++ Core.Event#EVENTS + EventID +
+Event ID.
+ ++ #function + EventFunction +
+(optional) The function to be called when the event occurs for the unit.
+ +Log an information which will be traced always.
+ + +Can be anywhere within the function logic.
+ ++ Arguments +
+A #table or any field.
+ +This is the worker method to inherit from a parent class.
+ ++ Child +
+is the Child class that inherits.
+ ++ #BASE + Parent +
+is the Parent class that the Child inherits from.
+ +Child
+ +This is the worker method to check if an object is an (sub)instance of a class.
+ + + +ZONE:New( 'some zone' ):IsInstanceOf( ZONE ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'ZONE' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'zone' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'BASE' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'GROUP' ) will return false
+ ClassName +
+is the name of the class or the class itself to run the check against
+ +#boolean:
+Enquires if tracing is on (for the class).
+ +BASE constructor.
+ + + +This is an example how to use the BASE:New() constructor in a new class definition when inheriting from BASE.
+ +function EVENT:New()
+ local self = BASE:Inherit( self, BASE:New() ) -- #EVENT
+ return self
+end
+
+
+
+Occurs when an Event for an object is triggered.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that triggered the event.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +BDA.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a ground unit captures either an airbase or a farp.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that captured the base +place: The airbase that was captured, can be a FARP or Airbase. When calling place:getCoalition() the faction will already be the new owning faction.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any object is spawned into the mission.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that was spawned
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any aircraft crashes into the ground and is completely destroyed.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that has crashed
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an object is dead.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is dead.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Unknown precisely what creates this event, likely tied into newer damage model.
+ + +Will update this page when new information become available.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Discard chair after ejection.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a pilot ejects from an aircraft +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ + +initiator : The unit that has ejected
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any aircraft shuts down its engines.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is stopping its engines.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any aircraft starts its engines.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is starting its engines.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs whenever an object is hit by a weapon.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit object the fired the weapon +weapon: Weapon object that hit the target +target: The Object that was hit.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any system fails on a human controlled aircraft.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that had the failure
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs on the death of a unit.
+ + +Contains more and different information. Similar to unit_lost it will occur for aircraft before the aircraft crash event occurs. +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an aircraft lands at an airbase, farp or ship +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ + +initiator : The unit that has landed +place: Object that the unit landed on. Can be an Airbase Object, FARP, or Ships
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up.
+ + +Event does not occur if the pilot lands in the water and sub combs to Davey Jones Locker. +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Landing quality mark.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a new mark was added.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +MarkID: ID of the mark.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a mark text was changed.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +MarkID: ID of the mark.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a mark was removed.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +MarkID: ID of the mark.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a mission ends +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a mission starts +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Weapon add.
+ + +Fires when entering a mission per pylon with the name of the weapon (double pylons not counted, infinite wep reload not counted. +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when the pilot of an aircraft is killed.
+ + +Can occur either if the player is alive and crashes or if a weapon kills the pilot without completely destroying the plane. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that the pilot has died in.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a player enters a slot and takes control of an aircraft.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +NOTE: This is a workaround of a long standing DCS bug with the PLAYER_ENTER_UNIT event. +initiator : The unit that is being taken control of.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any player assumes direct control of a unit.
+ + +Note - not Mulitplayer safe. Use PlayerEnterAircraft. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is being taken control of.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any player relieves control of a unit to the AI.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that the player left.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an aircraft connects with a tanker and begins taking on fuel.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is receiving fuel.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an aircraft is finished taking fuel.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that was receiving fuel.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any modification to the "Score" as seen on the debrief menu would occur.
+ + +There is no information on what values the score was changed to. Event is likely similar to player_comment in this regard. +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any unit stops firing its weapon.
+ + +Event will always correspond with a shooting start event. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that was doing the shooting.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any unit begins firing a weapon that has a high rate of fire.
+ + +Most common with aircraft cannons (GAU-8), autocannons, and machine guns. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is doing the shooting. +target: The unit that is being targeted.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs whenever any unit in a mission fires a weapon.
+ + +But not any machine gun or autocannon based weapon, those are handled by EVENT.ShootingStart. +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an aircraft takes off from an airbase, farp, or ship.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that tookoff +place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Trigger zone.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when the game thinks an object is destroyed.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Schedule a new time event.
+ + +Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.
+ ++ #number + Start +
+Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.
+ ++ #function + SchedulerFunction +
+The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
+ ++ #table + ... +
+Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
+ +#string:
+The Schedule ID of the planned schedule.
+ +Schedule a new time event.
+ + +Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.
+ ++ #number + Start +
+Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.
+ ++ #number + Repeat +
+Specifies the interval in seconds when the scheduler will call the event function.
+ ++ #number + RandomizeFactor +
+Specifies a randomization factor between 0 and 1 to randomize the Repeat.
+ ++ #number + Stop +
+Specifies the amount of seconds when the scheduler will be stopped.
+ ++ #function + SchedulerFunction +
+The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
+ ++ #table + ... +
+Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
+ +#string:
+The Schedule ID of the planned schedule.
+ +Stops the Schedule.
+ ++ #string + SchedulerID +
+(Optional) Scheduler ID to be stopped. If nil, all pending schedules are stopped.
+ +Set the Class Core.Event processing Priority.
+ + +The Event processing Priority is a number from 1 to 10, +reflecting the order of the classes subscribed to the Event to be processed.
+ ++ #number + EventPriority +
+The Core.Event processing Priority.
+ +self
+ +Set a state or property of the Object given a Key and a Value.
+ + +Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.
+ ++ Object +
+The object that will hold the Value set by the Key.
+ ++ Key +
+The key that is used as a reference of the value. Note that the key can be a #string, but it can also be any other type!
+ ++ Value +
+The value to is stored in the object.
+ +The Value set.
+ +Trace a function logic level 1.
+ + +Can be anywhere within the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace a function logic level 2.
+ + +Can be anywhere within the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace a function logic level 3.
+ + +Can be anywhere within the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace all methods in MOOSE
+ ++ #boolean + TraceAll +
+true = trace all methods in MOOSE.
+ +Set tracing for a class
+ +Set tracing for a specific method of class
+ ++ #string + Class +
+Class name.
+ ++ #string + Method +
+Method.
+ +Set trace level
+ +Set trace off.
+ +Set trace on.
+ +Set trace on or off +Note that when trace is off, no BASE.Debug statement is performed, increasing performance! +When Moose is loaded statically, (as one file), tracing is switched off by default.
+ + +So tracing must be switched on manually in your mission if you are using Moose statically. +When moose is loading dynamically (for moose class development), tracing is switched on by default.
+ ++ #boolean + TraceOnOff +
+Switch the tracing on or off.
+ +
+ -- Switch the tracing On
+ BASE:TraceOnOff( true )
+
+ -- Switch the tracing Off
+ BASE:TraceOnOff( false )
+
+
+UnSubscribe to a DCS event.
+ ++ Core.Event#EVENTS + EventID +
+Event ID.
+ +Trace a function call.
+ + +This function is private.
+ ++ Arguments +
+A #table or any field.
+ ++ DebugInfoCurrentParam +
++ DebugInfoFromParam +
+Trace a function logic.
+ ++ Arguments +
+A #table or any field.
+ ++ DebugInfoCurrentParam +
++ DebugInfoFromParam +
+The main event handling function...
+ + +This function captures all events generated for the class.
+ +Kickspeed
-Kickspeed
- diff --git a/Documentation/Functional.Designate.html b/Documentation/Functional.Designate.html index 474cf4d77..f72a37db9 100644 --- a/Documentation/Functional.Designate.html +++ b/Documentation/Functional.Designate.html @@ -3554,17 +3554,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - - - -Function to get the HQ object for further use
+Prefix for logging
-switch alarm state RED
+ @@ -8759,6 +8735,17 @@ E.g. `mymantis:SetAdvancedMode(true, 90)` + + + +Prefix for logging
-switch alarm state RED
+ diff --git a/Documentation/Functional.Movement.html b/Documentation/Functional.Movement.html index fcc4c7970..e9de5230c 100644 --- a/Documentation/Functional.Movement.html +++ b/Documentation/Functional.Movement.html @@ -2268,6 +2268,20 @@ When Moose is loaded statically, (as one file), tracing is switched off by defauContains 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.
+ + + +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 current case.
+Set case to that of lead.
@@ -40660,6 +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 Stable Hover
+ diff --git a/Documentation/Ops.CSAR.html b/Documentation/Ops.CSAR.html index 6981c07aa..307c689e5 100644 --- a/Documentation/Ops.CSAR.html +++ b/Documentation/Ops.CSAR.html @@ -4334,7 +4334,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defautable of CSAR unit names
-Replacement woundedGroups
-table of CSAR unit names
-Replacement woundedGroups
-table of CSAR unit names
-Replacement woundedGroups
-holds #CTLD_ENGINEERING objects
+Beacons
+tables
+#1570
+time to repairor build a unit/group
+noob catch
holds #CTLD_ENGINEERING objects
+Beacons
+tables
+#1570
+time to repairor build a unit/group
+noob catch
holds #CTLD_ENGINEERING objects
+Beacons
+tables
+#1570
+time to repairor build a unit/group
+noob catch
Flag for direct loading.
-Flag for direct loading.
-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
+