mirror of
https://github.com/FlightControl-Master/MOOSE_DOCS.git
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MOOSE generated documentation [skip ci]
This commit is contained in:
@@ -3146,13 +3146,13 @@ amount of fuel in the group.</p>
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<tr class="w3-border">
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<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(GROUP).TaskOrbitCircle">GROUP:TaskOrbitCircle(Altitude, Speed, Coordinate)</a></p></td>
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<td class="summary w3-half w3-container" style="word-wrap: break-word">
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<p>(AIR) Orbit at the current position of the first unit of the controllable at a specified alititude.</p>
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<p>(AIR) Orbit at the current position of the first unit of the controllable at a specified altitude.</p>
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</td>
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</tr>
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<tr class="w3-border">
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<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(GROUP).TaskOrbitCircleAtVec2">GROUP:TaskOrbitCircleAtVec2(Point, Altitude, Speed)</a></p></td>
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<td class="summary w3-half w3-container" style="word-wrap: break-word">
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<p>(AIR) Orbit at a specified position at a specified alititude during a specified duration with a specified speed.</p>
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<p>(AIR) Orbit at a specified position at a specified altitude during a specified duration with a specified speed.</p>
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</td>
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</tr>
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<tr class="w3-border">
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@@ -3164,7 +3164,7 @@ amount of fuel in the group.</p>
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<tr class="w3-border">
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<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(GROUP).TaskRoute">GROUP:TaskRoute(Points)</a></p></td>
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<td class="summary w3-half w3-container" style="word-wrap: break-word">
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<p>Return a Misson task to follow a given route defined by Points.</p>
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<p>Return a Mission task to follow a given route defined by Points.</p>
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</td>
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</tr>
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<tr class="w3-border">
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@@ -4751,7 +4751,18 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
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<div class="w3-card-2 w3-padding-small w3-margin-top">
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<a id="#(GROUP).InitRespawnRandomizePositionZone" ><strong>GROUP.InitRespawnRandomizePositionZone</strong></a>
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<a id="#(GROUP).InitRespawnRandomizePositionInner" ><strong>GROUP.InitRespawnRandomizePositionInner</strong></a>
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</div>
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</div>
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<div>
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<div class="w3-card-2 w3-padding-small w3-margin-top">
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<a id="#(GROUP).InitRespawnRandomizePositionOuter" ><strong>GROUP.InitRespawnRandomizePositionOuter</strong></a>
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@@ -8858,7 +8869,18 @@ So each unit of the group is respawned at exactly the same parking spot as it cu
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<div class="w3-card-2 w3-padding-small w3-margin-top">
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<a id="#(GROUP).InitRespawnRandomizePositionZone" ><strong>GROUP.InitRespawnRandomizePositionZone</strong></a>
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<a id="#(GROUP).InitRespawnRandomizePositionInner" ><strong>GROUP.InitRespawnRandomizePositionInner</strong></a>
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</div>
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</div>
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<div>
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<div class="w3-card-2 w3-padding-small w3-margin-top">
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<a id="#(GROUP).InitRespawnRandomizePositionOuter" ><strong>GROUP.InitRespawnRandomizePositionOuter</strong></a>
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@@ -8988,7 +9010,7 @@ Note that a controllable can only have one beacon activated at a time with the e
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</div>
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<div class="w3-half">
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<p>The ID of the unit the beacon is attached to. Usefull if more units are in one group.</p>
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<p>The ID of the unit the beacon is attached to. Useful if more units are in one group.</p>
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</div>
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</div>
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@@ -9488,7 +9510,7 @@ Note that a controllable can only have one beacon activated at a time with the e
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</div>
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<div class="w3-half">
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<p>(Optional) Delay in seconds before the frequncy is set. Default is immediately.</p>
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<p>(Optional) Delay in seconds before the frequency is set. Default is immediately.</p>
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</div>
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</div>
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@@ -9613,17 +9635,18 @@ Note that this can only work on GROUP level, although individual UNITs can be co
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</div>
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</div>
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<h2><strong>Usage:</strong></h2>
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<pre class="example"><code>--- This test demonstrates the use(s) of the SwitchWayPoint method of the GROUP class.
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HeliGroup = GROUP:FindByName( "Helicopter" )
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<pre class="example"><code>
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-- This test demonstrates the use(s) of the SwitchWayPoint method of the GROUP class.
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HeliGroup = GROUP:FindByName( "Helicopter" )
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--- Route the helicopter back to the FARP after 60 seconds.
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-- We use the SCHEDULER class to do this.
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SCHEDULER:New( nil,
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function( HeliGroup )
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local CommandRTB = HeliGroup:CommandSwitchWayPoint( 2, 8 )
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HeliGroup:SetCommand( CommandRTB )
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end, { HeliGroup }, 90
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)</code></pre>
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-- Route the helicopter back to the FARP after 60 seconds.
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-- We use the SCHEDULER class to do this.
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SCHEDULER:New( nil,
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function( HeliGroup )
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local CommandRTB = HeliGroup:CommandSwitchWayPoint( 2, 8 )
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HeliGroup:SetCommand( CommandRTB )
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end, { HeliGroup }, 90
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)</code></pre>
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</div>
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@@ -9847,7 +9870,7 @@ SCHEDULER:New( nil,
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</div>
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<div class="w3-half">
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<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>
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<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>
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</div>
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</div>
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@@ -10135,7 +10158,7 @@ SCHEDULER:New( nil,
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</div>
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<div class="w3-half">
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<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>
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<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>
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</div>
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</div>
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@@ -10750,7 +10773,7 @@ If <strong>at least one</strong> detection method is specified, only the methods
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<p>Returns relative amount of fuel (from 0.0 to 1.0) the unit has in its internal tanks.</p>
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<p>This method returns nil to ensure polymorphic behaviour! This method needs to be overridden by GROUP or UNIT.</p>
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<p>This method returns nil to ensure polymorphic behavior! This method needs to be overridden by GROUP or UNIT.</p>
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<div id= "#Functions##GetFuel" class="w3-show w3-white">
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<div class="w3-container w3-white" id="functiontype">
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@@ -10783,7 +10806,7 @@ If <strong>at least one</strong> detection method is specified, only the methods
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<p>Returns relative average amount of fuel (from 0.0 to 1.0) a unit or group has in its internal tanks.</p>
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<p>This method returns nil to ensure polymorphic behaviour! This method needs to be overridden by GROUP or UNIT.</p>
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<p>This method returns nil to ensure polymorphic behavior! This method needs to be overridden by GROUP or UNIT.</p>
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<div id= "#Functions##GetFuelAve" class="w3-show w3-white">
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<div class="w3-container w3-white" id="functiontype">
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@@ -10816,7 +10839,7 @@ If <strong>at least one</strong> detection method is specified, only the methods
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<p>Returns relative minimum amount of fuel (from 0.0 to 1.0) a unit or group has in its internal tanks.</p>
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<p>This method returns nil to ensure polymorphic behaviour! This method needs to be overridden by GROUP or UNIT.</p>
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<p>This method returns nil to ensure polymorphic behavior! This method needs to be overridden by GROUP or UNIT.</p>
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<div id= "#Functions##GetFuelMin" class="w3-show w3-white">
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<div class="w3-container w3-white" id="functiontype">
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@@ -14262,7 +14285,7 @@ Warning! When you switch this option off, the airborne group will continue to fl
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</div>
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<div class="w3-half">
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<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>
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<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>
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</div>
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</div>
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@@ -14397,7 +14420,7 @@ Warning! When you switch this option off, the airborne group will continue to fl
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</div>
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<div class="w3-half">
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<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>
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<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>
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</div>
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</div>
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@@ -14519,7 +14542,7 @@ Warning! When you switch this option off, the airborne group will continue to fl
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</div>
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<div class="w3-half">
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<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>
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<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>
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</div>
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</div>
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@@ -14641,7 +14664,7 @@ Warning! When you switch this option off, the airborne group will continue to fl
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</div>
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<div class="w3-half">
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<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>
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<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>
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</div>
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</div>
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@@ -14900,7 +14923,7 @@ Warning! When you switch this option off, the airborne group will continue to fl
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</div>
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<div class="w3-half">
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<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>
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<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>
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</div>
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</div>
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@@ -16588,7 +16611,7 @@ Used to support CarpetBombing Task</p>
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<h2><a id="#(GROUP).TaskOrbitCircle" ><strong>GROUP:TaskOrbitCircle(Altitude, Speed, Coordinate)</strong></a></h2>
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</div>
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<p>(AIR) Orbit at the current position of the first unit of the controllable at a specified alititude.</p>
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<p>(AIR) Orbit at the current position of the first unit of the controllable at a specified altitude.</p>
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<div id= "#Functions##TaskOrbitCircle" class="w3-show w3-white">
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<div class="w3-container w3-white" id="functiontype">
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@@ -16658,7 +16681,7 @@ Used to support CarpetBombing Task</p>
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<h2><a id="#(GROUP).TaskOrbitCircleAtVec2" ><strong>GROUP:TaskOrbitCircleAtVec2(Point, Altitude, Speed)</strong></a></h2>
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</div>
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<p>(AIR) Orbit at a specified position at a specified alititude during a specified duration with a specified speed.</p>
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<p>(AIR) Orbit at a specified position at a specified altitude during a specified duration with a specified speed.</p>
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<div id= "#Functions##TaskOrbitCircleAtVec2" class="w3-show w3-white">
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<div class="w3-container w3-white" id="functiontype">
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@@ -16761,7 +16784,7 @@ Used to support CarpetBombing Task</p>
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<h2><a id="#(GROUP).TaskRoute" ><strong>GROUP:TaskRoute(Points)</strong></a></h2>
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</div>
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<p>Return a Misson task to follow a given route defined by Points.</p>
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<p>Return a Mission task to follow a given route defined by Points.</p>
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<div id= "#Functions##TaskRoute" class="w3-show w3-white">
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<div class="w3-container w3-white" id="functiontype">
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@@ -17399,7 +17422,18 @@ Note that when the WayPoint parameter is used, the new start mission waypoint of
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<div class="w3-card-2 w3-padding-small w3-margin-top">
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<a id="#(GROUP).InitRespawnRandomizePositionZone" ><strong>GROUP.InitRespawnRandomizePositionZone</strong></a>
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<a id="#(GROUP).InitRespawnRandomizePositionInner" ><strong>GROUP.InitRespawnRandomizePositionInner</strong></a>
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</div>
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</div>
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<div>
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<div class="w3-card-2 w3-padding-small w3-margin-top">
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<a id="#(GROUP).InitRespawnRandomizePositionOuter" ><strong>GROUP.InitRespawnRandomizePositionOuter</strong></a>
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@@ -21038,7 +21072,18 @@ Coordinates are dependent on the position of the maps origin.</p>
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<div class="w3-card-2 w3-padding-small w3-margin-top">
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<a id="#(GROUP).InitRespawnRandomizePositionZone" ><strong>GROUP.InitRespawnRandomizePositionZone</strong></a>
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<a id="#(GROUP).InitRespawnRandomizePositionInner" ><strong>GROUP.InitRespawnRandomizePositionInner</strong></a>
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</div>
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</div>
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<div>
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<div class="w3-card-2 w3-padding-small w3-margin-top">
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<a id="#(GROUP).InitRespawnRandomizePositionOuter" ><strong>GROUP.InitRespawnRandomizePositionOuter</strong></a>
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@@ -21692,7 +21737,18 @@ If the Identifiable is alive, true is returned. </p>
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<div class="w3-card-2 w3-padding-small w3-margin-top">
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<a id="#(GROUP).InitRespawnRandomizePositionZone" ><strong>GROUP.InitRespawnRandomizePositionZone</strong></a>
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<a id="#(GROUP).InitRespawnRandomizePositionInner" ><strong>GROUP.InitRespawnRandomizePositionInner</strong></a>
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</div>
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</div>
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<div>
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<div class="w3-card-2 w3-padding-small w3-margin-top">
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<a id="#(GROUP).InitRespawnRandomizePositionOuter" ><strong>GROUP.InitRespawnRandomizePositionOuter</strong></a>
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@@ -21952,7 +22008,18 @@ If the Identifiable is alive, true is returned. </p>
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<div class="w3-card-2 w3-padding-small w3-margin-top">
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<a id="#(GROUP).InitRespawnRandomizePositionZone" ><strong>GROUP.InitRespawnRandomizePositionZone</strong></a>
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<a id="#(GROUP).InitRespawnRandomizePositionInner" ><strong>GROUP.InitRespawnRandomizePositionInner</strong></a>
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</div>
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</div>
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<div>
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<div class="w3-card-2 w3-padding-small w3-margin-top">
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<a id="#(GROUP).InitRespawnRandomizePositionOuter" ><strong>GROUP.InitRespawnRandomizePositionOuter</strong></a>
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Block a user