diff --git a/Documentation/AI.AI_Cargo_Airplane.html b/Documentation/AI.AI_Cargo_Airplane.html index 144d9b6fe..6b0502921 100644 --- a/Documentation/AI.AI_Cargo_Airplane.html +++ b/Documentation/AI.AI_Cargo_Airplane.html @@ -2541,6 +2541,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
Aircraft is on a depoly mission.
+Aircraft is on a depoly mission.
+Aircraft is on a depoly mission.
+Aircraft is on a depoly mission.
+This table contains the targets detected during patrol.
+ @@ -6304,6 +6307,9 @@ Note that this method is required, as triggers the next route when patrolling fo + +This table contains the targets detected during patrol.
+ @@ -7048,6 +7054,9 @@ Note that this method is required, as triggers the next route when patrolling fo + +This table contains the targets detected during patrol.
+ @@ -8685,6 +8694,9 @@ Note that this method is required, as triggers the next route when patrolling fo + +This table contains the targets detected during patrol.
+ diff --git a/Documentation/Cargo.CargoCrate.html b/Documentation/Cargo.CargoCrate.html index 2e0ac09d3..d7102e2eb 100644 --- a/Documentation/Cargo.CargoCrate.html +++ b/Documentation/Cargo.CargoCrate.html @@ -1669,6 +1669,17 @@ Controls a network of short range air/missile defense groups.self.CargoObject:Destroy()
- -Then we register the new group in the database
+self.CargoObject:Destroy()
- -Then we register the new group in the database
+Set cargo object.
-Set cargo object.
-Small smoke at the coordinate.
+Circle to all.
Checks if the surface type is water.
+COORDINATE:LineToAll(Endpoint, Coalition, LineType, Color, Alpha, ReadOnly, Text)
Line to all.
Small smoke at the coordinate.
+Circle to all.
Checks if the surface type is water.
+POINT_VEC2:LineToAll(Endpoint, Coalition, LineType, Color, Alpha, ReadOnly, Text)
Line to all.
Circle to all.
+ + +Creates a circle on the map with a given radius, color, fill color, and outline.
+ +COORDINATE
++ #COORDINATE + Center +
+COORDIANTE of the center of the circle.
+ ++ #numberr + Radius +
+Radius in meters. Default 1000 m.
+ ++ #number + Coalition +
+Coalition: All=-1, Neutral=0, Red=1, Blue=2. Default -1=All.
+ ++ #number + LineType +
+Line type: 0=No line, 1=Solid, 2=Dashed, 3=Dotted, 4=Dot dash, 5=Long dash, 6=Two dash. Default 1=Solid.
+ ++ #table + Color +
+RGB color table {r, g, b}, e.g. {1,0,0} for red (default).
+ ++ #number + Alpha +
+Transparency [0,1]. Default 1.
+ ++ #table + FillColor +
+RGB color table {r, g, b}, e.g. {1,0,0} for red (default).
+ ++ #number + FillAlpha +
+Transparency [0,1]. Default 0.5.
+ ++ #boolean + ReadOnly +
+(Optional) Mark is readonly and cannot be removed by users. Default false.
+ ++ #string + Text +
+(Optional) Text displayed when mark is added. Default none.
+ +#number:
+The resulting Mark ID which is a number.
+ +Line to all.
+ + +Creates a line on the F10 map from one point to another.
+ +COORDINATE
++ #COORDINATE + Endpoint +
+COORDIANTE to where the line is drawn.
+ ++ #number + Coalition +
+Coalition: All=-1, Neutral=0, Red=1, Blue=2. Default -1=All.
+ ++ #number + LineType +
+Line type: 0=No line, 1=Solid, 2=Dashed, 3=Dotted, 4=Dot dash, 5=Long dash, 6=Two dash. Default 1=Solid.
+ ++ #table + Color +
+RGB color table {r, g, b}, e.g. {1,0,0} for red (default).
+ ++ #number + Alpha +
+Transparency [0,1]. Default 1.
+ ++ #boolean + ReadOnly +
+(Optional) Mark is readonly and cannot be removed by users. Default false.
+ ++ #string + Text +
+(Optional) Text displayed when mark is added. Default none.
+ +#number:
+The resulting Mark ID which is a number.
+ +Circle to all.
+ + +Creates a circle on the map with a given radius, color, fill color, and outline.
+ ++ #COORDINATE + Center +
+COORDIANTE of the center of the circle.
+ ++ #numberr + Radius +
+Radius in meters. Default 1000 m.
+ ++ #number + Coalition +
+Coalition: All=-1, Neutral=0, Red=1, Blue=2. Default -1=All.
+ ++ #number + LineType +
+Line type: 0=No line, 1=Solid, 2=Dashed, 3=Dotted, 4=Dot dash, 5=Long dash, 6=Two dash. Default 1=Solid.
+ ++ #table + Color +
+RGB color table {r, g, b}, e.g. {1,0,0} for red (default).
+ ++ #number + Alpha +
+Transparency [0,1]. Default 1.
+ ++ #table + FillColor +
+RGB color table {r, g, b}, e.g. {1,0,0} for red (default).
+ ++ #number + FillAlpha +
+Transparency [0,1]. Default 0.5.
+ ++ #boolean + ReadOnly +
+(Optional) Mark is readonly and cannot be removed by users. Default false.
+ ++ #string + Text +
+(Optional) Text displayed when mark is added. Default none.
+ +#number:
+The resulting Mark ID which is a number.
+ +Line to all.
+ + +Creates a line on the F10 map from one point to another.
+ ++ #COORDINATE + Endpoint +
+COORDIANTE to where the line is drawn.
+ ++ #number + Coalition +
+Coalition: All=-1, Neutral=0, Red=1, Blue=2. Default -1=All.
+ ++ #number + LineType +
+Line type: 0=No line, 1=Solid, 2=Dashed, 3=Dotted, 4=Dot dash, 5=Long dash, 6=Two dash. Default 1=Solid.
+ ++ #table + Color +
+RGB color table {r, g, b}, e.g. {1,0,0} for red (default).
+ ++ #number + Alpha +
+Transparency [0,1]. Default 1.
+ ++ #boolean + ReadOnly +
+(Optional) Mark is readonly and cannot be removed by users. Default false.
+ ++ #string + Text +
+(Optional) Text displayed when mark is added. Default none.
+ +#number:
+The resulting Mark ID which is a number.
+ +SPAWN:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)
When working in UnControlled mode, all planes are Spawned in UnControlled mode before the scheduler starts.
- - - -Global Spot |
+ + + | +
Destroys the group and all of its units.
+GROUND - Switch on/off radar emissions
Orientation component of vector pointing North.
+| Fields and Methods inherited from Spot | +Description | +
|---|---|
| + |
+ enum that stores spot categories. + |
+
| + |
+ Creates an infrared ray emanating from the given object to a point in 3d space. + |
+
| + |
+ Creates a laser ray emanating from the given object to a point in 3d space. + |
+
| + |
+ Destroys the spot. + |
+
| + |
+ Gets the category of the spot (laser or IR). + |
+
| + |
+ Returns the number that is used to define the laser code for which laser designation can track. + |
+
| + |
+ Returns a vec3 table of the x, y, and z coordinates for the position of the given object in 3D space. + |
+
| + |
+ Sets the number that is used to define the laser code for which laser designation can track. + |
+
| + |
+ Sets the destination point from which the source of the spot is drawn toward. + |
+
| Fields and Methods inherited from Spot.Category | +Description | +
|---|---|
| + | + + | +
| + | + |
GROUND - Switch on/off radar emissions
GROUND - Switch on/off radar emissions
+ +Group
++ #boolean + switch +
+Orientation component of vector pointing North.
+ + + +DCS Class Spot +Represents a spot from laser or IR-pointer.
+ +Creates an infrared ray emanating from the given object to a point in 3d space.
+ + +Can be seen with night vision goggles.
+ +Spot
++ DCS#Object + Source +
+Source position of the IR ray.
+ ++ DCS#Vec3 + LocalRef +
+An optional 3D offset for the source.
+ ++ DCS#Vec3 + Vec3 +
+Target coordinate where the ray is pointing at.
+ +Creates a laser ray emanating from the given object to a point in 3d space.
+ +Spot
++ DCS#Object + Source +
+The source object of the laser.
+ ++ DCS#Vec3 + LocalRef +
+An optional 3D offset for the source.
+ ++ DCS#Vec3 + Vec3 +
+Target coordinate where the ray is pointing at.
+ ++ #number + LaserCode +
+Any 4 digit number between 1111 and 1788.
+ +Gets the category of the spot (laser or IR).
+ +Spot
+#string:
+Category.
+ +Returns the number that is used to define the laser code for which laser designation can track.
+ +Spot
+#number:
+Code The laser code used.
+ +Returns a vec3 table of the x, y, and z coordinates for the position of the given object in 3D space.
+ + +Coordinates are dependent on the position of the maps origin.
+ +Spot
+Point in 3D, where the beam is pointing at.
+ +Sets the number that is used to define the laser code for which laser designation can track.
+ +Spot
++ #number + Code +
+The laser code. Default value is 1688.
+ +Sets the destination point from which the source of the spot is drawn toward.
+ +Spot
++ DCS#Vec3 + Vec3 +
+Point in 3D, where the beam is pointing at.
+ +Enum that stores spot categories.
+ +GROUND - Switch on/off radar emissions
+ +Unit
++ #boolean + switch +
+The #DETECTION_AREAS object for AWACS
- - - -The #DETECTION_AREAS object for AWACS
- - - -Contains the counter how many units are currently alive
- -Contains the counter how many units are currently alive
- -Type of terminal to be used when spawning at an airbase.
+RAT:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)
Type of terminal to be used when spawning at an airbase.
+ + + +Type of terminal to be used when spawning at an airbase.
+ + + +Set current case.
+Set case to that of lead.
@@ -38066,7 +38066,7 @@ BASE:TraceOnOff( false ) -Set stack flag.
+Also decrease flag for section members of flight.
@@ -38079,6 +38079,17 @@ BASE:TraceOnOff( false )Data table at each position in the groove. Elements are of type AIRBOSS.GrooveData.
+ + + +Make player section lead if he was not before.
- diff --git a/Documentation/Tasking.Task_A2A_Dispatcher.html b/Documentation/Tasking.Task_A2A_Dispatcher.html index 9e61c9bd5..b90d7de39 100644 --- a/Documentation/Tasking.Task_A2A_Dispatcher.html +++ b/Documentation/Tasking.Task_A2A_Dispatcher.html @@ -2734,7 +2734,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defauName of the class.
+Sets the passed group or unit objects radar emitters OFF.
+Sets the passed group or unit objects radar emitters ON.
Get the DCS unit object.
Returns true if the UNIT is in the air.
Reset the subscriptions.
+Sets the passed group or unit objects radar emitters on or off.
CLIENT:TaskFireAtPoint(Vec2, Radius, AmmoCount, WeaponType, Altitude, ASL)
(GROUND) Fire at a VEC2 point until ammunition is finished.
Alive2.
+Alive.
@@ -5236,7 +5254,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -Alive2.
+Alive.
@@ -5373,6 +5391,72 @@ When Moose is loaded statically, (as one file), tracing is switched off by defauSets the passed group or unit objects radar emitters OFF.
+ + +Can be used on sam sites for example to shut down the radar without setting AI off or changing the alarm state.
+ +Sets the passed group or unit objects radar emitters ON.
+ + +Can be used on sam sites for example to shut down the radar without setting AI off or changing the alarm state.
+ +Get the DCS unit object.
The Group of the Unit.
+The Group of the Unit or nil if the unit does not exist.
#nil:
-The DCS Unit is not existing or alive.
- -Returns true if the UNIT is in the air.
@@ -6636,6 +6712,20 @@ The spawn sequence number and unit number are contained within the name after th ++ #boolean + NoHeloCheck +
+If true, no additonal checks for helos are performed.
+ +Sets the passed group or unit objects radar emitters on or off.
+ + +Can be used on sam sites for example to shut down the radar without setting AI off or changing the alarm state.
+ ++ #boolean + Switch +
+If true or nil, emission is enabled. If false, emission is turned off.
self
+ +Alive2.
+Alive.
@@ -14224,7 +14361,7 @@ If the task is assigned to the controllable lead unit will be a FAC.(GROUND) Fire at a VEC2 point until ammunition is finished.
@@ -14286,6 +14423,32 @@ If the task is assigned to the controllable lead unit will be a FAC.(optional) Enum for weapon type ID. This value is only required if you want the group firing to use a specific weapon, for instance using the task on a ship to force it to fire guided missiles at targets within cannon range. See http://wiki.hoggit.us/view/DCS_enum_weapon_flag
++ #number + Altitude +
+(Optional) Altitude in meters.
+ ++ #number + ASL +
+Altitude is above mean sea level. Default is above ground level.
+Alive2.
+Alive.
@@ -19315,7 +19478,7 @@ Coordinates are dependent on the position of the maps origin. -Alive2.
+Alive.
@@ -19989,7 +20152,7 @@ If the Identifiable is alive, true is returned. -Alive2.
+Alive.
@@ -20269,7 +20432,7 @@ If the Identifiable is alive, true is returned. -Alive2.
+Alive.
diff --git a/Documentation/Wrapper.Controllable.html b/Documentation/Wrapper.Controllable.html index b1fef2f6a..d9acf60ed 100644 --- a/Documentation/Wrapper.Controllable.html +++ b/Documentation/Wrapper.Controllable.html @@ -2330,7 +2330,7 @@ The method CONTROLLABLE.SetTaskWaypoiCONTROLLABLE:TaskFireAtPoint(Vec2, Radius, AmmoCount, WeaponType)
CONTROLLABLE:TaskFireAtPoint(Vec2, Radius, AmmoCount, WeaponType, Altitude, ASL)
(GROUND) Fire at a VEC2 point until ammunition is finished.
(GROUND) Fire at a VEC2 point until ammunition is finished.
@@ -10523,6 +10523,32 @@ If the task is assigned to the controllable lead unit will be a FAC.(optional) Enum for weapon type ID. This value is only required if you want the group firing to use a specific weapon, for instance using the task on a ship to force it to fire guided missiles at targets within cannon range. See http://wiki.hoggit.us/view/DCS_enum_weapon_flag
++ #number + Altitude +
+(Optional) Altitude in meters.
+ ++ #number + ASL +
+Altitude is above mean sea level. Default is above ground level.
+Destroys the DCS Group and all of its DCS Units.
+GROUND - Switch on/off radar emissions
GROUP:TaskFireAtPoint(Vec2, Radius, AmmoCount, WeaponType, Altitude, ASL)
(GROUND) Fire at a VEC2 point until ammunition is finished.
GROUND - Switch on/off radar emissions
+ +GROUP
++ #boolean + switch +
+(GROUND) Fire at a VEC2 point until ammunition is finished.
@@ -15417,6 +15454,32 @@ If the task is assigned to the controllable lead unit will be a FAC.(optional) Enum for weapon type ID. This value is only required if you want the group firing to use a specific weapon, for instance using the task on a ship to force it to fire guided missiles at targets within cannon range. See http://wiki.hoggit.us/view/DCS_enum_weapon_flag
++ #number + Altitude +
+(Optional) Altitude in meters.
+ ++ #number + ASL +
+Altitude is above mean sea level. Default is above ground level.
+Coordinate of the mark.
+ + + +Coordinate of the mark.
+Coordinate of the mark.
+The UNIT class provides methods to obtain the current point or position of the DCS Unit. The UNIT.GetPointVec2(), UNIT.GetVec3() will obtain the current location of the DCS Unit in a Vec2 (2D) or a point in a Vec3 (3D) vector respectively. -If you want to obtain the complete 3D position including ori�ntation and direction vectors, consult the UNIT.GetPositionVec3() method respectively.
+If you want to obtain the complete 3D position including orientation and direction vectors, consult the UNIT.GetPositionVec3() method respectively.Name of the class.
+Sets the passed group or unit objects radar emitters OFF.
+Sets the passed group or unit objects radar emitters ON.
Get the DCS unit object.
Returns true if the UNIT is in the air.
Reset the subscriptions.
+Sets the passed group or unit objects radar emitters on or off.
UNIT:TaskFireAtPoint(Vec2, Radius, AmmoCount, WeaponType, Altitude, ASL)
(GROUND) Fire at a VEC2 point until ammunition is finished.
Sets the passed group or unit objects radar emitters OFF.
+ + +Can be used on sam sites for example to shut down the radar without setting AI off or changing the alarm state.
+ +Sets the passed group or unit objects radar emitters ON.
+ + +Can be used on sam sites for example to shut down the radar without setting AI off or changing the alarm state.
+ +Get the DCS unit object.
UNIT
The Group of the Unit.
+The Group of the Unit or nil if the unit does not exist.
#nil:
-The DCS Unit is not existing or alive.
- -Returns true if the UNIT is in the air.
@@ -5236,6 +5312,20 @@ The spawn sequence number and unit number are contained within the name after thUNIT
+ #boolean + NoHeloCheck +
+If true, no additonal checks for helos are performed.
+ +Sets the passed group or unit objects radar emitters on or off.
+ + +Can be used on sam sites for example to shut down the radar without setting AI off or changing the alarm state.
+ +UNIT
++ #boolean + Switch +
+If true or nil, emission is enabled. If false, emission is turned off.
self
+ +(GROUND) Fire at a VEC2 point until ammunition is finished.
@@ -12756,6 +12893,32 @@ If the task is assigned to the controllable lead unit will be a FAC.(optional) Enum for weapon type ID. This value is only required if you want the group firing to use a specific weapon, for instance using the task on a ship to force it to fire guided missiles at targets within cannon range. See http://wiki.hoggit.us/view/DCS_enum_weapon_flag
++ #number + Altitude +
+(Optional) Altitude in meters.
+ ++ #number + ASL +
+Altitude is above mean sea level. Default is above ground level.
+