MOOSE generated documentation [skip ci]

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Applevangelist 2021-12-20 12:06:00 +00:00
parent 1e732ea232
commit be8c95fcfd
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@ -4440,6 +4440,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<p> The Defender Default Settings over all Squadrons.</p> <p> The Defender Default Settings over all Squadrons.</p>
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
#number
<a id="#(AI_AIR_DISPATCHER).DefenderPatrolIndex" ><strong>AI_AIR_DISPATCHER.DefenderPatrolIndex</strong></a>
</div> </div>
</div> </div>
@ -9737,6 +9748,17 @@ multiplied by the Overhead and rounded up to the smallest integer. </p>
<p> The Defender Default Settings over all Squadrons.</p> <p> The Defender Default Settings over all Squadrons.</p>
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
#number
<a id="#(AI_AIR_DISPATCHER).DefenderPatrolIndex" ><strong>AI_AIR_DISPATCHER.DefenderPatrolIndex</strong></a>
</div> </div>
</div> </div>
@ -11054,6 +11076,17 @@ multiplied by the Overhead and rounded up to the smallest integer. </p>
<p> The Defender Default Settings over all Squadrons.</p> <p> The Defender Default Settings over all Squadrons.</p>
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
#number
<a id="#(AI_AIR_DISPATCHER).DefenderPatrolIndex" ><strong>AI_AIR_DISPATCHER.DefenderPatrolIndex</strong></a>
</div> </div>
</div> </div>
@ -12677,6 +12710,17 @@ multiplied by the Overhead and rounded up to the smallest integer. </p>
<p> The Defender Default Settings over all Squadrons.</p> <p> The Defender Default Settings over all Squadrons.</p>
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
#number
<a id="#(AI_AIR_DISPATCHER).DefenderPatrolIndex" ><strong>AI_AIR_DISPATCHER.DefenderPatrolIndex</strong></a>
</div> </div>
</div> </div>

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@ -2619,6 +2619,20 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<div class="w3-white" id="record_type"> <div class="w3-white" id="record_type">
<div class="fields w3-container w3-theme-l2"> <div class="fields w3-container w3-theme-l2">
<h2>Field(s)</h2> <h2>Field(s)</h2>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
<a id="#(AI_CARGO_AIRPLANE).Airbase" ><strong>AI_CARGO_AIRPLANE.Airbase</strong></a>
<p> Set destination airbase for next :Route() command.</p>
</div>
</div> </div>
<div> <div>
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
@ -2650,6 +2664,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<p> Aircraft is on a depoly mission.</p>
</div> </div>
</div> </div>
@ -4395,6 +4412,20 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<div class="fields w3-container w3-theme-l2"> <div class="fields w3-container w3-theme-l2">
<h2>Field(s)</h2> <h2>Field(s)</h2>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
<a id="#(AI_CARGO_AIRPLANE).Airbase" ><strong>AI_CARGO_AIRPLANE.Airbase</strong></a>
<p> Set destination airbase for next :Route() command.</p>
</div>
</div> </div>
<div> <div>
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
@ -4426,6 +4457,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<p> Aircraft is on a depoly mission.</p>
</div> </div>
</div> </div>
@ -5013,6 +5047,20 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<div class="fields w3-container w3-theme-l2"> <div class="fields w3-container w3-theme-l2">
<h2>Field(s)</h2> <h2>Field(s)</h2>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
<a id="#(AI_CARGO_AIRPLANE).Airbase" ><strong>AI_CARGO_AIRPLANE.Airbase</strong></a>
<p> Set destination airbase for next :Route() command.</p>
</div>
</div> </div>
<div> <div>
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
@ -5044,6 +5092,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<p> Aircraft is on a depoly mission.</p>
</div> </div>
</div> </div>
@ -6523,6 +6574,20 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<div class="fields w3-container w3-theme-l2"> <div class="fields w3-container w3-theme-l2">
<h2>Field(s)</h2> <h2>Field(s)</h2>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
<a id="#(AI_CARGO_AIRPLANE).Airbase" ><strong>AI_CARGO_AIRPLANE.Airbase</strong></a>
<p> Set destination airbase for next :Route() command.</p>
</div>
</div> </div>
<div> <div>
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
@ -6554,6 +6619,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<p> Aircraft is on a depoly mission.</p>
</div> </div>
</div> </div>

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@ -3136,9 +3136,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<p> This table contains the targets detected during patrol.</p>
</div> </div>
</div> </div>
@ -6386,9 +6383,6 @@ Note that this method is required, as triggers the next route when patrolling fo
<p> This table contains the targets detected during patrol.</p>
</div> </div>
</div> </div>
@ -7133,9 +7127,6 @@ Note that this method is required, as triggers the next route when patrolling fo
<p> This table contains the targets detected during patrol.</p>
</div> </div>
</div> </div>
@ -8772,9 +8763,6 @@ Note that this method is required, as triggers the next route when patrolling fo
<p> This table contains the targets detected during patrol.</p>
</div> </div>
</div> </div>

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@ -1820,20 +1820,6 @@ Controls a network of short range air/missile defense groups.</p>
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
<a id="#(CARGO_GROUP).CargoCarrier" ><strong>CARGO_GROUP.CargoCarrier</strong></a>
<p>self.CargoObject:Destroy()</p>
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
<a id="#(CARGO_GROUP).CargoGroup" ><strong>CARGO_GROUP.CargoGroup</strong></a> <a id="#(CARGO_GROUP).CargoGroup" ><strong>CARGO_GROUP.CargoGroup</strong></a>
@ -3155,20 +3141,6 @@ This works for ground only groups.</p>
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
<a id="#(CARGO_GROUP).CargoCarrier" ><strong>CARGO_GROUP.CargoCarrier</strong></a>
<p>self.CargoObject:Destroy()</p>
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
<a id="#(CARGO_GROUP).CargoGroup" ><strong>CARGO_GROUP.CargoGroup</strong></a> <a id="#(CARGO_GROUP).CargoGroup" ><strong>CARGO_GROUP.CargoGroup</strong></a>

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@ -1698,17 +1698,6 @@ Note that ground forces behave in a group, and thus, act in formation, regardles
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
<a id="#(CARGO_UNIT).CargoCarrier" ><strong>CARGO_UNIT.CargoCarrier</strong></a>
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
<a id="#(CARGO_UNIT).CargoInAir" ><strong>CARGO_UNIT.CargoInAir</strong></a> <a id="#(CARGO_UNIT).CargoInAir" ><strong>CARGO_UNIT.CargoInAir</strong></a>
@ -1727,6 +1716,17 @@ Note that ground forces behave in a group, and thus, act in formation, regardles
<p> Set cargo object.</p> <p> Set cargo object.</p>
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
#number
<a id="#(CARGO_UNIT).RunCount" ><strong>CARGO_UNIT.RunCount</strong></a>
</div> </div>
</div> </div>
@ -2413,17 +2413,6 @@ Note that ground forces behave in a group, and thus, act in formation, regardles
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
<a id="#(CARGO_UNIT).CargoCarrier" ><strong>CARGO_UNIT.CargoCarrier</strong></a>
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
<a id="#(CARGO_UNIT).CargoInAir" ><strong>CARGO_UNIT.CargoInAir</strong></a> <a id="#(CARGO_UNIT).CargoInAir" ><strong>CARGO_UNIT.CargoInAir</strong></a>
@ -2442,6 +2431,17 @@ Note that ground forces behave in a group, and thus, act in formation, regardles
<p> Set cargo object.</p> <p> Set cargo object.</p>
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
#number
<a id="#(CARGO_UNIT).RunCount" ><strong>CARGO_UNIT.RunCount</strong></a>
</div> </div>
</div> </div>

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@ -1556,7 +1556,7 @@ Each of these FSM implementation classes start either with:</p>
<p>Detailed explanations and API specifics are further below clarified and FSM derived class specifics are described in those class documentation sections.</p> <p>Detailed explanations and API specifics are further below clarified and FSM derived class specifics are described in those class documentation sections.</p>
<h2><strong>Dislaimer:</strong></h2> <h2><strong>Disclaimer:</strong></h2>
<p>The FSM class development is based on a finite state machine implementation made by Conroy Kyle. <p>The FSM class development is based on a finite state machine implementation made by Conroy Kyle.
The state machine can be found on <a href="https://github.com/kyleconroy/lua-state-machine">github</a> The state machine can be found on <a href="https://github.com/kyleconroy/lua-state-machine">github</a>
I've reworked this development (taken the concept), and created a <strong>hierarchical state machine</strong> out of it, embedded within the DCS simulator. I've reworked this development (taken the concept), and created a <strong>hierarchical state machine</strong> out of it, embedded within the DCS simulator.
@ -1574,7 +1574,6 @@ Additionally, I've added extendability and created an API that allows seamless F
<hr/> <hr/>
<h3>Author: <strong>FlightControl</strong></h3> <h3>Author: <strong>FlightControl</strong></h3>
<h3>Contributions: <strong>funkyfranky</strong></h3> <h3>Contributions: <strong>funkyfranky</strong></h3>
@ -1660,12 +1659,12 @@ The method can then define its own custom logic to implement the FSM workflow, a
Most of the time, these Event Triggers are used within the Transition Handler methods, so that a workflow is created running through the state machine.</p> Most of the time, these Event Triggers are used within the Transition Handler methods, so that a workflow is created running through the state machine.</p>
<p>As explained above, a FSM supports <strong>Linear State Transitions</strong> and <strong>Hierarchical State Transitions</strong>, and both can be mixed to make a comprehensive FSM implementation. <p>As explained above, a FSM supports <strong>Linear State Transitions</strong> and <strong>Hierarchical State Transitions</strong>, and both can be mixed to make a comprehensive FSM implementation.
The below documentation has a seperate chapter explaining both transition modes, taking into account the <strong>Transition Rules</strong>, <strong>Transition Handlers</strong> and <strong>Event Triggers</strong>.</p> The below documentation has a separate chapter explaining both transition modes, taking into account the <strong>Transition Rules</strong>, <strong>Transition Handlers</strong> and <strong>Event Triggers</strong>.</p>
<h2>FSM Linear Transitions</h2> <h2>FSM Linear Transitions</h2>
<p>Linear Transitions are Transition Rules allowing an FSM to transition from one or multiple possible <strong>From</strong> state(s) towards a <strong>To</strong> state upon a Triggered <strong>Event</strong>. <p>Linear Transitions are Transition Rules allowing an FSM to transition from one or multiple possible <strong>From</strong> state(s) towards a <strong>To</strong> state upon a Triggered <strong>Event</strong>.
The Lineair transition rule evaluation will always be done from the <strong>current state</strong> of the FSM. The Linear transition rule evaluation will always be done from the <strong>current state</strong> of the FSM.
If no valid Transition Rule can be found in the FSM, the FSM will log an error and stop.</p> If no valid Transition Rule can be found in the FSM, the FSM will log an error and stop.</p>
<h3>FSM Transition Rules</h3> <h3>FSM Transition Rules</h3>
@ -1705,7 +1704,7 @@ These rules define when an FSM can transition from a specific state towards an o
<li>The From state can be a <strong>"*"</strong>, indicating that <strong>the transition rule will always be valid</strong>, regardless of the current state of the FSM.</li> <li>The From state can be a <strong>"*"</strong>, indicating that <strong>the transition rule will always be valid</strong>, regardless of the current state of the FSM.</li>
</ul> </ul>
<p>The below code snippet shows how the two last lines can be rewritten and consensed.</p> <p>The below code snippet shows how the two last lines can be rewritten and condensed.</p>
<pre><code> FsmSwitch:AddTransition( { "On", "Middle" }, "SwitchOff", "Off" ) <pre><code> FsmSwitch:AddTransition( { "On", "Middle" }, "SwitchOff", "Off" )
</code></pre> </code></pre>
@ -1714,8 +1713,8 @@ These rules define when an FSM can transition from a specific state towards an o
<p><img src="..\Presentations\FSM\Dia4.JPG" alt="Transition Handlers"/></p> <p><img src="..\Presentations\FSM\Dia4.JPG" alt="Transition Handlers"/></p>
<p>An FSM transitions in <strong>4 moments</strong> when an Event is being triggered and processed. <br/> <p>An FSM transitions in <strong>4 moments</strong> when an Event is being triggered and processed.
The mission designer can define for each moment specific logic within methods implementations following a defined API syntax. <br/> The mission designer can define for each moment specific logic within methods implementations following a defined API syntax.
These methods define the flow of the FSM process; because in those methods the FSM Internal Events will be triggered.</p> These methods define the flow of the FSM process; because in those methods the FSM Internal Events will be triggered.</p>
<ul> <ul>
@ -1740,7 +1739,7 @@ These parameters are on the correct order: From, Event, To:</p>
<p><img src="..\Presentations\FSM\Dia5.JPG" alt="Event Triggers"/></p> <p><img src="..\Presentations\FSM\Dia5.JPG" alt="Event Triggers"/></p>
<p>The FSM creates for each Event two <strong>Event Trigger methods</strong>. <br/> <p>The FSM creates for each Event two <strong>Event Trigger methods</strong>.
There are two modes how Events can be triggered, which is <strong>synchronous</strong> and <strong>asynchronous</strong>:</p> There are two modes how Events can be triggered, which is <strong>synchronous</strong> and <strong>asynchronous</strong>:</p>
<ul> <ul>
@ -1748,7 +1747,7 @@ There are two modes how Events can be triggered, which is <strong>synchronous</s
<li>The method <strong>FSM:<strong>Event( __seconds</strong> )</strong> triggers an Event that will be processed <strong>asynchronously</strong> over time, waiting <strong>x seconds</strong>.</li> <li>The method <strong>FSM:<strong>Event( __seconds</strong> )</strong> triggers an Event that will be processed <strong>asynchronously</strong> over time, waiting <strong>x seconds</strong>.</li>
</ul> </ul>
<p>The destinction between these 2 Event Trigger methods are important to understand. An asynchronous call will "log" the Event Trigger to be executed at a later time. <p>The distinction between these 2 Event Trigger methods are important to understand. An asynchronous call will "log" the Event Trigger to be executed at a later time.
Processing will just continue. Synchronous Event Trigger methods are useful to change states of the FSM immediately, but may have a larger processing impact.</p> Processing will just continue. Synchronous Event Trigger methods are useful to change states of the FSM immediately, but may have a larger processing impact.</p>
<p>The following example provides a little demonstration on the difference between synchronous and asynchronous Event Triggering.</p> <p>The following example provides a little demonstration on the difference between synchronous and asynchronous Event Triggering.</p>
@ -1875,7 +1874,7 @@ And there is no transition handling method defined for that transition, thus, no
This becomes in very useful for mission building, where mission designers build complex processes and workflows, This becomes in very useful for mission building, where mission designers build complex processes and workflows,
combining smaller FSMs to one single FSM.</p> combining smaller FSMs to one single FSM.</p>
<p>The FSM can embed <strong>Sub-FSMs</strong> that will execute and return <strong>multiple possible Return (End) States</strong>. <br/> <p>The FSM can embed <strong>Sub-FSMs</strong> that will execute and return <strong>multiple possible Return (End) States</strong>.
Depending upon <strong>which state is returned</strong>, the main FSM can continue the flow <strong>triggering specific events</strong>.</p> Depending upon <strong>which state is returned</strong>, the main FSM can continue the flow <strong>triggering specific events</strong>.</p>
<p>The method <a href="##(FSM).AddProcess">FSM.AddProcess</a>() adds a new Sub-FSM to the FSM.</p> <p>The method <a href="##(FSM).AddProcess">FSM.AddProcess</a>() adds a new Sub-FSM to the FSM.</p>
@ -5652,7 +5651,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<div> <div>
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
#string
<a id="#(FSM)._StartState" ><strong>FSM._StartState</strong></a> <a id="#(FSM)._StartState" ><strong>FSM._StartState</strong></a>
@ -7255,7 +7254,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<div> <div>
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
#string
<a id="#(FSM)._StartState" ><strong>FSM._StartState</strong></a> <a id="#(FSM)._StartState" ><strong>FSM._StartState</strong></a>

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@ -1511,7 +1511,7 @@ Controls a network of short range air/missile defense groups.</p>
<li>Update menu structures.</li> <li>Update menu structures.</li>
<li>Refresh menu structures intelligently, based on a time stamp of updates. <li>Refresh menu structures intelligently, based on a time stamp of updates.
<ul> <ul>
<li>Delete obscolete menus.</li> <li>Delete obsolete menus.</li>
<li>Create new one where required.</li> <li>Create new one where required.</li>
<li>Don't touch the existing ones.</li> <li>Don't touch the existing ones.</li>
</ul></li> </ul></li>
@ -1522,7 +1522,7 @@ Controls a network of short range air/missile defense groups.</p>
</ul> </ul>
<p>DCS Menus can be managed using the MENU classes. <p>DCS Menus can be managed using the MENU classes.
The advantage of using MENU classes is that it hides the complexity of dealing with menu management in more advanced scanerios where you need to The advantage of using MENU classes is that it hides the complexity of dealing with menu management in more advanced scenarios where you need to
set menus and later remove them, and later set them again. You'll find while using use normal DCS scripting functions, that setting and removing set menus and later remove them, and later set them again. You'll find while using use normal DCS scripting functions, that setting and removing
menus is not a easy feat if you have complex menu hierarchies defined. menus is not a easy feat if you have complex menu hierarchies defined.
Using the MOOSE menu classes, the removal and refreshing of menus are nicely being handled within these classes, and becomes much more easy. Using the MOOSE menu classes, the removal and refreshing of menus are nicely being handled within these classes, and becomes much more easy.
@ -1552,7 +1552,7 @@ On top, MOOSE implements <strong>variable parameter</strong> passing for command
<h3>Contributions:</h3> <h3>Contributions:</h3>
<hr/> <hr/>
<p> </p>
</div> </div>
<div class="w3-container w3-theme-d2"><h2><strong>Global(s)</strong></h2></div> <div class="w3-container w3-theme-d2"><h2><strong>Global(s)</strong></h2></div>
@ -1983,7 +1983,7 @@ Using this object reference, you can then remove ALL the menus and submenus unde
<tr class="w3-border"> <tr class="w3-border">
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(MENU_BASE).New">MENU_BASE:New(MenuText, ParentMenu)</a></p></td> <td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(MENU_BASE).New">MENU_BASE:New(MenuText, ParentMenu)</a></p></td>
<td class="summary w3-half w3-container" style="word-wrap: break-word"> <td class="summary w3-half w3-container" style="word-wrap: break-word">
<p>Consructor</p> <p>Constructor</p>
</td> </td>
</tr> </tr>
<tr class="w3-border"> <tr class="w3-border">
@ -2636,7 +2636,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<tr class="w3-border"> <tr class="w3-border">
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(MENU_COALITION).New">MENU_COALITION:New(MenuText, ParentMenu)</a></p></td> <td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(MENU_COALITION).New">MENU_COALITION:New(MenuText, ParentMenu)</a></p></td>
<td class="summary w3-half w3-container" style="word-wrap: break-word"> <td class="summary w3-half w3-container" style="word-wrap: break-word">
<p>Consructor</p> <p>Constructor</p>
</td> </td>
</tr> </tr>
<tr class="w3-border"> <tr class="w3-border">
@ -3316,7 +3316,7 @@ If the function changes, no new menu needs to be generated if the menu text is t
<tr class="w3-border"> <tr class="w3-border">
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(MENU_COALITION_COMMAND).New">MENU_COALITION_COMMAND:New(MenuText, ParentMenu)</a></p></td> <td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(MENU_COALITION_COMMAND).New">MENU_COALITION_COMMAND:New(MenuText, ParentMenu)</a></p></td>
<td class="summary w3-half w3-container" style="word-wrap: break-word"> <td class="summary w3-half w3-container" style="word-wrap: break-word">
<p>Consructor</p> <p>Constructor</p>
</td> </td>
</tr> </tr>
<tr class="w3-border"> <tr class="w3-border">
@ -3969,7 +3969,7 @@ If the function changes, no new menu needs to be generated if the menu text is t
<tr class="w3-border"> <tr class="w3-border">
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(MENU_COMMAND_BASE).New">MENU_COMMAND_BASE:New(MenuText, ParentMenu)</a></p></td> <td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(MENU_COMMAND_BASE).New">MENU_COMMAND_BASE:New(MenuText, ParentMenu)</a></p></td>
<td class="summary w3-half w3-container" style="word-wrap: break-word"> <td class="summary w3-half w3-container" style="word-wrap: break-word">
<p>Consructor</p> <p>Constructor</p>
</td> </td>
</tr> </tr>
<tr class="w3-border"> <tr class="w3-border">
@ -4640,7 +4640,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<tr class="w3-border"> <tr class="w3-border">
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(MENU_GROUP).New">MENU_GROUP:New(MenuText, ParentMenu)</a></p></td> <td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(MENU_GROUP).New">MENU_GROUP:New(MenuText, ParentMenu)</a></p></td>
<td class="summary w3-half w3-container" style="word-wrap: break-word"> <td class="summary w3-half w3-container" style="word-wrap: break-word">
<p>Consructor</p> <p>Constructor</p>
</td> </td>
</tr> </tr>
<tr class="w3-border"> <tr class="w3-border">
@ -5338,7 +5338,7 @@ If the function changes, no new menu needs to be generated if the menu text is t
<tr class="w3-border"> <tr class="w3-border">
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(MENU_GROUP_COMMAND).New">MENU_GROUP_COMMAND:New(MenuText, ParentMenu)</a></p></td> <td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(MENU_GROUP_COMMAND).New">MENU_GROUP_COMMAND:New(MenuText, ParentMenu)</a></p></td>
<td class="summary w3-half w3-container" style="word-wrap: break-word"> <td class="summary w3-half w3-container" style="word-wrap: break-word">
<p>Consructor</p> <p>Constructor</p>
</td> </td>
</tr> </tr>
<tr class="w3-border"> <tr class="w3-border">
@ -6048,7 +6048,7 @@ If the function changes, no new menu needs to be generated if the menu text is t
<tr class="w3-border"> <tr class="w3-border">
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(MENU_GROUP_COMMAND_DELAYED).New">MENU_GROUP_COMMAND_DELAYED:New(MenuText, ParentMenu)</a></p></td> <td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(MENU_GROUP_COMMAND_DELAYED).New">MENU_GROUP_COMMAND_DELAYED:New(MenuText, ParentMenu)</a></p></td>
<td class="summary w3-half w3-container" style="word-wrap: break-word"> <td class="summary w3-half w3-container" style="word-wrap: break-word">
<p>Consructor</p> <p>Constructor</p>
</td> </td>
</tr> </tr>
<tr class="w3-border"> <tr class="w3-border">
@ -6731,7 +6731,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<tr class="w3-border"> <tr class="w3-border">
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(MENU_GROUP_DELAYED).New">MENU_GROUP_DELAYED:New(MenuText, ParentMenu)</a></p></td> <td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(MENU_GROUP_DELAYED).New">MENU_GROUP_DELAYED:New(MenuText, ParentMenu)</a></p></td>
<td class="summary w3-half w3-container" style="word-wrap: break-word"> <td class="summary w3-half w3-container" style="word-wrap: break-word">
<p>Consructor</p> <p>Constructor</p>
</td> </td>
</tr> </tr>
<tr class="w3-border"> <tr class="w3-border">
@ -7390,7 +7390,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<tr class="w3-border"> <tr class="w3-border">
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(MENU_MISSION).New">MENU_MISSION:New(MenuText, ParentMenu)</a></p></td> <td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(MENU_MISSION).New">MENU_MISSION:New(MenuText, ParentMenu)</a></p></td>
<td class="summary w3-half w3-container" style="word-wrap: break-word"> <td class="summary w3-half w3-container" style="word-wrap: break-word">
<p>Consructor</p> <p>Constructor</p>
</td> </td>
</tr> </tr>
<tr class="w3-border"> <tr class="w3-border">
@ -8070,7 +8070,7 @@ If the function changes, no new menu needs to be generated if the menu text is t
<tr class="w3-border"> <tr class="w3-border">
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(MENU_MISSION_COMMAND).New">MENU_MISSION_COMMAND:New(MenuText, ParentMenu)</a></p></td> <td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(MENU_MISSION_COMMAND).New">MENU_MISSION_COMMAND:New(MenuText, ParentMenu)</a></p></td>
<td class="summary w3-half w3-container" style="word-wrap: break-word"> <td class="summary w3-half w3-container" style="word-wrap: break-word">
<p>Consructor</p> <p>Constructor</p>
</td> </td>
</tr> </tr>
<tr class="w3-border"> <tr class="w3-border">
@ -8794,7 +8794,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<h2><a id="#(MENU_BASE).New" ><strong>MENU_BASE:New(MenuText, ParentMenu)</strong></a></h2> <h2><a id="#(MENU_BASE).New" ><strong>MENU_BASE:New(MenuText, ParentMenu)</strong></a></h2>
</div> </div>
<p>Consructor</p> <p>Constructor</p>
<div id= "#Functions##New" class="w3-show w3-white"> <div id= "#Functions##New" class="w3-show w3-white">
<div class="w3-container w3-white" id="functiontype"> <div class="w3-container w3-white" id="functiontype">
@ -12387,7 +12387,7 @@ When moose is loading dynamically (for moose class development), tracing is swit
</div> </div>
<div class="w3-half"> <div class="w3-half">
<p>The parent menu. This parameter can be ignored if you want the menu to be located at the perent menu of DCS world (under F10 other).</p> <p>The parent menu. This parameter can be ignored if you want the menu to be located at the parent menu of DCS world (under F10 other).</p>
</div> </div>
</div> </div>
@ -12636,7 +12636,7 @@ When moose is loading dynamically (for moose class development), tracing is swit
<h2><a id="#(MENU_COALITION).New" ><strong>MENU_COALITION:New(MenuText, ParentMenu)</strong></a></h2> <h2><a id="#(MENU_COALITION).New" ><strong>MENU_COALITION:New(MenuText, ParentMenu)</strong></a></h2>
</div> </div>
<p>Consructor</p> <p>Constructor</p>
<div id= "#Functions##New" class="w3-show w3-white"> <div id= "#Functions##New" class="w3-show w3-white">
<div class="w3-container w3-white" id="functiontype"> <div class="w3-container w3-white" id="functiontype">
@ -16608,7 +16608,7 @@ If the function changes, no new menu needs to be generated if the menu text is t
<h2><a id="#(MENU_COALITION_COMMAND).New" ><strong>MENU_COALITION_COMMAND:New(MenuText, ParentMenu)</strong></a></h2> <h2><a id="#(MENU_COALITION_COMMAND).New" ><strong>MENU_COALITION_COMMAND:New(MenuText, ParentMenu)</strong></a></h2>
</div> </div>
<p>Consructor</p> <p>Constructor</p>
<div id= "#Functions##New" class="w3-show w3-white"> <div id= "#Functions##New" class="w3-show w3-white">
<div class="w3-container w3-white" id="functiontype"> <div class="w3-container w3-white" id="functiontype">
@ -20408,7 +20408,7 @@ If the function changes, no new menu needs to be generated if the menu text is t
<h2><a id="#(MENU_COMMAND_BASE).New" ><strong>MENU_COMMAND_BASE:New(MenuText, ParentMenu)</strong></a></h2> <h2><a id="#(MENU_COMMAND_BASE).New" ><strong>MENU_COMMAND_BASE:New(MenuText, ParentMenu)</strong></a></h2>
</div> </div>
<p>Consructor</p> <p>Constructor</p>
<div id= "#Functions##New" class="w3-show w3-white"> <div id= "#Functions##New" class="w3-show w3-white">
<div class="w3-container w3-white" id="functiontype"> <div class="w3-container w3-white" id="functiontype">
@ -24313,7 +24313,7 @@ When moose is loading dynamically (for moose class development), tracing is swit
<h2><a id="#(MENU_GROUP).New" ><strong>MENU_GROUP:New(MenuText, ParentMenu)</strong></a></h2> <h2><a id="#(MENU_GROUP).New" ><strong>MENU_GROUP:New(MenuText, ParentMenu)</strong></a></h2>
</div> </div>
<p>Consructor</p> <p>Constructor</p>
<div id= "#Functions##New" class="w3-show w3-white"> <div id= "#Functions##New" class="w3-show w3-white">
<div class="w3-container w3-white" id="functiontype"> <div class="w3-container w3-white" id="functiontype">
@ -28414,7 +28414,7 @@ If the function changes, no new menu needs to be generated if the menu text is t
<h2><a id="#(MENU_GROUP_COMMAND).New" ><strong>MENU_GROUP_COMMAND:New(MenuText, ParentMenu)</strong></a></h2> <h2><a id="#(MENU_GROUP_COMMAND).New" ><strong>MENU_GROUP_COMMAND:New(MenuText, ParentMenu)</strong></a></h2>
</div> </div>
<p>Consructor</p> <p>Constructor</p>
<div id= "#Functions##New" class="w3-show w3-white"> <div id= "#Functions##New" class="w3-show w3-white">
<div class="w3-container w3-white" id="functiontype"> <div class="w3-container w3-white" id="functiontype">
@ -32578,7 +32578,7 @@ If the function changes, no new menu needs to be generated if the menu text is t
<h2><a id="#(MENU_GROUP_COMMAND_DELAYED).New" ><strong>MENU_GROUP_COMMAND_DELAYED:New(MenuText, ParentMenu)</strong></a></h2> <h2><a id="#(MENU_GROUP_COMMAND_DELAYED).New" ><strong>MENU_GROUP_COMMAND_DELAYED:New(MenuText, ParentMenu)</strong></a></h2>
</div> </div>
<p>Consructor</p> <p>Constructor</p>
<div id= "#Functions##New" class="w3-show w3-white"> <div id= "#Functions##New" class="w3-show w3-white">
<div class="w3-container w3-white" id="functiontype"> <div class="w3-container w3-white" id="functiontype">
@ -36568,7 +36568,7 @@ When moose is loading dynamically (for moose class development), tracing is swit
<h2><a id="#(MENU_GROUP_DELAYED).New" ><strong>MENU_GROUP_DELAYED:New(MenuText, ParentMenu)</strong></a></h2> <h2><a id="#(MENU_GROUP_DELAYED).New" ><strong>MENU_GROUP_DELAYED:New(MenuText, ParentMenu)</strong></a></h2>
</div> </div>
<p>Consructor</p> <p>Constructor</p>
<div id= "#Functions##New" class="w3-show w3-white"> <div id= "#Functions##New" class="w3-show w3-white">
<div class="w3-container w3-white" id="functiontype"> <div class="w3-container w3-white" id="functiontype">
@ -40167,7 +40167,7 @@ When moose is loading dynamically (for moose class development), tracing is swit
</div> </div>
<div class="w3-half"> <div class="w3-half">
<p>The parent menu. This parameter can be ignored if you want the menu to be located at the perent menu of DCS world (under F10 other).</p> <p>The parent menu. This parameter can be ignored if you want the menu to be located at the parent menu of DCS world (under F10 other).</p>
</div> </div>
</div> </div>
@ -40427,7 +40427,7 @@ When moose is loading dynamically (for moose class development), tracing is swit
<h2><a id="#(MENU_MISSION).New" ><strong>MENU_MISSION:New(MenuText, ParentMenu)</strong></a></h2> <h2><a id="#(MENU_MISSION).New" ><strong>MENU_MISSION:New(MenuText, ParentMenu)</strong></a></h2>
</div> </div>
<p>Consructor</p> <p>Constructor</p>
<div id= "#Functions##New" class="w3-show w3-white"> <div id= "#Functions##New" class="w3-show w3-white">
<div class="w3-container w3-white" id="functiontype"> <div class="w3-container w3-white" id="functiontype">
@ -44376,7 +44376,7 @@ If the function changes, no new menu needs to be generated if the menu text is t
<h2><a id="#(MENU_MISSION_COMMAND).New" ><strong>MENU_MISSION_COMMAND:New(MenuText, ParentMenu)</strong></a></h2> <h2><a id="#(MENU_MISSION_COMMAND).New" ><strong>MENU_MISSION_COMMAND:New(MenuText, ParentMenu)</strong></a></h2>
</div> </div>
<p>Consructor</p> <p>Constructor</p>
<div id= "#Functions##New" class="w3-show w3-white"> <div id= "#Functions##New" class="w3-show w3-white">
<div class="w3-container w3-white" id="functiontype"> <div class="w3-container w3-white" id="functiontype">

View File

@ -2429,7 +2429,8 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
</div> </div>
</div> </div>
<h2><strong>Usage:</strong></h2> <h2><strong>Usage:</strong></h2>
<pre class="example"><code>-- Create a series of new Messages. <pre class="example"><code>
-- Create a series of new Messages.
-- MessageAll is meant to be sent to all players, for 25 seconds, and is classified as "Score". -- MessageAll is meant to be sent to all players, for 25 seconds, and is classified as "Score".
-- MessageRED is meant to be sent to the RED players only, for 10 seconds, and is classified as "End of Mission", with ID "Win". -- MessageRED is meant to be sent to the RED players only, for 10 seconds, and is classified as "End of Mission", with ID "Win".
-- MessageClient1 is meant to be sent to a Client, for 25 seconds, and is classified as "Score", with ID "Score". -- MessageClient1 is meant to be sent to a Client, for 25 seconds, and is classified as "Score", with ID "Score".
@ -2437,7 +2438,8 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", 25, "End of Mission" ) MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", 25, "End of Mission" )
MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", 25, "Penalty" ) MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", 25, "Penalty" )
MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", 25, "Score" ) MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", 25, "Score" )
MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", 25, "Score")</code></pre> MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", 25, "Score")
</code></pre>
</div> </div>
@ -2515,10 +2517,12 @@ The message display times are automatically defined based on the timing settings
</div> </div>
</div> </div>
<h2><strong>Usage:</strong></h2> <h2><strong>Usage:</strong></h2>
<pre class="example"><code> MessageAll = MESSAGE:NewType( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", MESSAGE.Type.Information ) <pre class="example"><code>
MessageAll = MESSAGE:NewType( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", MESSAGE.Type.Information )
MessageRED = MESSAGE:NewType( "To the RED Players: You receive a penalty because you've killed one of your own units", MESSAGE.Type.Information ) MessageRED = MESSAGE:NewType( "To the RED Players: You receive a penalty because you've killed one of your own units", MESSAGE.Type.Information )
MessageClient1 = MESSAGE:NewType( "Congratulations, you've just hit a target", MESSAGE.Type.Update ) MessageClient1 = MESSAGE:NewType( "Congratulations, you've just hit a target", MESSAGE.Type.Update )
MessageClient2 = MESSAGE:NewType( "Congratulations, you've just killed a target", MESSAGE.Type.Update )</code></pre> MessageClient2 = MESSAGE:NewType( "Congratulations, you've just killed a target", MESSAGE.Type.Update )
</code></pre>
</div> </div>
@ -2565,13 +2569,15 @@ The message display times are automatically defined based on the timing settings
</div> </div>
</div> </div>
<h2><strong>Usage:</strong></h2> <h2><strong>Usage:</strong></h2>
<pre class="example"><code>-- Send a message created to all players. <pre class="example"><code>
-- Send a message created to all players.
MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25, "Win" ):ToAll() MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25, "Win" ):ToAll()
or or
MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25, "Win" ):ToAll() MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25, "Win" ):ToAll()
or or
MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25, "Win" ) MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25, "Win" )
MessageAll:ToAll()</code></pre> MessageAll:ToAll()
</code></pre>
</div> </div>
@ -2645,13 +2651,15 @@ MessageAll:ToAll()</code></pre>
</div> </div>
</div> </div>
<h2><strong>Usage:</strong></h2> <h2><strong>Usage:</strong></h2>
<pre class="example"><code>-- Send a message created with the @{New} method to the BLUE coalition. <pre class="example"><code>
-- Send a message created with the @{New} method to the BLUE coalition.
MessageBLUE = MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToBlue() MessageBLUE = MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToBlue()
or or
MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToBlue() MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToBlue()
or or
MessageBLUE = MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ) MessageBLUE = MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" )
MessageBLUE:ToBlue()</code></pre> MessageBLUE:ToBlue()
</code></pre>
</div> </div>
@ -2714,7 +2722,8 @@ MessageBLUE:ToBlue()</code></pre>
</div> </div>
</div> </div>
<h2><strong>Usage:</strong></h2> <h2><strong>Usage:</strong></h2>
<pre class="example"><code>-- Send the 2 messages created with the @{New} method to the Client Group. <pre class="example"><code>
-- Send the 2 messages created with the @{New} method to the Client Group.
-- Note that the Message of MessageClient2 is overwriting the Message of MessageClient1. -- Note that the Message of MessageClient2 is overwriting the Message of MessageClient1.
ClientGroup = Group.getByName( "ClientGroup" ) ClientGroup = Group.getByName( "ClientGroup" )
@ -2727,7 +2736,8 @@ or
MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25, "Score" ) MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25, "Score" )
MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25, "Score" ) MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25, "Score" )
MessageClient1:ToClient( ClientGroup ) MessageClient1:ToClient( ClientGroup )
MessageClient2:ToClient( ClientGroup )</code></pre> MessageClient2:ToClient( ClientGroup )
</code></pre>
</div> </div>
@ -2787,13 +2797,15 @@ MessageClient2:ToClient( ClientGroup )</code></pre>
</div> </div>
</div> </div>
<h2><strong>Usage:</strong></h2> <h2><strong>Usage:</strong></h2>
<pre class="example"><code>-- Send a message created with the @{New} method to the RED coalition. <pre class="example"><code>
-- Send a message created with the @{New} method to the RED coalition.
MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToCoalition( coalition.side.RED ) MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToCoalition( coalition.side.RED )
or or
MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToCoalition( coalition.side.RED ) MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToCoalition( coalition.side.RED )
or or
MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ) MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" )
MessageRED:ToCoalition( coalition.side.RED )</code></pre> MessageRED:ToCoalition( coalition.side.RED )
</code></pre>
</div> </div>
@ -2936,13 +2948,15 @@ MessageRED:ToCoalition( coalition.side.RED )</code></pre>
</div> </div>
</div> </div>
<h2><strong>Usage:</strong></h2> <h2><strong>Usage:</strong></h2>
<pre class="example"><code>-- Send a message created with the @{New} method to the RED coalition. <pre class="example"><code>
-- Send a message created with the @{New} method to the RED coalition.
MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToRed() MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToRed()
or or
MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToRed() MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToRed()
or or
MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ) MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" )
MessageRED:ToRed()</code></pre> MessageRED:ToRed()
</code></pre>
</div> </div>

View File

@ -16164,17 +16164,6 @@ When moose is loading dynamically (for moose class development), tracing is swit
<p>the y coordinate in meters.</p> <p>the y coordinate in meters.</p>
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
<a id="#(POINT_VEC2).z" ><strong>POINT_VEC2.z</strong></a>
</div> </div>
</div> </div>
@ -16973,17 +16962,6 @@ When moose is loading dynamically (for moose class development), tracing is swit
<p>the y coordinate in meters.</p> <p>the y coordinate in meters.</p>
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
<a id="#(POINT_VEC2).z" ><strong>POINT_VEC2.z</strong></a>
</div> </div>
</div> </div>
@ -24717,17 +24695,6 @@ Creates a line on the F10 map from one point to another.</p>
<p>the y coordinate in meters.</p> <p>the y coordinate in meters.</p>
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
<a id="#(POINT_VEC2).z" ><strong>POINT_VEC2.z</strong></a>
</div> </div>
</div> </div>

View File

@ -1602,7 +1602,7 @@ Controls a network of short range air/missile defense groups.</p>
<tr class="w3-border"> <tr class="w3-border">
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(REPORT).Text">REPORT:Text(Delimiter)</a></p></td> <td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(REPORT).Text">REPORT:Text(Delimiter)</a></p></td>
<td class="summary w3-half w3-container" style="word-wrap: break-word"> <td class="summary w3-half w3-container" style="word-wrap: break-word">
<p>Produces the text of the report, taking into account an optional delimeter, which is \n by default.</p> <p>Produces the text of the report, taking into account an optional delimiter, which is \n by default.</p>
</td> </td>
</tr> </tr>
<tr class="w3-border"> <tr class="w3-border">
@ -2486,7 +2486,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<h2><a id="#(REPORT).Text" ><strong>REPORT:Text(Delimiter)</strong></a></h2> <h2><a id="#(REPORT).Text" ><strong>REPORT:Text(Delimiter)</strong></a></h2>
</div> </div>
<p>Produces the text of the report, taking into account an optional delimeter, which is \n by default.</p> <p>Produces the text of the report, taking into account an optional delimiter, which is \n by default.</p>
<div id= "#Functions##Text" class="w3-show w3-white"> <div id= "#Functions##Text" class="w3-show w3-white">
<div class="w3-container w3-white" id="functiontype"> <div class="w3-container w3-white" id="functiontype">

View File

@ -1516,8 +1516,8 @@ The SCHEDULEDISPATCHER class ensures that:</p>
<li>When a SCHEDULER object <em>is</em> attached to another object, then the SCHEDULER object is <em>not persistent</em> within memory after a garbage collection!</li> <li>When a SCHEDULER object <em>is</em> attached to another object, then the SCHEDULER object is <em>not persistent</em> within memory after a garbage collection!</li>
</ul> </ul>
<p>The none persistency of SCHEDULERS attached to objects is required to allow SCHEDULER objects to be garbage collectged, when the parent object is also desroyed or nillified and garbage collected. <p>The non-persistency of SCHEDULERS attached to objects is required to allow SCHEDULER objects to be garbage collected when the parent object is destroyed, or set to nil and garbage collected.
Even when there are pending timer scheduled functions to be executed for the SCHEDULER object, <br/> Even when there are pending timer scheduled functions to be executed for the SCHEDULER object,
these will not be executed anymore when the SCHEDULER object has been destroyed.</p> these will not be executed anymore when the SCHEDULER object has been destroyed.</p>
<p>The SCHEDULEDISPATCHER allows multiple scheduled functions to be planned and executed for one SCHEDULER object. <p>The SCHEDULEDISPATCHER allows multiple scheduled functions to be planned and executed for one SCHEDULER object.
@ -1611,7 +1611,7 @@ The Schedule() method returns the CallID that is the reference ID for each plann
<tr class="w3-border"> <tr class="w3-border">
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(SCHEDULEDISPATCHER).PersistentSchedulers">SCHEDULEDISPATCHER.PersistentSchedulers</a></p></td> <td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(SCHEDULEDISPATCHER).PersistentSchedulers">SCHEDULEDISPATCHER.PersistentSchedulers</a></p></td>
<td class="summary w3-half w3-container" style="word-wrap: break-word"> <td class="summary w3-half w3-container" style="word-wrap: break-word">
<p>Persistant schedulers.</p> <p>Persistent schedulers.</p>
</td> </td>
</tr> </tr>
<tr class="w3-border"> <tr class="w3-border">
@ -1629,7 +1629,7 @@ The Schedule() method returns the CallID that is the reference ID for each plann
<tr class="w3-border"> <tr class="w3-border">
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(SCHEDULEDISPATCHER).ShowTrace">SCHEDULEDISPATCHER:ShowTrace(Scheduler)</a></p></td> <td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(SCHEDULEDISPATCHER).ShowTrace">SCHEDULEDISPATCHER:ShowTrace(Scheduler)</a></p></td>
<td class="summary w3-half w3-container" style="word-wrap: break-word"> <td class="summary w3-half w3-container" style="word-wrap: break-word">
<p>Shopw tracing info.</p> <p>Show tracing info.</p>
</td> </td>
</tr> </tr>
<tr class="w3-border"> <tr class="w3-border">
@ -2212,7 +2212,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<tr class="w3-border"> <tr class="w3-border">
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(SCHEDULEDISPATCHER.ScheduleData).Repeat">SCHEDULEDISPATCHER.ScheduleData.Repeat</a></p></td> <td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(SCHEDULEDISPATCHER.ScheduleData).Repeat">SCHEDULEDISPATCHER.ScheduleData.Repeat</a></p></td>
<td class="summary w3-half w3-container" style="word-wrap: break-word"> <td class="summary w3-half w3-container" style="word-wrap: break-word">
<p>Repeat time intervall in seconds.</p> <p>Repeat time interval in seconds.</p>
</td> </td>
</tr> </tr>
<tr class="w3-border"> <tr class="w3-border">
@ -2302,7 +2302,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
#table #table
<a id="#(SCHEDULEDISPATCHER).PersistentSchedulers" ><strong>SCHEDULEDISPATCHER.PersistentSchedulers</strong></a> <a id="#(SCHEDULEDISPATCHER).PersistentSchedulers" ><strong>SCHEDULEDISPATCHER.PersistentSchedulers</strong></a>
<p>Persistant schedulers.</p> <p>Persistent schedulers.</p>
</div> </div>
@ -2331,7 +2331,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<p>The development of this method was really tidy. <p>The development of this method was really tidy.
It is constructed as such that a garbage collection is executed on the weak tables, when the Scheduler is nillified. It is constructed as such that a garbage collection is executed on the weak tables, when the Scheduler is set to nil.
Nothing of this code should be modified without testing it thoroughly.</p> Nothing of this code should be modified without testing it thoroughly.</p>
<div id= "#Functions##AddSchedule" class="w3-show w3-white"> <div id= "#Functions##AddSchedule" class="w3-show w3-white">
@ -2415,7 +2415,7 @@ Nothing of this code should be modified without testing it thoroughly.</p>
</div> </div>
<div class="w3-half"> <div class="w3-half">
<p>Radomization factor [0,1].</p> <p>Randomization factor [0,1].</p>
</div> </div>
</div> </div>
@ -2622,7 +2622,7 @@ Nothing of this code should be modified without testing it thoroughly.</p>
<h2><a id="#(SCHEDULEDISPATCHER).ShowTrace" ><strong>SCHEDULEDISPATCHER:ShowTrace(Scheduler)</strong></a></h2> <h2><a id="#(SCHEDULEDISPATCHER).ShowTrace" ><strong>SCHEDULEDISPATCHER:ShowTrace(Scheduler)</strong></a></h2>
</div> </div>
<p>Shopw tracing info.</p> <p>Show tracing info.</p>
<div id= "#Functions##ShowTrace" class="w3-show w3-white"> <div id= "#Functions##ShowTrace" class="w3-show w3-white">
<div class="w3-container w3-white" id="functiontype"> <div class="w3-container w3-white" id="functiontype">
@ -2796,7 +2796,7 @@ Nothing of this code should be modified without testing it thoroughly.</p>
#table #table
<a id="#(SCHEDULEDISPATCHER).PersistentSchedulers" ><strong>SCHEDULEDISPATCHER.PersistentSchedulers</strong></a> <a id="#(SCHEDULEDISPATCHER).PersistentSchedulers" ><strong>SCHEDULEDISPATCHER.PersistentSchedulers</strong></a>
<p>Persistant schedulers.</p> <p>Persistent schedulers.</p>
</div> </div>
@ -6108,7 +6108,7 @@ When moose is loading dynamically (for moose class development), tracing is swit
#number #number
<a id="#(SCHEDULEDISPATCHER.ScheduleData).Repeat" ><strong>SCHEDULEDISPATCHER.ScheduleData.Repeat</strong></a> <a id="#(SCHEDULEDISPATCHER.ScheduleData).Repeat" ><strong>SCHEDULEDISPATCHER.ScheduleData.Repeat</strong></a>
<p>Repeat time intervall in seconds.</p> <p>Repeat time interval in seconds.</p>
</div> </div>

View File

@ -1595,7 +1595,7 @@ A separate schedule is created by using the MasterObject using the method :Sched
<h3>Construct a SCHEDULER object without a volatile schedule, but volatile to the Object existence...</h3> <h3>Construct a SCHEDULER object without a volatile schedule, but volatile to the Object existence...</h3>
<ul> <ul>
<li><p><a href="##(SCHEDULER).New">SCHEDULER.New</a>( Object ): Setup a new SCHEDULER object, which is linked to the Object. When the Object is nillified or destroyed, the SCHEDULER object will also be destroyed and stopped after garbage collection.</p> <li><p><a href="##(SCHEDULER).New">SCHEDULER.New</a>( Object ): Setup a new SCHEDULER object, which is linked to the Object. When the Object is set to nil or destroyed, the SCHEDULER object will also be destroyed and stopped after garbage collection.</p>
<p>ZoneObject = ZONE:New( "ZoneName" ) <p>ZoneObject = ZONE:New( "ZoneName" )
MasterObject = SCHEDULER:New( ZoneObject ) MasterObject = SCHEDULER:New( ZoneObject )
@ -1658,8 +1658,8 @@ As a result, the MasterObject will cancel the planned schedule.</p>
</ul> </ul>
<p>The above example creates a new MasterObject, and does schedule the first schedule as part of the call. <p>The above example creates a new MasterObject, and does schedule the first schedule as part of the call.
Note that 2 variables are returned here: MasterObject, ScheduleID... <br/> Note that 2 variables are returned here: MasterObject, ScheduleID...
Later in the logic, the repeating schedule with SchedulerID is stopped. <br/> Later in the logic, the repeating schedule with SchedulerID is stopped.
A bit later, the repeating schedule with SchedulerId is (re)-started.</p> A bit later, the repeating schedule with SchedulerId is (re)-started.</p>
<h2>Create a new schedule</h2> <h2>Create a new schedule</h2>
@ -1673,14 +1673,14 @@ This method is used by the :New() constructor when a new schedule is planned.</p
MasterObject = SCHEDULER:New( ZoneObject ) MasterObject = SCHEDULER:New( ZoneObject )
</code></pre> </code></pre>
<p>Several parameters can be specified that influence the behaviour of a Schedule.</p> <p>Several parameters can be specified that influence the behavior of a Schedule.</p>
<h3>A single schedule, immediately executed</h3> <h3>A single schedule, immediately executed</h3>
<pre><code>SchedulerID = MasterObject:Schedule( ZoneObject, ScheduleFunction, {} ) <pre><code>SchedulerID = MasterObject:Schedule( ZoneObject, ScheduleFunction, {} )
</code></pre> </code></pre>
<p>The above example schedules a new ScheduleFunction call to be executed asynchronously, within milleseconds ...</p> <p>The above example schedules a new ScheduleFunction call to be executed asynchronously, within milliseconds ...</p>
<h3>A single schedule, planned over time</h3> <h3>A single schedule, planned over time</h3>
@ -1704,7 +1704,7 @@ and repeating 60 every seconds ...</p>
<p>The above example schedules a new ScheduleFunction call to be executed asynchronously, within 10 seconds, <p>The above example schedules a new ScheduleFunction call to be executed asynchronously, within 10 seconds,
and repeating 60 seconds, with a 50% time interval randomization ... and repeating 60 seconds, with a 50% time interval randomization ...
So the repeating time interval will be randomized using the <strong>0.5</strong>, <br/> So the repeating time interval will be randomized using the <strong>0.5</strong>,
and will calculate between <strong>60 - ( 60 * 0.5 )</strong> and <strong>60 + ( 60 * 0.5 )</strong> for each repeat, and will calculate between <strong>60 - ( 60 * 0.5 )</strong> and <strong>60 + ( 60 * 0.5 )</strong> for each repeat,
which is in this example between <strong>30</strong> and <strong>90</strong> seconds.</p> which is in this example between <strong>30</strong> and <strong>90</strong> seconds.</p>
@ -1715,7 +1715,7 @@ which is in this example between <strong>30</strong> and <strong>90</strong> sec
<p>The above example schedules a new ScheduleFunction call to be executed asynchronously, within 10 seconds, <p>The above example schedules a new ScheduleFunction call to be executed asynchronously, within 10 seconds,
The schedule will repeat every 60 seconds. The schedule will repeat every 60 seconds.
So the repeating time interval will be randomized using the <strong>0.5</strong>, <br/> So the repeating time interval will be randomized using the <strong>0.5</strong>,
and will calculate between <strong>60 - ( 60 * 0.5 )</strong> and <strong>60 + ( 60 * 0.5 )</strong> for each repeat, and will calculate between <strong>60 - ( 60 * 0.5 )</strong> and <strong>60 + ( 60 * 0.5 )</strong> for each repeat,
which is in this example between <strong>30</strong> and <strong>90</strong> seconds. which is in this example between <strong>30</strong> and <strong>90</strong> seconds.
The schedule will stop after <strong>300</strong> seconds.</p> The schedule will stop after <strong>300</strong> seconds.</p>
@ -2684,7 +2684,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
</div> </div>
<div class="w3-half"> <div class="w3-half">
<p>Time interval in seconds after which the scheduler will be stoppe.</p> <p>Time interval in seconds after which the scheduler will be stopped.</p>
</div> </div>
</div> </div>

View File

@ -1533,7 +1533,7 @@ Controls a network of short range air/missile defense groups.</p>
<tr> <tr>
<td class="style="width:40%;"><p><h2>Global <strong>SETTINGS</strong></h2></p></td> <td class="style="width:40%;"><p><h2>Global <strong>SETTINGS</strong></h2></p></td>
<td class="style="width:60%;"> <td class="style="width:60%;">
<p>Takes care of various settings that influence the behaviour of certain functionalities and classes within the MOOSE framework.</p> <p>Takes care of various settings that influence the behavior of certain functionalities and classes within the MOOSE framework.</p>
</td> </td>
</tr> </tr>
</table> </table>
@ -1544,13 +1544,13 @@ Controls a network of short range air/missile defense groups.</p>
<a href="##(SETTINGS)">#SETTINGS</a> <a href="##(SETTINGS)">#SETTINGS</a>
<a id="SETTINGS" ><strong>SETTINGS</strong></a> <a id="SETTINGS" ><strong>SETTINGS</strong></a>
<p>Takes care of various settings that influence the behaviour of certain functionalities and classes within the MOOSE framework.</p> <p>Takes care of various settings that influence the behavior of certain functionalities and classes within the MOOSE framework.</p>
<hr/> <hr/>
<p>The SETTINGS class takes care of various settings that influence the behaviour of certain functionalities and classes within the MOOSE framework. <p>The SETTINGS class takes care of various settings that influence the behavior of certain functionalities and classes within the MOOSE framework.
SETTINGS can work on 2 levels:</p> SETTINGS can work on 2 levels:</p>
<ul> <ul>
@ -1574,7 +1574,7 @@ These menus can be found <strong>on level F10 under "Settings"</strong>. There a
<p>A menu is created automatically per Command Center that allows to modify the <strong>Default</strong> settings. <p>A menu is created automatically per Command Center that allows to modify the <strong>Default</strong> settings.
So, when joining a CC unit, a menu will be available that allows to change the settings parameters <strong>FOR ALL THE PLAYERS</strong>! So, when joining a CC unit, a menu will be available that allows to change the settings parameters <strong>FOR ALL THE PLAYERS</strong>!
Note that the <strong>Default settings</strong> will only be used when a player has not choosen its own settings.</p> Note that the <strong>Default settings</strong> will only be used when a player has not chosen its own settings.</p>
<h2>2.2) Player settings menu</h2> <h2>2.2) Player settings menu</h2>
@ -1584,7 +1584,7 @@ Note that when a player has not chosen a specific setting, the <strong>Default s
<h2>2.3) Show or Hide the Player Setting menus</h2> <h2>2.3) Show or Hide the Player Setting menus</h2>
<p>Of course, it may be requried not to show any setting menus. In this case, a method is available on the <strong>_SETTINGS object</strong>. <p>Of course, it may be required not to show any setting menus. In this case, a method is available on the <strong>_SETTINGS object</strong>.
Use <a href="##(SETTINGS).SetPlayerMenuOff">SETTINGS.SetPlayerMenuOff</a>() to hide the player menus, and use <a href="##(SETTINGS).SetPlayerMenuOn">SETTINGS.SetPlayerMenuOn</a>() show the player menus. Use <a href="##(SETTINGS).SetPlayerMenuOff">SETTINGS.SetPlayerMenuOff</a>() to hide the player menus, and use <a href="##(SETTINGS).SetPlayerMenuOn">SETTINGS.SetPlayerMenuOn</a>() show the player menus.
Note that when this method is used, any player already in a slot will not have its menus visibility changed. Note that when this method is used, any player already in a slot will not have its menus visibility changed.
The option will only have effect when a player enters a new slot or changes a slot.</p> The option will only have effect when a player enters a new slot or changes a slot.</p>
@ -1611,8 +1611,8 @@ See below a comprehensive description of each.</p>
<ul> <ul>
<li>A2G BR: <a href="https://en.wikipedia.org/wiki/Bearing_(navigation">Bearing Range</a>.</li> <li>A2G BR: <a href="https://en.wikipedia.org/wiki/Bearing_(navigation">Bearing Range</a>.</li>
<li>A2G MGRS: The <a href="https://en.wikipedia.org/wiki/Military_Grid_Reference_System">Military Grid Reference System</a>. The accuracy can also be adapted.</li> <li>A2G MGRS: The <a href="https://en.wikipedia.org/wiki/Military_Grid_Reference_System">Military Grid Reference System</a>. The accuracy can also be adapted.</li>
<li>A2G LL DMS: Lattitude Longitude <a href="https://en.wikipedia.org/wiki/Geographic_coordinate_conversion">Degrees Minutes Seconds</a>. The accuracy can also be adapted.</li> <li>A2G LL DMS: Latitude Longitude <a href="https://en.wikipedia.org/wiki/Geographic_coordinate_conversion">Degrees Minutes Seconds</a>. The accuracy can also be adapted.</li>
<li>A2G LL DDM: Lattitude Longitude <a href="https://en.wikipedia.org/wiki/Decimal_degrees">Decimal Degrees Minutes</a>. The accuracy can also be adapted.</li> <li>A2G LL DDM: Latitude Longitude <a href="https://en.wikipedia.org/wiki/Decimal_degrees">Decimal Degrees Minutes</a>. The accuracy can also be adapted.</li>
</ul> </ul>
<h3>3.1.2) A2G coordinates setting <strong>menu</strong></h3> <h3>3.1.2) A2G coordinates setting <strong>menu</strong></h3>
@ -1713,7 +1713,7 @@ but there isn't any player context (no player unit to reference from), the MGRS
<p>The settings can be changed by using the <strong>Default settings menu</strong> on the Command Center or the <strong>Player settings menu</strong> on the Player Slot.</p> <p>The settings can be changed by using the <strong>Default settings menu</strong> on the Command Center or the <strong>Player settings menu</strong> on the Player Slot.</p>
<p>Each Message Type has specific timings that will be applied when the message is displayed. <p>Each Message Type has specific timings that will be applied when the message is displayed.
The Settings Menu will provide for each Message Type a selection of proposed durations from which can be choosen. The Settings Menu will provide for each Message Type a selection of proposed durations from which can be chosen.
So the player can choose its own amount of seconds how long a message should be displayed of a certain type. So the player can choose its own amount of seconds how long a message should be displayed of a certain type.
Note that <strong>Update</strong> messages can be chosen not to be displayed at all!</p> Note that <strong>Update</strong> messages can be chosen not to be displayed at all!</p>
@ -1728,7 +1728,7 @@ Note that <strong>Update</strong> messages can be chosen not to be displayed at
<h2>3.5) <strong>Era</strong> of the battle</h2> <h2>3.5) <strong>Era</strong> of the battle</h2>
<p>The threat level metric is scaled according the era of the battle. A target that is AAA, will pose a much greather threat in WWII than on modern warfare. <p>The threat level metric is scaled according the era of the battle. A target that is AAA, will pose a much greater threat in WWII than on modern warfare.
Therefore, there are 4 era that are defined within the settings:</p> Therefore, there are 4 era that are defined within the settings:</p>
<ul> <ul>
@ -2714,7 +2714,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<div> <div>
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
#string
<a id="#(SETTINGS).A2ASystem" ><strong>SETTINGS.A2ASystem</strong></a> <a id="#(SETTINGS).A2ASystem" ><strong>SETTINGS.A2ASystem</strong></a>
@ -2769,7 +2769,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<div> <div>
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
#boolean
<a id="#(SETTINGS).Metric" ><strong>SETTINGS.Metric</strong></a> <a id="#(SETTINGS).Metric" ><strong>SETTINGS.Metric</strong></a>
@ -4808,7 +4808,7 @@ It is advised to use this method at the start of the mission.</p>
<div> <div>
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
#string
<a id="#(SETTINGS).A2ASystem" ><strong>SETTINGS.A2ASystem</strong></a> <a id="#(SETTINGS).A2ASystem" ><strong>SETTINGS.A2ASystem</strong></a>
@ -4863,7 +4863,7 @@ It is advised to use this method at the start of the mission.</p>
<div> <div>
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
#boolean
<a id="#(SETTINGS).Metric" ><strong>SETTINGS.Metric</strong></a> <a id="#(SETTINGS).Metric" ><strong>SETTINGS.Metric</strong></a>

View File

@ -1494,7 +1494,8 @@ Controls a network of short range air/missile defense groups.</p>
<p><strong>Core</strong> - Spawn dynamically new groups of units in running missions.</p> <p><strong>Core</strong> - Spawn dynamically new groups of units in running missions.</p>
<h1> </h1>
<hr/>
<h2>Features:</h2> <h2>Features:</h2>
@ -1505,7 +1506,7 @@ Controls a network of short range air/missile defense groups.</p>
<li>Randomize the spawning location between different zones.</li> <li>Randomize the spawning location between different zones.</li>
<li>Randomize the initial positions within the zones.</li> <li>Randomize the initial positions within the zones.</li>
<li>Spawn in array formation.</li> <li>Spawn in array formation.</li>
<li>Spawn uncontrolled (for planes or helos only).</li> <li>Spawn uncontrolled (for planes or helicopters only).</li>
<li>Clean up inactive helicopters that "crashed".</li> <li>Clean up inactive helicopters that "crashed".</li>
<li>Place a hook to capture a spawn event, and tailor with customer code.</li> <li>Place a hook to capture a spawn event, and tailor with customer code.</li>
<li>Spawn late activated.</li> <li>Spawn late activated.</li>
@ -1564,7 +1565,7 @@ Controls a network of short range air/missile defense groups.</p>
<p>Each SPAWN object needs to be have related <strong>template groups</strong> setup in the Mission Editor (ME), <p>Each SPAWN object needs to be have related <strong>template groups</strong> setup in the Mission Editor (ME),
which is a normal group with the <strong>Late Activation</strong> flag set. which is a normal group with the <strong>Late Activation</strong> flag set.
This template group will never be activated in your mission. <br/> This template group will never be activated in your mission.
SPAWN uses that <strong>template group</strong> to reference to all the characteristics SPAWN uses that <strong>template group</strong> to reference to all the characteristics
(air, ground, livery, unit composition, formation, skill level etc) of each new group to be spawned.</p> (air, ground, livery, unit composition, formation, skill level etc) of each new group to be spawned.</p>
@ -1572,7 +1573,7 @@ SPAWN uses that <strong>template group</strong> to reference to all the characte
<strong>the name of the template group</strong> to be given as a string to those constructor methods.</p> <strong>the name of the template group</strong> to be given as a string to those constructor methods.</p>
<p>Initialization settings can be applied on the SPAWN object, <p>Initialization settings can be applied on the SPAWN object,
which modify the behaviour or the way groups are spawned. which modify the behavior or the way groups are spawned.
These initialization methods have the prefix <strong>Init</strong>. These initialization methods have the prefix <strong>Init</strong>.
There are also spawn methods with the prefix <strong>Spawn</strong> and will spawn new groups in various ways.</p> There are also spawn methods with the prefix <strong>Spawn</strong> and will spawn new groups in various ways.</p>
@ -1595,7 +1596,7 @@ it will be evaluated whether any limits have been reached.
When no spawn limit is reached, a new group will be created by the spawning methods, When no spawn limit is reached, a new group will be created by the spawning methods,
and the internal index will be increased with 1.</p> and the internal index will be increased with 1.</p>
<p>These limits ensure that your mission does not accidentally get flooded with spawned groups. <br/> <p>These limits ensure that your mission does not accidentally get flooded with spawned groups.
Additionally, it also guarantees that independent of the group composition, Additionally, it also guarantees that independent of the group composition,
at any time, the most optimal amount of groups are alive in your mission. at any time, the most optimal amount of groups are alive in your mission.
For example, if your template group has a group composition of 10 units, and you specify a limit of 100 units alive at the same time, For example, if your template group has a group composition of 10 units, and you specify a limit of 100 units alive at the same time,
@ -1604,8 +1605,8 @@ then a sequent Spawn(Scheduled) will allow a new group to be spawned!!!</p>
<h3>IMPORTANT!! If a limit has been reached, it is possible that a <strong>Spawn</strong> method returns <strong>nil</strong>, meaning, no <a href="Wrapper.Group.html">Wrapper.Group</a> had been spawned!!!</h3> <h3>IMPORTANT!! If a limit has been reached, it is possible that a <strong>Spawn</strong> method returns <strong>nil</strong>, meaning, no <a href="Wrapper.Group.html">Wrapper.Group</a> had been spawned!!!</h3>
<p>Spawned groups get <strong>the same name</strong> as the name of the template group. <br/> <p>Spawned groups get <strong>the same name</strong> as the name of the template group.
Spawned units in those groups keep <em>by default</em> <strong>the same name</strong> as the name of the template group. <br/> Spawned units in those groups keep <em>by default</em> <strong>the same name</strong> as the name of the template group.
However, because multiple groups and units are created from the template group, However, because multiple groups and units are created from the template group,
a suffix is added to each spawned group and unit.</p> a suffix is added to each spawned group and unit.</p>
@ -1618,7 +1619,7 @@ a suffix is added to each spawned group and unit.</p>
where <em>uu</em> is a <strong>counter from 0 to 99</strong> for each new spawned unit belonging to the group.</li> where <em>uu</em> is a <strong>counter from 0 to 99</strong> for each new spawned unit belonging to the group.</li>
</ol> </ol>
<p>That being said, there is a way to keep the same unit names! <br/> <p>That being said, there is a way to keep the same unit names!
The method <a href="##(SPAWN).InitKeepUnitNames">SPAWN.InitKeepUnitNames</a>() will keep the same unit names as defined within the template group, thus:</p> The method <a href="##(SPAWN).InitKeepUnitNames">SPAWN.InitKeepUnitNames</a>() will keep the same unit names as defined within the template group, thus:</p>
<ol> <ol>
@ -1682,7 +1683,7 @@ So in principle, the group list will contain all parameters and configurations a
<h3>Array formation</h3> <h3>Array formation</h3>
<ul> <ul>
<li><a href="##(SPAWN).InitArray">SPAWN.InitArray</a>(): Make groups visible before they are actually activated, and order these groups like a batallion in an array.</li> <li><a href="##(SPAWN).InitArray">SPAWN.InitArray</a>(): Make groups visible before they are actually activated, and order these groups like a battalion in an array.</li>
</ul> </ul>
<h3>Position randomization</h3> <h3>Position randomization</h3>
@ -1710,9 +1711,9 @@ So in principle, the group list will contain all parameters and configurations a
<h3>Delay initial scheduled spawn</h3> <h3>Delay initial scheduled spawn</h3>
<ul> <ul>
<li><a href="##(SPAWN).InitDelayOnOff">SPAWN.InitDelayOnOff</a>(): Turns the inital delay On/Off when scheduled spawning the first <a href="Wrapper.Group.html">Wrapper.Group</a> object.</li> <li><a href="##(SPAWN).InitDelayOnOff">SPAWN.InitDelayOnOff</a>(): Turns the initial delay On/Off when scheduled spawning the first <a href="Wrapper.Group.html">Wrapper.Group</a> object.</li>
<li><a href="##(SPAWN).InitDelayOn">SPAWN.InitDelayOn</a>(): Turns the inital delay On when scheduled spawning the first <a href="Wrapper.Group.html">Wrapper.Group</a> object.</li> <li><a href="##(SPAWN).InitDelayOn">SPAWN.InitDelayOn</a>(): Turns the initial delay On when scheduled spawning the first <a href="Wrapper.Group.html">Wrapper.Group</a> object.</li>
<li><a href="##(SPAWN).InitDelayOff">SPAWN.InitDelayOff</a>(): Turns the inital delay Off when scheduled spawning the first <a href="Wrapper.Group.html">Wrapper.Group</a> object.</li> <li><a href="##(SPAWN).InitDelayOff">SPAWN.InitDelayOff</a>(): Turns the initial delay Off when scheduled spawning the first <a href="Wrapper.Group.html">Wrapper.Group</a> object.</li>
</ul> </ul>
<h3>Repeat spawned <a href="Wrapper.Group.html">Wrapper.Group</a>s upon landing</h3> <h3>Repeat spawned <a href="Wrapper.Group.html">Wrapper.Group</a>s upon landing</h3>
@ -1722,7 +1723,6 @@ So in principle, the group list will contain all parameters and configurations a
<li><a href="##(SPAWN).InitRepeatOnEngineShutDown">SPAWN.InitRepeatOnEngineShutDown</a>(): This method is used to re-spawn automatically the same group after it has landed and it shuts down the engines at the ramp.</li> <li><a href="##(SPAWN).InitRepeatOnEngineShutDown">SPAWN.InitRepeatOnEngineShutDown</a>(): This method is used to re-spawn automatically the same group after it has landed and it shuts down the engines at the ramp.</li>
</ul> </ul>
<h2>SPAWN <strong>Spawn</strong> methods</h2> <h2>SPAWN <strong>Spawn</strong> methods</h2>
<p>Groups can be spawned at different times and methods:</p> <p>Groups can be spawned at different times and methods:</p>
@ -1753,7 +1753,6 @@ You can use the <a href="GROUP.html">GROUP</a> object to do further actions with
<li><a href="##(SPAWN).SpawnScheduleStop">SPAWN.SpawnScheduleStop</a>(): Stop the spawning of groups at scheduled time intervals.</li> <li><a href="##(SPAWN).SpawnScheduleStop">SPAWN.SpawnScheduleStop</a>(): Stop the spawning of groups at scheduled time intervals.</li>
</ul> </ul>
<h2>Retrieve alive GROUPs spawned by the SPAWN object</h2> <h2>Retrieve alive GROUPs spawned by the SPAWN object</h2>
<p>The SPAWN class administers which GROUPS it has reserved (in stock) or has created during mission execution. <p>The SPAWN class administers which GROUPS it has reserved (in stock) or has created during mission execution.
@ -1771,14 +1770,14 @@ The method <a href="##(SPAWN).GetGroupFromIndex">SPAWN.GetGroupFromIndex</a>() w
<h2>Spawned cleaning of inactive groups</h2> <h2>Spawned cleaning of inactive groups</h2>
<p>Sometimes, it will occur during a mission run-time, that ground or especially air objects get damaged, and will while being damged stop their activities, while remaining alive. <p>Sometimes, it will occur during a mission run-time, that ground or especially air objects get damaged, and will while being damaged stop their activities, while remaining alive.
In such cases, the SPAWN object will just sit there and wait until that group gets destroyed, but most of the time it won't, In such cases, the SPAWN object will just sit there and wait until that group gets destroyed, but most of the time it won't,
and it may occur that no new groups are or can be spawned as limits are reached. and it may occur that no new groups are or can be spawned as limits are reached.
To prevent this, a <a href="##(SPAWN).InitCleanUp">SPAWN.InitCleanUp</a>() initialization method has been defined that will silently monitor the status of each spawned group. To prevent this, a <a href="##(SPAWN).InitCleanUp">SPAWN.InitCleanUp</a>() initialization method has been defined that will silently monitor the status of each spawned group.
Once a group has a velocity = 0, and has been waiting for a defined interval, that group will be cleaned or removed from run-time. Once a group has a velocity = 0, and has been waiting for a defined interval, that group will be cleaned or removed from run-time.
There is a catch however :-) If a damaged group has returned to an airbase within the coalition, that group will not be considered as "lost"... There is a catch however :-) If a damaged group has returned to an airbase within the coalition, that group will not be considered as "lost"...
In such a case, when the inactive group is cleaned, a new group will Re-spawned automatically. In such a case, when the inactive group is cleaned, a new group will Re-spawned automatically.
This models AI that has succesfully returned to their airbase, to restart their combat activities. This models AI that has successfully returned to their airbase, to restart their combat activities.
Check the <a href="##(SPAWN).InitCleanUp">SPAWN.InitCleanUp</a>() for further info.</p> Check the <a href="##(SPAWN).InitCleanUp">SPAWN.InitCleanUp</a>() for further info.</p>
<h2>Catch the <a href="Wrapper.Group.html">Wrapper.Group</a> Spawn Event in a callback function!</h2> <h2>Catch the <a href="Wrapper.Group.html">Wrapper.Group</a> Spawn Event in a callback function!</h2>
@ -1800,7 +1799,6 @@ can be used to switch off the initial delay. Because there is no delay by defaul
<a href="##(SPAWN).SpawnScheduleStop">SPAWN.SpawnScheduleStop</a>() ; <a href="##(SPAWN).SpawnScheduleStart">SPAWN.SpawnScheduleStart</a>() sequence would have been used.</p> <a href="##(SPAWN).SpawnScheduleStop">SPAWN.SpawnScheduleStop</a>() ; <a href="##(SPAWN).SpawnScheduleStart">SPAWN.SpawnScheduleStart</a>() sequence would have been used.</p>
</div> </div>
</div> </div>
@ -1897,11 +1895,11 @@ can be used to switch off the initial delay. Because there is no delay by defaul
<tr class="w3-border"> <tr class="w3-border">
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(SPAWN).InitAIOnOff">SPAWN:InitAIOnOff(AIOnOff)</a></p></td> <td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(SPAWN).InitAIOnOff">SPAWN:InitAIOnOff(AIOnOff)</a></p></td>
<td class="summary w3-half w3-container" style="word-wrap: break-word"> <td class="summary w3-half w3-container" style="word-wrap: break-word">
<p>Turns the AI On or Off for the <a href="Wrapper.Group.html">Wrapper.Group</a> when spawning.</p>
</td> </td>
</tr> </tr>
<tr class="w3-border"> <tr class="w3-border">
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(SPAWN).InitAirbase">SPAWN:InitAirbase(AirbaseName, Takeoff, TerminalTyple, TerminalType)</a></p></td> <td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(SPAWN).InitAirbase">SPAWN:InitAirbase(AirbaseName, Takeoff, TerminalType)</a></p></td>
<td class="summary w3-half w3-container" style="word-wrap: break-word"> <td class="summary w3-half w3-container" style="word-wrap: break-word">
<p>Set spawns to happen at a particular airbase.</p> <p>Set spawns to happen at a particular airbase.</p>
</td> </td>
@ -1909,7 +1907,7 @@ can be used to switch off the initial delay. Because there is no delay by defaul
<tr class="w3-border"> <tr class="w3-border">
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(SPAWN).InitArray">SPAWN:InitArray(SpawnAngle, SpawnWidth, SpawnDeltaX, SpawnDeltaY)</a></p></td> <td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(SPAWN).InitArray">SPAWN:InitArray(SpawnAngle, SpawnWidth, SpawnDeltaX, SpawnDeltaY)</a></p></td>
<td class="summary w3-half w3-container" style="word-wrap: break-word"> <td class="summary w3-half w3-container" style="word-wrap: break-word">
<p>Makes the groups visible before start (like a batallion).</p> <p>Makes the groups visible before start (like a battalion).</p>
</td> </td>
</tr> </tr>
<tr class="w3-border"> <tr class="w3-border">
@ -2009,7 +2007,7 @@ and any spaces before and after the resulting name are removed.</p>
<tr class="w3-border"> <tr class="w3-border">
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(SPAWN).InitRadioCommsOnOff">SPAWN:InitRadioCommsOnOff(switch)</a></p></td> <td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(SPAWN).InitRadioCommsOnOff">SPAWN:InitRadioCommsOnOff(switch)</a></p></td>
<td class="summary w3-half w3-container" style="word-wrap: break-word"> <td class="summary w3-half w3-container" style="word-wrap: break-word">
<p>Sets the radio comms on or off.</p> <p>Sets the radio communication on or off.</p>
</td> </td>
</tr> </tr>
<tr class="w3-border"> <tr class="w3-border">
@ -2069,7 +2067,7 @@ and any spaces before and after the resulting name are removed.</p>
<tr class="w3-border"> <tr class="w3-border">
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(SPAWN).InitRepeat">SPAWN:InitRepeat()</a></p></td> <td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(SPAWN).InitRepeat">SPAWN:InitRepeat()</a></p></td>
<td class="summary w3-half w3-container" style="word-wrap: break-word"> <td class="summary w3-half w3-container" style="word-wrap: break-word">
<p>For planes and helicopters, when these groups go home and land on their home airbases and farps, they normally would taxi to the parking spot, shut-down their engines and wait forever until the Group is removed by the runtime environment.</p> <p>For planes and helicopters, when these groups go home and land on their home airbases and FARPs, they normally would taxi to the parking spot, shut-down their engines and wait forever until the Group is removed by the runtime environment.</p>
</td> </td>
</tr> </tr>
<tr class="w3-border"> <tr class="w3-border">
@ -2142,6 +2140,7 @@ and any spaces before and after the resulting name are removed.</p>
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(SPAWN).ParkAircraft">SPAWN:ParkAircraft(SpawnAirbase, TerminalType, Parkingdata, SpawnIndex)</a></p></td> <td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(SPAWN).ParkAircraft">SPAWN:ParkAircraft(SpawnAirbase, TerminalType, Parkingdata, SpawnIndex)</a></p></td>
<td class="summary w3-half w3-container" style="word-wrap: break-word"> <td class="summary w3-half w3-container" style="word-wrap: break-word">
<p>Will park a group at an <a href="Wrapper.Airbase.html">Wrapper.Airbase</a>.</p> <p>Will park a group at an <a href="Wrapper.Airbase.html">Wrapper.Airbase</a>.</p>
</td> </td>
</tr> </tr>
<tr class="w3-border"> <tr class="w3-border">
@ -2730,18 +2729,6 @@ and any spaces before and after the resulting name are removed.</p>
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(SPAWN)._TranslateRotate">SPAWN:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)</a></p></td> <td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(SPAWN)._TranslateRotate">SPAWN:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)</a></p></td>
<td class="summary w3-half w3-container" style="word-wrap: break-word"> <td class="summary w3-half w3-container" style="word-wrap: break-word">
</td>
</tr>
<tr class="w3-border">
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(SPAWN).communication">SPAWN.communication</a></p></td>
<td class="summary w3-half w3-container" style="word-wrap: break-word">
</td>
</tr>
<tr class="w3-border">
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(SPAWN).livery_id">SPAWN.livery_id</a></p></td>
<td class="summary w3-half w3-container" style="word-wrap: break-word">
</td> </td>
</tr> </tr>
<tr class="w3-border"> <tr class="w3-border">
@ -3299,14 +3286,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<div> <div>
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
#boolean
<a id="#(SPAWN).AIOnOff" ><strong>SPAWN.AIOnOff</strong></a> <a id="#(SPAWN).AIOnOff" ><strong>SPAWN.AIOnOff</strong></a>
<p> The AI is on by default when spawning a group.</p>
</div> </div>
</div> </div>
@ -3658,28 +3642,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
<a id="#(SPAWN).SpawnInitModex" ><strong>SPAWN.SpawnInitModex</strong></a>
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
<a id="#(SPAWN).SpawnInitModu" ><strong>SPAWN.SpawnInitModu</strong></a>
</div> </div>
</div> </div>
@ -3905,7 +3867,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<p> When the first Spawn executes, all the Groups need to be made visible before start.</p> <p> Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.</p>
</div> </div>
@ -3957,28 +3919,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<p> When working in UnControlled mode, all planes are Spawned in UnControlled mode before the scheduler starts.</p> <p> When working in UnControlled mode, all planes are Spawned in UnControlled mode before the scheduler starts.</p>
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
<a id="#(SPAWN).communication" ><strong>SPAWN.communication</strong></a>
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
<a id="#(SPAWN).livery_id" ><strong>SPAWN.livery_id</strong></a>
</div> </div>
</div> </div>
@ -4060,12 +4000,14 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
</div> </div>
</div> </div>
<h2><strong>Usage:</strong></h2> <h2><strong>Usage:</strong></h2>
<pre class="example"><code>-- Find the first alive @{Wrapper.Group} object of the SpawnPlanes SPAWN object @{Wrapper.Group} collection that it has spawned during the mission. <pre class="example"><code>
-- Find the first alive @{Wrapper.Group} object of the SpawnPlanes SPAWN object @{Wrapper.Group} collection that it has spawned during the mission.
local GroupPlane, Index = SpawnPlanes:GetFirstAliveGroup() local GroupPlane, Index = SpawnPlanes:GetFirstAliveGroup()
while GroupPlane ~= nil do while GroupPlane ~= nil do
-- Do actions with the GroupPlane object. -- Do actions with the GroupPlane object.
GroupPlane, Index = SpawnPlanes:GetNextAliveGroup( Index ) GroupPlane, Index = SpawnPlanes:GetNextAliveGroup( Index )
end</code></pre> end
</code></pre>
</div> </div>
@ -4154,11 +4096,13 @@ If no index is given, it will return the first group in the list.</p>
</div> </div>
</div> </div>
<h2><strong>Usage:</strong></h2> <h2><strong>Usage:</strong></h2>
<pre class="example"><code>-- Find the last alive @{Wrapper.Group} object of the SpawnPlanes SPAWN object @{Wrapper.Group} collection that it has spawned during the mission. <pre class="example"><code>
-- Find the last alive @{Wrapper.Group} object of the SpawnPlanes SPAWN object @{Wrapper.Group} collection that it has spawned during the mission.
local GroupPlane, Index = SpawnPlanes:GetLastAliveGroup() local GroupPlane, Index = SpawnPlanes:GetLastAliveGroup()
if GroupPlane then -- GroupPlane can be nil!!! if GroupPlane then -- GroupPlane can be nil!!!
-- Do actions with the GroupPlane object. -- Do actions with the GroupPlane object.
end</code></pre> end
</code></pre>
</div> </div>
@ -4213,12 +4157,14 @@ end</code></pre>
</div> </div>
</div> </div>
<h2><strong>Usage:</strong></h2> <h2><strong>Usage:</strong></h2>
<pre class="example"><code>-- Find the first alive @{Wrapper.Group} object of the SpawnPlanes SPAWN object @{Wrapper.Group} collection that it has spawned during the mission. <pre class="example"><code>
-- Find the first alive @{Wrapper.Group} object of the SpawnPlanes SPAWN object @{Wrapper.Group} collection that it has spawned during the mission.
local GroupPlane, Index = SpawnPlanes:GetFirstAliveGroup() local GroupPlane, Index = SpawnPlanes:GetFirstAliveGroup()
while GroupPlane ~= nil do while GroupPlane ~= nil do
-- Do actions with the GroupPlane object. -- Do actions with the GroupPlane object.
GroupPlane, Index = SpawnPlanes:GetNextAliveGroup( Index ) GroupPlane, Index = SpawnPlanes:GetNextAliveGroup( Index )
end</code></pre> end
</code></pre>
</div> </div>
@ -4324,7 +4270,7 @@ end</code></pre>
<h2><a id="#(SPAWN).InitAIOnOff" ><strong>SPAWN:InitAIOnOff(AIOnOff)</strong></a></h2> <h2><a id="#(SPAWN).InitAIOnOff" ><strong>SPAWN:InitAIOnOff(AIOnOff)</strong></a></h2>
</div> </div>
<p>Turns the AI On or Off for the <a href="Wrapper.Group.html">Wrapper.Group</a> when spawning.</p>
<div id= "#Functions##InitAIOnOff" class="w3-show w3-white"> <div id= "#Functions##InitAIOnOff" class="w3-show w3-white">
<div class="w3-container w3-white" id="functiontype"> <div class="w3-container w3-white" id="functiontype">
@ -4336,11 +4282,25 @@ end</code></pre>
<div class="w3-row w3-margin-left w3-border-bottom w3-border-l2"> <div class="w3-row w3-margin-left w3-border-bottom w3-border-l2">
<div class="w3-half"> <div class="w3-half">
<p> <p>
#boolean
<strong><strong>AIOnOff</strong></strong> <strong><strong>AIOnOff</strong></strong>
</p> </p>
</div> </div>
<div class="w3-half"> <div class="w3-half">
<p></p>
<p>A value of true sets the AI On, a value of false sets the AI Off.</p>
</div>
</div>
<h2><strong>Return value:</strong></h2>
<div class="w3-row w3-border-bottom w3-margin-left">
<div class="w3-half">
<p><a href="##(SPAWN)">#SPAWN</a>:</p>
</div>
<div class="w3-half">
<p>The SPAWN object</p>
</div> </div>
</div> </div>
</div> </div>
@ -4351,7 +4311,7 @@ end</code></pre>
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
<div class="w3-theme-l2"> <div class="w3-theme-l2">
<h2><a id="#(SPAWN).InitAirbase" ><strong>SPAWN:InitAirbase(AirbaseName, Takeoff, TerminalTyple, TerminalType)</strong></a></h2> <h2><a id="#(SPAWN).InitAirbase" ><strong>SPAWN:InitAirbase(AirbaseName, Takeoff, TerminalType)</strong></a></h2>
</div> </div>
<p>Set spawns to happen at a particular airbase.</p> <p>Set spawns to happen at a particular airbase.</p>
@ -4396,7 +4356,7 @@ end</code></pre>
<div class="w3-half"> <div class="w3-half">
<p> <p>
#number #number
<strong><strong>TerminalTyple</strong></strong> <strong><strong>TerminalType</strong></strong>
</p> </p>
</div> </div>
<div class="w3-half"> <div class="w3-half">
@ -4405,16 +4365,6 @@ end</code></pre>
</div> </div>
</div> </div>
<div class="w3-row w3-margin-left w3-border-bottom w3-border-l2">
<div class="w3-half">
<p>
<strong><strong>TerminalType</strong></strong>
</p>
</div>
<div class="w3-half">
<p></p>
</div>
</div>
<h2><strong>Return value:</strong></h2> <h2><strong>Return value:</strong></h2>
<div class="w3-row w3-border-bottom w3-margin-left"> <div class="w3-row w3-border-bottom w3-margin-left">
<div class="w3-half"> <div class="w3-half">
@ -4437,7 +4387,7 @@ end</code></pre>
<h2><a id="#(SPAWN).InitArray" ><strong>SPAWN:InitArray(SpawnAngle, SpawnWidth, SpawnDeltaX, SpawnDeltaY)</strong></a></h2> <h2><a id="#(SPAWN).InitArray" ><strong>SPAWN:InitArray(SpawnAngle, SpawnWidth, SpawnDeltaX, SpawnDeltaY)</strong></a></h2>
</div> </div>
<p>Makes the groups visible before start (like a batallion).</p> <p>Makes the groups visible before start (like a battalion).</p>
<p>The method will take the position of the group as the first position in the array. <p>The method will take the position of the group as the first position in the array.
@ -4514,9 +4464,9 @@ CAUTION: this directive will NOT work with OnSpawnGroup function.</p>
</div> </div>
</div> </div>
<h2><strong>Usage:</strong></h2> <h2><strong>Usage:</strong></h2>
<pre class="example"><code>-- Define an array of Groups. <pre class="example"><code>
Spawn_BE_Ground = SPAWN -- Define an array of Groups.
:New( 'BE Ground' ) Spawn_BE_Ground = SPAWN:New( 'BE Ground' )
:InitLimit( 2, 24 ) :InitLimit( 2, 24 )
:InitArray( 90, 10, 100, 50 ) :InitArray( 90, 10, 100, 50 )
</code></pre> </code></pre>
@ -4613,7 +4563,8 @@ When groups are still alive and have become inactive due to damage and are unabl
</div> </div>
<h2><strong>Usage:</strong></h2> <h2><strong>Usage:</strong></h2>
<pre class="example"><code> <pre class="example"><code>
Spawn_Helicopter:InitCleanUp( 20 ) -- CleanUp the spawning of the helicopters every 20 seconds when they become inactive.</code></pre> Spawn_Helicopter:InitCleanUp( 20 ) -- CleanUp the spawning of the helicopters every 20 seconds when they become inactive.
</code></pre>
</div> </div>
@ -4650,8 +4601,8 @@ Spawn_Helicopter:InitCleanUp( 20 ) -- CleanUp the spawning of the helicopters e
<p>Coalition of the group as number of enumerator:</p> <p>Coalition of the group as number of enumerator:</p>
<ul> <ul>
<li><a href="DCS.html##(coaliton.side).NEUTRAL">DCS#coaliton.side.NEUTRAL</a></li> <li><a href="DCS.html##(coalition.side).NEUTRAL">DCS#coalition.side.NEUTRAL</a></li>
<li><a href="DCS.html##(coaliton.side).RED">DCS#coaliton.side.RED</a></li> <li><a href="DCS.html##(coalition.side).RED">DCS#coalition.side.RED</a></li>
<li><a href="DCS.html##(coalition.side).BLUE">DCS#coalition.side.BLUE</a> <li><a href="DCS.html##(coalition.side).BLUE">DCS#coalition.side.BLUE</a>
</li> </li>
</ul> </ul>
@ -4683,7 +4634,7 @@ Spawn_Helicopter:InitCleanUp( 20 ) -- CleanUp the spawning of the helicopters e
<p>Sets the country of the spawn group.</p> <p>Sets the country of the spawn group.</p>
<p>Note that the country determins the coalition of the group depending on which country is defined to be on which side for each specific mission!</p> <p>Note that the country determines the coalition of the group depending on which country is defined to be on which side for each specific mission!</p>
<div id= "#Functions##InitCountry" class="w3-show w3-white"> <div id= "#Functions##InitCountry" class="w3-show w3-white">
<div class="w3-container w3-white" id="functiontype"> <div class="w3-container w3-white" id="functiontype">
@ -4705,10 +4656,10 @@ Spawn_Helicopter:InitCleanUp( 20 ) -- CleanUp the spawning of the helicopters e
<ul> <ul>
<li><a href="DCS.html##(country.id).RUSSIA">DCS#country.id.RUSSIA</a></li> <li><a href="DCS.html##(country.id).RUSSIA">DCS#country.id.RUSSIA</a></li>
<li><a href="DCS.html##(county.id).USA">DCS#county.id.USA</a> <li><a href="DCS.html##(county.id).USA">DCS#county.id.USA</a></li>
</li>
</ul> </ul>
</div> </div>
</div> </div>
<h2><strong>Return value:</strong></h2> <h2><strong>Return value:</strong></h2>
@ -4895,12 +4846,12 @@ mySpawner = SPAWN:New( ... )
-- Spawn the Group with the formation rotated +100 degrees around unit #1, compared to the mission template. -- Spawn the Group with the formation rotated +100 degrees around unit #1, compared to the mission template.
mySpawner:InitGroupHeading( 100 ) mySpawner:InitGroupHeading( 100 )
Spawn the Group with the formation rotated units between +100 and +150 degrees around unit #1, compared to the mission template, and with individual units varying by +/- 10 degrees from their templated facing. -- Spawn the Group with the formation rotated units between +100 and +150 degrees around unit #1, compared to the mission template, and with individual units varying by +/- 10 degrees from their templated facing.
mySpawner:InitGroupHeading( 100, 150, 10 ) mySpawner:InitGroupHeading( 100, 150, 10 )
Spawn the Group with the formation rotated -60 degrees around unit #1, compared to the mission template, but with all units facing due north regardless of how they were laid out in the template. -- Spawn the Group with the formation rotated -60 degrees around unit #1, compared to the mission template, but with all units facing due north regardless of how they were laid out in the template.
mySpawner:InitGroupHeading(-60):InitHeading(0) mySpawner:InitGroupHeading(-60):InitHeading(0)
or -- or
mySpawner:InitHeading(0):InitGroupHeading(-60) mySpawner:InitHeading(0):InitGroupHeading(-60)
</code></pre> </code></pre>
@ -5179,10 +5130,12 @@ This parameter accepts the value 0, which defines that there are no maximum grou
</div> </div>
</div> </div>
<h2><strong>Usage:</strong></h2> <h2><strong>Usage:</strong></h2>
<pre class="example"><code>-- NATO helicopters engaging in the battle field. <pre class="example"><code>
-- NATO helicopters engaging in the battle field.
-- This helicopter group consists of one Unit. So, this group will SPAWN maximum 2 groups simultaneously within the DCSRTE. -- This helicopter group consists of one Unit. So, this group will SPAWN maximum 2 groups simultaneously within the DCSRTE.
-- There will be maximum 24 groups spawned during the whole mission lifetime. -- There will be maximum 24 groups spawned during the whole mission lifetime.
Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):InitLimit( 2, 24 )</code></pre> Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):InitLimit( 2, 24 )
</code></pre>
</div> </div>
@ -5213,7 +5166,7 @@ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):InitLimit( 2, 24 )</
</div> </div>
<div class="w3-half"> <div class="w3-half">
<p>Livery name. Note that this is not necessarily the same name as displayed in the mission edior.</p> <p>Livery name. Note that this is not necessarily the same name as displayed in the mission editor.</p>
</div> </div>
</div> </div>
@ -5286,7 +5239,7 @@ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):InitLimit( 2, 24 )</
<h2><a id="#(SPAWN).InitRadioCommsOnOff" ><strong>SPAWN:InitRadioCommsOnOff(switch)</strong></a></h2> <h2><a id="#(SPAWN).InitRadioCommsOnOff" ><strong>SPAWN:InitRadioCommsOnOff(switch)</strong></a></h2>
</div> </div>
<p>Sets the radio comms on or off.</p> <p>Sets the radio communication on or off.</p>
<p>Same as checking/unchecking the COMM box in the mission editor.</p> <p>Same as checking/unchecking the COMM box in the mission editor.</p>
@ -5307,7 +5260,7 @@ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):InitLimit( 2, 24 )</
</div> </div>
<div class="w3-half"> <div class="w3-half">
<p>If true (or nil), enables the radio comms. If false, disables the radio for the spawned group.</p> <p>If true (or nil), enables the radio communication. If false, disables the radio for the spawned group.</p>
</div> </div>
</div> </div>
@ -5497,7 +5450,7 @@ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):InitLimit( 2, 24 )</
<p>Randomizes the defined route of the SpawnTemplatePrefix group in the ME.</p> <p>Randomizes the defined route of the SpawnTemplatePrefix group in the ME.</p>
<p>This is very useful to define extra variation of the behaviour of groups.</p> <p>This is very useful to define extra variation of the behavior of groups.</p>
<div id= "#Functions##InitRandomizeRoute" class="w3-show w3-white"> <div id= "#Functions##InitRandomizeRoute" class="w3-show w3-white">
<div class="w3-container w3-white" id="functiontype"> <div class="w3-container w3-white" id="functiontype">
@ -5572,11 +5525,13 @@ This parameter is useful to avoid randomization to end at a waypoint earlier tha
</div> </div>
</div> </div>
<h2><strong>Usage:</strong></h2> <h2><strong>Usage:</strong></h2>
<pre class="example"><code>-- NATO helicopters engaging in the battle field. <pre class="example"><code>
-- NATO helicopters engaging in the battle field.
-- The KA-50 has waypoints Start point ( =0 or SP ), 1, 2, 3, 4, End point (= 5 or DP). -- The KA-50 has waypoints Start point ( =0 or SP ), 1, 2, 3, 4, End point (= 5 or DP).
-- Waypoints 2 and 3 will only be randomized. The others will remain on their original position with each new spawn of the helicopter. -- Waypoints 2 and 3 will only be randomized. The others will remain on their original position with each new spawn of the helicopter.
-- The randomization of waypoint 2 and 3 will take place within a radius of 2000 meters. -- The randomization of waypoint 2 and 3 will take place within a radius of 2000 meters.
Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):InitRandomizeRoute( 2, 2, 2000 )</code></pre> Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):InitRandomizeRoute( 2, 2, 2000 )
</code></pre>
</div> </div>
@ -5613,7 +5568,7 @@ In other words, this method randomizes between a defined set of groups the templ
</div> </div>
<div class="w3-half"> <div class="w3-half">
<p>A table with the names of the groups defined within the mission editor, from which one will be choosen when a new group will be spawned. </p> <p>A table with the names of the groups defined within the mission editor, from which one will be chosen when a new group will be spawned.</p>
</div> </div>
</div> </div>
@ -5629,11 +5584,12 @@ In other words, this method randomizes between a defined set of groups the templ
</div> </div>
</div> </div>
<h2><strong>Usage:</strong></h2> <h2><strong>Usage:</strong></h2>
<pre class="example"><code>-- NATO Tank Platoons invading Gori. <pre class="example"><code>
-- NATO Tank Platoons invading Gori.
-- Choose between 13 different 'US Tank Platoon' configurations for each new SPAWN the Group to be spawned for the -- Choose between 13 different 'US Tank Platoon' configurations for each new SPAWN the Group to be spawned for the
-- 'US Tank Platoon Left', 'US Tank Platoon Middle' and 'US Tank Platoon Right' SpawnTemplatePrefixes. -- 'US Tank Platoon Left', 'US Tank Platoon Middle' and 'US Tank Platoon Right' SpawnTemplatePrefixes.
-- Each new SPAWN will randomize the route, with a defined time interval of 200 seconds with 40% time variation (randomization) and -- Each new SPAWN will randomize the route, with a defined time interval of 200 seconds with 40% time variation (randomization) and
-- with a limit set of maximum 12 Units alive simulteneously and 150 Groups to be spawned during the whole mission. -- with a limit set of maximum 12 Units alive simultaneously and 150 Groups to be spawned during the whole mission.
Spawn_US_Platoon = { 'US Tank Platoon 1', 'US Tank Platoon 2', 'US Tank Platoon 3', 'US Tank Platoon 4', 'US Tank Platoon 5', Spawn_US_Platoon = { 'US Tank Platoon 1', 'US Tank Platoon 2', 'US Tank Platoon 3', 'US Tank Platoon 4', 'US Tank Platoon 5',
'US Tank Platoon 6', 'US Tank Platoon 7', 'US Tank Platoon 8', 'US Tank Platoon 9', 'US Tank Platoon 10', 'US Tank Platoon 6', 'US Tank Platoon 7', 'US Tank Platoon 8', 'US Tank Platoon 9', 'US Tank Platoon 10',
'US Tank Platoon 11', 'US Tank Platoon 12', 'US Tank Platoon 13' } 'US Tank Platoon 11', 'US Tank Platoon 12', 'US Tank Platoon 13' }
@ -5691,17 +5647,19 @@ In other words, this method randomizes between a defined set of groups the templ
</div> </div>
</div> </div>
<h2><strong>Usage:</strong></h2> <h2><strong>Usage:</strong></h2>
<pre class="example"><code>-- NATO Tank Platoons invading Gori. <pre class="example"><code>
-- NATO Tank Platoons invading Gori.
-- Choose between different 'US Tank Platoon Templates' configurations to be spawned for the -- Choose between different 'US Tank Platoon Templates' configurations to be spawned for the
-- 'US Tank Platoon Left', 'US Tank Platoon Middle' and 'US Tank Platoon Right' SPAWN objects. -- 'US Tank Platoon Left', 'US Tank Platoon Middle' and 'US Tank Platoon Right' SPAWN objects.
-- Each new SPAWN will randomize the route, with a defined time interval of 200 seconds with 40% time variation (randomization) and -- Each new SPAWN will randomize the route, with a defined time interval of 200 seconds with 40% time variation (randomization) and
-- with a limit set of maximum 12 Units alive simulteneously and 150 Groups to be spawned during the whole mission. -- with a limit set of maximum 12 Units alive simultaneously and 150 Groups to be spawned during the whole mission.
Spawn_US_Platoon_Left = SPAWN:New( 'US Tank Platoon Left' ):InitLimit( 12, 150 ):SpawnScheduled( 200, 0.4 ):InitRandomizeTemplatePrefixes( "US Tank Platoon Templates" ):InitRandomizeRoute( 3, 3, 2000 ) Spawn_US_Platoon_Left = SPAWN:New( 'US Tank Platoon Left' ):InitLimit( 12, 150 ):SpawnScheduled( 200, 0.4 ):InitRandomizeTemplatePrefixes( "US Tank Platoon Templates" ):InitRandomizeRoute( 3, 3, 2000 )
Spawn_US_Platoon_Middle = SPAWN:New( 'US Tank Platoon Middle' ):InitLimit( 12, 150 ):SpawnScheduled( 200, 0.4 ):InitRandomizeTemplatePrefixes( "US Tank Platoon Templates" ):InitRandomizeRoute( 3, 3, 2000 ) Spawn_US_Platoon_Middle = SPAWN:New( 'US Tank Platoon Middle' ):InitLimit( 12, 150 ):SpawnScheduled( 200, 0.4 ):InitRandomizeTemplatePrefixes( "US Tank Platoon Templates" ):InitRandomizeRoute( 3, 3, 2000 )
Spawn_US_Platoon_Right = SPAWN:New( 'US Tank Platoon Right' ):InitLimit( 12, 150 ):SpawnScheduled( 200, 0.4 ):InitRandomizeTemplatePrefixes( "US Tank Platoon Templates" ):InitRandomizeRoute( 3, 3, 2000 )</code></pre> Spawn_US_Platoon_Right = SPAWN:New( 'US Tank Platoon Right' ):InitLimit( 12, 150 ):SpawnScheduled( 200, 0.4 ):InitRandomizeTemplatePrefixes( "US Tank Platoon Templates" ):InitRandomizeRoute( 3, 3, 2000 )
</code></pre>
</div> </div>
@ -5753,20 +5711,22 @@ In other words, this method randomizes between a defined set of groups the templ
</div> </div>
</div> </div>
<h2><strong>Usage:</strong></h2> <h2><strong>Usage:</strong></h2>
<pre class="example"><code>-- NATO Tank Platoons invading Gori. <pre class="example"><code>
-- NATO Tank Platoons invading Gori.
-- Choose between different 'US Tank Platoon Template' configurations to be spawned for the -- Choose between different 'US Tank Platoon Template' configurations to be spawned for the
-- 'US Tank Platoon Left', 'US Tank Platoon Middle' and 'US Tank Platoon Right' SPAWN objects. -- 'US Tank Platoon Left', 'US Tank Platoon Middle' and 'US Tank Platoon Right' SPAWN objects.
-- Each new SPAWN will randomize the route, with a defined time interval of 200 seconds with 40% time variation (randomization) and -- Each new SPAWN will randomize the route, with a defined time interval of 200 seconds with 40% time variation (randomization) and
-- with a limit set of maximum 12 Units alive simulteneously and 150 Groups to be spawned during the whole mission. -- with a limit set of maximum 12 Units alive simultaneously and 150 Groups to be spawned during the whole mission.
Spawn_US_PlatoonSet = SET_GROUP:New():FilterPrefixes( "US Tank Platoon Templates" ):FilterOnce() Spawn_US_PlatoonSet = SET_GROUP:New():FilterPrefixes( "US Tank Platoon Templates" ):FilterOnce()
--- Now use the Spawn_US_PlatoonSet to define the templates using InitRandomizeTemplateSet. -- Now use the Spawn_US_PlatoonSet to define the templates using InitRandomizeTemplateSet.
Spawn_US_Platoon_Left = SPAWN:New( 'US Tank Platoon Left' ):InitLimit( 12, 150 ):SpawnScheduled( 200, 0.4 ):InitRandomizeTemplateSet( Spawn_US_PlatoonSet ):InitRandomizeRoute( 3, 3, 2000 ) Spawn_US_Platoon_Left = SPAWN:New( 'US Tank Platoon Left' ):InitLimit( 12, 150 ):SpawnScheduled( 200, 0.4 ):InitRandomizeTemplateSet( Spawn_US_PlatoonSet ):InitRandomizeRoute( 3, 3, 2000 )
Spawn_US_Platoon_Middle = SPAWN:New( 'US Tank Platoon Middle' ):InitLimit( 12, 150 ):SpawnScheduled( 200, 0.4 ):InitRandomizeTemplateSet( Spawn_US_PlatoonSet ):InitRandomizeRoute( 3, 3, 2000 ) Spawn_US_Platoon_Middle = SPAWN:New( 'US Tank Platoon Middle' ):InitLimit( 12, 150 ):SpawnScheduled( 200, 0.4 ):InitRandomizeTemplateSet( Spawn_US_PlatoonSet ):InitRandomizeRoute( 3, 3, 2000 )
Spawn_US_Platoon_Right = SPAWN:New( 'US Tank Platoon Right' ):InitLimit( 12, 150 ):SpawnScheduled( 200, 0.4 ):InitRandomizeTemplateSet( Spawn_US_PlatoonSet ):InitRandomizeRoute( 3, 3, 2000 )</code></pre> Spawn_US_Platoon_Right = SPAWN:New( 'US Tank Platoon Right' ):InitLimit( 12, 150 ):SpawnScheduled( 200, 0.4 ):InitRandomizeTemplateSet( Spawn_US_PlatoonSet ):InitRandomizeRoute( 3, 3, 2000 )
</code></pre>
</div> </div>
@ -5839,11 +5799,13 @@ Spawn_US_Platoon_Right = SPAWN:New( 'US Tank Platoon Right' ):InitLimit( 12, 150
</div> </div>
</div> </div>
<h2><strong>Usage:</strong></h2> <h2><strong>Usage:</strong></h2>
<pre class="example"><code>-- NATO helicopters engaging in the battle field. <pre class="example"><code>
-- NATO helicopters engaging in the battle field.
-- The KA-50 has waypoints Start point ( =0 or SP ), 1, 2, 3, 4, End point (= 5 or DP). -- The KA-50 has waypoints Start point ( =0 or SP ), 1, 2, 3, 4, End point (= 5 or DP).
-- Waypoints 2 and 3 will only be randomized. The others will remain on their original position with each new spawn of the helicopter. -- Waypoints 2 and 3 will only be randomized. The others will remain on their original position with each new spawn of the helicopter.
-- The randomization of waypoint 2 and 3 will take place within a radius of 2000 meters. -- The randomization of waypoint 2 and 3 will take place within a radius of 2000 meters.
Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):InitRandomizeRoute( 2, 2, 2000 )</code></pre> Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):InitRandomizeRoute( 2, 2, 2000 )
</code></pre>
</div> </div>
@ -5890,7 +5852,8 @@ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):InitRandomizeRoute(
</div> </div>
</div> </div>
<h2><strong>Usage:</strong></h2> <h2><strong>Usage:</strong></h2>
<pre class="example"><code> -- Create a zone table of the 2 zones. <pre class="example"><code>
-- Create a zone table of the 2 zones.
ZoneTable = { ZONE:New( "Zone1" ), ZONE:New( "Zone2" ) } ZoneTable = { ZONE:New( "Zone1" ), ZONE:New( "Zone2" ) }
Spawn_Vehicle_1 = SPAWN:New( "Spawn Vehicle 1" ) Spawn_Vehicle_1 = SPAWN:New( "Spawn Vehicle 1" )
@ -5911,7 +5874,7 @@ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):InitRandomizeRoute(
<h2><a id="#(SPAWN).InitRepeat" ><strong>SPAWN:InitRepeat()</strong></a></h2> <h2><a id="#(SPAWN).InitRepeat" ><strong>SPAWN:InitRepeat()</strong></a></h2>
</div> </div>
<p>For planes and helicopters, when these groups go home and land on their home airbases and farps, they normally would taxi to the parking spot, shut-down their engines and wait forever until the Group is removed by the runtime environment.</p> <p>For planes and helicopters, when these groups go home and land on their home airbases and FARPs, they normally would taxi to the parking spot, shut-down their engines and wait forever until the Group is removed by the runtime environment.</p>
<p>This method is used to re-spawn automatically (so no extra call is needed anymore) the same group after it has landed. <p>This method is used to re-spawn automatically (so no extra call is needed anymore) the same group after it has landed.
@ -5937,10 +5900,10 @@ So ensure that the routes for groups that respawn, always return to the original
</div> </div>
</div> </div>
<h2><strong>Usage:</strong></h2> <h2><strong>Usage:</strong></h2>
<pre class="example"><code>-- RU Su-34 - AI Ship Attack <pre class="example"><code>
-- RU Su-34 - AI Ship Attack
-- Re-SPAWN the Group(s) after each landing and Engine Shut-Down automatically. -- Re-SPAWN the Group(s) after each landing and Engine Shut-Down automatically.
SpawnRU_SU34 = SPAWN SpawnRU_SU34 = SPAWN:New( 'Su-34' )
:New( 'Su-34' )
:Schedule( 2, 3, 1800, 0.4 ) :Schedule( 2, 3, 1800, 0.4 )
:SpawnUncontrolled() :SpawnUncontrolled()
:InitRandomizeRoute( 1, 1, 3000 ) :InitRandomizeRoute( 1, 1, 3000 )
@ -5978,10 +5941,10 @@ SpawnRU_SU34 = SPAWN
</div> </div>
</div> </div>
<h2><strong>Usage:</strong></h2> <h2><strong>Usage:</strong></h2>
<pre class="example"><code>-- RU Su-34 - AI Ship Attack <pre class="example"><code>
-- RU Su-34 - AI Ship Attack
-- Re-SPAWN the Group(s) after each landing and Engine Shut-Down automatically. -- Re-SPAWN the Group(s) after each landing and Engine Shut-Down automatically.
SpawnRU_SU34 = SPAWN SpawnRU_SU34 = SPAWN:New( 'Su-34' )
:New( 'Su-34' )
:SpawnUncontrolled() :SpawnUncontrolled()
:InitRandomizeRoute( 1, 1, 3000 ) :InitRandomizeRoute( 1, 1, 3000 )
:InitRepeatOnEngineShutDown() :InitRepeatOnEngineShutDown()
@ -6018,13 +5981,14 @@ SpawnRU_SU34 = SPAWN
</div> </div>
</div> </div>
<h2><strong>Usage:</strong></h2> <h2><strong>Usage:</strong></h2>
<pre class="example"><code>-- RU Su-34 - AI Ship Attack <pre class="example"><code>
-- RU Su-34 - AI Ship Attack
-- Re-SPAWN the Group(s) after each landing and Engine Shut-Down automatically. -- Re-SPAWN the Group(s) after each landing and Engine Shut-Down automatically.
SpawnRU_SU34 = SPAWN SpawnRU_SU34 = SPAWN:New( 'Su-34' )
:New( 'Su-34' )
:InitRandomizeRoute( 1, 1, 3000 ) :InitRandomizeRoute( 1, 1, 3000 )
:InitRepeatOnLanding() :InitRepeatOnLanding()
:Spawn() </code></pre> :Spawn()
</code></pre>
</div> </div>
@ -6246,7 +6210,8 @@ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' )</code></pre></li>
Spawn_BE_KA50 = SPAWN:NewWithAlias( 'BE KA-50@RAMP-Ground Defense', 'Helicopter Attacking a City' )</code></pre></li> Spawn_BE_KA50 = SPAWN:NewWithAlias( 'BE KA-50@RAMP-Ground Defense', 'Helicopter Attacking a City' )</code></pre></li>
<li><pre class="example"><code> <li><pre class="example"><code>
-- Create a new CSAR_Spawn object based on a normal Group Template to spawn a soldier. -- Create a new CSAR_Spawn object based on a normal Group Template to spawn a soldier.
local CSAR_Spawn = SPAWN:NewWithFromTemplate( Template, "CSAR", "Pilot" )</code></pre></li> local CSAR_Spawn = SPAWN:NewWithFromTemplate( Template, "CSAR", "Pilot" )
</code></pre></li>
</ul> </ul>
</div> </div>
@ -6384,12 +6349,11 @@ The first parameter of the SpawnFunction is the <a href="Wrapper.Group.html##(GR
</div> </div>
</div> </div>
<h2><strong>Usage:</strong></h2> <h2><strong>Usage:</strong></h2>
<pre class="example"><code> -- Declare SpawnObject and call a function when a new Group is spawned. <pre class="example"><code>
local SpawnObject = SPAWN -- Declare SpawnObject and call a function when a new Group is spawned.
:New( "SpawnObject" ) local SpawnObject = SPAWN:New( "SpawnObject" )
:InitLimit( 2, 10 ) :InitLimit( 2, 10 )
:OnSpawnGroup( :OnSpawnGroup( function( SpawnGroup )
function( SpawnGroup )
SpawnGroup:E( "I am spawned" ) SpawnGroup:E( "I am spawned" )
end end
) )
@ -6409,6 +6373,7 @@ The first parameter of the SpawnFunction is the <a href="Wrapper.Group.html##(GR
<p>Will park a group at an <a href="Wrapper.Airbase.html">Wrapper.Airbase</a>.</p> <p>Will park a group at an <a href="Wrapper.Airbase.html">Wrapper.Airbase</a>.</p>
<div id= "#Functions##ParkAircraft" class="w3-show w3-white"> <div id= "#Functions##ParkAircraft" class="w3-show w3-white">
<div class="w3-container w3-white" id="functiontype"> <div class="w3-container w3-white" id="functiontype">
<h2><strong>Defined in:</strong></h2> <h2><strong>Defined in:</strong></h2>
@ -6742,7 +6707,7 @@ You can use the following enumerations to search for the pre-defined airbases on
The known AIRBASE objects are automatically imported at mission start by MOOSE. The known AIRBASE objects are automatically imported at mission start by MOOSE.
Therefore, there isn't any New() constructor defined for AIRBASE objects.</p> Therefore, there isn't any New() constructor defined for AIRBASE objects.</p>
<p>Ships and Farps are added within the mission, and are therefore not known. <p>Ships and FARPs are added within the mission, and are therefore not known.
For these AIRBASE objects, there isn't an <a href="Wrapper.Airbase.html##(AIRBASE)">Wrapper.Airbase#AIRBASE</a> enumeration defined. For these AIRBASE objects, there isn't an <a href="Wrapper.Airbase.html##(AIRBASE)">Wrapper.Airbase#AIRBASE</a> enumeration defined.
You need to provide the <strong>exact name</strong> of the airbase as the parameter to the <a href="Wrapper.Airbase.html##(AIRBASE).FindByName">Wrapper.Airbase#AIRBASE.FindByName</a>() method!</p> You need to provide the <strong>exact name</strong> of the airbase as the parameter to the <a href="Wrapper.Airbase.html##(AIRBASE).FindByName">Wrapper.Airbase#AIRBASE.FindByName</a>() method!</p>
@ -6828,7 +6793,7 @@ You need to provide the <strong>exact name</strong> of the airbase as the parame
</div> </div>
<div class="w3-half"> <div class="w3-half">
<p>(optional) Table holding the coordinates and terminal ids for all units of the group. Spawning will be forced to happen at exactily these spots!</p> <p>(optional) Table holding the coordinates and terminal ids for all units of the group. Spawning will be forced to happen at exactly these spots!</p>
</div> </div>
</div> </div>
@ -6844,7 +6809,8 @@ You need to provide the <strong>exact name</strong> of the airbase as the parame
</div> </div>
</div> </div>
<h2><strong>Usage:</strong></h2> <h2><strong>Usage:</strong></h2>
<pre class="example"><code> Spawn_Plane = SPAWN:New( "Plane" ) <pre class="example"><code>
Spawn_Plane = SPAWN:New( "Plane" )
Spawn_Plane:SpawnAtAirbase( AIRBASE:FindByName( AIRBASE.Caucasus.Krymsk ), SPAWN.Takeoff.Cold ) Spawn_Plane:SpawnAtAirbase( AIRBASE:FindByName( AIRBASE.Caucasus.Krymsk ), SPAWN.Takeoff.Cold )
Spawn_Plane:SpawnAtAirbase( AIRBASE:FindByName( AIRBASE.Caucasus.Krymsk ), SPAWN.Takeoff.Hot ) Spawn_Plane:SpawnAtAirbase( AIRBASE:FindByName( AIRBASE.Caucasus.Krymsk ), SPAWN.Takeoff.Hot )
Spawn_Plane:SpawnAtAirbase( AIRBASE:FindByName( AIRBASE.Caucasus.Krymsk ), SPAWN.Takeoff.Runway ) Spawn_Plane:SpawnAtAirbase( AIRBASE:FindByName( AIRBASE.Caucasus.Krymsk ), SPAWN.Takeoff.Runway )
@ -7860,7 +7826,7 @@ The <strong>first waypoint</strong> (where the group is spawned) is replaced wit
<div class="w3-half"> <div class="w3-half">
<p>The variation to be applied on the defined time interval between each new spawn. <p>The variation to be applied on the defined time interval between each new spawn.
The variation is a number between 0 and 1, representing the %-tage of variation to be applied on the time interval.</p> The variation is a number between 0 and 1, representing the % of variation to be applied on the time interval.</p>
</div> </div>
</div> </div>
@ -7882,7 +7848,7 @@ The variation is a number between 0 and 1, representing the %-tage of variation
-- This is calculated as follows: -- This is calculated as follows:
-- Low limit: 600 * ( 1 - 0.5 / 2 ) = 450 -- Low limit: 600 * ( 1 - 0.5 / 2 ) = 450
-- High limit: 600 * ( 1 + 0.5 / 2 ) = 750 -- High limit: 600 * ( 1 + 0.5 / 2 ) = 750
-- Between these two values, a random amount of seconds will be choosen for each new spawn of the helicopters. -- Between these two values, a random amount of seconds will be chosen for each new spawn of the helicopters.
Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):SpawnScheduled( 600, 0.5 )</code></pre> Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):SpawnScheduled( 600, 0.5 )</code></pre>
</div> </div>
@ -8729,14 +8695,11 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.</p
<div> <div>
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
#boolean
<a id="#(SPAWN).AIOnOff" ><strong>SPAWN.AIOnOff</strong></a> <a id="#(SPAWN).AIOnOff" ><strong>SPAWN.AIOnOff</strong></a>
<p> The AI is on by default when spawning a group.</p>
</div> </div>
</div> </div>
@ -9088,28 +9051,6 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.</p
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
<a id="#(SPAWN).SpawnInitModex" ><strong>SPAWN.SpawnInitModex</strong></a>
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
<a id="#(SPAWN).SpawnInitModu" ><strong>SPAWN.SpawnInitModu</strong></a>
</div> </div>
</div> </div>
@ -9335,7 +9276,7 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.</p
<p> When the first Spawn executes, all the Groups need to be made visible before start.</p> <p> Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.</p>
</div> </div>
@ -9387,28 +9328,6 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.</p
<p> When working in UnControlled mode, all planes are Spawned in UnControlled mode before the scheduler starts.</p> <p> When working in UnControlled mode, all planes are Spawned in UnControlled mode before the scheduler starts.</p>
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
<a id="#(SPAWN).communication" ><strong>SPAWN.communication</strong></a>
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
<a id="#(SPAWN).livery_id" ><strong>SPAWN.livery_id</strong></a>
</div> </div>
</div> </div>

View File

@ -1865,24 +1865,6 @@ such as position and heading.</p>
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(SPAWNSTATIC)._SpawnStatic">SPAWNSTATIC:_SpawnStatic(Template, CountryID)</a></p></td> <td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(SPAWNSTATIC)._SpawnStatic">SPAWNSTATIC:_SpawnStatic(Template, CountryID)</a></p></td>
<td class="summary w3-half w3-container" style="word-wrap: break-word"> <td class="summary w3-half w3-container" style="word-wrap: break-word">
<p>Spawns a new static using a given template.</p> <p>Spawns a new static using a given template.</p>
</td>
</tr>
<tr class="w3-border">
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(SPAWNSTATIC).heliport_callsign_id">SPAWNSTATIC.heliport_callsign_id</a></p></td>
<td class="summary w3-half w3-container" style="word-wrap: break-word">
</td>
</tr>
<tr class="w3-border">
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(SPAWNSTATIC).heliport_frequency">SPAWNSTATIC.heliport_frequency</a></p></td>
<td class="summary w3-half w3-container" style="word-wrap: break-word">
</td>
</tr>
<tr class="w3-border">
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(SPAWNSTATIC).heliport_modulation">SPAWNSTATIC.heliport_modulation</a></p></td>
<td class="summary w3-half w3-container" style="word-wrap: break-word">
</td> </td>
</tr> </tr>
</table> </table>
@ -2789,39 +2771,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
<a id="#(SPAWNSTATIC).heliport_callsign_id" ><strong>SPAWNSTATIC.heliport_callsign_id</strong></a>
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
<a id="#(SPAWNSTATIC).heliport_frequency" ><strong>SPAWNSTATIC.heliport_frequency</strong></a>
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
<a id="#(SPAWNSTATIC).heliport_modulation" ><strong>SPAWNSTATIC.heliport_modulation</strong></a>
</div> </div>
</div> </div>
@ -4043,39 +3992,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
<a id="#(SPAWNSTATIC).heliport_callsign_id" ><strong>SPAWNSTATIC.heliport_callsign_id</strong></a>
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
<a id="#(SPAWNSTATIC).heliport_frequency" ><strong>SPAWNSTATIC.heliport_frequency</strong></a>
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
<a id="#(SPAWNSTATIC).heliport_modulation" ><strong>SPAWNSTATIC.heliport_modulation</strong></a>
</div> </div>
</div> </div>

View File

@ -2669,6 +2669,50 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
<a id="#(SPOT).ScheduleID" ><strong>SPOT.ScheduleID</strong></a>
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
<a id="#(SPOT).SpotIR" ><strong>SPOT.SpotIR</strong></a>
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
<a id="#(SPOT).SpotLaser" ><strong>SPOT.SpotLaser</strong></a>
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
<a id="#(SPOT).Target" ><strong>SPOT.Target</strong></a>
</div> </div>
</div> </div>
@ -3882,6 +3926,50 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
<a id="#(SPOT).ScheduleID" ><strong>SPOT.ScheduleID</strong></a>
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
<a id="#(SPOT).SpotIR" ><strong>SPOT.SpotIR</strong></a>
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
<a id="#(SPOT).SpotLaser" ><strong>SPOT.SpotLaser</strong></a>
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
<a id="#(SPOT).Target" ><strong>SPOT.Target</strong></a>
</div> </div>
</div> </div>
@ -5386,6 +5474,50 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
<a id="#(SPOT).ScheduleID" ><strong>SPOT.ScheduleID</strong></a>
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
<a id="#(SPOT).SpotIR" ><strong>SPOT.SpotIR</strong></a>
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
<a id="#(SPOT).SpotLaser" ><strong>SPOT.SpotLaser</strong></a>
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
<a id="#(SPOT).Target" ><strong>SPOT.Target</strong></a>
</div> </div>
</div> </div>

View File

@ -3422,17 +3422,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
<a id="#(DESIGNATE).LaseDuration" ><strong>DESIGNATE.LaseDuration</strong></a>
</div> </div>
</div> </div>
@ -6590,17 +6579,6 @@ Designate:SetFlashStatusMenu( false )</code></pre>
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
<a id="#(DESIGNATE).LaseDuration" ><strong>DESIGNATE.LaseDuration</strong></a>
</div> </div>
</div> </div>
@ -7400,17 +7378,6 @@ Designate:SetFlashStatusMenu( false )</code></pre>
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
<a id="#(DESIGNATE).LaseDuration" ><strong>DESIGNATE.LaseDuration</strong></a>
</div> </div>
</div> </div>
@ -8180,17 +8147,6 @@ Designate:SetFlashStatusMenu( false )</code></pre>
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
<a id="#(DESIGNATE).LaseDuration" ><strong>DESIGNATE.LaseDuration</strong></a>
</div> </div>
</div> </div>
@ -9852,17 +9808,6 @@ Designate:SetFlashStatusMenu( false )</code></pre>
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
<a id="#(DESIGNATE).LaseDuration" ><strong>DESIGNATE.LaseDuration</strong></a>
</div> </div>
</div> </div>

View File

@ -18915,6 +18915,17 @@ When moose is loading dynamically (for moose class development), tracing is swit
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
#boolean
<a id="#(DETECTION_BASE).Locking" ><strong>DETECTION_BASE.Locking</strong></a>
</div> </div>
</div> </div>
@ -23606,6 +23617,17 @@ zones that reflect cloudy areas where detected units may not be so easily visual
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
#boolean
<a id="#(DETECTION_BASE).Locking" ><strong>DETECTION_BASE.Locking</strong></a>
</div> </div>
</div> </div>
@ -25352,6 +25374,17 @@ zones that reflect cloudy areas where detected units may not be so easily visual
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
#boolean
<a id="#(DETECTION_BASE).Locking" ><strong>DETECTION_BASE.Locking</strong></a>
</div> </div>
</div> </div>

View File

@ -3345,9 +3345,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<p> switch alarm state RED</p>
</div> </div>
</div> </div>
@ -7010,9 +7007,6 @@ E.g. `mymantis:SetAdvancedMode(true, 90)`</code></pre>
<p> switch alarm state RED</p>
</div> </div>
</div> </div>

View File

@ -3358,12 +3358,6 @@ manager:Stop(7200)
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(RAT).termtype">RAT.termtype</a></p></td> <td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(RAT).termtype">RAT.termtype</a></p></td>
<td class="summary w3-half w3-container" style="word-wrap: break-word"> <td class="summary w3-half w3-container" style="word-wrap: break-word">
<p>Type of terminal to be used when spawning at an airbase.</p> <p>Type of terminal to be used when spawning at an airbase.</p>
</td>
</tr>
<tr class="w3-border">
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(RAT).type">RAT.type</a></p></td>
<td class="summary w3-half w3-container" style="word-wrap: break-word">
</td> </td>
</tr> </tr>
<tr class="w3-border"> <tr class="w3-border">
@ -3491,11 +3485,11 @@ manager:Stop(7200)
<tr class="w3-border"> <tr class="w3-border">
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(RAT).InitAIOnOff">RAT:InitAIOnOff(AIOnOff)</a></p></td> <td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(RAT).InitAIOnOff">RAT:InitAIOnOff(AIOnOff)</a></p></td>
<td class="summary w3-half w3-container" style="word-wrap: break-word"> <td class="summary w3-half w3-container" style="word-wrap: break-word">
<p>Turns the AI On or Off for the <a href="Wrapper.Group.html">Wrapper.Group</a> when spawning.</p>
</td> </td>
</tr> </tr>
<tr class="w3-border"> <tr class="w3-border">
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(RAT).InitAirbase">RAT:InitAirbase(AirbaseName, Takeoff, TerminalTyple, TerminalType)</a></p></td> <td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(RAT).InitAirbase">RAT:InitAirbase(AirbaseName, Takeoff, TerminalType)</a></p></td>
<td class="summary w3-half w3-container" style="word-wrap: break-word"> <td class="summary w3-half w3-container" style="word-wrap: break-word">
<p>Set spawns to happen at a particular airbase.</p> <p>Set spawns to happen at a particular airbase.</p>
</td> </td>
@ -3503,7 +3497,7 @@ manager:Stop(7200)
<tr class="w3-border"> <tr class="w3-border">
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(RAT).InitArray">RAT:InitArray(SpawnAngle, SpawnWidth, SpawnDeltaX, SpawnDeltaY)</a></p></td> <td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(RAT).InitArray">RAT:InitArray(SpawnAngle, SpawnWidth, SpawnDeltaX, SpawnDeltaY)</a></p></td>
<td class="summary w3-half w3-container" style="word-wrap: break-word"> <td class="summary w3-half w3-container" style="word-wrap: break-word">
<p>Makes the groups visible before start (like a batallion).</p> <p>Makes the groups visible before start (like a battalion).</p>
</td> </td>
</tr> </tr>
<tr class="w3-border"> <tr class="w3-border">
@ -3603,7 +3597,7 @@ and any spaces before and after the resulting name are removed.</p>
<tr class="w3-border"> <tr class="w3-border">
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(RAT).InitRadioCommsOnOff">RAT:InitRadioCommsOnOff(switch)</a></p></td> <td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(RAT).InitRadioCommsOnOff">RAT:InitRadioCommsOnOff(switch)</a></p></td>
<td class="summary w3-half w3-container" style="word-wrap: break-word"> <td class="summary w3-half w3-container" style="word-wrap: break-word">
<p>Sets the radio comms on or off.</p> <p>Sets the radio communication on or off.</p>
</td> </td>
</tr> </tr>
<tr class="w3-border"> <tr class="w3-border">
@ -3663,7 +3657,7 @@ and any spaces before and after the resulting name are removed.</p>
<tr class="w3-border"> <tr class="w3-border">
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(RAT).InitRepeat">RAT:InitRepeat()</a></p></td> <td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(RAT).InitRepeat">RAT:InitRepeat()</a></p></td>
<td class="summary w3-half w3-container" style="word-wrap: break-word"> <td class="summary w3-half w3-container" style="word-wrap: break-word">
<p>For planes and helicopters, when these groups go home and land on their home airbases and farps, they normally would taxi to the parking spot, shut-down their engines and wait forever until the Group is removed by the runtime environment.</p> <p>For planes and helicopters, when these groups go home and land on their home airbases and FARPs, they normally would taxi to the parking spot, shut-down their engines and wait forever until the Group is removed by the runtime environment.</p>
</td> </td>
</tr> </tr>
<tr class="w3-border"> <tr class="w3-border">
@ -3736,6 +3730,7 @@ and any spaces before and after the resulting name are removed.</p>
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(RAT).ParkAircraft">RAT:ParkAircraft(SpawnAirbase, TerminalType, Parkingdata, SpawnIndex)</a></p></td> <td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(RAT).ParkAircraft">RAT:ParkAircraft(SpawnAirbase, TerminalType, Parkingdata, SpawnIndex)</a></p></td>
<td class="summary w3-half w3-container" style="word-wrap: break-word"> <td class="summary w3-half w3-container" style="word-wrap: break-word">
<p>Will park a group at an <a href="Wrapper.Airbase.html">Wrapper.Airbase</a>.</p> <p>Will park a group at an <a href="Wrapper.Airbase.html">Wrapper.Airbase</a>.</p>
</td> </td>
</tr> </tr>
<tr class="w3-border"> <tr class="w3-border">
@ -4324,18 +4319,6 @@ and any spaces before and after the resulting name are removed.</p>
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(RAT)._TranslateRotate">RAT:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)</a></p></td> <td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(RAT)._TranslateRotate">RAT:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)</a></p></td>
<td class="summary w3-half w3-container" style="word-wrap: break-word"> <td class="summary w3-half w3-container" style="word-wrap: break-word">
</td>
</tr>
<tr class="w3-border">
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(RAT).communication">RAT.communication</a></p></td>
<td class="summary w3-half w3-container" style="word-wrap: break-word">
</td>
</tr>
<tr class="w3-border">
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(RAT).livery_id">RAT.livery_id</a></p></td>
<td class="summary w3-half w3-container" style="word-wrap: break-word">
</td> </td>
</tr> </tr>
<tr class="w3-border"> <tr class="w3-border">
@ -6711,17 +6694,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<p>Type of terminal to be used when spawning at an airbase.</p> <p>Type of terminal to be used when spawning at an airbase.</p>
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
<a id="#(RAT).type" ><strong>RAT.type</strong></a>
</div> </div>
</div> </div>
@ -14602,17 +14574,6 @@ Initializes the ratcraft array and group menu.</p>
<p>Type of terminal to be used when spawning at an airbase.</p> <p>Type of terminal to be used when spawning at an airbase.</p>
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
<a id="#(RAT).type" ><strong>RAT.type</strong></a>
</div> </div>
</div> </div>
@ -14749,12 +14710,14 @@ Initializes the ratcraft array and group menu.</p>
</div> </div>
</div> </div>
<h2><strong>Usage:</strong></h2> <h2><strong>Usage:</strong></h2>
<pre class="example"><code>-- Find the first alive @{Wrapper.Group} object of the SpawnPlanes SPAWN object @{Wrapper.Group} collection that it has spawned during the mission. <pre class="example"><code>
-- Find the first alive @{Wrapper.Group} object of the SpawnPlanes SPAWN object @{Wrapper.Group} collection that it has spawned during the mission.
local GroupPlane, Index = SpawnPlanes:GetFirstAliveGroup() local GroupPlane, Index = SpawnPlanes:GetFirstAliveGroup()
while GroupPlane ~= nil do while GroupPlane ~= nil do
-- Do actions with the GroupPlane object. -- Do actions with the GroupPlane object.
GroupPlane, Index = SpawnPlanes:GetNextAliveGroup( Index ) GroupPlane, Index = SpawnPlanes:GetNextAliveGroup( Index )
end</code></pre> end
</code></pre>
</div> </div>
@ -14843,11 +14806,13 @@ If no index is given, it will return the first group in the list.</p>
</div> </div>
</div> </div>
<h2><strong>Usage:</strong></h2> <h2><strong>Usage:</strong></h2>
<pre class="example"><code>-- Find the last alive @{Wrapper.Group} object of the SpawnPlanes SPAWN object @{Wrapper.Group} collection that it has spawned during the mission. <pre class="example"><code>
-- Find the last alive @{Wrapper.Group} object of the SpawnPlanes SPAWN object @{Wrapper.Group} collection that it has spawned during the mission.
local GroupPlane, Index = SpawnPlanes:GetLastAliveGroup() local GroupPlane, Index = SpawnPlanes:GetLastAliveGroup()
if GroupPlane then -- GroupPlane can be nil!!! if GroupPlane then -- GroupPlane can be nil!!!
-- Do actions with the GroupPlane object. -- Do actions with the GroupPlane object.
end</code></pre> end
</code></pre>
</div> </div>
@ -14902,12 +14867,14 @@ end</code></pre>
</div> </div>
</div> </div>
<h2><strong>Usage:</strong></h2> <h2><strong>Usage:</strong></h2>
<pre class="example"><code>-- Find the first alive @{Wrapper.Group} object of the SpawnPlanes SPAWN object @{Wrapper.Group} collection that it has spawned during the mission. <pre class="example"><code>
-- Find the first alive @{Wrapper.Group} object of the SpawnPlanes SPAWN object @{Wrapper.Group} collection that it has spawned during the mission.
local GroupPlane, Index = SpawnPlanes:GetFirstAliveGroup() local GroupPlane, Index = SpawnPlanes:GetFirstAliveGroup()
while GroupPlane ~= nil do while GroupPlane ~= nil do
-- Do actions with the GroupPlane object. -- Do actions with the GroupPlane object.
GroupPlane, Index = SpawnPlanes:GetNextAliveGroup( Index ) GroupPlane, Index = SpawnPlanes:GetNextAliveGroup( Index )
end</code></pre> end
</code></pre>
</div> </div>
@ -15013,7 +14980,7 @@ end</code></pre>
<h2><a id="#(RAT).InitAIOnOff" ><strong>RAT:InitAIOnOff(AIOnOff)</strong></a></h2> <h2><a id="#(RAT).InitAIOnOff" ><strong>RAT:InitAIOnOff(AIOnOff)</strong></a></h2>
</div> </div>
<p>Turns the AI On or Off for the <a href="Wrapper.Group.html">Wrapper.Group</a> when spawning.</p>
<div id= "#Functions##InitAIOnOff" class="w3-show w3-white"> <div id= "#Functions##InitAIOnOff" class="w3-show w3-white">
<div class="w3-container w3-white" id="functiontype"> <div class="w3-container w3-white" id="functiontype">
@ -15025,11 +14992,25 @@ end</code></pre>
<div class="w3-row w3-margin-left w3-border-bottom w3-border-l2"> <div class="w3-row w3-margin-left w3-border-bottom w3-border-l2">
<div class="w3-half"> <div class="w3-half">
<p> <p>
#boolean
<strong><strong>AIOnOff</strong></strong> <strong><strong>AIOnOff</strong></strong>
</p> </p>
</div> </div>
<div class="w3-half"> <div class="w3-half">
<p></p>
<p>A value of true sets the AI On, a value of false sets the AI Off.</p>
</div>
</div>
<h2><strong>Return value:</strong></h2>
<div class="w3-row w3-border-bottom w3-margin-left">
<div class="w3-half">
<p><a href="##(SPAWN)">#SPAWN</a>:</p>
</div>
<div class="w3-half">
<p>The SPAWN object</p>
</div> </div>
</div> </div>
</div> </div>
@ -15040,7 +15021,7 @@ end</code></pre>
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
<div class="w3-theme-l2"> <div class="w3-theme-l2">
<h2><a id="#(RAT).InitAirbase" ><strong>RAT:InitAirbase(AirbaseName, Takeoff, TerminalTyple, TerminalType)</strong></a></h2> <h2><a id="#(RAT).InitAirbase" ><strong>RAT:InitAirbase(AirbaseName, Takeoff, TerminalType)</strong></a></h2>
</div> </div>
<p>Set spawns to happen at a particular airbase.</p> <p>Set spawns to happen at a particular airbase.</p>
@ -15085,7 +15066,7 @@ end</code></pre>
<div class="w3-half"> <div class="w3-half">
<p> <p>
#number #number
<strong><strong>TerminalTyple</strong></strong> <strong><strong>TerminalType</strong></strong>
</p> </p>
</div> </div>
<div class="w3-half"> <div class="w3-half">
@ -15094,16 +15075,6 @@ end</code></pre>
</div> </div>
</div> </div>
<div class="w3-row w3-margin-left w3-border-bottom w3-border-l2">
<div class="w3-half">
<p>
<strong><strong>TerminalType</strong></strong>
</p>
</div>
<div class="w3-half">
<p></p>
</div>
</div>
<h2><strong>Return value:</strong></h2> <h2><strong>Return value:</strong></h2>
<div class="w3-row w3-border-bottom w3-margin-left"> <div class="w3-row w3-border-bottom w3-margin-left">
<div class="w3-half"> <div class="w3-half">
@ -15126,7 +15097,7 @@ end</code></pre>
<h2><a id="#(RAT).InitArray" ><strong>RAT:InitArray(SpawnAngle, SpawnWidth, SpawnDeltaX, SpawnDeltaY)</strong></a></h2> <h2><a id="#(RAT).InitArray" ><strong>RAT:InitArray(SpawnAngle, SpawnWidth, SpawnDeltaX, SpawnDeltaY)</strong></a></h2>
</div> </div>
<p>Makes the groups visible before start (like a batallion).</p> <p>Makes the groups visible before start (like a battalion).</p>
<p>The method will take the position of the group as the first position in the array. <p>The method will take the position of the group as the first position in the array.
@ -15203,9 +15174,9 @@ CAUTION: this directive will NOT work with OnSpawnGroup function.</p>
</div> </div>
</div> </div>
<h2><strong>Usage:</strong></h2> <h2><strong>Usage:</strong></h2>
<pre class="example"><code>-- Define an array of Groups. <pre class="example"><code>
Spawn_BE_Ground = SPAWN -- Define an array of Groups.
:New( 'BE Ground' ) Spawn_BE_Ground = SPAWN:New( 'BE Ground' )
:InitLimit( 2, 24 ) :InitLimit( 2, 24 )
:InitArray( 90, 10, 100, 50 ) :InitArray( 90, 10, 100, 50 )
</code></pre> </code></pre>
@ -15302,7 +15273,8 @@ When groups are still alive and have become inactive due to damage and are unabl
</div> </div>
<h2><strong>Usage:</strong></h2> <h2><strong>Usage:</strong></h2>
<pre class="example"><code> <pre class="example"><code>
Spawn_Helicopter:InitCleanUp( 20 ) -- CleanUp the spawning of the helicopters every 20 seconds when they become inactive.</code></pre> Spawn_Helicopter:InitCleanUp( 20 ) -- CleanUp the spawning of the helicopters every 20 seconds when they become inactive.
</code></pre>
</div> </div>
@ -15339,8 +15311,8 @@ Spawn_Helicopter:InitCleanUp( 20 ) -- CleanUp the spawning of the helicopters e
<p>Coalition of the group as number of enumerator:</p> <p>Coalition of the group as number of enumerator:</p>
<ul> <ul>
<li><a href="DCS.html##(coaliton.side).NEUTRAL">DCS#coaliton.side.NEUTRAL</a></li> <li><a href="DCS.html##(coalition.side).NEUTRAL">DCS#coalition.side.NEUTRAL</a></li>
<li><a href="DCS.html##(coaliton.side).RED">DCS#coaliton.side.RED</a></li> <li><a href="DCS.html##(coalition.side).RED">DCS#coalition.side.RED</a></li>
<li><a href="DCS.html##(coalition.side).BLUE">DCS#coalition.side.BLUE</a> <li><a href="DCS.html##(coalition.side).BLUE">DCS#coalition.side.BLUE</a>
</li> </li>
</ul> </ul>
@ -15372,7 +15344,7 @@ Spawn_Helicopter:InitCleanUp( 20 ) -- CleanUp the spawning of the helicopters e
<p>Sets the country of the spawn group.</p> <p>Sets the country of the spawn group.</p>
<p>Note that the country determins the coalition of the group depending on which country is defined to be on which side for each specific mission!</p> <p>Note that the country determines the coalition of the group depending on which country is defined to be on which side for each specific mission!</p>
<div id= "#Functions##InitCountry" class="w3-show w3-white"> <div id= "#Functions##InitCountry" class="w3-show w3-white">
<div class="w3-container w3-white" id="functiontype"> <div class="w3-container w3-white" id="functiontype">
@ -15394,10 +15366,10 @@ Spawn_Helicopter:InitCleanUp( 20 ) -- CleanUp the spawning of the helicopters e
<ul> <ul>
<li><a href="DCS.html##(country.id).RUSSIA">DCS#country.id.RUSSIA</a></li> <li><a href="DCS.html##(country.id).RUSSIA">DCS#country.id.RUSSIA</a></li>
<li><a href="DCS.html##(county.id).USA">DCS#county.id.USA</a> <li><a href="DCS.html##(county.id).USA">DCS#county.id.USA</a></li>
</li>
</ul> </ul>
</div> </div>
</div> </div>
<h2><strong>Return value:</strong></h2> <h2><strong>Return value:</strong></h2>
@ -15584,12 +15556,12 @@ mySpawner = SPAWN:New( ... )
-- Spawn the Group with the formation rotated +100 degrees around unit #1, compared to the mission template. -- Spawn the Group with the formation rotated +100 degrees around unit #1, compared to the mission template.
mySpawner:InitGroupHeading( 100 ) mySpawner:InitGroupHeading( 100 )
Spawn the Group with the formation rotated units between +100 and +150 degrees around unit #1, compared to the mission template, and with individual units varying by +/- 10 degrees from their templated facing. -- Spawn the Group with the formation rotated units between +100 and +150 degrees around unit #1, compared to the mission template, and with individual units varying by +/- 10 degrees from their templated facing.
mySpawner:InitGroupHeading( 100, 150, 10 ) mySpawner:InitGroupHeading( 100, 150, 10 )
Spawn the Group with the formation rotated -60 degrees around unit #1, compared to the mission template, but with all units facing due north regardless of how they were laid out in the template. -- Spawn the Group with the formation rotated -60 degrees around unit #1, compared to the mission template, but with all units facing due north regardless of how they were laid out in the template.
mySpawner:InitGroupHeading(-60):InitHeading(0) mySpawner:InitGroupHeading(-60):InitHeading(0)
or -- or
mySpawner:InitHeading(0):InitGroupHeading(-60) mySpawner:InitHeading(0):InitGroupHeading(-60)
</code></pre> </code></pre>
@ -15868,10 +15840,12 @@ This parameter accepts the value 0, which defines that there are no maximum grou
</div> </div>
</div> </div>
<h2><strong>Usage:</strong></h2> <h2><strong>Usage:</strong></h2>
<pre class="example"><code>-- NATO helicopters engaging in the battle field. <pre class="example"><code>
-- NATO helicopters engaging in the battle field.
-- This helicopter group consists of one Unit. So, this group will SPAWN maximum 2 groups simultaneously within the DCSRTE. -- This helicopter group consists of one Unit. So, this group will SPAWN maximum 2 groups simultaneously within the DCSRTE.
-- There will be maximum 24 groups spawned during the whole mission lifetime. -- There will be maximum 24 groups spawned during the whole mission lifetime.
Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):InitLimit( 2, 24 )</code></pre> Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):InitLimit( 2, 24 )
</code></pre>
</div> </div>
@ -15902,7 +15876,7 @@ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):InitLimit( 2, 24 )</
</div> </div>
<div class="w3-half"> <div class="w3-half">
<p>Livery name. Note that this is not necessarily the same name as displayed in the mission edior.</p> <p>Livery name. Note that this is not necessarily the same name as displayed in the mission editor.</p>
</div> </div>
</div> </div>
@ -15975,7 +15949,7 @@ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):InitLimit( 2, 24 )</
<h2><a id="#(RAT).InitRadioCommsOnOff" ><strong>RAT:InitRadioCommsOnOff(switch)</strong></a></h2> <h2><a id="#(RAT).InitRadioCommsOnOff" ><strong>RAT:InitRadioCommsOnOff(switch)</strong></a></h2>
</div> </div>
<p>Sets the radio comms on or off.</p> <p>Sets the radio communication on or off.</p>
<p>Same as checking/unchecking the COMM box in the mission editor.</p> <p>Same as checking/unchecking the COMM box in the mission editor.</p>
@ -15996,7 +15970,7 @@ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):InitLimit( 2, 24 )</
</div> </div>
<div class="w3-half"> <div class="w3-half">
<p>If true (or nil), enables the radio comms. If false, disables the radio for the spawned group.</p> <p>If true (or nil), enables the radio communication. If false, disables the radio for the spawned group.</p>
</div> </div>
</div> </div>
@ -16186,7 +16160,7 @@ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):InitLimit( 2, 24 )</
<p>Randomizes the defined route of the SpawnTemplatePrefix group in the ME.</p> <p>Randomizes the defined route of the SpawnTemplatePrefix group in the ME.</p>
<p>This is very useful to define extra variation of the behaviour of groups.</p> <p>This is very useful to define extra variation of the behavior of groups.</p>
<div id= "#Functions##InitRandomizeRoute" class="w3-show w3-white"> <div id= "#Functions##InitRandomizeRoute" class="w3-show w3-white">
<div class="w3-container w3-white" id="functiontype"> <div class="w3-container w3-white" id="functiontype">
@ -16261,11 +16235,13 @@ This parameter is useful to avoid randomization to end at a waypoint earlier tha
</div> </div>
</div> </div>
<h2><strong>Usage:</strong></h2> <h2><strong>Usage:</strong></h2>
<pre class="example"><code>-- NATO helicopters engaging in the battle field. <pre class="example"><code>
-- NATO helicopters engaging in the battle field.
-- The KA-50 has waypoints Start point ( =0 or SP ), 1, 2, 3, 4, End point (= 5 or DP). -- The KA-50 has waypoints Start point ( =0 or SP ), 1, 2, 3, 4, End point (= 5 or DP).
-- Waypoints 2 and 3 will only be randomized. The others will remain on their original position with each new spawn of the helicopter. -- Waypoints 2 and 3 will only be randomized. The others will remain on their original position with each new spawn of the helicopter.
-- The randomization of waypoint 2 and 3 will take place within a radius of 2000 meters. -- The randomization of waypoint 2 and 3 will take place within a radius of 2000 meters.
Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):InitRandomizeRoute( 2, 2, 2000 )</code></pre> Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):InitRandomizeRoute( 2, 2, 2000 )
</code></pre>
</div> </div>
@ -16302,7 +16278,7 @@ In other words, this method randomizes between a defined set of groups the templ
</div> </div>
<div class="w3-half"> <div class="w3-half">
<p>A table with the names of the groups defined within the mission editor, from which one will be choosen when a new group will be spawned. </p> <p>A table with the names of the groups defined within the mission editor, from which one will be chosen when a new group will be spawned.</p>
</div> </div>
</div> </div>
@ -16318,11 +16294,12 @@ In other words, this method randomizes between a defined set of groups the templ
</div> </div>
</div> </div>
<h2><strong>Usage:</strong></h2> <h2><strong>Usage:</strong></h2>
<pre class="example"><code>-- NATO Tank Platoons invading Gori. <pre class="example"><code>
-- NATO Tank Platoons invading Gori.
-- Choose between 13 different 'US Tank Platoon' configurations for each new SPAWN the Group to be spawned for the -- Choose between 13 different 'US Tank Platoon' configurations for each new SPAWN the Group to be spawned for the
-- 'US Tank Platoon Left', 'US Tank Platoon Middle' and 'US Tank Platoon Right' SpawnTemplatePrefixes. -- 'US Tank Platoon Left', 'US Tank Platoon Middle' and 'US Tank Platoon Right' SpawnTemplatePrefixes.
-- Each new SPAWN will randomize the route, with a defined time interval of 200 seconds with 40% time variation (randomization) and -- Each new SPAWN will randomize the route, with a defined time interval of 200 seconds with 40% time variation (randomization) and
-- with a limit set of maximum 12 Units alive simulteneously and 150 Groups to be spawned during the whole mission. -- with a limit set of maximum 12 Units alive simultaneously and 150 Groups to be spawned during the whole mission.
Spawn_US_Platoon = { 'US Tank Platoon 1', 'US Tank Platoon 2', 'US Tank Platoon 3', 'US Tank Platoon 4', 'US Tank Platoon 5', Spawn_US_Platoon = { 'US Tank Platoon 1', 'US Tank Platoon 2', 'US Tank Platoon 3', 'US Tank Platoon 4', 'US Tank Platoon 5',
'US Tank Platoon 6', 'US Tank Platoon 7', 'US Tank Platoon 8', 'US Tank Platoon 9', 'US Tank Platoon 10', 'US Tank Platoon 6', 'US Tank Platoon 7', 'US Tank Platoon 8', 'US Tank Platoon 9', 'US Tank Platoon 10',
'US Tank Platoon 11', 'US Tank Platoon 12', 'US Tank Platoon 13' } 'US Tank Platoon 11', 'US Tank Platoon 12', 'US Tank Platoon 13' }
@ -16380,17 +16357,19 @@ In other words, this method randomizes between a defined set of groups the templ
</div> </div>
</div> </div>
<h2><strong>Usage:</strong></h2> <h2><strong>Usage:</strong></h2>
<pre class="example"><code>-- NATO Tank Platoons invading Gori. <pre class="example"><code>
-- NATO Tank Platoons invading Gori.
-- Choose between different 'US Tank Platoon Templates' configurations to be spawned for the -- Choose between different 'US Tank Platoon Templates' configurations to be spawned for the
-- 'US Tank Platoon Left', 'US Tank Platoon Middle' and 'US Tank Platoon Right' SPAWN objects. -- 'US Tank Platoon Left', 'US Tank Platoon Middle' and 'US Tank Platoon Right' SPAWN objects.
-- Each new SPAWN will randomize the route, with a defined time interval of 200 seconds with 40% time variation (randomization) and -- Each new SPAWN will randomize the route, with a defined time interval of 200 seconds with 40% time variation (randomization) and
-- with a limit set of maximum 12 Units alive simulteneously and 150 Groups to be spawned during the whole mission. -- with a limit set of maximum 12 Units alive simultaneously and 150 Groups to be spawned during the whole mission.
Spawn_US_Platoon_Left = SPAWN:New( 'US Tank Platoon Left' ):InitLimit( 12, 150 ):SpawnScheduled( 200, 0.4 ):InitRandomizeTemplatePrefixes( "US Tank Platoon Templates" ):InitRandomizeRoute( 3, 3, 2000 ) Spawn_US_Platoon_Left = SPAWN:New( 'US Tank Platoon Left' ):InitLimit( 12, 150 ):SpawnScheduled( 200, 0.4 ):InitRandomizeTemplatePrefixes( "US Tank Platoon Templates" ):InitRandomizeRoute( 3, 3, 2000 )
Spawn_US_Platoon_Middle = SPAWN:New( 'US Tank Platoon Middle' ):InitLimit( 12, 150 ):SpawnScheduled( 200, 0.4 ):InitRandomizeTemplatePrefixes( "US Tank Platoon Templates" ):InitRandomizeRoute( 3, 3, 2000 ) Spawn_US_Platoon_Middle = SPAWN:New( 'US Tank Platoon Middle' ):InitLimit( 12, 150 ):SpawnScheduled( 200, 0.4 ):InitRandomizeTemplatePrefixes( "US Tank Platoon Templates" ):InitRandomizeRoute( 3, 3, 2000 )
Spawn_US_Platoon_Right = SPAWN:New( 'US Tank Platoon Right' ):InitLimit( 12, 150 ):SpawnScheduled( 200, 0.4 ):InitRandomizeTemplatePrefixes( "US Tank Platoon Templates" ):InitRandomizeRoute( 3, 3, 2000 )</code></pre> Spawn_US_Platoon_Right = SPAWN:New( 'US Tank Platoon Right' ):InitLimit( 12, 150 ):SpawnScheduled( 200, 0.4 ):InitRandomizeTemplatePrefixes( "US Tank Platoon Templates" ):InitRandomizeRoute( 3, 3, 2000 )
</code></pre>
</div> </div>
@ -16442,20 +16421,22 @@ In other words, this method randomizes between a defined set of groups the templ
</div> </div>
</div> </div>
<h2><strong>Usage:</strong></h2> <h2><strong>Usage:</strong></h2>
<pre class="example"><code>-- NATO Tank Platoons invading Gori. <pre class="example"><code>
-- NATO Tank Platoons invading Gori.
-- Choose between different 'US Tank Platoon Template' configurations to be spawned for the -- Choose between different 'US Tank Platoon Template' configurations to be spawned for the
-- 'US Tank Platoon Left', 'US Tank Platoon Middle' and 'US Tank Platoon Right' SPAWN objects. -- 'US Tank Platoon Left', 'US Tank Platoon Middle' and 'US Tank Platoon Right' SPAWN objects.
-- Each new SPAWN will randomize the route, with a defined time interval of 200 seconds with 40% time variation (randomization) and -- Each new SPAWN will randomize the route, with a defined time interval of 200 seconds with 40% time variation (randomization) and
-- with a limit set of maximum 12 Units alive simulteneously and 150 Groups to be spawned during the whole mission. -- with a limit set of maximum 12 Units alive simultaneously and 150 Groups to be spawned during the whole mission.
Spawn_US_PlatoonSet = SET_GROUP:New():FilterPrefixes( "US Tank Platoon Templates" ):FilterOnce() Spawn_US_PlatoonSet = SET_GROUP:New():FilterPrefixes( "US Tank Platoon Templates" ):FilterOnce()
--- Now use the Spawn_US_PlatoonSet to define the templates using InitRandomizeTemplateSet. -- Now use the Spawn_US_PlatoonSet to define the templates using InitRandomizeTemplateSet.
Spawn_US_Platoon_Left = SPAWN:New( 'US Tank Platoon Left' ):InitLimit( 12, 150 ):SpawnScheduled( 200, 0.4 ):InitRandomizeTemplateSet( Spawn_US_PlatoonSet ):InitRandomizeRoute( 3, 3, 2000 ) Spawn_US_Platoon_Left = SPAWN:New( 'US Tank Platoon Left' ):InitLimit( 12, 150 ):SpawnScheduled( 200, 0.4 ):InitRandomizeTemplateSet( Spawn_US_PlatoonSet ):InitRandomizeRoute( 3, 3, 2000 )
Spawn_US_Platoon_Middle = SPAWN:New( 'US Tank Platoon Middle' ):InitLimit( 12, 150 ):SpawnScheduled( 200, 0.4 ):InitRandomizeTemplateSet( Spawn_US_PlatoonSet ):InitRandomizeRoute( 3, 3, 2000 ) Spawn_US_Platoon_Middle = SPAWN:New( 'US Tank Platoon Middle' ):InitLimit( 12, 150 ):SpawnScheduled( 200, 0.4 ):InitRandomizeTemplateSet( Spawn_US_PlatoonSet ):InitRandomizeRoute( 3, 3, 2000 )
Spawn_US_Platoon_Right = SPAWN:New( 'US Tank Platoon Right' ):InitLimit( 12, 150 ):SpawnScheduled( 200, 0.4 ):InitRandomizeTemplateSet( Spawn_US_PlatoonSet ):InitRandomizeRoute( 3, 3, 2000 )</code></pre> Spawn_US_Platoon_Right = SPAWN:New( 'US Tank Platoon Right' ):InitLimit( 12, 150 ):SpawnScheduled( 200, 0.4 ):InitRandomizeTemplateSet( Spawn_US_PlatoonSet ):InitRandomizeRoute( 3, 3, 2000 )
</code></pre>
</div> </div>
@ -16528,11 +16509,13 @@ Spawn_US_Platoon_Right = SPAWN:New( 'US Tank Platoon Right' ):InitLimit( 12, 150
</div> </div>
</div> </div>
<h2><strong>Usage:</strong></h2> <h2><strong>Usage:</strong></h2>
<pre class="example"><code>-- NATO helicopters engaging in the battle field. <pre class="example"><code>
-- NATO helicopters engaging in the battle field.
-- The KA-50 has waypoints Start point ( =0 or SP ), 1, 2, 3, 4, End point (= 5 or DP). -- The KA-50 has waypoints Start point ( =0 or SP ), 1, 2, 3, 4, End point (= 5 or DP).
-- Waypoints 2 and 3 will only be randomized. The others will remain on their original position with each new spawn of the helicopter. -- Waypoints 2 and 3 will only be randomized. The others will remain on their original position with each new spawn of the helicopter.
-- The randomization of waypoint 2 and 3 will take place within a radius of 2000 meters. -- The randomization of waypoint 2 and 3 will take place within a radius of 2000 meters.
Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):InitRandomizeRoute( 2, 2, 2000 )</code></pre> Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):InitRandomizeRoute( 2, 2, 2000 )
</code></pre>
</div> </div>
@ -16579,7 +16562,8 @@ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):InitRandomizeRoute(
</div> </div>
</div> </div>
<h2><strong>Usage:</strong></h2> <h2><strong>Usage:</strong></h2>
<pre class="example"><code> -- Create a zone table of the 2 zones. <pre class="example"><code>
-- Create a zone table of the 2 zones.
ZoneTable = { ZONE:New( "Zone1" ), ZONE:New( "Zone2" ) } ZoneTable = { ZONE:New( "Zone1" ), ZONE:New( "Zone2" ) }
Spawn_Vehicle_1 = SPAWN:New( "Spawn Vehicle 1" ) Spawn_Vehicle_1 = SPAWN:New( "Spawn Vehicle 1" )
@ -16600,7 +16584,7 @@ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):InitRandomizeRoute(
<h2><a id="#(RAT).InitRepeat" ><strong>RAT:InitRepeat()</strong></a></h2> <h2><a id="#(RAT).InitRepeat" ><strong>RAT:InitRepeat()</strong></a></h2>
</div> </div>
<p>For planes and helicopters, when these groups go home and land on their home airbases and farps, they normally would taxi to the parking spot, shut-down their engines and wait forever until the Group is removed by the runtime environment.</p> <p>For planes and helicopters, when these groups go home and land on their home airbases and FARPs, they normally would taxi to the parking spot, shut-down their engines and wait forever until the Group is removed by the runtime environment.</p>
<p>This method is used to re-spawn automatically (so no extra call is needed anymore) the same group after it has landed. <p>This method is used to re-spawn automatically (so no extra call is needed anymore) the same group after it has landed.
@ -16626,10 +16610,10 @@ So ensure that the routes for groups that respawn, always return to the original
</div> </div>
</div> </div>
<h2><strong>Usage:</strong></h2> <h2><strong>Usage:</strong></h2>
<pre class="example"><code>-- RU Su-34 - AI Ship Attack <pre class="example"><code>
-- RU Su-34 - AI Ship Attack
-- Re-SPAWN the Group(s) after each landing and Engine Shut-Down automatically. -- Re-SPAWN the Group(s) after each landing and Engine Shut-Down automatically.
SpawnRU_SU34 = SPAWN SpawnRU_SU34 = SPAWN:New( 'Su-34' )
:New( 'Su-34' )
:Schedule( 2, 3, 1800, 0.4 ) :Schedule( 2, 3, 1800, 0.4 )
:SpawnUncontrolled() :SpawnUncontrolled()
:InitRandomizeRoute( 1, 1, 3000 ) :InitRandomizeRoute( 1, 1, 3000 )
@ -16667,10 +16651,10 @@ SpawnRU_SU34 = SPAWN
</div> </div>
</div> </div>
<h2><strong>Usage:</strong></h2> <h2><strong>Usage:</strong></h2>
<pre class="example"><code>-- RU Su-34 - AI Ship Attack <pre class="example"><code>
-- RU Su-34 - AI Ship Attack
-- Re-SPAWN the Group(s) after each landing and Engine Shut-Down automatically. -- Re-SPAWN the Group(s) after each landing and Engine Shut-Down automatically.
SpawnRU_SU34 = SPAWN SpawnRU_SU34 = SPAWN:New( 'Su-34' )
:New( 'Su-34' )
:SpawnUncontrolled() :SpawnUncontrolled()
:InitRandomizeRoute( 1, 1, 3000 ) :InitRandomizeRoute( 1, 1, 3000 )
:InitRepeatOnEngineShutDown() :InitRepeatOnEngineShutDown()
@ -16707,13 +16691,14 @@ SpawnRU_SU34 = SPAWN
</div> </div>
</div> </div>
<h2><strong>Usage:</strong></h2> <h2><strong>Usage:</strong></h2>
<pre class="example"><code>-- RU Su-34 - AI Ship Attack <pre class="example"><code>
-- RU Su-34 - AI Ship Attack
-- Re-SPAWN the Group(s) after each landing and Engine Shut-Down automatically. -- Re-SPAWN the Group(s) after each landing and Engine Shut-Down automatically.
SpawnRU_SU34 = SPAWN SpawnRU_SU34 = SPAWN:New( 'Su-34' )
:New( 'Su-34' )
:InitRandomizeRoute( 1, 1, 3000 ) :InitRandomizeRoute( 1, 1, 3000 )
:InitRepeatOnLanding() :InitRepeatOnLanding()
:Spawn() </code></pre> :Spawn()
</code></pre>
</div> </div>
@ -16935,7 +16920,8 @@ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' )</code></pre></li>
Spawn_BE_KA50 = SPAWN:NewWithAlias( 'BE KA-50@RAMP-Ground Defense', 'Helicopter Attacking a City' )</code></pre></li> Spawn_BE_KA50 = SPAWN:NewWithAlias( 'BE KA-50@RAMP-Ground Defense', 'Helicopter Attacking a City' )</code></pre></li>
<li><pre class="example"><code> <li><pre class="example"><code>
-- Create a new CSAR_Spawn object based on a normal Group Template to spawn a soldier. -- Create a new CSAR_Spawn object based on a normal Group Template to spawn a soldier.
local CSAR_Spawn = SPAWN:NewWithFromTemplate( Template, "CSAR", "Pilot" )</code></pre></li> local CSAR_Spawn = SPAWN:NewWithFromTemplate( Template, "CSAR", "Pilot" )
</code></pre></li>
</ul> </ul>
</div> </div>
@ -17073,12 +17059,11 @@ The first parameter of the SpawnFunction is the <a href="Wrapper.Group.html##(GR
</div> </div>
</div> </div>
<h2><strong>Usage:</strong></h2> <h2><strong>Usage:</strong></h2>
<pre class="example"><code> -- Declare SpawnObject and call a function when a new Group is spawned. <pre class="example"><code>
local SpawnObject = SPAWN -- Declare SpawnObject and call a function when a new Group is spawned.
:New( "SpawnObject" ) local SpawnObject = SPAWN:New( "SpawnObject" )
:InitLimit( 2, 10 ) :InitLimit( 2, 10 )
:OnSpawnGroup( :OnSpawnGroup( function( SpawnGroup )
function( SpawnGroup )
SpawnGroup:E( "I am spawned" ) SpawnGroup:E( "I am spawned" )
end end
) )
@ -17098,6 +17083,7 @@ The first parameter of the SpawnFunction is the <a href="Wrapper.Group.html##(GR
<p>Will park a group at an <a href="Wrapper.Airbase.html">Wrapper.Airbase</a>.</p> <p>Will park a group at an <a href="Wrapper.Airbase.html">Wrapper.Airbase</a>.</p>
<div id= "#Functions##ParkAircraft" class="w3-show w3-white"> <div id= "#Functions##ParkAircraft" class="w3-show w3-white">
<div class="w3-container w3-white" id="functiontype"> <div class="w3-container w3-white" id="functiontype">
<h2><strong>Defined in:</strong></h2> <h2><strong>Defined in:</strong></h2>
@ -17431,7 +17417,7 @@ You can use the following enumerations to search for the pre-defined airbases on
The known AIRBASE objects are automatically imported at mission start by MOOSE. The known AIRBASE objects are automatically imported at mission start by MOOSE.
Therefore, there isn't any New() constructor defined for AIRBASE objects.</p> Therefore, there isn't any New() constructor defined for AIRBASE objects.</p>
<p>Ships and Farps are added within the mission, and are therefore not known. <p>Ships and FARPs are added within the mission, and are therefore not known.
For these AIRBASE objects, there isn't an <a href="Wrapper.Airbase.html##(AIRBASE)">Wrapper.Airbase#AIRBASE</a> enumeration defined. For these AIRBASE objects, there isn't an <a href="Wrapper.Airbase.html##(AIRBASE)">Wrapper.Airbase#AIRBASE</a> enumeration defined.
You need to provide the <strong>exact name</strong> of the airbase as the parameter to the <a href="Wrapper.Airbase.html##(AIRBASE).FindByName">Wrapper.Airbase#AIRBASE.FindByName</a>() method!</p> You need to provide the <strong>exact name</strong> of the airbase as the parameter to the <a href="Wrapper.Airbase.html##(AIRBASE).FindByName">Wrapper.Airbase#AIRBASE.FindByName</a>() method!</p>
@ -17517,7 +17503,7 @@ You need to provide the <strong>exact name</strong> of the airbase as the parame
</div> </div>
<div class="w3-half"> <div class="w3-half">
<p>(optional) Table holding the coordinates and terminal ids for all units of the group. Spawning will be forced to happen at exactily these spots!</p> <p>(optional) Table holding the coordinates and terminal ids for all units of the group. Spawning will be forced to happen at exactly these spots!</p>
</div> </div>
</div> </div>
@ -17533,7 +17519,8 @@ You need to provide the <strong>exact name</strong> of the airbase as the parame
</div> </div>
</div> </div>
<h2><strong>Usage:</strong></h2> <h2><strong>Usage:</strong></h2>
<pre class="example"><code> Spawn_Plane = SPAWN:New( "Plane" ) <pre class="example"><code>
Spawn_Plane = SPAWN:New( "Plane" )
Spawn_Plane:SpawnAtAirbase( AIRBASE:FindByName( AIRBASE.Caucasus.Krymsk ), SPAWN.Takeoff.Cold ) Spawn_Plane:SpawnAtAirbase( AIRBASE:FindByName( AIRBASE.Caucasus.Krymsk ), SPAWN.Takeoff.Cold )
Spawn_Plane:SpawnAtAirbase( AIRBASE:FindByName( AIRBASE.Caucasus.Krymsk ), SPAWN.Takeoff.Hot ) Spawn_Plane:SpawnAtAirbase( AIRBASE:FindByName( AIRBASE.Caucasus.Krymsk ), SPAWN.Takeoff.Hot )
Spawn_Plane:SpawnAtAirbase( AIRBASE:FindByName( AIRBASE.Caucasus.Krymsk ), SPAWN.Takeoff.Runway ) Spawn_Plane:SpawnAtAirbase( AIRBASE:FindByName( AIRBASE.Caucasus.Krymsk ), SPAWN.Takeoff.Runway )
@ -18549,7 +18536,7 @@ The <strong>first waypoint</strong> (where the group is spawned) is replaced wit
<div class="w3-half"> <div class="w3-half">
<p>The variation to be applied on the defined time interval between each new spawn. <p>The variation to be applied on the defined time interval between each new spawn.
The variation is a number between 0 and 1, representing the %-tage of variation to be applied on the time interval.</p> The variation is a number between 0 and 1, representing the % of variation to be applied on the time interval.</p>
</div> </div>
</div> </div>
@ -18571,7 +18558,7 @@ The variation is a number between 0 and 1, representing the %-tage of variation
-- This is calculated as follows: -- This is calculated as follows:
-- Low limit: 600 * ( 1 - 0.5 / 2 ) = 450 -- Low limit: 600 * ( 1 - 0.5 / 2 ) = 450
-- High limit: 600 * ( 1 + 0.5 / 2 ) = 750 -- High limit: 600 * ( 1 + 0.5 / 2 ) = 750
-- Between these two values, a random amount of seconds will be choosen for each new spawn of the helicopters. -- Between these two values, a random amount of seconds will be chosen for each new spawn of the helicopters.
Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):SpawnScheduled( 600, 0.5 )</code></pre> Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):SpawnScheduled( 600, 0.5 )</code></pre>
</div> </div>
@ -20548,17 +20535,6 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.</p
<p>Type of terminal to be used when spawning at an airbase.</p> <p>Type of terminal to be used when spawning at an airbase.</p>
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
<a id="#(RAT).type" ><strong>RAT.type</strong></a>
</div> </div>
</div> </div>

View File

@ -38750,7 +38750,7 @@ When moose is loading dynamically (for moose class development), tracing is swit
<p> Set case of f</p> <p> Set case to that of lead.</p>
</div> </div>
@ -38809,6 +38809,20 @@ When moose is loading dynamically (for moose class development), tracing is swit
</div> </div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
<a id="#(AIRBOSS.PlayerData).flag" ><strong>AIRBOSS.PlayerData.flag</strong></a>
<p> Decrease stack/flag. Human player needs to take care himself.</p>
</div>
</div> </div>
<div> <div>
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
@ -39008,6 +39022,9 @@ When moose is loading dynamically (for moose class development), tracing is swit
<p> Set time stamp.</p>
</div> </div>
</div> </div>

View File

@ -3540,7 +3540,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<div> <div>
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
#table
<a id="#(CSAR).FreeVHFFrequencies" ><strong>CSAR.FreeVHFFrequencies</strong></a> <a id="#(CSAR).FreeVHFFrequencies" ><strong>CSAR.FreeVHFFrequencies</strong></a>
@ -3629,14 +3629,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<div> <div>
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
#table
<a id="#(CSAR).allheligroupset" ><strong>CSAR.allheligroupset</strong></a> <a id="#(CSAR).allheligroupset" ><strong>CSAR.allheligroupset</strong></a>
<p> GROUP_SET of all helis</p>
</div> </div>
</div> </div>
@ -3842,14 +3839,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<div> <div>
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
#table
<a id="#(CSAR).csarUnits" ><strong>CSAR.csarUnits</strong></a> <a id="#(CSAR).csarUnits" ><strong>CSAR.csarUnits</strong></a>
<p> table of CSAR unit names</p>
</div> </div>
</div> </div>
@ -3870,14 +3864,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<div> <div>
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
#table
<a id="#(CSAR).downedPilots" ><strong>CSAR.downedPilots</strong></a> <a id="#(CSAR).downedPilots" ><strong>CSAR.downedPilots</strong></a>
<p> Replacement woundedGroups</p>
</div> </div>
</div> </div>
@ -4184,20 +4175,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
</div> </div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
#number
<a id="#(CSAR).rescuedpilots" ><strong>CSAR.rescuedpilots</strong></a>
<p> counter for saved pilots</p>
</div>
</div> </div>
<div> <div>
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
@ -4223,20 +4200,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
</div> </div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
#number
<a id="#(CSAR).rescues" ><strong>CSAR.rescues</strong></a>
<p> counter for successful rescue landings at FARP/AFB/MASH</p>
</div>
</div> </div>
<div> <div>
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
@ -8332,7 +8295,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<div> <div>
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
#table
<a id="#(CSAR).FreeVHFFrequencies" ><strong>CSAR.FreeVHFFrequencies</strong></a> <a id="#(CSAR).FreeVHFFrequencies" ><strong>CSAR.FreeVHFFrequencies</strong></a>
@ -8421,14 +8384,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<div> <div>
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
#table
<a id="#(CSAR).allheligroupset" ><strong>CSAR.allheligroupset</strong></a> <a id="#(CSAR).allheligroupset" ><strong>CSAR.allheligroupset</strong></a>
<p> GROUP_SET of all helis</p>
</div> </div>
</div> </div>
@ -8634,14 +8594,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<div> <div>
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
#table
<a id="#(CSAR).csarUnits" ><strong>CSAR.csarUnits</strong></a> <a id="#(CSAR).csarUnits" ><strong>CSAR.csarUnits</strong></a>
<p> table of CSAR unit names</p>
</div> </div>
</div> </div>
@ -8662,14 +8619,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<div> <div>
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
#table
<a id="#(CSAR).downedPilots" ><strong>CSAR.downedPilots</strong></a> <a id="#(CSAR).downedPilots" ><strong>CSAR.downedPilots</strong></a>
<p> Replacement woundedGroups</p>
</div> </div>
</div> </div>
@ -8976,20 +8930,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
</div> </div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
#number
<a id="#(CSAR).rescuedpilots" ><strong>CSAR.rescuedpilots</strong></a>
<p> counter for saved pilots</p>
</div>
</div> </div>
<div> <div>
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
@ -9015,20 +8955,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
</div> </div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
#number
<a id="#(CSAR).rescues" ><strong>CSAR.rescues</strong></a>
<p> counter for successful rescue landings at FARP/AFB/MASH</p>
</div>
</div> </div>
<div> <div>
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
@ -10643,7 +10569,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<div> <div>
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
#table
<a id="#(CSAR).FreeVHFFrequencies" ><strong>CSAR.FreeVHFFrequencies</strong></a> <a id="#(CSAR).FreeVHFFrequencies" ><strong>CSAR.FreeVHFFrequencies</strong></a>
@ -10732,14 +10658,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<div> <div>
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
#table
<a id="#(CSAR).allheligroupset" ><strong>CSAR.allheligroupset</strong></a> <a id="#(CSAR).allheligroupset" ><strong>CSAR.allheligroupset</strong></a>
<p> GROUP_SET of all helis</p>
</div> </div>
</div> </div>
@ -10945,14 +10868,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<div> <div>
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
#table
<a id="#(CSAR).csarUnits" ><strong>CSAR.csarUnits</strong></a> <a id="#(CSAR).csarUnits" ><strong>CSAR.csarUnits</strong></a>
<p> table of CSAR unit names</p>
</div> </div>
</div> </div>
@ -10973,14 +10893,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<div> <div>
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
#table
<a id="#(CSAR).downedPilots" ><strong>CSAR.downedPilots</strong></a> <a id="#(CSAR).downedPilots" ><strong>CSAR.downedPilots</strong></a>
<p> Replacement woundedGroups</p>
</div> </div>
</div> </div>
@ -11287,20 +11204,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
</div> </div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
#number
<a id="#(CSAR).rescuedpilots" ><strong>CSAR.rescuedpilots</strong></a>
<p> counter for saved pilots</p>
</div>
</div> </div>
<div> <div>
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
@ -11326,20 +11229,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
</div> </div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
#number
<a id="#(CSAR).rescues" ><strong>CSAR.rescues</strong></a>
<p> counter for successful rescue landings at FARP/AFB/MASH</p>
</div>
</div> </div>
<div> <div>
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">

View File

@ -5530,6 +5530,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<div class="fields w3-container w3-theme-l2"> <div class="fields w3-container w3-theme-l2">
<h2>Field(s)</h2> <h2>Field(s)</h2>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
#number
<a id="#(CTLD).CargoCounter" ><strong>CTLD.CargoCounter</strong></a>
</div>
</div> </div>
<div> <div>
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
@ -5597,6 +5608,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<p>Name of the class.</p> <p>Name of the class.</p>
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
#number
<a id="#(CTLD).CrateCounter" ><strong>CTLD.CrateCounter</strong></a>
</div> </div>
</div> </div>
@ -5628,7 +5650,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<div> <div>
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
#table
<a id="#(CTLD).CtldUnits" ><strong>CTLD.CtldUnits</strong></a> <a id="#(CTLD).CtldUnits" ><strong>CTLD.CtldUnits</strong></a>
@ -5650,7 +5672,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<div> <div>
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
#table
<a id="#(CTLD).DroppedTroops" ><strong>CTLD.DroppedTroops</strong></a> <a id="#(CTLD).DroppedTroops" ><strong>CTLD.DroppedTroops</strong></a>
@ -5675,11 +5697,28 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<div> <div>
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
#number
<a id="#(CTLD).Engineers" ><strong>CTLD.Engineers</strong></a>
<p>use as counter</p>
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
#table
<a id="#(CTLD).EngineersInField" ><strong>CTLD.EngineersInField</strong></a> <a id="#(CTLD).EngineersInField" ><strong>CTLD.EngineersInField</strong></a>
<p>holds #CTLD_ENGINEERING objects</p>
</div> </div>
</div> </div>
@ -5711,7 +5750,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<div> <div>
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
#table
<a id="#(CTLD).FreeFMFrequencies" ><strong>CTLD.FreeFMFrequencies</strong></a> <a id="#(CTLD).FreeFMFrequencies" ><strong>CTLD.FreeFMFrequencies</strong></a>
@ -5722,7 +5761,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<div> <div>
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
#table
<a id="#(CTLD).FreeUHFFrequencies" ><strong>CTLD.FreeUHFFrequencies</strong></a> <a id="#(CTLD).FreeUHFFrequencies" ><strong>CTLD.FreeUHFFrequencies</strong></a>
@ -5733,11 +5772,14 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<div> <div>
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
#table
<a id="#(CTLD).FreeVHFFrequencies" ><strong>CTLD.FreeVHFFrequencies</strong></a> <a id="#(CTLD).FreeVHFFrequencies" ><strong>CTLD.FreeVHFFrequencies</strong></a>
<p> Beacons</p>
</div> </div>
</div> </div>
@ -5863,11 +5905,14 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<div> <div>
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
#table
<a id="#(CTLD).PilotGroups" ><strong>CTLD.PilotGroups</strong></a> <a id="#(CTLD).PilotGroups" ><strong>CTLD.PilotGroups</strong></a>
<p> tables</p>
</div> </div>
</div> </div>
@ -5951,6 +5996,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
#number
<a id="#(CTLD).TroopCounter" ><strong>CTLD.TroopCounter</strong></a>
</div> </div>
</div> </div>
@ -6275,6 +6331,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<p> time to repair a unit/group</p>
</div> </div>
</div> </div>
@ -12648,6 +12707,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<div class="fields w3-container w3-theme-l2"> <div class="fields w3-container w3-theme-l2">
<h2>Field(s)</h2> <h2>Field(s)</h2>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
#number
<a id="#(CTLD).CargoCounter" ><strong>CTLD.CargoCounter</strong></a>
</div>
</div> </div>
<div> <div>
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
@ -12715,6 +12785,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<p>Name of the class.</p> <p>Name of the class.</p>
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
#number
<a id="#(CTLD).CrateCounter" ><strong>CTLD.CrateCounter</strong></a>
</div> </div>
</div> </div>
@ -12746,7 +12827,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<div> <div>
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
#table
<a id="#(CTLD).CtldUnits" ><strong>CTLD.CtldUnits</strong></a> <a id="#(CTLD).CtldUnits" ><strong>CTLD.CtldUnits</strong></a>
@ -12768,7 +12849,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<div> <div>
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
#table
<a id="#(CTLD).DroppedTroops" ><strong>CTLD.DroppedTroops</strong></a> <a id="#(CTLD).DroppedTroops" ><strong>CTLD.DroppedTroops</strong></a>
@ -12793,11 +12874,28 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<div> <div>
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
#number
<a id="#(CTLD).Engineers" ><strong>CTLD.Engineers</strong></a>
<p>use as counter</p>
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
#table
<a id="#(CTLD).EngineersInField" ><strong>CTLD.EngineersInField</strong></a> <a id="#(CTLD).EngineersInField" ><strong>CTLD.EngineersInField</strong></a>
<p>holds #CTLD_ENGINEERING objects</p>
</div> </div>
</div> </div>
@ -12829,7 +12927,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<div> <div>
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
#table
<a id="#(CTLD).FreeFMFrequencies" ><strong>CTLD.FreeFMFrequencies</strong></a> <a id="#(CTLD).FreeFMFrequencies" ><strong>CTLD.FreeFMFrequencies</strong></a>
@ -12840,7 +12938,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<div> <div>
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
#table
<a id="#(CTLD).FreeUHFFrequencies" ><strong>CTLD.FreeUHFFrequencies</strong></a> <a id="#(CTLD).FreeUHFFrequencies" ><strong>CTLD.FreeUHFFrequencies</strong></a>
@ -12851,11 +12949,14 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<div> <div>
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
#table
<a id="#(CTLD).FreeVHFFrequencies" ><strong>CTLD.FreeVHFFrequencies</strong></a> <a id="#(CTLD).FreeVHFFrequencies" ><strong>CTLD.FreeVHFFrequencies</strong></a>
<p> Beacons</p>
</div> </div>
</div> </div>
@ -12981,11 +13082,14 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<div> <div>
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
#table
<a id="#(CTLD).PilotGroups" ><strong>CTLD.PilotGroups</strong></a> <a id="#(CTLD).PilotGroups" ><strong>CTLD.PilotGroups</strong></a>
<p> tables</p>
</div> </div>
</div> </div>
@ -13069,6 +13173,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
#number
<a id="#(CTLD).TroopCounter" ><strong>CTLD.TroopCounter</strong></a>
</div> </div>
</div> </div>
@ -13393,6 +13508,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<p> time to repair a unit/group</p>
</div> </div>
</div> </div>
@ -14938,6 +15056,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<div class="fields w3-container w3-theme-l2"> <div class="fields w3-container w3-theme-l2">
<h2>Field(s)</h2> <h2>Field(s)</h2>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
#number
<a id="#(CTLD).CargoCounter" ><strong>CTLD.CargoCounter</strong></a>
</div>
</div> </div>
<div> <div>
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
@ -15005,6 +15134,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<p>Name of the class.</p> <p>Name of the class.</p>
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
#number
<a id="#(CTLD).CrateCounter" ><strong>CTLD.CrateCounter</strong></a>
</div> </div>
</div> </div>
@ -15036,7 +15176,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<div> <div>
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
#table
<a id="#(CTLD).CtldUnits" ><strong>CTLD.CtldUnits</strong></a> <a id="#(CTLD).CtldUnits" ><strong>CTLD.CtldUnits</strong></a>
@ -15058,7 +15198,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<div> <div>
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
#table
<a id="#(CTLD).DroppedTroops" ><strong>CTLD.DroppedTroops</strong></a> <a id="#(CTLD).DroppedTroops" ><strong>CTLD.DroppedTroops</strong></a>
@ -15083,11 +15223,28 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<div> <div>
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
#number
<a id="#(CTLD).Engineers" ><strong>CTLD.Engineers</strong></a>
<p>use as counter</p>
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
#table
<a id="#(CTLD).EngineersInField" ><strong>CTLD.EngineersInField</strong></a> <a id="#(CTLD).EngineersInField" ><strong>CTLD.EngineersInField</strong></a>
<p>holds #CTLD_ENGINEERING objects</p>
</div> </div>
</div> </div>
@ -15119,7 +15276,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<div> <div>
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
#table
<a id="#(CTLD).FreeFMFrequencies" ><strong>CTLD.FreeFMFrequencies</strong></a> <a id="#(CTLD).FreeFMFrequencies" ><strong>CTLD.FreeFMFrequencies</strong></a>
@ -15130,7 +15287,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<div> <div>
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
#table
<a id="#(CTLD).FreeUHFFrequencies" ><strong>CTLD.FreeUHFFrequencies</strong></a> <a id="#(CTLD).FreeUHFFrequencies" ><strong>CTLD.FreeUHFFrequencies</strong></a>
@ -15141,11 +15298,14 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<div> <div>
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
#table
<a id="#(CTLD).FreeVHFFrequencies" ><strong>CTLD.FreeVHFFrequencies</strong></a> <a id="#(CTLD).FreeVHFFrequencies" ><strong>CTLD.FreeVHFFrequencies</strong></a>
<p> Beacons</p>
</div> </div>
</div> </div>
@ -15271,11 +15431,14 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<div> <div>
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
#table
<a id="#(CTLD).PilotGroups" ><strong>CTLD.PilotGroups</strong></a> <a id="#(CTLD).PilotGroups" ><strong>CTLD.PilotGroups</strong></a>
<p> tables</p>
</div> </div>
</div> </div>
@ -15359,6 +15522,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
#number
<a id="#(CTLD).TroopCounter" ><strong>CTLD.TroopCounter</strong></a>
</div> </div>
</div> </div>
@ -15683,6 +15857,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<p> time to repair a unit/group</p>
</div> </div>
</div> </div>
@ -19476,17 +19653,6 @@ When moose is loading dynamically (for moose class development), tracing is swit
<p>Can transport crate.</p> <p>Can transport crate.</p>
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
#number
<a id="#(CTLD.UnitCapabilities).length" ><strong>CTLD.UnitCapabilities.length</strong></a>
</div> </div>
</div> </div>

View File

@ -3113,7 +3113,7 @@ based on the tasking capabilities defined in <a href="Tasking.Task.html##(TASK)"
<div> <div>
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
<a href="Cargo.Cargo.html##(CARGO)">Cargo.Cargo#CARGO</a>
<a id="#(FSM_PROCESS).Cargo" ><strong>FSM_PROCESS.Cargo</strong></a> <a id="#(FSM_PROCESS).Cargo" ><strong>FSM_PROCESS.Cargo</strong></a>
@ -3150,7 +3150,7 @@ based on the tasking capabilities defined in <a href="Tasking.Task.html##(TASK)"
<div> <div>
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
#number
<a id="#(TASK_CARGO).CargoLimit" ><strong>TASK_CARGO.CargoLimit</strong></a> <a id="#(TASK_CARGO).CargoLimit" ><strong>TASK_CARGO.CargoLimit</strong></a>
@ -4572,7 +4572,7 @@ based on the tasking capabilities defined in <a href="Tasking.Task.html##(TASK)"
<div> <div>
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
#number
<a id="#(TASK_CARGO).CargoLimit" ><strong>TASK_CARGO.CargoLimit</strong></a> <a id="#(TASK_CARGO).CargoLimit" ><strong>TASK_CARGO.CargoLimit</strong></a>
@ -9104,7 +9104,7 @@ If the Unit is part of the Task, true is returned.</p>
<div> <div>
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
#number
<a id="#(TASK_CARGO).CargoLimit" ><strong>TASK_CARGO.CargoLimit</strong></a> <a id="#(TASK_CARGO).CargoLimit" ><strong>TASK_CARGO.CargoLimit</strong></a>

View File

@ -3086,6 +3086,50 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<div class="fields w3-container w3-theme-l2"> <div class="fields w3-container w3-theme-l2">
<h2>Field(s)</h2> <h2>Field(s)</h2>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
<a id="#(TASK_CARGO_DISPATCHER).CSARBriefing" ><strong>TASK_CARGO_DISPATCHER.CSARBriefing</strong></a>
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
<a id="#(TASK_CARGO_DISPATCHER).CSARDeployZones" ><strong>TASK_CARGO_DISPATCHER.CSARDeployZones</strong></a>
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
<a id="#(TASK_CARGO_DISPATCHER).CSARTaskName" ><strong>TASK_CARGO_DISPATCHER.CSARTaskName</strong></a>
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
#boolean
<a id="#(TASK_CARGO_DISPATCHER).CSARTasks" ><strong>TASK_CARGO_DISPATCHER.CSARTasks</strong></a>
</div>
</div> </div>
<div> <div>
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
@ -3101,7 +3145,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<div> <div>
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
#table
<a id="#(TASK_CARGO_DISPATCHER).DefaultDeployZones" ><strong>TASK_CARGO_DISPATCHER.DefaultDeployZones</strong></a> <a id="#(TASK_CARGO_DISPATCHER).DefaultDeployZones" ><strong>TASK_CARGO_DISPATCHER.DefaultDeployZones</strong></a>
@ -4165,6 +4209,50 @@ This method can only be used once!</p>
<div class="fields w3-container w3-theme-l2"> <div class="fields w3-container w3-theme-l2">
<h2>Field(s)</h2> <h2>Field(s)</h2>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
<a id="#(TASK_CARGO_DISPATCHER).CSARBriefing" ><strong>TASK_CARGO_DISPATCHER.CSARBriefing</strong></a>
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
<a id="#(TASK_CARGO_DISPATCHER).CSARDeployZones" ><strong>TASK_CARGO_DISPATCHER.CSARDeployZones</strong></a>
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
<a id="#(TASK_CARGO_DISPATCHER).CSARTaskName" ><strong>TASK_CARGO_DISPATCHER.CSARTaskName</strong></a>
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
#boolean
<a id="#(TASK_CARGO_DISPATCHER).CSARTasks" ><strong>TASK_CARGO_DISPATCHER.CSARTasks</strong></a>
</div>
</div> </div>
<div> <div>
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
@ -4180,7 +4268,7 @@ This method can only be used once!</p>
<div> <div>
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
#table
<a id="#(TASK_CARGO_DISPATCHER).DefaultDeployZones" ><strong>TASK_CARGO_DISPATCHER.DefaultDeployZones</strong></a> <a id="#(TASK_CARGO_DISPATCHER).DefaultDeployZones" ><strong>TASK_CARGO_DISPATCHER.DefaultDeployZones</strong></a>
@ -5023,6 +5111,50 @@ This method can only be used once!</p>
<div class="fields w3-container w3-theme-l2"> <div class="fields w3-container w3-theme-l2">
<h2>Field(s)</h2> <h2>Field(s)</h2>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
<a id="#(TASK_CARGO_DISPATCHER).CSARBriefing" ><strong>TASK_CARGO_DISPATCHER.CSARBriefing</strong></a>
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
<a id="#(TASK_CARGO_DISPATCHER).CSARDeployZones" ><strong>TASK_CARGO_DISPATCHER.CSARDeployZones</strong></a>
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
<a id="#(TASK_CARGO_DISPATCHER).CSARTaskName" ><strong>TASK_CARGO_DISPATCHER.CSARTaskName</strong></a>
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
#boolean
<a id="#(TASK_CARGO_DISPATCHER).CSARTasks" ><strong>TASK_CARGO_DISPATCHER.CSARTasks</strong></a>
</div>
</div> </div>
<div> <div>
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
@ -5038,7 +5170,7 @@ This method can only be used once!</p>
<div> <div>
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
#table
<a id="#(TASK_CARGO_DISPATCHER).DefaultDeployZones" ><strong>TASK_CARGO_DISPATCHER.DefaultDeployZones</strong></a> <a id="#(TASK_CARGO_DISPATCHER).DefaultDeployZones" ><strong>TASK_CARGO_DISPATCHER.DefaultDeployZones</strong></a>
@ -6516,6 +6648,50 @@ This method can only be used once!</p>
<div class="fields w3-container w3-theme-l2"> <div class="fields w3-container w3-theme-l2">
<h2>Field(s)</h2> <h2>Field(s)</h2>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
<a id="#(TASK_CARGO_DISPATCHER).CSARBriefing" ><strong>TASK_CARGO_DISPATCHER.CSARBriefing</strong></a>
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
<a id="#(TASK_CARGO_DISPATCHER).CSARDeployZones" ><strong>TASK_CARGO_DISPATCHER.CSARDeployZones</strong></a>
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
<a id="#(TASK_CARGO_DISPATCHER).CSARTaskName" ><strong>TASK_CARGO_DISPATCHER.CSARTaskName</strong></a>
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
#boolean
<a id="#(TASK_CARGO_DISPATCHER).CSARTasks" ><strong>TASK_CARGO_DISPATCHER.CSARTasks</strong></a>
</div>
</div> </div>
<div> <div>
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
@ -6531,7 +6707,7 @@ This method can only be used once!</p>
<div> <div>
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
#table
<a id="#(TASK_CARGO_DISPATCHER).DefaultDeployZones" ><strong>TASK_CARGO_DISPATCHER.DefaultDeployZones</strong></a> <a id="#(TASK_CARGO_DISPATCHER).DefaultDeployZones" ><strong>TASK_CARGO_DISPATCHER.DefaultDeployZones</strong></a>

View File

@ -4751,7 +4751,18 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
<a id="#(GROUP).InitRespawnRandomizePositionZone" ><strong>GROUP.InitRespawnRandomizePositionZone</strong></a> <a id="#(GROUP).InitRespawnRandomizePositionInner" ><strong>GROUP.InitRespawnRandomizePositionInner</strong></a>
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
<a id="#(GROUP).InitRespawnRandomizePositionOuter" ><strong>GROUP.InitRespawnRandomizePositionOuter</strong></a>
@ -8858,7 +8869,18 @@ So each unit of the group is respawned at exactly the same parking spot as it cu
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
<a id="#(GROUP).InitRespawnRandomizePositionZone" ><strong>GROUP.InitRespawnRandomizePositionZone</strong></a> <a id="#(GROUP).InitRespawnRandomizePositionInner" ><strong>GROUP.InitRespawnRandomizePositionInner</strong></a>
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
<a id="#(GROUP).InitRespawnRandomizePositionOuter" ><strong>GROUP.InitRespawnRandomizePositionOuter</strong></a>
@ -17399,7 +17421,18 @@ Note that when the WayPoint parameter is used, the new start mission waypoint of
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
<a id="#(GROUP).InitRespawnRandomizePositionZone" ><strong>GROUP.InitRespawnRandomizePositionZone</strong></a> <a id="#(GROUP).InitRespawnRandomizePositionInner" ><strong>GROUP.InitRespawnRandomizePositionInner</strong></a>
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
<a id="#(GROUP).InitRespawnRandomizePositionOuter" ><strong>GROUP.InitRespawnRandomizePositionOuter</strong></a>
@ -21038,7 +21071,18 @@ Coordinates are dependent on the position of the maps origin.</p>
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
<a id="#(GROUP).InitRespawnRandomizePositionZone" ><strong>GROUP.InitRespawnRandomizePositionZone</strong></a> <a id="#(GROUP).InitRespawnRandomizePositionInner" ><strong>GROUP.InitRespawnRandomizePositionInner</strong></a>
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
<a id="#(GROUP).InitRespawnRandomizePositionOuter" ><strong>GROUP.InitRespawnRandomizePositionOuter</strong></a>
@ -21692,7 +21736,18 @@ If the Identifiable is alive, true is returned. </p>
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
<a id="#(GROUP).InitRespawnRandomizePositionZone" ><strong>GROUP.InitRespawnRandomizePositionZone</strong></a> <a id="#(GROUP).InitRespawnRandomizePositionInner" ><strong>GROUP.InitRespawnRandomizePositionInner</strong></a>
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
<a id="#(GROUP).InitRespawnRandomizePositionOuter" ><strong>GROUP.InitRespawnRandomizePositionOuter</strong></a>
@ -21952,7 +22007,18 @@ If the Identifiable is alive, true is returned. </p>
<div class="w3-card-2 w3-padding-small w3-margin-top"> <div class="w3-card-2 w3-padding-small w3-margin-top">
<a id="#(GROUP).InitRespawnRandomizePositionZone" ><strong>GROUP.InitRespawnRandomizePositionZone</strong></a> <a id="#(GROUP).InitRespawnRandomizePositionInner" ><strong>GROUP.InitRespawnRandomizePositionInner</strong></a>
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
<a id="#(GROUP).InitRespawnRandomizePositionOuter" ><strong>GROUP.InitRespawnRandomizePositionOuter</strong></a>

View File

@ -2986,6 +2986,28 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
#boolean
<a id="#(MARKER).tocoaliton" ><strong>MARKER.tocoaliton</strong></a>
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
#boolean
<a id="#(MARKER).togroup" ><strong>MARKER.togroup</strong></a>
</div> </div>
</div> </div>
@ -5070,6 +5092,28 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
#boolean
<a id="#(MARKER).tocoaliton" ><strong>MARKER.tocoaliton</strong></a>
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
#boolean
<a id="#(MARKER).togroup" ><strong>MARKER.togroup</strong></a>
</div> </div>
</div> </div>
@ -6662,6 +6706,28 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
#boolean
<a id="#(MARKER).tocoaliton" ><strong>MARKER.tocoaliton</strong></a>
</div>
</div>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
#boolean
<a id="#(MARKER).togroup" ><strong>MARKER.togroup</strong></a>
</div> </div>
</div> </div>