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MooseBotter
2024-03-02 14:10:28 +00:00
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@@ -1625,7 +1625,7 @@
<h2>Additional Material:</h2>
<ul>
<li><strong>Demo Missions:</strong> <a href="https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Wrapper/Weapon">GitHub</a></li>
<li><strong>Demo Missions:</strong> <a href="https://github.com/FlightControl-Master/MOOSE_Demos/tree/master/Wrapper/Weapon">GitHub</a></li>
<li><strong>YouTube videos:</strong> None</li>
<li><strong>Guides:</strong> None</li>
</ul>
@@ -1704,7 +1704,7 @@ The impact point can be accessed with the <a href="##(WEAPON).GetImpactVec3">WEA
<h1>Target</h1>
<p>If the weapon has a specific target, you can get it with the <a href="##(WEAPON).GetTarget">WEAPON.GetTarget</a> function. Note that the object, which is returned can vary. Normally, it is a UNIT
<p>If the weapon has a specific target, you can get it with the <a href="##(WEAPON).GetTarget">WEAPON.GetTarget</a> function. Note that the object, which is returned can vary. Normally, it is a UNIT
but it could also be a STATIC object.</p>
<p>Also note that the weapon does not always have a target, it can loose a target and re-aquire it and the target might change to another unit.</p>
@@ -1717,7 +1717,7 @@ but it could also be a STATIC object.</p>
<p>The category (bomb, rocket, missile, shell, torpedo) of the weapon can be retrieved with the <a href="##(WEAPON).GetCategory">WEAPON.GetCategory</a> function.</p>
<p>You can check if the weapon is a </p>
<p>You can check if the weapon is a</p>
<ul>
<li>bomb with <a href="##(WEAPON).IsBomb">WEAPON.IsBomb</a></li>
@@ -4082,7 +4082,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
</div>
<div class="w3-half">
<p>Coalition ID. </p>
<p>Coalition ID.</p>
</div>
</div>
@@ -4112,7 +4112,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
</div>
<div class="w3-half">
<p>Country ID. </p>
<p>Country ID.</p>
</div>
</div>
@@ -4142,7 +4142,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
</div>
<div class="w3-half">
<p>The weapon object. </p>
<p>The weapon object.</p>
</div>
</div>
@@ -4627,7 +4627,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
</div>
<div class="w3-half">
<p>The type name. </p>
<p>The type name.</p>
</div>
</div>
@@ -5112,7 +5112,7 @@ myweapon:Track()
<p>Set callback function when weapon is tracked and still alive.</p>
<p>The first argument will be the WEAPON object.
<p>The first argument will be the WEAPON object.
Note that this can be called many times per second. So be careful for performance reasons.</p>
<div id= "#Functions##SetFuncTrack" class="w3-show w3-white">
@@ -5367,8 +5367,8 @@ Note that this can be called many times per second. So be careful for performanc
<p>Start tracking the weapon until it impacts or is destroyed otherwise.</p>
<p>The position of the weapon is monitored in small time steps. Once the position cannot be determined anymore, the monitoring is stopped and the last known position is
the (approximate) impact point. Of course, the smaller the time step, the better the position can be determined. However, this can hit the performance as many
<p>The position of the weapon is monitored in small time steps. Once the position cannot be determined anymore, the monitoring is stopped and the last known position is
the (approximate) impact point. Of course, the smaller the time step, the better the position can be determined. However, this can hit the performance as many
calculations per second need to be carried out.</p>
<div id= "#Functions##StartTrack" class="w3-show w3-white">