MOOSE generated documentation [skip ci]

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Applevangelist
2021-12-28 10:09:15 +00:00
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@@ -1577,10 +1577,10 @@ This is different from the EnRoute tasks, where the targets of the task need to
<li><a href="##(CONTROLLABLE).TaskHold">CONTROLLABLE.TaskHold</a>: (GROUND) Hold ground controllable from moving.</li>
<li><a href="##(CONTROLLABLE).TaskHoldPosition">CONTROLLABLE.TaskHoldPosition</a>: (AIR) Hold position at the current position of the first unit of the controllable.</li>
<li><a href="##(CONTROLLABLE).TaskLand">CONTROLLABLE.TaskLand</a>: (AIR HELICOPTER) Landing at the ground. For helicopters only.</li>
<li><a href="##(CONTROLLABLE).TaskLandAtZone">CONTROLLABLE.TaskLandAtZone</a>: (AIR) Land the controllable at a <a href="##(CONTROLLABLE).TaskOrbitCircle">CONTROLLABLE.TaskOrbitCircle</a>: (AIR) Orbit at the current position of the first unit of the controllable at a specified alititude.</li>
<li><a href="##(CONTROLLABLE).TaskOrbitCircleAtVec2">CONTROLLABLE.TaskOrbitCircleAtVec2</a>: (AIR) Orbit at a specified position at a specified alititude during a specified duration with a specified speed.</li>
<li><a href="##(CONTROLLABLE).TaskLandAtZone">CONTROLLABLE.TaskLandAtZone</a>: (AIR) Land the controllable at a <a href="##(CONTROLLABLE).TaskOrbitCircle">CONTROLLABLE.TaskOrbitCircle</a>: (AIR) Orbit at the current position of the first unit of the controllable at a specified altitude.</li>
<li><a href="##(CONTROLLABLE).TaskOrbitCircleAtVec2">CONTROLLABLE.TaskOrbitCircleAtVec2</a>: (AIR) Orbit at a specified position at a specified altitude during a specified duration with a specified speed.</li>
<li><a href="##(CONTROLLABLE).TaskRefueling">CONTROLLABLE.TaskRefueling</a>: (AIR) Refueling from the nearest tanker. No parameters.</li>
<li><a href="##(CONTROLLABLE).TaskRoute">CONTROLLABLE.TaskRoute</a>: (AIR + GROUND) Return a Misson task to follow a given route defined by Points.</li>
<li><a href="##(CONTROLLABLE).TaskRoute">CONTROLLABLE.TaskRoute</a>: (AIR + GROUND) Return a Mission task to follow a given route defined by Points.</li>
<li><a href="##(CONTROLLABLE).TaskRouteToVec2">CONTROLLABLE.TaskRouteToVec2</a>: (AIR + GROUND) Make the Controllable move to a given point.</li>
<li><a href="##(CONTROLLABLE).TaskRouteToVec3">CONTROLLABLE.TaskRouteToVec3</a>: (AIR + GROUND) Make the Controllable move to a given point.</li>
<li><a href="##(CONTROLLABLE).TaskRouteToZone">CONTROLLABLE.TaskRouteToZone</a>: (AIR + GROUND) Route the controllable to a given zone.</li>
@@ -1604,7 +1604,7 @@ This is different from the EnRoute tasks, where the targets of the task need to
<h2>2.3) Task preparation</h2>
<p>There are certain task methods that allow to tailor the task behaviour:</p>
<p>There are certain task methods that allow to tailor the task behavior:</p>
<ul>
<li><a href="##(CONTROLLABLE).TaskWrappedAction">CONTROLLABLE.TaskWrappedAction</a>: Return a WrappedAction Task taking a Command.</li>
@@ -1659,7 +1659,7 @@ The method <a href="##(CONTROLLABLE).SetTaskWaypoint">CONTROLLABLE.SetTaskWaypoi
<h1>5) Option methods</h1>
<p>Controllable <strong>Option methods</strong> change the behaviour of the Controllable while being alive.</p>
<p>Controllable <strong>Option methods</strong> change the behavior of the Controllable while being alive.</p>
<h2>5.1) Rule of Engagement:</h2>
@@ -2487,13 +2487,13 @@ The method <a href="##(CONTROLLABLE).SetTaskWaypoint">CONTROLLABLE.SetTaskWaypoi
<tr class="w3-border">
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(CONTROLLABLE).TaskOrbitCircle">CONTROLLABLE:TaskOrbitCircle(Altitude, Speed, Coordinate)</a></p></td>
<td class="summary w3-half w3-container" style="word-wrap: break-word">
<p>(AIR) Orbit at the current position of the first unit of the controllable at a specified alititude.</p>
<p>(AIR) Orbit at the current position of the first unit of the controllable at a specified altitude.</p>
</td>
</tr>
<tr class="w3-border">
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(CONTROLLABLE).TaskOrbitCircleAtVec2">CONTROLLABLE:TaskOrbitCircleAtVec2(Point, Altitude, Speed)</a></p></td>
<td class="summary w3-half w3-container" style="word-wrap: break-word">
<p>(AIR) Orbit at a specified position at a specified alititude during a specified duration with a specified speed.</p>
<p>(AIR) Orbit at a specified position at a specified altitude during a specified duration with a specified speed.</p>
</td>
</tr>
<tr class="w3-border">
@@ -2505,7 +2505,7 @@ The method <a href="##(CONTROLLABLE).SetTaskWaypoint">CONTROLLABLE.SetTaskWaypoi
<tr class="w3-border">
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(CONTROLLABLE).TaskRoute">CONTROLLABLE:TaskRoute(Points)</a></p></td>
<td class="summary w3-half w3-container" style="word-wrap: break-word">
<p>Return a Misson task to follow a given route defined by Points.</p>
<p>Return a Mission task to follow a given route defined by Points.</p>
</td>
</tr>
<tr class="w3-border">
@@ -3934,7 +3934,7 @@ Note that a controllable can only have one beacon activated at a time with the e
</div>
<div class="w3-half">
<p>The ID of the unit the beacon is attached to. Usefull if more units are in one group.</p>
<p>The ID of the unit the beacon is attached to. Useful if more units are in one group.</p>
</div>
</div>
@@ -4434,7 +4434,7 @@ Note that a controllable can only have one beacon activated at a time with the e
</div>
<div class="w3-half">
<p>(Optional) Delay in seconds before the frequncy is set. Default is immediately.</p>
<p>(Optional) Delay in seconds before the frequency is set. Default is immediately.</p>
</div>
</div>
@@ -4559,17 +4559,18 @@ Note that this can only work on GROUP level, although individual UNITs can be co
</div>
</div>
<h2><strong>Usage:</strong></h2>
<pre class="example"><code>--- This test demonstrates the use(s) of the SwitchWayPoint method of the GROUP class.
HeliGroup = GROUP:FindByName( "Helicopter" )
<pre class="example"><code>
-- This test demonstrates the use(s) of the SwitchWayPoint method of the GROUP class.
HeliGroup = GROUP:FindByName( "Helicopter" )
--- Route the helicopter back to the FARP after 60 seconds.
-- We use the SCHEDULER class to do this.
SCHEDULER:New( nil,
function( HeliGroup )
local CommandRTB = HeliGroup:CommandSwitchWayPoint( 2, 8 )
HeliGroup:SetCommand( CommandRTB )
end, { HeliGroup }, 90
)</code></pre>
-- Route the helicopter back to the FARP after 60 seconds.
-- We use the SCHEDULER class to do this.
SCHEDULER:New( nil,
function( HeliGroup )
local CommandRTB = HeliGroup:CommandSwitchWayPoint( 2, 8 )
HeliGroup:SetCommand( CommandRTB )
end, { HeliGroup }, 90
)</code></pre>
</div>
@@ -4793,7 +4794,7 @@ SCHEDULER:New( nil,
</div>
<div class="w3-half">
<p>(optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.</p>
<p>(optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.</p>
</div>
</div>
@@ -5081,7 +5082,7 @@ SCHEDULER:New( nil,
</div>
<div class="w3-half">
<p>(optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.</p>
<p>(optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.</p>
</div>
</div>
@@ -5696,7 +5697,7 @@ If <strong>at least one</strong> detection method is specified, only the methods
<p>Returns relative amount of fuel (from 0.0 to 1.0) the unit has in its internal tanks.</p>
<p>This method returns nil to ensure polymorphic behaviour! This method needs to be overridden by GROUP or UNIT.</p>
<p>This method returns nil to ensure polymorphic behavior! This method needs to be overridden by GROUP or UNIT.</p>
<div id= "#Functions##GetFuel" class="w3-show w3-white">
<div class="w3-container w3-white" id="functiontype">
@@ -5729,7 +5730,7 @@ If <strong>at least one</strong> detection method is specified, only the methods
<p>Returns relative average amount of fuel (from 0.0 to 1.0) a unit or group has in its internal tanks.</p>
<p>This method returns nil to ensure polymorphic behaviour! This method needs to be overridden by GROUP or UNIT.</p>
<p>This method returns nil to ensure polymorphic behavior! This method needs to be overridden by GROUP or UNIT.</p>
<div id= "#Functions##GetFuelAve" class="w3-show w3-white">
<div class="w3-container w3-white" id="functiontype">
@@ -5762,7 +5763,7 @@ If <strong>at least one</strong> detection method is specified, only the methods
<p>Returns relative minimum amount of fuel (from 0.0 to 1.0) a unit or group has in its internal tanks.</p>
<p>This method returns nil to ensure polymorphic behaviour! This method needs to be overridden by GROUP or UNIT.</p>
<p>This method returns nil to ensure polymorphic behavior! This method needs to be overridden by GROUP or UNIT.</p>
<div id= "#Functions##GetFuelMin" class="w3-show w3-white">
<div class="w3-container w3-white" id="functiontype">
@@ -9208,7 +9209,7 @@ Warning! When you switch this option off, the airborne group will continue to fl
</div>
<div class="w3-half">
<p>(optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.</p>
<p>(optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.</p>
</div>
</div>
@@ -9343,7 +9344,7 @@ Warning! When you switch this option off, the airborne group will continue to fl
</div>
<div class="w3-half">
<p>(Optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.</p>
<p>(Optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.</p>
</div>
</div>
@@ -9465,7 +9466,7 @@ Warning! When you switch this option off, the airborne group will continue to fl
</div>
<div class="w3-half">
<p>(Optional) Limits maximal quantity of attack. The aicraft/controllable will not make more attacks than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.</p>
<p>(Optional) Limits maximal quantity of attack. The aircraft/controllable will not make more attacks than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.</p>
</div>
</div>
@@ -9587,7 +9588,7 @@ Warning! When you switch this option off, the airborne group will continue to fl
</div>
<div class="w3-half">
<p>(optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.</p>
<p>(optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.</p>
</div>
</div>
@@ -9846,7 +9847,7 @@ Warning! When you switch this option off, the airborne group will continue to fl
</div>
<div class="w3-half">
<p>(optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.</p>
<p>(optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.</p>
</div>
</div>
@@ -11534,7 +11535,7 @@ Used to support CarpetBombing Task</p>
<h2><a id="#(CONTROLLABLE).TaskOrbitCircle" ><strong>CONTROLLABLE:TaskOrbitCircle(Altitude, Speed, Coordinate)</strong></a></h2>
</div>
<p>(AIR) Orbit at the current position of the first unit of the controllable at a specified alititude.</p>
<p>(AIR) Orbit at the current position of the first unit of the controllable at a specified altitude.</p>
<div id= "#Functions##TaskOrbitCircle" class="w3-show w3-white">
<div class="w3-container w3-white" id="functiontype">
@@ -11604,7 +11605,7 @@ Used to support CarpetBombing Task</p>
<h2><a id="#(CONTROLLABLE).TaskOrbitCircleAtVec2" ><strong>CONTROLLABLE:TaskOrbitCircleAtVec2(Point, Altitude, Speed)</strong></a></h2>
</div>
<p>(AIR) Orbit at a specified position at a specified alititude during a specified duration with a specified speed.</p>
<p>(AIR) Orbit at a specified position at a specified altitude during a specified duration with a specified speed.</p>
<div id= "#Functions##TaskOrbitCircleAtVec2" class="w3-show w3-white">
<div class="w3-container w3-white" id="functiontype">
@@ -11707,7 +11708,7 @@ Used to support CarpetBombing Task</p>
<h2><a id="#(CONTROLLABLE).TaskRoute" ><strong>CONTROLLABLE:TaskRoute(Points)</strong></a></h2>
</div>
<p>Return a Misson task to follow a given route defined by Points.</p>
<p>Return a Mission task to follow a given route defined by Points.</p>
<div id= "#Functions##TaskRoute" class="w3-show w3-white">
<div class="w3-container w3-white" id="functiontype">