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Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
+
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+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/AI.AI_Patrol.html b/Documentation/AI.AI_Patrol.html index f68fb317c..ea6967053 100644 --- a/Documentation/AI.AI_Patrol.html +++ b/Documentation/AI.AI_Patrol.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
+
+ +

+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

@@ -3351,9 +3362,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -

This table contains the targets detected during patrol.

- @@ -6621,9 +6629,6 @@ The default interval is 30 seconds.

- -

This table contains the targets detected during patrol.

- @@ -7368,9 +7373,6 @@ The default interval is 30 seconds.

- -

This table contains the targets detected during patrol.

- @@ -9003,9 +9005,6 @@ The default interval is 30 seconds.

- -

This table contains the targets detected during patrol.

- diff --git a/Documentation/Actions.Act_Account.html b/Documentation/Actions.Act_Account.html index a12590a5e..8965f3975 100644 --- a/Documentation/Actions.Act_Account.html +++ b/Documentation/Actions.Act_Account.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
+
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+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Actions.Act_Assign.html b/Documentation/Actions.Act_Assign.html index 36b68dab5..7f9384a43 100644 --- a/Documentation/Actions.Act_Assign.html +++ b/Documentation/Actions.Act_Assign.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
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+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Actions.Act_Assist.html b/Documentation/Actions.Act_Assist.html index a9b71d562..f5606f2b3 100644 --- a/Documentation/Actions.Act_Assist.html +++ b/Documentation/Actions.Act_Assist.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
+
+ +

+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Actions.Act_Route.html b/Documentation/Actions.Act_Route.html index 355935eb2..5bfdd6f7b 100644 --- a/Documentation/Actions.Act_Route.html +++ b/Documentation/Actions.Act_Route.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
+
+ +

+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Cargo.Cargo.html b/Documentation/Cargo.Cargo.html index edc9958ec..c10bd5893 100644 --- a/Documentation/Cargo.Cargo.html +++ b/Documentation/Cargo.Cargo.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
+
+ +

+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

@@ -2896,6 +2907,17 @@ All derived classes from CARGO follow the same state machine, expose the same ca + + + +
+
+ + +CARGO.Weight + + +
diff --git a/Documentation/Cargo.CargoCrate.html b/Documentation/Cargo.CargoCrate.html index 3edac5e44..8bf5b5ba3 100644 --- a/Documentation/Cargo.CargoCrate.html +++ b/Documentation/Cargo.CargoCrate.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
+
+ +

+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

@@ -1943,17 +1954,6 @@ Therefore, this class is considered to be deprecated

Field(s)

-
- - -
@@ -2622,17 +2622,6 @@ Therefore, this class is considered to be deprecated

Field(s)

-
- - -
diff --git a/Documentation/Cargo.CargoGroup.html b/Documentation/Cargo.CargoGroup.html index b609a47de..b13942b4b 100644 --- a/Documentation/Cargo.CargoGroup.html +++ b/Documentation/Cargo.CargoGroup.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+
+
+
+
+ +

+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

@@ -2012,6 +2023,9 @@ Therefore, this class is considered to be deprecated

+ +

Then we register the new group in the database

+
diff --git a/Documentation/Cargo.CargoSlingload.html b/Documentation/Cargo.CargoSlingload.html index 83e64ab98..d1375210a 100644 --- a/Documentation/Cargo.CargoSlingload.html +++ b/Documentation/Cargo.CargoSlingload.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
+
+ +

+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Cargo.CargoUnit.html b/Documentation/Cargo.CargoUnit.html index 1865eca54..44847f7c1 100644 --- a/Documentation/Cargo.CargoUnit.html +++ b/Documentation/Cargo.CargoUnit.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
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+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Core.Astar.html b/Documentation/Core.Astar.html index ffa9173e3..49f79a04f 100644 --- a/Documentation/Core.Astar.html +++ b/Documentation/Core.Astar.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
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+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Core.Base.html b/Documentation/Core.Base.html index 2222ebaf6..5362eb109 100644 --- a/Documentation/Core.Base.html +++ b/Documentation/Core.Base.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
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+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Core.Beacon.html b/Documentation/Core.Beacon.html index 0fffce397..e2505c0e4 100644 --- a/Documentation/Core.Beacon.html +++ b/Documentation/Core.Beacon.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
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Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Core.Condition.html b/Documentation/Core.Condition.html index b14f77dbd..c468f185f 100644 --- a/Documentation/Core.Condition.html +++ b/Documentation/Core.Condition.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
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Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Core.Database.html b/Documentation/Core.Database.html index e1849dd59..61f29072b 100644 --- a/Documentation/Core.Database.html +++ b/Documentation/Core.Database.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
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Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Core.Event.html b/Documentation/Core.Event.html index 95760a913..335b2bc72 100644 --- a/Documentation/Core.Event.html +++ b/Documentation/Core.Event.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
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+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Core.Fsm.html b/Documentation/Core.Fsm.html index 95ded1728..75be28d2b 100644 --- a/Documentation/Core.Fsm.html +++ b/Documentation/Core.Fsm.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
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Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Core.Goal.html b/Documentation/Core.Goal.html index 567f45a8b..bb04c95af 100644 --- a/Documentation/Core.Goal.html +++ b/Documentation/Core.Goal.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
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Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Core.MarkerOps_Base.html b/Documentation/Core.MarkerOps_Base.html index 88a200e4e..fcf360923 100644 --- a/Documentation/Core.MarkerOps_Base.html +++ b/Documentation/Core.MarkerOps_Base.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
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Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Core.Menu.html b/Documentation/Core.Menu.html index 905bc5209..ef5e297c8 100644 --- a/Documentation/Core.Menu.html +++ b/Documentation/Core.Menu.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
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+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Core.Message.html b/Documentation/Core.Message.html index 88d95b098..3371d80a4 100644 --- a/Documentation/Core.Message.html +++ b/Documentation/Core.Message.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
+
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+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Core.Pathline.html b/Documentation/Core.Pathline.html index 4f61f5d98..8d159c849 100644 --- a/Documentation/Core.Pathline.html +++ b/Documentation/Core.Pathline.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
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+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Core.Point.html b/Documentation/Core.Point.html index 258274b43..46c99c474 100644 --- a/Documentation/Core.Point.html +++ b/Documentation/Core.Point.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
+
+ +

+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

@@ -16988,7 +16999,7 @@ When moose is loading dynamically (for moose class development), tracing is swit
-POINT_VEC2.z +POINT_VEC2.x diff --git a/Documentation/Core.Report.html b/Documentation/Core.Report.html index d668bc369..28a49325f 100644 --- a/Documentation/Core.Report.html +++ b/Documentation/Core.Report.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
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+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Core.ScheduleDispatcher.html b/Documentation/Core.ScheduleDispatcher.html index dd9c2561e..a6a6751d7 100644 --- a/Documentation/Core.ScheduleDispatcher.html +++ b/Documentation/Core.ScheduleDispatcher.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
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+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Core.Scheduler.html b/Documentation/Core.Scheduler.html index 18bfda2fe..802e28f3a 100644 --- a/Documentation/Core.Scheduler.html +++ b/Documentation/Core.Scheduler.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
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+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Core.Set.html b/Documentation/Core.Set.html index 0ae05d303..6672d59d4 100644 --- a/Documentation/Core.Set.html +++ b/Documentation/Core.Set.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
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+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Core.Settings.html b/Documentation/Core.Settings.html index bd9beedb3..8206bbc1c 100644 --- a/Documentation/Core.Settings.html +++ b/Documentation/Core.Settings.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
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+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

@@ -2942,7 +2953,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #string + SETTINGS.A2ASystem @@ -2953,14 +2964,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #string SETTINGS.A2GSystem - -

BASE:E( {PlayerUnit:GetName(), A2GSystem } )

-
@@ -3000,7 +3008,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #boolean SETTINGS.Metric @@ -5113,7 +5121,7 @@ It is advised to use this method at the start of the mission.

- #string + SETTINGS.A2ASystem @@ -5124,14 +5132,11 @@ It is advised to use this method at the start of the mission.

- + #string SETTINGS.A2GSystem - -

BASE:E( {PlayerUnit:GetName(), A2GSystem } )

-
@@ -5171,7 +5176,7 @@ It is advised to use this method at the start of the mission.

- + #boolean SETTINGS.Metric diff --git a/Documentation/Core.Spawn.html b/Documentation/Core.Spawn.html index 8b7e3d141..4e244d7a2 100644 --- a/Documentation/Core.Spawn.html +++ b/Documentation/Core.Spawn.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+
+
+
+
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+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

@@ -3180,37 +3191,7 @@ and any spaces before and after the resulting name are removed.

-

SPAWN.communication

- - - - - -

SPAWN.frequency

- - - - - -

SPAWN.livery_id

- - - - - -

SPAWN.modulation

- - - - - -

SPAWN.skill

- - - - - -

SPAWN.uncontrolled

+

SPAWN.speed

@@ -3955,20 +3936,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -
- -
-
-
- - #number -SPAWN.SpawnCount - - - - -

The internal counter of the amount of spawning the has happened since SpawnStart.

-
@@ -4082,17 +4049,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -
- -
-
-
@@ -4148,6 +4104,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau +
+ + +
+
+ + +SPAWN.SpawnInitFreq + + +
@@ -4214,9 +4181,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -

Overwrite unit names by default with group name.

- @@ -4228,6 +4192,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + + + +
+
@@ -4268,7 +4243,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
-SPAWN.SpawnInitPosition +SPAWN.SpawnInitModu @@ -4279,13 +4254,20 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +
+
+
+ + #string +SPAWN.SpawnInitSkill -

we arrived here seeing that self.SpawnInitSADL == nil, but now that we have a SADL (num), we also need to set it to self.SpawnInitSADL in case - we need to get the next SADL from _DATABASE, or else UTILS.OctalToDecimal() will fail in GetNextSADL

+
@@ -4489,17 +4471,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -
- - -
-
- - #boolean -SPAWN.SpawnUnControlled - - -
@@ -4534,7 +4505,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -

Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.

+

When the first Spawn executes, all the Groups need to be made visible before start.

@@ -4615,62 +4586,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
-SPAWN.communication - - - -
- - -
-
- - -SPAWN.frequency - - - -
- -
-
-
- - -SPAWN.livery_id - - - -
- -
-
-
- - -SPAWN.modulation - - - -
- -
-
-
- - -SPAWN.skill - - - -
- -
-
-
- - -SPAWN.uncontrolled +SPAWN.speed @@ -10372,20 +10288,6 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

- -
-
-
- - #number -SPAWN.SpawnCount - - - - -

The internal counter of the amount of spawning the has happened since SpawnStart.

-
@@ -10499,17 +10401,6 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

- -
-
-
@@ -10565,6 +10456,17 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

+ + +
+
+ + +SPAWN.SpawnInitFreq + + +
@@ -10631,9 +10533,6 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

Overwrite unit names by default with group name.

- @@ -10645,6 +10544,17 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

+ + +
+
@@ -10685,7 +10595,7 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

-SPAWN.SpawnInitPosition +SPAWN.SpawnInitModu @@ -10696,13 +10606,20 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

-SPAWN.SpawnInitSADL +SPAWN.SpawnInitPosition + + + +
+
+ + #string +SPAWN.SpawnInitSkill -

we arrived here seeing that self.SpawnInitSADL == nil, but now that we have a SADL (num), we also need to set it to self.SpawnInitSADL in case - we need to get the next SADL from _DATABASE, or else UTILS.OctalToDecimal() will fail in GetNextSADL

+
@@ -10906,17 +10823,6 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

- -
-
-
- - #boolean -SPAWN.SpawnUnControlled - - -
@@ -10951,7 +10857,7 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.

+

When the first Spawn executes, all the Groups need to be made visible before start.

@@ -11032,62 +10938,7 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

-SPAWN.communication - - - - - - -
-
- - -SPAWN.frequency - - - -
- -
-
-
- - -SPAWN.livery_id - - - -
- -
-
-
- - -SPAWN.modulation - - - -
- -
-
-
- - -SPAWN.skill - - - -
- -
-
-
- - -SPAWN.uncontrolled +SPAWN.speed diff --git a/Documentation/Core.SpawnStatic.html b/Documentation/Core.SpawnStatic.html index 1b4185a76..0d3dff6dd 100644 --- a/Documentation/Core.SpawnStatic.html +++ b/Documentation/Core.SpawnStatic.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+
+ +
+
+ +

+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

@@ -2080,24 +2091,6 @@ such as position and heading.

SPAWNSTATIC:_SpawnStatic(Template, CountryID)

Spawns a new static using a given template.

- - - -

SPAWNSTATIC.heliport_callsign_id

- - - - - -

SPAWNSTATIC.heliport_frequency

- - - - - -

SPAWNSTATIC.heliport_modulation

- - @@ -3018,39 +3011,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - - - -
- - -
-
- - -
-
-
@@ -4404,39 +4364,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - - - -
- - -
-
- - -
-
-
diff --git a/Documentation/Core.Spot.html b/Documentation/Core.Spot.html index 021cbee64..6ca3a644c 100644 --- a/Documentation/Core.Spot.html +++ b/Documentation/Core.Spot.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
+
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+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Core.TextAndSound.html b/Documentation/Core.TextAndSound.html index be0e3b313..e37ee6bce 100644 --- a/Documentation/Core.TextAndSound.html +++ b/Documentation/Core.TextAndSound.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
+
+ +

+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Core.Timer.html b/Documentation/Core.Timer.html index 96370be70..fee1acae2 100644 --- a/Documentation/Core.Timer.html +++ b/Documentation/Core.Timer.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
+
+ +

+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Core.UserFlag.html b/Documentation/Core.UserFlag.html index 5132b9e19..3f469bbe1 100644 --- a/Documentation/Core.UserFlag.html +++ b/Documentation/Core.UserFlag.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
+
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+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Core.Velocity.html b/Documentation/Core.Velocity.html index 549808460..157d71f75 100644 --- a/Documentation/Core.Velocity.html +++ b/Documentation/Core.Velocity.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
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+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Core.Zone.html b/Documentation/Core.Zone.html index 95fe16a08..4191d8f2a 100644 --- a/Documentation/Core.Zone.html +++ b/Documentation/Core.Zone.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
+
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Functional - Manage and track client slots easily to add your own client-based menus and modules to.

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Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

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Functional - Manage and track client slots easily to add your own client-based menus and modules to.

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Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

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Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Functional.ATC_Ground.html b/Documentation/Functional.ATC_Ground.html index 8f4b878a7..6d6f50c36 100644 --- a/Documentation/Functional.ATC_Ground.html +++ b/Documentation/Functional.ATC_Ground.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

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Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Functional.Artillery.html b/Documentation/Functional.Artillery.html index 86e94f2f2..928a3a590 100644 --- a/Documentation/Functional.Artillery.html +++ b/Documentation/Functional.Artillery.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

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Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Functional.CleanUp.html b/Documentation/Functional.CleanUp.html index 0271cca6f..6f2ed952b 100644 --- a/Documentation/Functional.CleanUp.html +++ b/Documentation/Functional.CleanUp.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

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Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Functional.ClientWatch.html b/Documentation/Functional.ClientWatch.html new file mode 100644 index 000000000..382e982bd --- /dev/null +++ b/Documentation/Functional.ClientWatch.html @@ -0,0 +1,8335 @@ + + + + + + + + + + + + + + + + + + +
+

+ +

+
+
+ + +Banner Image +
+
+

Module Functional.ClientWatch

+
+
+ +

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

+ + + +
+ +

Features:

+ +
    +
  • Find clients by prefixes or by providing a Wrapper.CLIENT object
  • +
  • Trigger functions when the client spawns and despawns
  • +
  • Create multiple client instances without overwriting event handlers between instances
  • +
  • More reliable aircraft lost events for when DCS thinks the aircraft id dead but a dead event fails to trigger
  • +
  • Easily manage clients spawned in dynamic slots
  • +
+ +
+ +

Missions:

+ +

MOOSE - ALL Demo Missions

+ +
+ +

The #CLIENTWATCH class adds a simplified way to create scripts and menus for individual clients. Instead of creating large algorithms and juggling multiple event handlers, you can simply provide one or more prefixes to the class and use the callback functions on spawn, despawn, and any aircraft related events to script to your hearts content.

+ +
+ +

YouTube Channel

+ +

MOOSE YouTube Channel

+ +
+ +

Author: Statua

+ +

Contributions: FlightControl: Wrapper.CLIENT

+ +
+ + +
+

Global(s)

+
+ + + + + +

Global CLIENTWATCH

+ +
+
+
+
+ + #table +CLIENTWATCH + + + +
+ +
+
+ + + + + +

Global CLIENTWATCHTools

+ +
+
+
+
+ + #table +CLIENTWATCHTools + + + +
+ +
+

Type(s)

+ +
+ CLIENTWATCH +, extends Core.Fsm#FSM_CONTROLLABLE +, extends Core.Fsm#FSM +, extends Core.Base#BASE +
+
+ + + + + + + + + + + + + + + + + +
Fields and Methods inherited from CLIENTWATCHDescription

CLIENTWATCH.ClassName

+

Name of the class.

+

CLIENTWATCH.Debug

+

Write Debug messages to DCS log file and send Debug messages to all players.

+

CLIENTWATCH.lid

+

String for DCS log file.

+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Fields and Methods inherited from FSM_CONTROLLABLEDescription

CLIENTWATCH.Controllable

+ +

CLIENTWATCH:GetControllable()

+

Gets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+

CLIENTWATCH:New(FSMT, Controllable)

+

Creates a new FSM_CONTROLLABLE object.

+

CLIENTWATCH:OnAfterStop(Controllable, From, Event, To)

+

OnAfter Transition Handler for Event Stop.

+

CLIENTWATCH:OnBeforeStop(Controllable, From, Event, To)

+

OnBefore Transition Handler for Event Stop.

+

CLIENTWATCH:OnEnterStopped(Controllable, From, Event, To)

+

OnEnter Transition Handler for State Stopped.

+

CLIENTWATCH:OnLeaveStopped(Controllable, From, Event, To)

+

OnLeave Transition Handler for State Stopped.

+

CLIENTWATCH:SetControllable(FSMControllable)

+

Sets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+

CLIENTWATCH:Stop()

+

Synchronous Event Trigger for Event Stop.

+

CLIENTWATCH:__Stop(Delay)

+

Asynchronous Event Trigger for Event Stop.

+

CLIENTWATCH:_call_handler(step, trigger, params, EventName)

+ +
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Fields and Methods inherited from FSMDescription

CLIENTWATCH:AddEndState(State)

+

Adds an End state.

+

CLIENTWATCH: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.

+

CLIENTWATCH:AddScore(State, ScoreText, Score)

+

Adds a score for the FSM to be achieved.

+

CLIENTWATCH:AddScoreProcess(From, Event, State, ScoreText, Score)

+

Adds a score for the FSM_PROCESS to be achieved.

+

CLIENTWATCH:AddTransition(From, Event, To)

+

Add a new transition rule to the FSM.

+

CLIENTWATCH.CallScheduler

+

Call scheduler.

+

CLIENTWATCH.ClassName

+

Name of the class.

+

CLIENTWATCH.Events

+ +

CLIENTWATCH:GetCurrentState()

+

Get current state.

+

CLIENTWATCH:GetEndStates()

+

Returns the End states.

+

CLIENTWATCH:GetProcess(From, Event)

+ +

CLIENTWATCH:GetProcesses()

+

Returns a table of the SubFSM rules defined within the FSM.

+

CLIENTWATCH:GetScores()

+

Returns a table with the scores defined.

+

CLIENTWATCH:GetStartState()

+

Returns the start state of the FSM.

+

CLIENTWATCH:GetState()

+

Get current state.

+

CLIENTWATCH:GetSubs()

+

Returns a table with the Subs defined.

+

CLIENTWATCH:GetTransitions()

+

Returns a table of the transition rules defined within the FSM.

+

CLIENTWATCH:Is(State)

+

Check if FSM is in state.

+

CLIENTWATCH:LoadCallBacks(CallBackTable)

+

Load call backs.

+

CLIENTWATCH:New()

+

Creates a new FSM object.

+

CLIENTWATCH.Scores

+

Scores.

+

CLIENTWATCH:SetProcess(From, Event, Fsm)

+ +

CLIENTWATCH:SetStartState(State)

+

Sets the start state of the FSM.

+

CLIENTWATCH._EndStates

+ +

CLIENTWATCH._EventSchedules

+ +

CLIENTWATCH._Processes

+ +

CLIENTWATCH._Scores

+ +

CLIENTWATCH._StartState

+ +

CLIENTWATCH._Transitions

+ +

CLIENTWATCH:_add_to_map(Map, Event)

+

Add to map.

+

CLIENTWATCH:_call_handler(step, trigger, params, EventName)

+

Call handler.

+

CLIENTWATCH:_create_transition(EventName)

+

Create transition.

+

CLIENTWATCH:_delayed_transition(EventName)

+

Delayed transition.

+

CLIENTWATCH:_eventmap(Events, EventStructure)

+

Event map.

+

CLIENTWATCH:_gosub(ParentFrom, ParentEvent)

+

Go sub.

+

CLIENTWATCH:_handler(EventName, ...)

+

Handler.

+

CLIENTWATCH:_isendstate(Current)

+

Is end state.

+

CLIENTWATCH:_submap(subs, sub, name)

+

Sub maps.

+

CLIENTWATCH:can(e)

+

Check if can do an event.

+

CLIENTWATCH:cannot(e)

+

Check if cannot do an event.

+

CLIENTWATCH.current

+

Current state name.

+

CLIENTWATCH.endstates

+ +

CLIENTWATCH:is(State, state)

+

Check if FSM is in state.

+

CLIENTWATCH.options

+

Options.

+

CLIENTWATCH.subs

+

Subs.

+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Fields and Methods inherited from BASEDescription

CLIENTWATCH.ClassID

+

The ID number of the class.

+

CLIENTWATCH.ClassName

+

The name of the class.

+

CLIENTWATCH.ClassNameAndID

+

The name of the class concatenated with the ID number of the class.

+

CLIENTWATCH:ClearState(Object, StateName)

+

Clear the state of an object.

+

CLIENTWATCH:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace)

+

Creation of a Birth Event.

+

CLIENTWATCH:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

+

Creation of a Crash Event.

+

CLIENTWATCH:CreateEventDead(EventTime, Initiator, IniObjectCategory)

+

Creation of a Dead Event.

+

CLIENTWATCH:CreateEventPlayerEnterAircraft(PlayerUnit)

+

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

+

CLIENTWATCH:CreateEventRemoveUnit(EventTime, Initiator)

+

Creation of a Remove Unit Event.

+

CLIENTWATCH:CreateEventTakeoff(EventTime, Initiator)

+

Creation of a Takeoff Event.

+

CLIENTWATCH:CreateEventUnitLost(EventTime, Initiator)

+

Creation of a Crash Event.

+

CLIENTWATCH:E(Arguments)

+

Log an exception which will be traced always.

+

CLIENTWATCH:EventDispatcher()

+

Returns the event dispatcher

+

CLIENTWATCH:EventRemoveAll()

+

Remove all subscribed events

+

CLIENTWATCH:F(Arguments)

+

Trace a function call.

+

CLIENTWATCH:F2(Arguments)

+

Trace a function call level 2.

+

CLIENTWATCH:F3(Arguments)

+

Trace a function call level 3.

+

CLIENTWATCH:GetClassID()

+

Get the ClassID of the class instance.

+

CLIENTWATCH:GetClassName()

+

Get the ClassName of the class instance.

+

CLIENTWATCH:GetClassNameAndID()

+

Get the ClassName + ClassID of the class instance.

+

CLIENTWATCH:GetEventPriority()

+

Get the Class Core.Event processing Priority.

+

CLIENTWATCH:GetParent(Child, FromClass)

+

This is the worker method to retrieve the Parent class.

+

CLIENTWATCH:GetState(Object, Key)

+

Get a Value given a Key from the Object.

+

CLIENTWATCH:HandleEvent(EventID, EventFunction)

+

Subscribe to a DCS Event.

+

CLIENTWATCH:I(Arguments)

+

Log an information which will be traced always.

+

CLIENTWATCH:Inherit(Child, Parent)

+

This is the worker method to inherit from a parent class.

+

CLIENTWATCH:IsInstanceOf(ClassName)

+

This is the worker method to check if an object is an (sub)instance of a class.

+

CLIENTWATCH:IsTrace()

+

Enquires if tracing is on (for the class).

+

CLIENTWATCH:New()

+

BASE constructor.

+

CLIENTWATCH:OnEvent(EventData)

+

Occurs when an Event for an object is triggered.

+

CLIENTWATCH:OnEventBDA(EventData)

+

BDA.

+

CLIENTWATCH:OnEventBaseCaptured(EventData)

+

Occurs when a ground unit captures either an airbase or a farp.

+

CLIENTWATCH:OnEventBirth(EventData)

+

Occurs when any object is spawned into the mission.

+

CLIENTWATCH:OnEventCrash(EventData)

+

Occurs when any aircraft crashes into the ground and is completely destroyed.

+

CLIENTWATCH:OnEventDead(EventData)

+

Occurs when an object is dead.

+

CLIENTWATCH:OnEventDetailedFailure(EventData)

+

Unknown precisely what creates this event, likely tied into newer damage model.

+

CLIENTWATCH:OnEventDiscardChairAfterEjection(EventData)

+

Discard chair after ejection.

+

CLIENTWATCH:OnEventEjection(EventData)

+

Occurs when a pilot ejects from an aircraft +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+

CLIENTWATCH:OnEventEngineShutdown(EventData)

+

Occurs when any aircraft shuts down its engines.

+

CLIENTWATCH:OnEventEngineStartup(EventData)

+

Occurs when any aircraft starts its engines.

+

CLIENTWATCH:OnEventHit(EventData)

+

Occurs whenever an object is hit by a weapon.

+

CLIENTWATCH:OnEventHumanFailure(EventData)

+

Occurs when any system fails on a human controlled aircraft.

+

CLIENTWATCH:OnEventKill(EventData)

+

Occurs on the death of a unit.

+

CLIENTWATCH:OnEventLand(EventData)

+

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.

+

CLIENTWATCH:OnEventLandingAfterEjection(EventData)

+

Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up.

+

CLIENTWATCH:OnEventLandingQualityMark(EventData)

+

Landing quality mark.

+

CLIENTWATCH:OnEventMarkAdded(EventData)

+

Occurs when a new mark was added.

+

CLIENTWATCH:OnEventMarkChange(EventData)

+

Occurs when a mark text was changed.

+

CLIENTWATCH:OnEventMarkRemoved(EventData)

+

Occurs when a mark was removed.

+

CLIENTWATCH:OnEventMissionEnd(EventData)

+

Occurs when a mission ends +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+

CLIENTWATCH:OnEventMissionStart(EventData)

+

Occurs when a mission starts +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+

CLIENTWATCH:OnEventParatrooperLanding(EventData)

+

Weapon add.

+

CLIENTWATCH:OnEventPilotDead(EventData)

+

Occurs when the pilot of an aircraft is killed.

+

CLIENTWATCH:OnEventPlayerEnterAircraft(EventData)

+

Occurs when a player enters a slot and takes control of an aircraft.

+

CLIENTWATCH:OnEventPlayerEnterUnit(EventData)

+

Occurs when any player assumes direct control of a unit.

+

CLIENTWATCH:OnEventPlayerLeaveUnit(EventData)

+

Occurs when any player relieves control of a unit to the AI.

+

CLIENTWATCH:OnEventRefueling(EventData)

+

Occurs when an aircraft connects with a tanker and begins taking on fuel.

+

CLIENTWATCH:OnEventRefuelingStop(EventData)

+

Occurs when an aircraft is finished taking fuel.

+

CLIENTWATCH:OnEventScore(EventData)

+

Occurs when any modification to the "Score" as seen on the debrief menu would occur.

+

CLIENTWATCH:OnEventShootingEnd(EventData)

+

Occurs when any unit stops firing its weapon.

+

CLIENTWATCH:OnEventShootingStart(EventData)

+

Occurs when any unit begins firing a weapon that has a high rate of fire.

+

CLIENTWATCH:OnEventShot(EventData)

+

Occurs whenever any unit in a mission fires a weapon.

+

CLIENTWATCH:OnEventTakeoff(EventData)

+

Occurs when an aircraft takes off from an airbase, farp, or ship.

+

CLIENTWATCH:OnEventTriggerZone(EventData)

+

Trigger zone.

+

CLIENTWATCH:OnEventUnitLost(EventData)

+

Occurs when the game thinks an object is destroyed.

+

CLIENTWATCH:ScheduleOnce(Start, SchedulerFunction, ...)

+

Schedule a new time event.

+

CLIENTWATCH:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...)

+

Schedule a new time event.

+

CLIENTWATCH:ScheduleStop(SchedulerID)

+

Stops the Schedule.

+

CLIENTWATCH.Scheduler

+ +

CLIENTWATCH:SetEventPriority(EventPriority)

+

Set the Class Core.Event processing Priority.

+

CLIENTWATCH:SetState(Object, Key, Value)

+

Set a state or property of the Object given a Key and a Value.

+

CLIENTWATCH:T(Arguments)

+

Trace a function logic level 1.

+

CLIENTWATCH:T2(Arguments)

+

Trace a function logic level 2.

+

CLIENTWATCH:T3(Arguments)

+

Trace a function logic level 3.

+

CLIENTWATCH:TraceAll(TraceAll)

+

Trace all methods in MOOSE

+

CLIENTWATCH:TraceClass(Class)

+

Set tracing for a class

+

CLIENTWATCH:TraceClassMethod(Class, Method)

+

Set tracing for a specific method of class

+

CLIENTWATCH:TraceLevel(Level)

+

Set trace level

+

CLIENTWATCH:TraceOff()

+

Set trace off.

+

CLIENTWATCH:TraceOn()

+

Set trace on.

+

CLIENTWATCH:TraceOnOff(TraceOnOff)

+

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.

+

CLIENTWATCH:UnHandleEvent(EventID)

+

UnSubscribe to a DCS event.

+

CLIENTWATCH._

+ +

CLIENTWATCH:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+

Trace a function call.

+

CLIENTWATCH:_Serialize(Arguments)

+

(Internal) Serialize arguments

+

CLIENTWATCH:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+

Trace a function logic.

+

CLIENTWATCH.__

+ +

CLIENTWATCH:onEvent(event)

+

The main event handling function...

+
+
+ + + +
+ + + + + + + + + +
Fields and Methods inherited from EVENTS.BirthDescription

EVENTS.Birth.Unit

+ +
+
+ + +
+
+
+ +
+ +
+
+ +

CLIENTWATCH class

+ +
+

Field(s)

+
+
+
+ + #string +CLIENTWATCH.ClassName + +

Name of the class.

+ +
+ +
+
+
+ + #boolean +CLIENTWATCH.Debug + +

Write Debug messages to DCS log file and send Debug messages to all players.

+ +
+ +
+
+
+ + #string +CLIENTWATCH.lid + +

String for DCS log file.

+ +
+ +
+
+

Function(s)

+
+
+

Field(s)

+
+
+
+ + #string +CLIENTWATCH.ClassName + +

Name of the class.

+ +
+ +
+
+
+ + #boolean +CLIENTWATCH.Debug + +

Write Debug messages to DCS log file and send Debug messages to all players.

+ +
+ +
+
+
+ + #string +CLIENTWATCH.lid + +

String for DCS log file.

+ +
+ +
+
+

Function(s)

+
+
+ + + +

Gets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+ +
+
+

Defined in:

+ +

Return value:

+ +
+ +
+
+ +
+ + + +

Creates a new FSM_CONTROLLABLE object.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + FSMT +

+
+
+ +

Finite State Machine Table

+ +
+
+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

(optional) The CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+ +
+
+

Return value:

+
+ +
+ + + +
+
+
+ +
+
+ +
+ + + +

OnAfter Transition Handler for Event Stop.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+
+ +
+
+ +
+ + + +

OnBefore Transition Handler for Event Stop.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

+ +
+
+
+ +
+
+ +
+ + + +

OnEnter Transition Handler for State Stopped.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+
+ +
+
+ +
+ + + +

OnLeave Transition Handler for State Stopped.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

+ +
+
+
+ +
+
+ +
+ + + +

Sets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + FSMControllable +

+
+
+

+
+
+

Return value:

+
+ +
+ + + +
+
+
+ +
+
+ +
+ + + +

Synchronous Event Trigger for Event Stop.

+ +
+
+

Defined in:

+ +
+ +
+
+ +
+ + + +

Asynchronous Event Trigger for Event Stop.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Delay +

+
+
+ +

The delay in seconds.

+ +
+
+
+ +
+
+ +
+ + + + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ step +

+
+
+

+
+
+
+
+

+ trigger +

+
+
+

+
+
+
+
+

+ params +

+
+
+

+
+
+
+
+

+ EventName +

+
+
+

+
+
+
+ +
+
+ +
+

Field(s)

+
+
+
+ + #string +CLIENTWATCH.ClassName + +

Name of the class.

+ +
+ +
+
+
+ + #boolean +CLIENTWATCH.Debug + +

Write Debug messages to DCS log file and send Debug messages to all players.

+ +
+ +
+
+
+ + #string +CLIENTWATCH.lid + +

String for DCS log file.

+ +
+ +
+
+

Function(s)

+
+
+ + + +

Adds an End state.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #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.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #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.

+ +
+
+

Return value:

+
+ +
+ +

The SubFSM.

+ +
+
+
+ +
+
+ +
+ + + +

Adds a score for the FSM to be achieved.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #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.

+ +
+
+

Return value:

+
+
+

#FSM:

+
+
+ +

self

+ +
+
+
+ +
+
+ +
+ + + +

Adds a score for the FSM_PROCESS to be achieved.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #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.

+ +
+
+

Return value:

+
+
+

#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.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #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.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

Current FSM state.

+ +
+
+
+ +
+
+ +
+ + + +

Returns the End states.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

End states.

+ +
+
+
+ +
+
+ +
+ + + + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ From +

+
+
+

+
+
+
+
+

+ Event +

+
+
+

+
+
+
+ +
+
+ +
+ + + +

Returns a table of the SubFSM rules defined within the FSM.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Sub processes.

+ +
+
+
+ +
+
+ +
+ + + +

Returns a table with the scores defined.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Scores.

+ +
+
+
+ +
+
+ +
+ + + +

Returns the start state of the FSM.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

A string containing the start state.

+ +
+
+
+ +
+
+ +
+ + + +

Get current state.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

Current FSM state.

+ +
+
+
+ +
+
+ +
+ + + +

Returns a table with the Subs defined.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Sub processes.

+ +
+
+
+ +
+
+ +
+ + + +

Returns a table of the transition rules defined within the FSM.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Transitions.

+ +
+
+
+ +
+
+ +
+ + + +

Check if FSM is in state.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + State +

+
+
+ +

State name.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

If true, FSM is in this state.

+ +
+
+
+ +
+
+ +
+ + + +

Load call backs.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #table + CallBackTable +

+
+
+ +

Table of call backs.

+ +
+
+
+ +
+
+ +
+ + + +

Creates a new FSM object.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#FSM:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ From +

+
+
+

+
+
+
+
+

+ Event +

+
+
+

+
+
+
+
+

+ Fsm +

+
+
+

+
+
+
+ +
+
+ +
+ + + +

Sets the start state of the FSM.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + State +

+
+
+ +

A string defining the start state.

+ +
+
+
+ +
+
+ +
+ + + +

Add to map.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + Map +

+
+
+ +

Map.

+ +
+
+
+
+

+ #table + Event +

+
+
+ +

Event table.

+ +
+
+
+ +
+
+ +
+ + + +

Call handler.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + step +

+
+
+ +

Step "onafter", "onbefore", "onenter", "onleave".

+ +
+
+
+
+

+ #string + trigger +

+
+
+ +

Trigger.

+ +
+
+
+
+

+ #table + params +

+
+
+ +

Parameters.

+ +
+
+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+
+
+ +

Value.

+ +
+
+
+ +
+
+ +
+ + + +

Create transition.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+

#function:

+
+
+ +

Function.

+ +
+
+
+ +
+
+ +
+ + + +

Delayed transition.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+

#function:

+
+
+ +

Function.

+ +
+
+
+ +
+
+ +
+ + + +

Event map.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + Events +

+
+
+ +

Events.

+ +
+
+
+
+

+ #table + EventStructure +

+
+
+ +

Event structure.

+ +
+
+
+ +
+
+ +
+ + + +

Go sub.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + ParentFrom +

+
+
+ +

Parent from state.

+ +
+
+
+
+

+ #string + ParentEvent +

+
+
+ +

Parent event name.

+ +
+
+

Return value:

+
+
+

#table:

+
+
+ +

Subs.

+ +
+
+
+ +
+
+ +
+ + + +

Handler.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+
+
+

+ ... +

+
+
+ +

Arguments.

+ +
+
+
+ +
+
+ +
+ + + +

Is end state.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + Current +

+
+
+ +

Current state name.

+ +
+
+

Return values:

+
+
+

#table:

+
+
+ +

FSM parent.

+ +
+
+

#string:

+
+
+ +

Event name.

+ +
+
+
+ +
+
+ +
+ + + +

Sub maps.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + subs +

+
+
+ +

Subs.

+ +
+
+
+
+

+ #table + sub +

+
+
+ +

Sub.

+ +
+
+
+
+

+ #string + name +

+
+
+ +

Name.

+ +
+
+
+ +
+
+ +
+ + + +

Check if can do an event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + e +

+
+
+ +

Event name.

+ +
+
+

Return values:

+
+
+

#boolean:

+
+
+ +

If true, FSM can do the event.

+ +
+
+

#string:

+
+
+ +

To state.

+ +
+
+
+ +
+
+ +
+ + + +

Check if cannot do an event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + e +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

If true, FSM cannot do the event.

+ +
+
+
+ +
+
+ +
+ + + +

Check if FSM is in state.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + State +

+
+
+ +

State name.

+ +
+
+
+
+

+ state +

+
+
+

+
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

If true, FSM is in this state.

+ +
+
+
+ +
+
+ +
+

Field(s)

+
+
+
+ + #string +CLIENTWATCH.ClassName + +

Name of the class.

+ +
+ +
+
+
+ + #boolean +CLIENTWATCH.Debug + +

Write Debug messages to DCS log file and send Debug messages to all players.

+ +
+ +
+
+
+ + #string +CLIENTWATCH.lid + +

String for DCS log file.

+ +
+ +
+
+

Function(s)

+
+
+ + + +

Clear the state of an object.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that holds the Value set by the Key.

+ +
+
+
+
+

+ StateName +

+
+
+ +

The key that is should be cleared.

+ +
+
+
+ +
+
+ +
+ + + +

Creation of a Birth Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+
+

+ IniObjectCategory +

+
+
+

+
+
+
+ +
+
+ +
+ + + +

Creation of a Dead Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.Unit#UNIT + PlayerUnit +

+
+
+ +

The aircraft unit the player entered.

+ +
+
+
+ +
+
+ +
+ + + +

Creation of a Remove Unit Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+ +
+
+ +
+ + + +

Creation of a Takeoff Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+ +
+
+ +
+ + + +

Creation of a Crash Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Returns the event dispatcher

+ +
+
+

Defined in:

+ +

Return value:

+
+ +
+ + + +
+
+
+ +
+
+ +
+ + + +

Remove all subscribed events

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

Trace a function call.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Trace a function call level 2.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Trace a function call level 3.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Get the ClassID of the class instance.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassID of the class instance.

+ +
+
+
+ +
+
+ +
+ + + +

Get the ClassName of the class instance.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassName of the class instance.

+ +
+
+
+ +
+
+ +
+ + + +

Get the ClassName + ClassID of the class instance.

+ + +

The ClassName + ClassID is formatted as '%s#%09d'.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#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.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#number:

+
+
+ +

The Core.Event processing Priority.

+ +
+
+
+ +
+
+ +
+ + + +

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()
+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #BASE + Child +

+
+
+ +

This is the Child class from which the Parent class needs to be retrieved.

+ +
+
+
+
+

+ #BASE + FromClass +

+
+
+ +

(Optional) The class from which to get the parent.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

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.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ 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!

+ +
+
+

Return value:

+
+
+
+
+ +

The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.

+ +
+
+
+ +
+
+ +
+ + + +

Subscribe to a DCS Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Core.Event#EVENTS + EventID +

+
+
+ +

Event ID.

+ +
+
+
+
+

+ #function + EventFunction +

+
+
+ +

(optional) The function to be called when the event occurs for the unit.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

Log an information which will be traced always.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

This is the worker method to inherit from a parent class.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Child +

+
+
+ +

is the Child class that inherits.

+ +
+
+
+
+

+ #BASE + Parent +

+
+
+ +

is the Parent class that the Child inherits from.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ +

Child

+ +
+
+
+ +
+
+ +
+ + + +

This is the worker method to check if an object is an (sub)instance of a class.

+ + + +

Examples:

+ +
    +
  • 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

  • +
+ + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ ClassName +

+
+
+ +

is the name of the class or the class itself to run the check against

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

Enquires if tracing is on (for the class).

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#boolean:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

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
+
+ + +
+
+

Defined in:

+ +

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

BDA.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
    +
  • initiator: The unit that had the failure.
  • +
+ + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
    +
  • initiator: The unit that killed the target
  • +
  • target: Target Object
  • +
  • weapon: Weapon Object
  • +
+ + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
    +
  • initiator: Static object representing the ejected pilot. Place : Aircraft that the pilot ejected from.
  • +
  • place: may not return as a valid object if the aircraft has crashed into the ground and no longer exists.
  • +
  • subplace: is always 0 for unknown reasons.
  • +
+ + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Trigger zone.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
    +
  • initiator: The unit that is was destroyed.
  • +
+ + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #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, ... }.

+ +
+
+

Return value:

+
+
+

#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.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #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, ... }.

+ +
+
+

Return value:

+
+
+

#string:

+
+
+ +

The Schedule ID of the planned schedule.

+ +
+
+
+ +
+
+ +
+ + + +

Stops the Schedule.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + EventPriority +

+
+
+ +

The Core.Event processing Priority.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ +

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.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ 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.

+ +
+
+

Return value:

+
+
+
+
+ +

The Value set.

+ +
+
+
+ +
+
+ +
+ + + +

Trace a function logic level 1.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Trace a function logic level 2.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Trace a function logic level 3.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Trace all methods in MOOSE

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #boolean + TraceAll +

+
+
+ +

true = trace all methods in MOOSE.

+ +
+
+
+ +
+
+ +
+ + + +

Set tracing for a class

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + Class +

+
+
+ +

Class name.

+ +
+
+
+ +
+
+ +
+ + + +

Set tracing for a specific method of class

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + Class +

+
+
+ +

Class name.

+ +
+
+
+
+

+ #string + Method +

+
+
+ +

Method.

+ +
+
+
+ +
+
+ +
+ + + +

Set trace level

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Level +

+
+
+

+
+
+
+ +
+
+ +
+ + + +

Set trace off.

+ +
+
+

Defined in:

+ +

Usage:

+
-- Switch the tracing Off
+BASE:TraceOff()
+ +
+ +
+
+ +
+ + + +

Set trace on.

+ +
+
+

Defined in:

+ +

Usage:

+
-- Switch the tracing On
+BASE:TraceOn()
+ +
+ +
+
+ +
+ + + +

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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #boolean + TraceOnOff +

+
+
+ +

Switch the tracing on or off.

+ +
+
+

Usage:

+

+  -- Switch the tracing On
+  BASE:TraceOnOff( true )
+
+  -- Switch the tracing Off
+  BASE:TraceOnOff( false )
+
+ +
+ +
+
+ +
+ + + +

UnSubscribe to a DCS event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTS + EventID +

+
+
+ +

Event ID.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

Trace a function call.

+ + +

This function is private.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+
+

+ DebugInfoCurrentParam +

+
+
+

+
+
+
+
+

+ DebugInfoFromParam +

+
+
+

+
+
+
+ +
+
+ +
+ + + +

(Internal) Serialize arguments

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #table + Arguments +

+
+
+

+
+
+

Return value:

+
+
+

#string:

+
+
+ +

Text

+ +
+
+
+ +
+
+ +
+ + + +

Trace a function logic.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+
+

+ DebugInfoCurrentParam +

+
+
+

+
+
+
+
+

+ DebugInfoFromParam +

+
+
+

+
+
+
+ +
+
+ +
+ + + +

The main event handling function...

+ + +

This function captures all events generated for the class.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ DCS#Event + event +

+
+
+

+
+
+
+ +
+
+ +
+ +
+ +
+
+
+

Field(s)

+
+
+
+ + +EVENTS.Birth.Unit + + + +
+ +
+
+

Function(s)

+
+
+ +
+
+ + +
+ + + + diff --git a/Documentation/Functional.Designate.html b/Documentation/Functional.Designate.html index 1d3a72f4c..8954a00bd 100644 --- a/Documentation/Functional.Designate.html +++ b/Documentation/Functional.Designate.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
+
+ +

+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

@@ -2646,6 +2657,17 @@ Use the method DESIGNATE.SetMission() to + + + +
+
diff --git a/Documentation/Functional.Detection.html b/Documentation/Functional.Detection.html index d730799f5..60126e4fa 100644 --- a/Documentation/Functional.Detection.html +++ b/Documentation/Functional.Detection.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
+
+ +

+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

@@ -19503,6 +19514,17 @@ When moose is loading dynamically (for moose class development), tracing is swit + + + +
+
@@ -19646,17 +19668,6 @@ When moose is loading dynamically (for moose class development), tracing is swit - - - -
-
- - #boolean -DETECTION_BASE.Locking - - -
@@ -19674,7 +19685,7 @@ When moose is loading dynamically (for moose class development), tracing is swit
- + #number DETECTION_BASE.RefreshTimeInterval @@ -24272,6 +24283,17 @@ zones that reflect cloudy areas where detected units may not be so easily visual +
+ +
+
+
@@ -24415,17 +24437,6 @@ zones that reflect cloudy areas where detected units may not be so easily visual - - - -
-
- - #boolean -DETECTION_BASE.Locking - - -
@@ -24443,7 +24454,7 @@ zones that reflect cloudy areas where detected units may not be so easily visual
- + #number DETECTION_BASE.RefreshTimeInterval @@ -26036,6 +26047,17 @@ zones that reflect cloudy areas where detected units may not be so easily visual +
+ +
+
+
@@ -26179,17 +26201,6 @@ zones that reflect cloudy areas where detected units may not be so easily visual - - - -
-
- - #boolean -DETECTION_BASE.Locking - - -
@@ -26207,7 +26218,7 @@ zones that reflect cloudy areas where detected units may not be so easily visual
- + #number DETECTION_BASE.RefreshTimeInterval diff --git a/Documentation/Functional.DetectionZones.html b/Documentation/Functional.DetectionZones.html index a311408b1..e99847dd0 100644 --- a/Documentation/Functional.DetectionZones.html +++ b/Documentation/Functional.DetectionZones.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+
+ +
+
+ +

+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Functional.Escort.html b/Documentation/Functional.Escort.html index aba3a263b..2cf9cf64d 100644 --- a/Documentation/Functional.Escort.html +++ b/Documentation/Functional.Escort.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
+
+ +

+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Functional.Fox.html b/Documentation/Functional.Fox.html index 3e8e037ec..354d2b278 100644 --- a/Documentation/Functional.Fox.html +++ b/Documentation/Functional.Fox.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
+
+ +

+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Functional.Mantis.html b/Documentation/Functional.Mantis.html index ad01b088b..fcb1abe2b 100644 --- a/Documentation/Functional.Mantis.html +++ b/Documentation/Functional.Mantis.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
+
+ +

+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Functional.MissileTrainer.html b/Documentation/Functional.MissileTrainer.html index df372ec10..afe8888ef 100644 --- a/Documentation/Functional.MissileTrainer.html +++ b/Documentation/Functional.MissileTrainer.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
+
+ +

+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Functional.Movement.html b/Documentation/Functional.Movement.html index 6f79d6073..c536db99f 100644 --- a/Documentation/Functional.Movement.html +++ b/Documentation/Functional.Movement.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
+
+ +

+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Functional.PseudoATC.html b/Documentation/Functional.PseudoATC.html index e90e69724..07fea6b69 100644 --- a/Documentation/Functional.PseudoATC.html +++ b/Documentation/Functional.PseudoATC.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
+
+ +

+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Functional.RAT.html b/Documentation/Functional.RAT.html index ca79874ba..396156530 100644 --- a/Documentation/Functional.RAT.html +++ b/Documentation/Functional.RAT.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
+
+ +

+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

@@ -4737,37 +4748,7 @@ and any spaces before and after the resulting name are removed.

-

RAT.communication

- - - - - -

RAT.frequency

- - - - - -

RAT.livery_id

- - - - - -

RAT.modulation

- - - - - -

RAT.skill

- - - - - -

RAT.uncontrolled

+

RAT.speed

diff --git a/Documentation/Functional.Range.html b/Documentation/Functional.Range.html index ee33dc56b..81dc6f07b 100644 --- a/Documentation/Functional.Range.html +++ b/Documentation/Functional.Range.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
+
+ +

+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Functional.Scoring.html b/Documentation/Functional.Scoring.html index 50f179357..e3ce3f97e 100644 --- a/Documentation/Functional.Scoring.html +++ b/Documentation/Functional.Scoring.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
+
+ +

+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Functional.Sead.html b/Documentation/Functional.Sead.html index 759899210..c6cbc687d 100644 --- a/Documentation/Functional.Sead.html +++ b/Documentation/Functional.Sead.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
+
+ +

+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Functional.Shorad.html b/Documentation/Functional.Shorad.html index a51c26c34..41589fd29 100644 --- a/Documentation/Functional.Shorad.html +++ b/Documentation/Functional.Shorad.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
+
+ +

+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Functional.Suppression.html b/Documentation/Functional.Suppression.html index b675397da..9e60c7f92 100644 --- a/Documentation/Functional.Suppression.html +++ b/Documentation/Functional.Suppression.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
+
+ +

+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Functional.Warehouse.html b/Documentation/Functional.Warehouse.html index e8009f050..de1d6afbc 100644 --- a/Documentation/Functional.Warehouse.html +++ b/Documentation/Functional.Warehouse.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
+
+ +

+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Functional.ZoneCaptureCoalition.html b/Documentation/Functional.ZoneCaptureCoalition.html index e898cf8a1..50f349d18 100644 --- a/Documentation/Functional.ZoneCaptureCoalition.html +++ b/Documentation/Functional.ZoneCaptureCoalition.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
+
+ +

+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Functional.ZoneGoal.html b/Documentation/Functional.ZoneGoal.html index 63f86c02f..3cce35371 100644 --- a/Documentation/Functional.ZoneGoal.html +++ b/Documentation/Functional.ZoneGoal.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
+
+ +

+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Functional.ZoneGoalCargo.html b/Documentation/Functional.ZoneGoalCargo.html index 36c481c3b..185f439ad 100644 --- a/Documentation/Functional.ZoneGoalCargo.html +++ b/Documentation/Functional.ZoneGoalCargo.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
+
+ +

+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Functional.ZoneGoalCoalition.html b/Documentation/Functional.ZoneGoalCoalition.html index 90e44b32c..4a81954c5 100644 --- a/Documentation/Functional.ZoneGoalCoalition.html +++ b/Documentation/Functional.ZoneGoalCoalition.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
+
+ +

+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Ops.ATIS.html b/Documentation/Ops.ATIS.html index 06b1eb5f9..4ea4a8a4e 100644 --- a/Documentation/Ops.ATIS.html +++ b/Documentation/Ops.ATIS.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
+
+ +

+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Ops.Airboss.html b/Documentation/Ops.Airboss.html index 3cf428333..16051a465 100644 --- a/Documentation/Ops.Airboss.html +++ b/Documentation/Ops.Airboss.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
+
+ +

+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

@@ -40882,9 +40893,6 @@ When moose is loading dynamically (for moose class development), tracing is swit - -

Set current case.

- @@ -40948,6 +40956,20 @@ When moose is loading dynamically (for moose class development), tracing is swit
+AIRBOSS.PlayerData.flag + + + + +

Also decrease flag for section members of flight.

+ +
+ + +
+
+ + AIRBOSS.PlayerData.grade @@ -41123,9 +41145,6 @@ When moose is loading dynamically (for moose class development), tracing is swit - -

Set Stable Hover

-
@@ -41159,9 +41178,6 @@ When moose is loading dynamically (for moose class development), tracing is swit - -

Set new time stamp.

- diff --git a/Documentation/Ops.CSAR.html b/Documentation/Ops.CSAR.html index ca8f73b46..0bfa4d19a 100644 --- a/Documentation/Ops.CSAR.html +++ b/Documentation/Ops.CSAR.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
+
+ +

+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

@@ -2688,6 +2699,12 @@ Dropped troop noMessage and forcedesc parameters aren't saved.

CSAR.inTransitGroups

+ + + +

CSAR.index

+ + @@ -4458,7 +4475,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- Core.Point#COORDINATE + CSAR.coordinate @@ -4575,25 +4592,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #table + CSAR.downedPilots - -

Replacement woundedGroups

- -
- -
-
-
- - #number -CSAR.downedpilotcounter - - -
@@ -4717,6 +4720,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

contain a table for each SAR with all units he has with the original names

+
+ +
+
+
+ + +CSAR.index + + +
@@ -4925,20 +4939,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -
-
- - #number -CSAR.rescuedpilots - - - - -

counter for saved pilots

- -
-
@@ -4964,20 +4964,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
-
-
-
- - #number -CSAR.rescues - - - - -

counter for successful rescue landings at FARP/AFB/MASH

- -
-
@@ -10604,7 +10590,7 @@ callsigns from playername or group name.

- Core.Point#COORDINATE + CSAR.coordinate @@ -10721,25 +10707,11 @@ callsigns from playername or group name.

- #table + CSAR.downedPilots - -

Replacement woundedGroups

- -
- -
-
-
- - #number -CSAR.downedpilotcounter - - -
@@ -10863,6 +10835,17 @@ callsigns from playername or group name.

contain a table for each SAR with all units he has with the original names

+
+ +
+
+
+ + +CSAR.index + + +
@@ -11071,20 +11054,6 @@ callsigns from playername or group name.

-
-
-
- - #number -CSAR.rescuedpilots - - - - -

counter for saved pilots

- -
-
@@ -11110,20 +11079,6 @@ callsigns from playername or group name.

-
-
-
- - #number -CSAR.rescues - - - - -

counter for successful rescue landings at FARP/AFB/MASH

- -
-
@@ -13146,7 +13101,7 @@ callsigns from playername or group name.

- Core.Point#COORDINATE + CSAR.coordinate @@ -13263,25 +13218,11 @@ callsigns from playername or group name.

- #table + CSAR.downedPilots - -

Replacement woundedGroups

- -
- -
-
-
- - #number -CSAR.downedpilotcounter - - -
@@ -13405,6 +13346,17 @@ callsigns from playername or group name.

contain a table for each SAR with all units he has with the original names

+
+ +
+
+
+ + +CSAR.index + + +
@@ -13613,20 +13565,6 @@ callsigns from playername or group name.

-
-
-
- - #number -CSAR.rescuedpilots - - - - -

counter for saved pilots

- -
-
@@ -13652,20 +13590,6 @@ callsigns from playername or group name.

-
-
-
- - #number -CSAR.rescues - - - - -

counter for successful rescue landings at FARP/AFB/MASH

- -
-
diff --git a/Documentation/Ops.CTLD.html b/Documentation/Ops.CTLD.html index 78e11dfe2..a3e4db41c 100644 --- a/Documentation/Ops.CTLD.html +++ b/Documentation/Ops.CTLD.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+
+ +
+
+ +

+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

@@ -7800,6 +7811,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Field(s)

+
+
+ + #number +CTLD.CargoCounter + + + +
+ +
@@ -7855,6 +7877,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Name of the class.

+
+ +
+
+
+ + #number +CTLD.CrateCounter + + +
@@ -7875,7 +7908,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #table CTLD.CtldUnits @@ -7897,7 +7930,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #table CTLD.DroppedTroops @@ -7922,11 +7955,28 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
+ #number +CTLD.Engineers + + + +

use as counter

+ +
+ +
+
+
+ + #table CTLD.EngineersInField + +

holds #CTLD_ENGINEERING objects

+
@@ -7958,7 +8008,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #table CTLD.FreeFMFrequencies @@ -7980,7 +8030,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #table + CTLD.FreeVHFFrequencies @@ -8069,11 +8119,14 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #table CTLD.PilotGroups + +

tables

+
@@ -8102,14 +8155,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #string CTLD.RadioPath - -

Folderpath.

-
@@ -8171,6 +8221,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau +
+ +
+
+
+ + #number +CTLD.TroopCounter + + +
@@ -8351,6 +8412,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

#1570

+
+ +
+
+
+ + #table +CTLD.droppedBeacons + + +
@@ -8607,7 +8679,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -

noob catch

+

time to repairor build a unit/group

@@ -8695,7 +8767,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #number CTLD.troopdropzoneradius @@ -18183,6 +18255,17 @@ However, if you create a new folder inside the miz file, which contains the soun

Field(s)

+
+
+ + #number +CTLD.CargoCounter + + + +
+ +
@@ -18238,6 +18321,17 @@ However, if you create a new folder inside the miz file, which contains the soun

Name of the class.

+
+ +
+
+
+ + #number +CTLD.CrateCounter + + +
@@ -18258,7 +18352,7 @@ However, if you create a new folder inside the miz file, which contains the soun
- + #table CTLD.CtldUnits @@ -18280,7 +18374,7 @@ However, if you create a new folder inside the miz file, which contains the soun
- + #table CTLD.DroppedTroops @@ -18305,11 +18399,28 @@ However, if you create a new folder inside the miz file, which contains the soun
+ #number +CTLD.Engineers + + + +

use as counter

+ +
+ +
+
+
+ + #table CTLD.EngineersInField + +

holds #CTLD_ENGINEERING objects

+
@@ -18341,7 +18452,7 @@ However, if you create a new folder inside the miz file, which contains the soun
- + #table CTLD.FreeFMFrequencies @@ -18363,7 +18474,7 @@ However, if you create a new folder inside the miz file, which contains the soun
- #table + CTLD.FreeVHFFrequencies @@ -18452,11 +18563,14 @@ However, if you create a new folder inside the miz file, which contains the soun
- + #table CTLD.PilotGroups + +

tables

+
@@ -18485,14 +18599,11 @@ However, if you create a new folder inside the miz file, which contains the soun
- + #string CTLD.RadioPath - -

Folderpath.

-
@@ -18554,6 +18665,17 @@ However, if you create a new folder inside the miz file, which contains the soun +
+ +
+
+
+ + #number +CTLD.TroopCounter + + +
@@ -18734,6 +18856,17 @@ However, if you create a new folder inside the miz file, which contains the soun

#1570

+
+ +
+
+
+ + #table +CTLD.droppedBeacons + + +
@@ -18990,7 +19123,7 @@ However, if you create a new folder inside the miz file, which contains the soun -

noob catch

+

time to repairor build a unit/group

@@ -19078,7 +19211,7 @@ However, if you create a new folder inside the miz file, which contains the soun
- + #number CTLD.troopdropzoneradius @@ -20600,6 +20733,17 @@ However, if you create a new folder inside the miz file, which contains the soun

Field(s)

+
+
+ + #number +CTLD.CargoCounter + + + +
+ +
@@ -20655,6 +20799,17 @@ However, if you create a new folder inside the miz file, which contains the soun

Name of the class.

+
+ +
+
+
+ + #number +CTLD.CrateCounter + + +
@@ -20675,7 +20830,7 @@ However, if you create a new folder inside the miz file, which contains the soun
- + #table CTLD.CtldUnits @@ -20697,7 +20852,7 @@ However, if you create a new folder inside the miz file, which contains the soun
- + #table CTLD.DroppedTroops @@ -20722,11 +20877,28 @@ However, if you create a new folder inside the miz file, which contains the soun
+ #number +CTLD.Engineers + + + +

use as counter

+ +
+ +
+
+
+ + #table CTLD.EngineersInField + +

holds #CTLD_ENGINEERING objects

+
@@ -20758,7 +20930,7 @@ However, if you create a new folder inside the miz file, which contains the soun
- + #table CTLD.FreeFMFrequencies @@ -20780,7 +20952,7 @@ However, if you create a new folder inside the miz file, which contains the soun
- #table + CTLD.FreeVHFFrequencies @@ -20869,11 +21041,14 @@ However, if you create a new folder inside the miz file, which contains the soun
- + #table CTLD.PilotGroups + +

tables

+
@@ -20902,14 +21077,11 @@ However, if you create a new folder inside the miz file, which contains the soun
- + #string CTLD.RadioPath - -

Folderpath.

-
@@ -20971,6 +21143,17 @@ However, if you create a new folder inside the miz file, which contains the soun +
+ +
+
+
+ + #number +CTLD.TroopCounter + + +
@@ -21151,6 +21334,17 @@ However, if you create a new folder inside the miz file, which contains the soun

#1570

+
+ +
+
+
+ + #table +CTLD.droppedBeacons + + +
@@ -21407,7 +21601,7 @@ However, if you create a new folder inside the miz file, which contains the soun -

noob catch

+

time to repairor build a unit/group

@@ -21495,7 +21689,7 @@ However, if you create a new folder inside the miz file, which contains the soun
- + #number CTLD.troopdropzoneradius @@ -25814,6 +26008,17 @@ When moose is loading dynamically (for moose class development), tracing is swit

Location (if set) where to get this cargo item.

+
+ +
+
+
+ + +CTLD_CARGO.Mark + + +
@@ -27018,6 +27223,17 @@ When moose is loading dynamically (for moose class development), tracing is swit

Location (if set) where to get this cargo item.

+
+ +
+
+
+ + +CTLD_CARGO.Mark + + +
@@ -34922,17 +35138,6 @@ When moose is loading dynamically (for moose class development), tracing is swit

template for a group of 10 paratroopers

-
- -
-
-
- - #number -CTLD_HERCULES.j - - -
@@ -36259,17 +36464,6 @@ Use either this method to integrate the Hercules **or** the one from the "normal

template for a group of 10 paratroopers

-
- -
-
-
- - #number -CTLD_HERCULES.j - - -
diff --git a/Documentation/Ops.RecoveryTanker.html b/Documentation/Ops.RecoveryTanker.html index d6125cde8..8576ee0d8 100644 --- a/Documentation/Ops.RecoveryTanker.html +++ b/Documentation/Ops.RecoveryTanker.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+
+
+
+
+ +

+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Ops.RescueHelo.html b/Documentation/Ops.RescueHelo.html index 144d65551..eb3211e11 100644 --- a/Documentation/Ops.RescueHelo.html +++ b/Documentation/Ops.RescueHelo.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+
+
+
+
+ +

+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Shapes.CUBE.html b/Documentation/Shapes.CUBE.html index 694af98b3..6ae19d80d 100644 --- a/Documentation/Shapes.CUBE.html +++ b/Documentation/Shapes.CUBE.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
+
+ +

+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Shapes.LINE.html b/Documentation/Shapes.LINE.html index e98aaca77..bf23f9904 100644 --- a/Documentation/Shapes.LINE.html +++ b/Documentation/Shapes.LINE.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
+
+ +

+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Shapes.OVAL.html b/Documentation/Shapes.OVAL.html index d773fea00..b97e69c1d 100644 --- a/Documentation/Shapes.OVAL.html +++ b/Documentation/Shapes.OVAL.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
+
+ +

+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Shapes.POLYGON.html b/Documentation/Shapes.POLYGON.html index 5b710be99..86003af4c 100644 --- a/Documentation/Shapes.POLYGON.html +++ b/Documentation/Shapes.POLYGON.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
+
+ +

+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Shapes.SHAPE_BASE.html b/Documentation/Shapes.SHAPE_BASE.html index e38c9de72..a8332397b 100644 --- a/Documentation/Shapes.SHAPE_BASE.html +++ b/Documentation/Shapes.SHAPE_BASE.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
+
+ +

+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Shapes.TRIANGLE.html b/Documentation/Shapes.TRIANGLE.html index 2675d0acf..d312adfb1 100644 --- a/Documentation/Shapes.TRIANGLE.html +++ b/Documentation/Shapes.TRIANGLE.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
+
+ +

+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Sound.Radio.html b/Documentation/Sound.Radio.html index febecc27d..ad20a211e 100644 --- a/Documentation/Sound.Radio.html +++ b/Documentation/Sound.Radio.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
+
+ +

+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Sound.RadioQueue.html b/Documentation/Sound.RadioQueue.html index 67c24b0de..ed8bda33e 100644 --- a/Documentation/Sound.RadioQueue.html +++ b/Documentation/Sound.RadioQueue.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
+
+ +

+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Sound.RadioSpeech.html b/Documentation/Sound.RadioSpeech.html index 4831695f2..416f72a12 100644 --- a/Documentation/Sound.RadioSpeech.html +++ b/Documentation/Sound.RadioSpeech.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
+
+ +

+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Sound.SRS.html b/Documentation/Sound.SRS.html index 0fb760ac9..51bd52af1 100644 --- a/Documentation/Sound.SRS.html +++ b/Documentation/Sound.SRS.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
+
+ +

+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Sound.SoundOutput.html b/Documentation/Sound.SoundOutput.html index 230619a3f..4427fe8da 100644 --- a/Documentation/Sound.SoundOutput.html +++ b/Documentation/Sound.SoundOutput.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
+
+ +

+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Sound.UserSound.html b/Documentation/Sound.UserSound.html index 989400c14..a095b4f9f 100644 --- a/Documentation/Sound.UserSound.html +++ b/Documentation/Sound.UserSound.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
+
+ +

+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Tasking.CommandCenter.html b/Documentation/Tasking.CommandCenter.html index 9359309b6..eb51b12a1 100644 --- a/Documentation/Tasking.CommandCenter.html +++ b/Documentation/Tasking.CommandCenter.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
+
+ +

+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Tasking.DetectionManager.html b/Documentation/Tasking.DetectionManager.html index 60505d628..a8ba58101 100644 --- a/Documentation/Tasking.DetectionManager.html +++ b/Documentation/Tasking.DetectionManager.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
+
+ +

+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Tasking.Mission.html b/Documentation/Tasking.Mission.html index 6001de6a6..47e3c0f30 100644 --- a/Documentation/Tasking.Mission.html +++ b/Documentation/Tasking.Mission.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
+
+ +

+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Tasking.Task.html b/Documentation/Tasking.Task.html index 94ab47126..6c1a15cbf 100644 --- a/Documentation/Tasking.Task.html +++ b/Documentation/Tasking.Task.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
+
+ +

+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

@@ -3021,17 +3032,6 @@ but can separately be modified later in your mission using the - - - -
-
@@ -7668,17 +7668,6 @@ If the Unit is part of the Task, true is returned.

- - - -
-
diff --git a/Documentation/Tasking.TaskInfo.html b/Documentation/Tasking.TaskInfo.html index 71b5ae2d0..f2ef62256 100644 --- a/Documentation/Tasking.TaskInfo.html +++ b/Documentation/Tasking.TaskInfo.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
+
+ +

+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Tasking.Task_A2A.html b/Documentation/Tasking.Task_A2A.html index e60383b6f..6307b8f92 100644 --- a/Documentation/Tasking.Task_A2A.html +++ b/Documentation/Tasking.Task_A2A.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
+
+ +

+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Tasking.Task_A2A_Dispatcher.html b/Documentation/Tasking.Task_A2A_Dispatcher.html index a2e565ca2..905c8b9c7 100644 --- a/Documentation/Tasking.Task_A2A_Dispatcher.html +++ b/Documentation/Tasking.Task_A2A_Dispatcher.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
+
+ +

+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Tasking.Task_A2G.html b/Documentation/Tasking.Task_A2G.html index 3ee50f7ea..14a192cf9 100644 --- a/Documentation/Tasking.Task_A2G.html +++ b/Documentation/Tasking.Task_A2G.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
+
+ +

+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Tasking.Task_A2G_Dispatcher.html b/Documentation/Tasking.Task_A2G_Dispatcher.html index c0d98b66f..d721f64a2 100644 --- a/Documentation/Tasking.Task_A2G_Dispatcher.html +++ b/Documentation/Tasking.Task_A2G_Dispatcher.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
+
+ +

+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Tasking.Task_CARGO.html b/Documentation/Tasking.Task_CARGO.html index 30b34615e..04b78a590 100644 --- a/Documentation/Tasking.Task_CARGO.html +++ b/Documentation/Tasking.Task_CARGO.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
+
+ +

+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

@@ -3361,7 +3372,7 @@ based on the tasking capabilities defined in
- #number + TASK_CARGO.CargoLimit @@ -4783,7 +4794,7 @@ based on the tasking capabilities defined in
- #number + TASK_CARGO.CargoLimit @@ -9315,7 +9326,7 @@ If the Unit is part of the Task, true is returned.

- #number + TASK_CARGO.CargoLimit diff --git a/Documentation/Tasking.Task_Capture_Dispatcher.html b/Documentation/Tasking.Task_Capture_Dispatcher.html index 6d2bb4b5e..c77f8809c 100644 --- a/Documentation/Tasking.Task_Capture_Dispatcher.html +++ b/Documentation/Tasking.Task_Capture_Dispatcher.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+
+
+
+
+ +

+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Tasking.Task_Capture_Zone.html b/Documentation/Tasking.Task_Capture_Zone.html index 3d366520d..62d2c1753 100644 --- a/Documentation/Tasking.Task_Capture_Zone.html +++ b/Documentation/Tasking.Task_Capture_Zone.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
+
+ +

+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Tasking.Task_Cargo_CSAR.html b/Documentation/Tasking.Task_Cargo_CSAR.html index 60c66899a..0665512ec 100644 --- a/Documentation/Tasking.Task_Cargo_CSAR.html +++ b/Documentation/Tasking.Task_Cargo_CSAR.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
+
+ +

+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Tasking.Task_Cargo_Dispatcher.html b/Documentation/Tasking.Task_Cargo_Dispatcher.html index 8c362f744..fa5266073 100644 --- a/Documentation/Tasking.Task_Cargo_Dispatcher.html +++ b/Documentation/Tasking.Task_Cargo_Dispatcher.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
+
+ +

+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

@@ -3302,6 +3313,61 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Field(s)

+
+ + +
+
+ + +
+
+ + +
+
+
+ + #boolean +TASK_CARGO_DISPATCHER.CSARTasks + + + +
+ +
+
+
+ + #number +TASK_CARGO_DISPATCHER.CountCSAR + + + +
+ +
@@ -4397,6 +4463,61 @@ This method can only be used once!

Field(s)

+
+ + +
+
+ + +
+
+ + +
+
+
+ + #boolean +TASK_CARGO_DISPATCHER.CSARTasks + + + +
+ +
+
+
+ + #number +TASK_CARGO_DISPATCHER.CountCSAR + + + +
+ +
@@ -5244,6 +5365,61 @@ This method can only be used once!

Field(s)

+ + + +
+
+ + #boolean +TASK_CARGO_DISPATCHER.CSARTasks + + + +
+ +
+
+
+ + #number +TASK_CARGO_DISPATCHER.CountCSAR + + + +
+ +
@@ -6722,6 +6898,61 @@ This method can only be used once!

Field(s)

+ + + +
+
+ + #boolean +TASK_CARGO_DISPATCHER.CSARTasks + + + +
+ +
+
+
+ + #number +TASK_CARGO_DISPATCHER.CountCSAR + + + +
+ +
diff --git a/Documentation/Tasking.Task_Cargo_Transport.html b/Documentation/Tasking.Task_Cargo_Transport.html index 214433773..98a7dddf7 100644 --- a/Documentation/Tasking.Task_Cargo_Transport.html +++ b/Documentation/Tasking.Task_Cargo_Transport.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+
+
+
+
+ +

+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Tasking.Task_Manager.html b/Documentation/Tasking.Task_Manager.html index 53a4248f3..7230bccfc 100644 --- a/Documentation/Tasking.Task_Manager.html +++ b/Documentation/Tasking.Task_Manager.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+
+
+
+
+ +

+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Utilities.Enums.html b/Documentation/Utilities.Enums.html index 98e97cd73..c252b228f 100644 --- a/Documentation/Utilities.Enums.html +++ b/Documentation/Utilities.Enums.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+
+ +
+
+ +

+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Utilities.FiFo.html b/Documentation/Utilities.FiFo.html index 01e8de1ec..2b6dedd26 100644 --- a/Documentation/Utilities.FiFo.html +++ b/Documentation/Utilities.FiFo.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
+
+ +

+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Utilities.Profiler.html b/Documentation/Utilities.Profiler.html index 3628472cd..801b64851 100644 --- a/Documentation/Utilities.Profiler.html +++ b/Documentation/Utilities.Profiler.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
+
+ +

+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Utilities.STTS.html b/Documentation/Utilities.STTS.html index a97fa6a17..32f3d0b71 100644 --- a/Documentation/Utilities.STTS.html +++ b/Documentation/Utilities.STTS.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
+
+ +

+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Utilities.Socket.html b/Documentation/Utilities.Socket.html index 3f4adb4cd..7da7a227e 100644 --- a/Documentation/Utilities.Socket.html +++ b/Documentation/Utilities.Socket.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
+
+ +

+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Utilities.Templates.html b/Documentation/Utilities.Templates.html index 2d8cef056..0ff072374 100644 --- a/Documentation/Utilities.Templates.html +++ b/Documentation/Utilities.Templates.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
+
+ +

+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Utilities.Utils.html b/Documentation/Utilities.Utils.html index ecd1db995..6630efe70 100644 --- a/Documentation/Utilities.Utils.html +++ b/Documentation/Utilities.Utils.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
+
+ +

+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Wrapper.Airbase.html b/Documentation/Wrapper.Airbase.html index 12b62eb2d..4b28a12ec 100644 --- a/Documentation/Wrapper.Airbase.html +++ b/Documentation/Wrapper.Airbase.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
+
+ +

+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Wrapper.Client.html b/Documentation/Wrapper.Client.html index 8ec273829..ab74a66bc 100644 --- a/Documentation/Wrapper.Client.html +++ b/Documentation/Wrapper.Client.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

+

+ + +
+
+ +

+

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Wrapper.Controllable.html b/Documentation/Wrapper.Controllable.html index f443e296d..c24f0b94c 100644 --- a/Documentation/Wrapper.Controllable.html +++ b/Documentation/Wrapper.Controllable.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

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Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Wrapper.Group.html b/Documentation/Wrapper.Group.html index 4b106351c..8e8424f08 100644 --- a/Documentation/Wrapper.Group.html +++ b/Documentation/Wrapper.Group.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

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Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Wrapper.Identifiable.html b/Documentation/Wrapper.Identifiable.html index a07782d76..ce58d9b19 100644 --- a/Documentation/Wrapper.Identifiable.html +++ b/Documentation/Wrapper.Identifiable.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

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Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Wrapper.Marker.html b/Documentation/Wrapper.Marker.html index 8aa820957..a27fdb4f2 100644 --- a/Documentation/Wrapper.Marker.html +++ b/Documentation/Wrapper.Marker.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

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Functional - Manage and track client slots easily to add your own client-based menus and modules to.

@@ -3111,6 +3122,28 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Coordinate of the mark.

+ + + +
+
+ + +MARKER.groupid + + + +
+ +
+
+
+ + +MARKER.groupname + + +
@@ -3195,7 +3228,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
#boolean -MARKER.toall +MARKER.togroup @@ -5228,6 +5261,28 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Coordinate of the mark.

+
+ + +
+
+ + +MARKER.groupid + + + +
+ +
+
+
+ + +MARKER.groupname + + +
@@ -5312,7 +5367,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
#boolean -MARKER.toall +MARKER.togroup @@ -6816,6 +6871,28 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Coordinate of the mark.

+
+ + +
+
+ + +MARKER.groupid + + + +
+ +
+
+
+ + +MARKER.groupname + + +
@@ -6900,7 +6977,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
#boolean -MARKER.toall +MARKER.togroup diff --git a/Documentation/Wrapper.Net.html b/Documentation/Wrapper.Net.html index fbb518049..1ca935312 100644 --- a/Documentation/Wrapper.Net.html +++ b/Documentation/Wrapper.Net.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

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Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Wrapper.Object.html b/Documentation/Wrapper.Object.html index fd9b94633..b1c0a539c 100644 --- a/Documentation/Wrapper.Object.html +++ b/Documentation/Wrapper.Object.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

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Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Wrapper.Positionable.html b/Documentation/Wrapper.Positionable.html index 3319b5673..ec53f4090 100644 --- a/Documentation/Wrapper.Positionable.html +++ b/Documentation/Wrapper.Positionable.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

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+ + +
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Functional - Manage and track client slots easily to add your own client-based menus and modules to.

@@ -3827,6 +3838,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + + + +
+
@@ -7861,6 +7883,17 @@ Coordinates are dependent on the position of the maps origin.

+ + + +
+
@@ -8447,6 +8480,17 @@ If the Identifiable is alive, true is returned.

+ + + +
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@@ -8634,6 +8678,17 @@ If the Identifiable is alive, true is returned.

+ + + +
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diff --git a/Documentation/Wrapper.Scenery.html b/Documentation/Wrapper.Scenery.html index 5c8099300..0c3c4efa9 100644 --- a/Documentation/Wrapper.Scenery.html +++ b/Documentation/Wrapper.Scenery.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

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Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Wrapper.Static.html b/Documentation/Wrapper.Static.html index 374cd0cb3..0c37b4c96 100644 --- a/Documentation/Wrapper.Static.html +++ b/Documentation/Wrapper.Static.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

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Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Wrapper.Storage.html b/Documentation/Wrapper.Storage.html index 75d065427..f8a9b335c 100644 --- a/Documentation/Wrapper.Storage.html +++ b/Documentation/Wrapper.Storage.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

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Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Wrapper.Unit.html b/Documentation/Wrapper.Unit.html index 176ae7403..3ea1988d2 100644 --- a/Documentation/Wrapper.Unit.html +++ b/Documentation/Wrapper.Unit.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

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Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/Wrapper.Weapon.html b/Documentation/Wrapper.Weapon.html index 043974fef..9f8c0c60a 100644 --- a/Documentation/Wrapper.Weapon.html +++ b/Documentation/Wrapper.Weapon.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

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Functional - Manage and track client slots easily to add your own client-based menus and modules to.

diff --git a/Documentation/index.html b/Documentation/index.html index acd55aaeb..453e8ca80 100644 --- a/Documentation/index.html +++ b/Documentation/index.html @@ -832,6 +832,17 @@

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

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Functional - Manage and track client slots easily to add your own client-based menus and modules to.

@@ -2557,6 +2568,18 @@

Functional.CleanUp

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

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+ + + +
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+ Image +
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Functional - Manage and track client slots easily to add your own client-based menus and modules to.