diff --git a/Documentation/AI.AI_A2A_Dispatcher.html b/Documentation/AI.AI_A2A_Dispatcher.html index 218364666..0dbf08969 100644 --- a/Documentation/AI.AI_A2A_Dispatcher.html +++ b/Documentation/AI.AI_A2A_Dispatcher.html @@ -4876,14 +4876,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #boolean + AI_A2A_DISPATCHER.SetSendPlayerMessages - -

Flash messages to player

-
@@ -11543,14 +11540,11 @@ They will lock the parking spot.

- #boolean + AI_A2A_DISPATCHER.SetSendPlayerMessages - -

Flash messages to player

-
@@ -12808,14 +12802,11 @@ They will lock the parking spot.

- #boolean + AI_A2A_DISPATCHER.SetSendPlayerMessages - -

Flash messages to player

-
@@ -14375,14 +14366,11 @@ They will lock the parking spot.

- #boolean + AI_A2A_DISPATCHER.SetSendPlayerMessages - -

Flash messages to player

-
diff --git a/Documentation/AI.AI_Air.html b/Documentation/AI.AI_Air.html index 860570187..20850b47e 100644 --- a/Documentation/AI.AI_Air.html +++ b/Documentation/AI.AI_Air.html @@ -3078,6 +3078,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + + + +
+
+ + #number +AI_AIR.IdleCount + + +
@@ -3177,6 +3188,28 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + + + +
+
+ + #number +AI_AIR.RTBSpeedMaxFactor + + + +
+ +
+
+
+ + #number +AI_AIR.RTBSpeedMinFactor + + +
@@ -5884,6 +5917,17 @@ A random value in this bracket is then applied in the waypoint routing generatio + + + +
+
+ + #number +AI_AIR.IdleCount + + +
@@ -5983,6 +6027,28 @@ A random value in this bracket is then applied in the waypoint routing generatio + + + +
+
+ + #number +AI_AIR.RTBSpeedMaxFactor + + + +
+ +
+
+
+ + #number +AI_AIR.RTBSpeedMinFactor + + +
@@ -6609,6 +6675,17 @@ A random value in this bracket is then applied in the waypoint routing generatio + + + +
+
+ + #number +AI_AIR.IdleCount + + +
@@ -6708,6 +6785,28 @@ A random value in this bracket is then applied in the waypoint routing generatio + + + +
+
+ + #number +AI_AIR.RTBSpeedMaxFactor + + + +
+ +
+
+
+ + #number +AI_AIR.RTBSpeedMinFactor + + +
@@ -8222,6 +8321,17 @@ A random value in this bracket is then applied in the waypoint routing generatio + + + +
+
+ + #number +AI_AIR.IdleCount + + +
@@ -8321,6 +8431,28 @@ A random value in this bracket is then applied in the waypoint routing generatio + + + +
+
+ + #number +AI_AIR.RTBSpeedMaxFactor + + + +
+ +
+
+
+ + #number +AI_AIR.RTBSpeedMinFactor + + +
diff --git a/Documentation/AI.AI_Cargo_Airplane.html b/Documentation/AI.AI_Cargo_Airplane.html index fb816bf4c..033406c59 100644 --- a/Documentation/AI.AI_Cargo_Airplane.html +++ b/Documentation/AI.AI_Cargo_Airplane.html @@ -2754,6 +2754,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

Set destination airbase for next :Route() command.

+ @@ -2787,6 +2790,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

Aircraft is on a depoly mission.

+ @@ -2812,6 +2818,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

Aircraft is on a pickup mission.

+ @@ -4538,6 +4547,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

Set destination airbase for next :Route() command.

+ @@ -4571,6 +4583,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

Aircraft is on a depoly mission.

+ @@ -4596,6 +4611,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

Aircraft is on a pickup mission.

+ @@ -5164,6 +5182,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

Set destination airbase for next :Route() command.

+ @@ -5197,6 +5218,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

Aircraft is on a depoly mission.

+ @@ -5222,6 +5246,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

Aircraft is on a pickup mission.

+ @@ -6678,6 +6705,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

Set destination airbase for next :Route() command.

+ @@ -6711,6 +6741,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

Aircraft is on a depoly mission.

+ @@ -6736,6 +6769,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

Aircraft is on a pickup mission.

+ diff --git a/Documentation/AI.AI_Patrol.html b/Documentation/AI.AI_Patrol.html index 028a12ef2..f0eaea63a 100644 --- a/Documentation/AI.AI_Patrol.html +++ b/Documentation/AI.AI_Patrol.html @@ -3262,6 +3262,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

This table contains the targets detected during patrol.

+ @@ -6509,6 +6512,9 @@ Note that this method is required, as triggers the next route when patrolling fo + +

This table contains the targets detected during patrol.

+ @@ -7253,6 +7259,9 @@ Note that this method is required, as triggers the next route when patrolling fo + +

This table contains the targets detected during patrol.

+ @@ -8885,6 +8894,9 @@ Note that this method is required, as triggers the next route when patrolling fo + +

This table contains the targets detected during patrol.

+ diff --git a/Documentation/Cargo.CargoGroup.html b/Documentation/Cargo.CargoGroup.html index 27ff9ab85..2ceff13c5 100644 --- a/Documentation/Cargo.CargoGroup.html +++ b/Documentation/Cargo.CargoGroup.html @@ -1938,20 +1938,6 @@ Therefore, this class is considered to be deprecated

-CARGO_GROUP.CargoCarrier - - - - -

self.CargoObject:Destroy()

- -
- - -
-
- - CARGO_GROUP.CargoGroup @@ -1967,6 +1953,20 @@ Therefore, this class is considered to be deprecated

+
+ +
+
+
+ + +CARGO_GROUP.CargoObject + + + + +

Now we spawn the new group based on the template created.

+
@@ -3256,20 +3256,6 @@ This works for ground only groups.

-CARGO_GROUP.CargoCarrier - - - - -

self.CargoObject:Destroy()

- -
- - -
-
- - CARGO_GROUP.CargoGroup @@ -3285,6 +3271,20 @@ This works for ground only groups.

+
+ +
+
+
+ + +CARGO_GROUP.CargoObject + + + + +

Now we spawn the new group based on the template created.

+
diff --git a/Documentation/Cargo.CargoUnit.html b/Documentation/Cargo.CargoUnit.html index 72c02aadb..6907ca09f 100644 --- a/Documentation/Cargo.CargoUnit.html +++ b/Documentation/Cargo.CargoUnit.html @@ -1816,17 +1816,6 @@ Therefore, this class is considered to be deprecated

-CARGO_UNIT.CargoCarrier - - - -
- - -
-
- - CARGO_UNIT.CargoInAir @@ -1845,6 +1834,17 @@ Therefore, this class is considered to be deprecated

Set cargo object.

+
+ +
+
+
+ + #number +CARGO_UNIT.RunCount + + +
@@ -2531,17 +2531,6 @@ Therefore, this class is considered to be deprecated

-CARGO_UNIT.CargoCarrier - - - -
- - -
-
- - CARGO_UNIT.CargoInAir @@ -2560,6 +2549,17 @@ Therefore, this class is considered to be deprecated

Set cargo object.

+
+ +
+
+
+ + #number +CARGO_UNIT.RunCount + + +
diff --git a/Documentation/Core.Fsm.html b/Documentation/Core.Fsm.html index e2b6bc060..383eaa450 100644 --- a/Documentation/Core.Fsm.html +++ b/Documentation/Core.Fsm.html @@ -5796,7 +5796,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #string + FSM._StartState @@ -7395,7 +7395,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #string + FSM._StartState diff --git a/Documentation/Core.Point.html b/Documentation/Core.Point.html index 7eec64aed..4ae17e3e9 100644 --- a/Documentation/Core.Point.html +++ b/Documentation/Core.Point.html @@ -18195,6 +18195,17 @@ When moose is loading dynamically (for moose class development), tracing is swit

the y coordinate in meters.

+
+ +
+
+
+ + +POINT_VEC2.z + + +
@@ -18993,6 +19004,17 @@ When moose is loading dynamically (for moose class development), tracing is swit

the y coordinate in meters.

+
+ +
+
+
+ + +POINT_VEC2.z + + +
@@ -27867,6 +27889,17 @@ Creates a line on the F10 map from one point to another.

the y coordinate in meters.

+ + + +
+
+ + +POINT_VEC2.z + + +
diff --git a/Documentation/Core.Settings.html b/Documentation/Core.Settings.html index 5d4ed2138..76eb1bc57 100644 --- a/Documentation/Core.Settings.html +++ b/Documentation/Core.Settings.html @@ -2908,22 +2908,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #boolean SETTINGS.Metric -
- -
-
-
- - -SETTINGS.PlayerMenu - - -
@@ -5076,22 +5065,11 @@ It is advised to use this method at the start of the mission.

- + #boolean SETTINGS.Metric -
- -
-
-
- - -SETTINGS.PlayerMenu - - -
diff --git a/Documentation/Core.Spawn.html b/Documentation/Core.Spawn.html index 048f4b3f7..ad6ed8700 100644 --- a/Documentation/Core.Spawn.html +++ b/Documentation/Core.Spawn.html @@ -2964,6 +2964,12 @@ and any spaces before and after the resulting name are removed.

SPAWN.frequency

+ + + +

SPAWN.livery_id

+ + @@ -3529,11 +3535,14 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #boolean SPAWN.AIOnOff + +

The AI is on by default when spawning a group.

+
@@ -3603,9 +3612,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -

Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.

- @@ -3661,20 +3667,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - - - -
-
- - #number -SPAWN.SpawnCount - - - - -

The internal counter of the amount of spawning the has happened since SpawnStart.

-
@@ -3708,6 +3700,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + + + +
+
+ + +SPAWN.SpawnGrouping + + +
@@ -3744,17 +3747,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - - - -
-
- - -SPAWN.SpawnInitAirbase - - -
@@ -3788,6 +3780,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + + + +
+
+ + +SPAWN.SpawnInitFreq + + +
@@ -3843,20 +3846,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - - - -
-
- - #boolean -SPAWN.SpawnInitKeepUnitNames - - - - -

Overwrite unit names by default with group name.

-
@@ -3875,7 +3864,29 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
-SPAWN.SpawnInitLivery +SPAWN.SpawnInitModex + + + +
+ + +
+
+ + +SPAWN.SpawnInitModexPostfix + + + +
+ +
+
+
+ + +SPAWN.SpawnInitModexPrefix @@ -4103,17 +4114,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -
- -
-
-
- - #boolean -SPAWN.SpawnUnControlled - - -
@@ -4247,6 +4247,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + + + +
+
+ + +SPAWN.livery_id + + +
@@ -9414,11 +9425,14 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

- + #boolean SPAWN.AIOnOff + +

The AI is on by default when spawning a group.

+
@@ -9488,9 +9502,6 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.

- @@ -9546,20 +9557,6 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

- - -
-
- - #number -SPAWN.SpawnCount - - - - -

The internal counter of the amount of spawning the has happened since SpawnStart.

-
@@ -9593,6 +9590,17 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

+ + +
+
+ + +SPAWN.SpawnGrouping + + +
@@ -9629,17 +9637,6 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

- - -
-
- - -SPAWN.SpawnInitAirbase - - -
@@ -9673,6 +9670,17 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

+ + +
+
+ + +SPAWN.SpawnInitFreq + + +
@@ -9728,20 +9736,6 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

- - -
-
- - #boolean -SPAWN.SpawnInitKeepUnitNames - - - - -

Overwrite unit names by default with group name.

-
@@ -9760,7 +9754,29 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

-SPAWN.SpawnInitLivery +SPAWN.SpawnInitModex + + + + + + +
+
+ + +SPAWN.SpawnInitModexPostfix + + + +
+ +
+
+
+ + +SPAWN.SpawnInitModexPrefix @@ -9988,17 +10004,6 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

- -
-
-
- - #boolean -SPAWN.SpawnUnControlled - - -
@@ -10132,6 +10137,17 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

+ +
+
+
+ + +SPAWN.livery_id + + +
diff --git a/Documentation/Core.SpawnStatic.html b/Documentation/Core.SpawnStatic.html index 27c7a141a..5285688c4 100644 --- a/Documentation/Core.SpawnStatic.html +++ b/Documentation/Core.SpawnStatic.html @@ -1996,24 +1996,6 @@ such as position and heading.

SPAWNSTATIC:_SpawnStatic(Template, CountryID)

Spawns a new static using a given template.

- - - -

SPAWNSTATIC.heliport_callsign_id

- - - - - -

SPAWNSTATIC.heliport_frequency

- - - - - -

SPAWNSTATIC.heliport_modulation

- - @@ -2928,39 +2910,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - - - -
-
- - -SPAWNSTATIC.heliport_callsign_id - - - -
- -
-
-
- - -SPAWNSTATIC.heliport_frequency - - - -
- -
-
-
- - -SPAWNSTATIC.heliport_modulation - - -
@@ -4314,39 +4263,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - - - -
-
- - -SPAWNSTATIC.heliport_callsign_id - - - -
- -
-
-
- - -SPAWNSTATIC.heliport_frequency - - - -
- -
-
-
- - -SPAWNSTATIC.heliport_modulation - - -
diff --git a/Documentation/Core.Spot.html b/Documentation/Core.Spot.html index a3e956874..de04fc749 100644 --- a/Documentation/Core.Spot.html +++ b/Documentation/Core.Spot.html @@ -2815,39 +2815,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - - - -
-
- - -SPOT.ScheduleID - - - -
- -
-
-
- - -SPOT.SpotIR - - - -
- -
-
-
- - -SPOT.SpotLaser - - -
@@ -4131,39 +4098,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - - - -
-
- - -SPOT.ScheduleID - - - -
- -
-
-
- - -SPOT.SpotIR - - - -
- -
-
-
- - -SPOT.SpotLaser - - -
@@ -5686,39 +5620,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - - - -
-
- - -SPOT.ScheduleID - - - -
- -
-
-
- - -SPOT.SpotIR - - - -
- -
-
-
- - -SPOT.SpotLaser - - -
diff --git a/Documentation/Core.Zone.html b/Documentation/Core.Zone.html index 9cd186b6e..be72788d0 100644 --- a/Documentation/Core.Zone.html +++ b/Documentation/Core.Zone.html @@ -1657,6 +1657,7 @@
  • #ZONE_UNIT: The ZONE_UNIT class defines by a zone around a Wrapper.Unit#UNIT with a radius.
  • #ZONE_GROUP: The ZONE_GROUP class defines by a zone around a Wrapper.Group#GROUP with a radius.
  • #ZONE_POLYGON: The ZONE_POLYGON class defines by a sequence of Wrapper.Group#GROUP waypoints within the Mission Editor, forming a polygon.
  • +
  • #ZONE_OVAL: The ZONE_OVAL class isdefined by a center point, major axis, minor axis, and angle.

  • @@ -1898,7 +1899,9 @@ This class implements the inherited functions from #ZO

    Global ZONE_OVAL

    +

    ZONE_OVAL class, extends #ZONE_BASE

    +

    The ZONE_OVAL class is defined by a center point, major axis, minor axis, and angle.

    @@ -1906,9 +1909,15 @@ This class implements the inherited functions from #ZO
    - #table + #ZONE_OVAL ZONE_OVAL +

    ZONE_OVAL class, extends #ZONE_BASE

    + +

    The ZONE_OVAL class is defined by a center point, major axis, minor axis, and angle.

    + + +

    This class implements the inherited functions from #ZONE_BASE taking into account the own zone format and properties.

    @@ -2062,7 +2071,7 @@ This class is an abstract BASE class for derived classes, and is not meant to be
    - #table + #_ZONE_TRIANGLE _ZONE_TRIANGLE @@ -3468,6 +3477,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    ZONE_OVAL +, extends Core.Zone#ZONE_BASE +, extends Core.Fsm#FSM +, extends Core.Base#BASE
    @@ -3491,6 +3503,66 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + @@ -3503,6 +3575,1206 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + + + + + + + + + + + + + + + + + +

    ZONE_OVAL.DrawPoly

    +

    ZONE_OVAL:DrawZone(Coalition, Color, Alpha, FillColor, FillAlpha, LineType, ReadOnly)

    +

    Draw the zone on the F10 map.

    +

    ZONE_OVAL:GetAngle()

    +

    Gets the angle of the oval.

    +

    ZONE_OVAL:GetBoundingSquare()

    +

    Calculates the bounding box of the oval.

    +

    ZONE_OVAL:GetMajorAxis()

    +

    Gets the major axis of the oval.

    +

    ZONE_OVAL:GetMinorAxis()

    +

    Gets the minor axis of the oval.

    +

    ZONE_OVAL:GetRandomPointVec2()

    +

    Define a random Core.Point#POINT_VEC2 within the zone.

    +

    ZONE_OVAL:GetRandomPointVec3()

    +

    Define a random Core.Point#POINT_VEC2 within the zone.

    +

    ZONE_OVAL:GetRandomVec2()

    +

    Returns a random Vec2 within the oval.

    +

    ZONE_OVAL:GetVec2()

    +

    Returns a the center point of the oval

    +

    ZONE_OVAL:IsVec2InZone(point, vec2)

    +

    Checks if a point is contained within the oval.

    ZONE_OVAL.MinorAxis

    +

    ZONE_OVAL.New(vec2, major_axis, minor_axis, angle, self, name)

    +

    Creates a new ZONE_OVAL from a center point, major axis, minor axis, and angle.

    +

    ZONE_OVAL:NewFromDrawing(DrawingName)

    +

    Constructor to create a ZONE_OVAL instance, taking the name of a drawing made with the draw tool in the Mission Editor.

    +

    ZONE_OVAL:PointsOnEdge(num_points)

    +

    Find points on the edge of the oval

    +

    ZONE_OVAL:UndrawZone()

    +

    Remove drawing from F10 map

    +
    +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    Fields and Methods inherited from ZONE_BASEDescription

    ZONE_OVAL:BoundZone()

    +

    Bound the zone boundaries with a tires.

    +

    ZONE_OVAL.Checktime

    +

    Check every Checktime seconds, used for ZONE:Trigger()

    +

    ZONE_OVAL.Color

    +

    Table with four entries, e.g. {1, 0, 0, 0.15}. First three are RGB color code. Fourth is the transparency Alpha value.

    +

    ZONE_OVAL.Coordinate

    + +

    ZONE_OVAL.DrawID

    +

    Unique ID of the drawn zone on the F10 map.

    +

    ZONE_OVAL.FillColor

    +

    Table with four entries, e.g. {1, 0, 0, 0.15}. First three are RGB color code. Fourth is the transparency Alpha value.

    +

    ZONE_OVAL:Get2DDistance(Coordinate)

    +

    Get 2D distance to a coordinate.

    +

    ZONE_OVAL:GetAllProperties()

    +

    Returns the zone Properties table.

    +

    ZONE_OVAL:GetBoundingSquare()

    +

    Get the bounding square the zone.

    +

    ZONE_OVAL:GetColor()

    +

    Get color table of the zone.

    +

    ZONE_OVAL:GetColorAlpha()

    +

    Get transparency Alpha value of zone.

    +

    ZONE_OVAL:GetColorRGB()

    +

    Get RGB color of zone.

    +

    ZONE_OVAL:GetCoordinate(Height)

    +

    Returns a Core.Point#COORDINATE of the zone.

    +

    ZONE_OVAL:GetDrawCoalition()

    +

    Get draw coalition of zone.

    +

    ZONE_OVAL:GetDrawID()

    +

    Get ID of the zone object drawn on the F10 map.

    +

    ZONE_OVAL:GetFillColor()

    +

    Get fill color table of the zone.

    +

    ZONE_OVAL:GetFillColorAlpha()

    +

    Get transparency Alpha fill value of zone.

    +

    ZONE_OVAL:GetFillColorRGB()

    +

    Get RGB fill color of zone.

    +

    ZONE_OVAL:GetName()

    +

    Returns the name of the zone.

    +

    ZONE_OVAL:GetPointVec2(Height)

    +

    Returns a Core.Point#POINT_VEC2 of the zone.

    +

    ZONE_OVAL:GetPointVec3(Height)

    +

    Returns a Core.Point#POINT_VEC3 of the zone.

    +

    ZONE_OVAL:GetProperty(PropertyName)

    +

    Returns the Value of the zone with the given PropertyName, or nil if no matching property exists.

    +

    ZONE_OVAL:GetRandomPointVec2()

    +

    Define a random Core.Point#POINT_VEC2 within the zone.

    +

    ZONE_OVAL:GetRandomPointVec3()

    +

    Define a random Core.Point#POINT_VEC3 within the zone.

    +

    ZONE_OVAL:GetRandomVec2()

    +

    Define a random DCS#Vec2 within the zone.

    +

    ZONE_OVAL:GetSurfaceType()

    +

    Get surface type of the zone.

    +

    ZONE_OVAL:GetVec2()

    +

    Returns the DCS#Vec2 coordinate of the zone.

    +

    ZONE_OVAL:GetVec3(Height)

    +

    Returns the DCS#Vec3 of the zone.

    +

    ZONE_OVAL:GetZoneMaybe()

    +

    Get the zone taking into account the randomization probability of a zone to be selected.

    +

    ZONE_OVAL:GetZoneProbability()

    +

    Get the randomization probability of a zone to be selected.

    +

    ZONE_OVAL:IsCoordinateInZone(Coordinate)

    +

    Returns if a Coordinate is within the zone.

    +

    ZONE_OVAL:IsPointVec2InZone(Coordinate)

    +

    Returns if a PointVec2 is within the zone.

    +

    ZONE_OVAL:IsPointVec3InZone(PointVec3)

    +

    Returns if a PointVec3 is within the zone.

    +

    ZONE_OVAL:IsVec2InZone(Vec2)

    +

    Returns if a Vec2 is within the zone.

    +

    ZONE_OVAL:IsVec3InZone(Vec3)

    +

    Returns if a Vec3 is within the zone.

    +

    ZONE_OVAL:New(ZoneName)

    +

    ZONE_BASE constructor

    +

    ZONE_OVAL:OnAfterEnteredZone(From, Event, To, Controllable)

    +

    On After "EnteredZone" event.

    +

    ZONE_OVAL:OnAfterLeftZone(From, Event, To, Controllable)

    +

    On After "LeftZone" event.

    +

    ZONE_OVAL:SetCheckTime(seconds)

    +

    Set the check time for ZONE:Trigger()

    +

    ZONE_OVAL:SetColor(RGBcolor, Alpha)

    +

    Set color of zone.

    +

    ZONE_OVAL:SetDrawCoalition(Coalition)

    +

    Set draw coalition of zone.

    +

    ZONE_OVAL:SetFillColor(RGBcolor, Alpha)

    +

    Set fill color of zone.

    +

    ZONE_OVAL:SetName(ZoneName)

    +

    Sets the name of the zone.

    +

    ZONE_OVAL:SetZoneProbability(ZoneProbability)

    +

    Set the randomization probability of a zone to be selected.

    +

    ZONE_OVAL:SmokeZone(SmokeColor)

    +

    Smokes the zone boundaries in a color.

    +

    ZONE_OVAL.Surface

    +

    Type of surface. Only determined at the center of the zone!

    +

    ZONE_OVAL.Table

    +

    of any trigger zone properties from the ME. The key is the Name of the property, and the value is the property's Value.

    +

    ZONE_OVAL:Trigger(Objects)

    +

    Start watching if the Object or Objects move into or out of a zone.

    +

    ZONE_OVAL:TriggerStop()

    +

    Triggers the FSM event "TriggerStop".

    +

    ZONE_OVAL:UndrawZone(Delay)

    +

    Remove the drawing of the zone from the F10 map.

    +

    ZONE_OVAL.ZoneID

    +

    ID of zone. Only zones defined in the ME have an ID!

    +

    ZONE_OVAL.ZoneName

    +

    Name of the zone.

    +

    ZONE_OVAL.ZoneProbability

    +

    A value between 0 and 1. 0 = 0% and 1 = 100% probability.

    +

    ZONE_OVAL:_TriggerCheck(fromstart)

    +

    (Internal) Check the assigned objects for being in/out of the zone

    +

    ZONE_OVAL:__TriggerStop(delay)

    +

    Triggers the FSM event "TriggerStop" after a delay.

    +

    ZONE_OVAL.checkobjects

    + +

    ZONE_OVAL.drawCoalition

    +

    Draw coalition.

    +

    ZONE_OVAL.objectset

    + +

    ZONE_OVAL:onafterTriggerRunCheck(From, Event, to, To)

    +

    (Internal) Check the assigned objects for being in/out of the zone

    +
    +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    Fields and Methods inherited from FSMDescription

    ZONE_OVAL:AddEndState(State)

    +

    Adds an End state.

    +

    ZONE_OVAL:AddProcess(From, Event, Process, ReturnEvents)

    +

    Set the default #FSM_PROCESS template with key ProcessName providing the ProcessClass and the process object when it is assigned to a Wrapper.Controllable by the task.

    +

    ZONE_OVAL:AddScore(State, ScoreText, Score)

    +

    Adds a score for the FSM to be achieved.

    +

    ZONE_OVAL:AddScoreProcess(From, Event, State, ScoreText, Score)

    +

    Adds a score for the FSM_PROCESS to be achieved.

    +

    ZONE_OVAL:AddTransition(From, Event, To)

    +

    Add a new transition rule to the FSM.

    +

    ZONE_OVAL.CallScheduler

    +

    Call scheduler.

    +

    ZONE_OVAL.ClassName

    +

    Name of the class.

    +

    ZONE_OVAL.Events

    + +

    ZONE_OVAL:GetCurrentState()

    +

    Get current state.

    +

    ZONE_OVAL:GetEndStates()

    +

    Returns the End states.

    +

    ZONE_OVAL:GetProcess(From, Event)

    + +

    ZONE_OVAL:GetProcesses()

    +

    Returns a table of the SubFSM rules defined within the FSM.

    +

    ZONE_OVAL:GetScores()

    +

    Returns a table with the scores defined.

    +

    ZONE_OVAL:GetStartState()

    +

    Returns the start state of the FSM.

    +

    ZONE_OVAL:GetState()

    +

    Get current state.

    +

    ZONE_OVAL:GetSubs()

    +

    Returns a table with the Subs defined.

    +

    ZONE_OVAL:GetTransitions()

    +

    Returns a table of the transition rules defined within the FSM.

    +

    ZONE_OVAL:Is(State)

    +

    Check if FSM is in state.

    +

    ZONE_OVAL:LoadCallBacks(CallBackTable)

    +

    Load call backs.

    +

    ZONE_OVAL:New()

    +

    Creates a new FSM object.

    +

    ZONE_OVAL.Scores

    +

    Scores.

    +

    ZONE_OVAL:SetProcess(From, Event, Fsm)

    + +

    ZONE_OVAL:SetStartState(State)

    +

    Sets the start state of the FSM.

    +

    ZONE_OVAL._EndStates

    + +

    ZONE_OVAL._EventSchedules

    + +

    ZONE_OVAL._Processes

    + +

    ZONE_OVAL._Scores

    + +

    ZONE_OVAL._StartState

    + +

    ZONE_OVAL._Transitions

    + +

    ZONE_OVAL:_add_to_map(Map, Event)

    +

    Add to map.

    +

    ZONE_OVAL:_call_handler(step, trigger, params, EventName)

    +

    Call handler.

    +

    ZONE_OVAL:_create_transition(EventName)

    +

    Create transition.

    +

    ZONE_OVAL:_delayed_transition(EventName)

    +

    Delayed transition.

    +

    ZONE_OVAL:_eventmap(Events, EventStructure)

    +

    Event map.

    +

    ZONE_OVAL:_gosub(ParentFrom, ParentEvent)

    +

    Go sub.

    +

    ZONE_OVAL:_handler(EventName, ...)

    +

    Handler.

    +

    ZONE_OVAL:_isendstate(Current)

    +

    Is end state.

    +

    ZONE_OVAL:_submap(subs, sub, name)

    +

    Sub maps.

    +

    ZONE_OVAL:can(e)

    +

    Check if can do an event.

    +

    ZONE_OVAL:cannot(e)

    +

    Check if cannot do an event.

    +

    ZONE_OVAL.current

    +

    Current state name.

    +

    ZONE_OVAL.endstates

    + +

    ZONE_OVAL:is(State, state)

    +

    Check if FSM is in state.

    +

    ZONE_OVAL.options

    +

    Options.

    +

    ZONE_OVAL.subs

    +

    Subs.

    +
    +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    Fields and Methods inherited from BASEDescription

    ZONE_OVAL.ClassID

    +

    The ID number of the class.

    +

    ZONE_OVAL.ClassName

    +

    The name of the class.

    +

    ZONE_OVAL.ClassNameAndID

    +

    The name of the class concatenated with the ID number of the class.

    +

    ZONE_OVAL:ClearState(Object, StateName)

    +

    Clear the state of an object.

    +

    ZONE_OVAL:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace)

    +

    Creation of a Birth Event.

    +

    ZONE_OVAL:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

    +

    Creation of a Crash Event.

    +

    ZONE_OVAL:CreateEventDead(EventTime, Initiator, IniObjectCategory)

    +

    Creation of a Dead Event.

    +

    ZONE_OVAL:CreateEventPlayerEnterAircraft(PlayerUnit)

    +

    Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

    +

    ZONE_OVAL:CreateEventRemoveUnit(EventTime, Initiator)

    +

    Creation of a Remove Unit Event.

    +

    ZONE_OVAL:CreateEventTakeoff(EventTime, Initiator)

    +

    Creation of a Takeoff Event.

    +

    ZONE_OVAL:CreateEventUnitLost(EventTime, Initiator)

    +

    Creation of a Crash Event.

    +

    ZONE_OVAL:E(Arguments)

    +

    Log an exception which will be traced always.

    +

    ZONE_OVAL:EventDispatcher()

    +

    Returns the event dispatcher

    +

    ZONE_OVAL:EventRemoveAll()

    +

    Remove all subscribed events

    +

    ZONE_OVAL:F(Arguments)

    +

    Trace a function call.

    +

    ZONE_OVAL:F2(Arguments)

    +

    Trace a function call level 2.

    +

    ZONE_OVAL:F3(Arguments)

    +

    Trace a function call level 3.

    +

    ZONE_OVAL:GetClassID()

    +

    Get the ClassID of the class instance.

    +

    ZONE_OVAL:GetClassName()

    +

    Get the ClassName of the class instance.

    +

    ZONE_OVAL:GetClassNameAndID()

    +

    Get the ClassName + ClassID of the class instance.

    +

    ZONE_OVAL:GetEventPriority()

    +

    Get the Class Core.Event processing Priority.

    +

    ZONE_OVAL:GetParent(Child, FromClass)

    +

    This is the worker method to retrieve the Parent class.

    +

    ZONE_OVAL:GetState(Object, Key)

    +

    Get a Value given a Key from the Object.

    +

    ZONE_OVAL:HandleEvent(EventID, EventFunction)

    +

    Subscribe to a DCS Event.

    +

    ZONE_OVAL:I(Arguments)

    +

    Log an information which will be traced always.

    +

    ZONE_OVAL:Inherit(Child, Parent)

    +

    This is the worker method to inherit from a parent class.

    +

    ZONE_OVAL:IsInstanceOf(ClassName)

    +

    This is the worker method to check if an object is an (sub)instance of a class.

    +

    ZONE_OVAL:IsTrace()

    +

    Enquires if tracing is on (for the class).

    +

    ZONE_OVAL:New()

    +

    BASE constructor.

    +

    ZONE_OVAL:OnEvent(EventData)

    +

    Occurs when an Event for an object is triggered.

    +

    ZONE_OVAL:OnEventBDA(EventData)

    +

    BDA.

    +

    ZONE_OVAL:OnEventBaseCaptured(EventData)

    +

    Occurs when a ground unit captures either an airbase or a farp.

    +

    ZONE_OVAL:OnEventBirth(EventData)

    +

    Occurs when any object is spawned into the mission.

    +

    ZONE_OVAL:OnEventCrash(EventData)

    +

    Occurs when any aircraft crashes into the ground and is completely destroyed.

    +

    ZONE_OVAL:OnEventDead(EventData)

    +

    Occurs when an object is dead.

    +

    ZONE_OVAL:OnEventDetailedFailure(EventData)

    +

    Unknown precisely what creates this event, likely tied into newer damage model.

    +

    ZONE_OVAL:OnEventDiscardChairAfterEjection(EventData)

    +

    Discard chair after ejection.

    +

    ZONE_OVAL:OnEventEjection(EventData)

    +

    Occurs when a pilot ejects from an aircraft +Have a look at the class Core.Event#EVENT as these are just the prototypes.

    +

    ZONE_OVAL:OnEventEngineShutdown(EventData)

    +

    Occurs when any aircraft shuts down its engines.

    +

    ZONE_OVAL:OnEventEngineStartup(EventData)

    +

    Occurs when any aircraft starts its engines.

    +

    ZONE_OVAL:OnEventHit(EventData)

    +

    Occurs whenever an object is hit by a weapon.

    +

    ZONE_OVAL:OnEventHumanFailure(EventData)

    +

    Occurs when any system fails on a human controlled aircraft.

    +

    ZONE_OVAL:OnEventKill(EventData)

    +

    Occurs on the death of a unit.

    +

    ZONE_OVAL:OnEventLand(EventData)

    +

    Occurs when an aircraft lands at an airbase, farp or ship +Have a look at the class Core.Event#EVENT as these are just the prototypes.

    +

    ZONE_OVAL:OnEventLandingAfterEjection(EventData)

    +

    Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up.

    +

    ZONE_OVAL:OnEventLandingQualityMark(EventData)

    +

    Landing quality mark.

    +

    ZONE_OVAL:OnEventMarkAdded(EventData)

    +

    Occurs when a new mark was added.

    +

    ZONE_OVAL:OnEventMarkChange(EventData)

    +

    Occurs when a mark text was changed.

    +

    ZONE_OVAL:OnEventMarkRemoved(EventData)

    +

    Occurs when a mark was removed.

    +

    ZONE_OVAL:OnEventMissionEnd(EventData)

    +

    Occurs when a mission ends +Have a look at the class Core.Event#EVENT as these are just the prototypes.

    +

    ZONE_OVAL:OnEventMissionStart(EventData)

    +

    Occurs when a mission starts +Have a look at the class Core.Event#EVENT as these are just the prototypes.

    +

    ZONE_OVAL:OnEventParatrooperLanding(EventData)

    +

    Weapon add.

    +

    ZONE_OVAL:OnEventPilotDead(EventData)

    +

    Occurs when the pilot of an aircraft is killed.

    +

    ZONE_OVAL:OnEventPlayerEnterAircraft(EventData)

    +

    Occurs when a player enters a slot and takes control of an aircraft.

    +

    ZONE_OVAL:OnEventPlayerEnterUnit(EventData)

    +

    Occurs when any player assumes direct control of a unit.

    +

    ZONE_OVAL:OnEventPlayerLeaveUnit(EventData)

    +

    Occurs when any player relieves control of a unit to the AI.

    +

    ZONE_OVAL:OnEventRefueling(EventData)

    +

    Occurs when an aircraft connects with a tanker and begins taking on fuel.

    +

    ZONE_OVAL:OnEventRefuelingStop(EventData)

    +

    Occurs when an aircraft is finished taking fuel.

    +

    ZONE_OVAL:OnEventScore(EventData)

    +

    Occurs when any modification to the "Score" as seen on the debrief menu would occur.

    +

    ZONE_OVAL:OnEventShootingEnd(EventData)

    +

    Occurs when any unit stops firing its weapon.

    +

    ZONE_OVAL:OnEventShootingStart(EventData)

    +

    Occurs when any unit begins firing a weapon that has a high rate of fire.

    +

    ZONE_OVAL:OnEventShot(EventData)

    +

    Occurs whenever any unit in a mission fires a weapon.

    +

    ZONE_OVAL:OnEventTakeoff(EventData)

    +

    Occurs when an aircraft takes off from an airbase, farp, or ship.

    +

    ZONE_OVAL:OnEventTriggerZone(EventData)

    +

    Trigger zone.

    +

    ZONE_OVAL:OnEventUnitLost(EventData)

    +

    Occurs when the game thinks an object is destroyed.

    +

    ZONE_OVAL:ScheduleOnce(Start, SchedulerFunction, ...)

    +

    Schedule a new time event.

    +

    ZONE_OVAL:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...)

    +

    Schedule a new time event.

    +

    ZONE_OVAL:ScheduleStop(SchedulerID)

    +

    Stops the Schedule.

    +

    ZONE_OVAL.Scheduler

    + +

    ZONE_OVAL:SetEventPriority(EventPriority)

    +

    Set the Class Core.Event processing Priority.

    +

    ZONE_OVAL:SetState(Object, Key, Value)

    +

    Set a state or property of the Object given a Key and a Value.

    +

    ZONE_OVAL:T(Arguments)

    +

    Trace a function logic level 1.

    +

    ZONE_OVAL:T2(Arguments)

    +

    Trace a function logic level 2.

    +

    ZONE_OVAL:T3(Arguments)

    +

    Trace a function logic level 3.

    +

    ZONE_OVAL:TraceAll(TraceAll)

    +

    Trace all methods in MOOSE

    +

    ZONE_OVAL:TraceClass(Class)

    +

    Set tracing for a class

    +

    ZONE_OVAL:TraceClassMethod(Class, Method)

    +

    Set tracing for a specific method of class

    +

    ZONE_OVAL:TraceLevel(Level)

    +

    Set trace level

    +

    ZONE_OVAL:TraceOff()

    +

    Set trace off.

    +

    ZONE_OVAL:TraceOn()

    +

    Set trace on.

    +

    ZONE_OVAL:TraceOnOff(TraceOnOff)

    +

    Set trace on or off +Note that when trace is off, no BASE.Debug statement is performed, increasing performance! +When Moose is loaded statically, (as one file), tracing is switched off by default.

    +

    ZONE_OVAL:UnHandleEvent(EventID)

    +

    UnSubscribe to a DCS event.

    +

    ZONE_OVAL._

    + +

    ZONE_OVAL:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

    +

    Trace a function call.

    +

    ZONE_OVAL:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

    +

    Trace a function logic.

    +

    ZONE_OVAL.__

    + +

    ZONE_OVAL:onEvent(event)

    +

    The main event handling function...

    @@ -4348,6 +5620,80 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    ZONE_UNIT.Vec2

    The current location of the zone.

    + + + +
    + + +
    + _ZONE_TRIANGLE +, extends #BASE +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    Fields and Methods inherited from _ZONE_TRIANGLEDescription

    _ZONE_TRIANGLE.CenterVec2

    + +

    _ZONE_TRIANGLE.ClassName

    + +

    _ZONE_TRIANGLE.ContainsPoint(pt, points, self)

    +

    Checks if a point is contained within the triangle.

    +

    _ZONE_TRIANGLE.Coords

    + +

    _ZONE_TRIANGLE:Draw(Coalition, Color, Alpha, FillColor, FillAlpha, LineType, ReadOnly)

    +

    Draw the triangle

    +

    _ZONE_TRIANGLE.DrawIDs

    + +

    _ZONE_TRIANGLE.GetRandomVec2(points, self)

    +

    Returns a random Vec2 within the triangle.

    +

    _ZONE_TRIANGLE:New(p1, p2, p3)

    + +

    _ZONE_TRIANGLE.Points

    + +

    _ZONE_TRIANGLE.SurfaceArea

    +
    @@ -11847,6 +13193,17 @@ When moose is loading dynamically (for moose class development), tracing is swit +
    + +
    +
    +
    @@ -12481,6 +13838,12 @@ When moose is loading dynamically (for moose class development), tracing is swit
    + +

    ZONE_OVAL created from a center point, major axis, minor axis, and angle.

    + + +

    Ported from https://github.com/nielsvaes/CCMOOSE/blob/master/Moose%20Development/Moose/Shapes/Oval.lua

    +

    Field(s)

    @@ -12542,6 +13905,7500 @@ When moose is loading dynamically (for moose class development), tracing is swit

    Function(s)

    +
    + + + +

    Draw the zone on the F10 map.

    + + +
      +
    • ported from https://github.com/nielsvaes/CCMOOSE/blob/master/Moose%20Development/Moose/Shapes/Oval.lua
    • +
    + +
    +
    +

    Defined in:

    +
    +

    ZONE_OVAL

    +
    +

    Parameters:

    +
    +
    +

    + #number + Coalition +

    +
    +
    + +

    Coalition: All=-1, Neutral=0, Red=1, Blue=2. Default -1=All.

    + +
    +
    +
    +
    +

    + #table + Color +

    +
    +
    + +

    RGB color table {r, g, b}, e.g. {1,0,0} for red.

    + +
    +
    +
    +
    +

    + #number + Alpha +

    +
    +
    + +

    Transparency [0,1]. Default 1.

    + +
    +
    +
    +
    +

    + #table + FillColor +

    +
    +
    + +

    RGB color table {r, g, b}, e.g. {1,0,0} for red. Default is same as Color value. -- doesn't seem to work

    + +
    +
    +
    +
    +

    + #number + FillAlpha +

    +
    +
    + +

    Transparency [0,1]. Default 0.15. -- doesn't seem to work

    + +
    +
    +
    +
    +

    + #number + LineType +

    +
    +
    + +

    Line type: 0=No line, 1=Solid, 2=Dashed, 3=Dotted, 4=Dot dash, 5=Long dash, 6=Two dash. Default 1=Solid.

    + +
    +
    +
    +
    +

    + #boolean + ReadOnly +

    +
    +
    + +

    (Optional) Mark is readonly and cannot be removed by users. Default false.

    + +
    +
    +

    Return value:

    +
    +
    +

    #ZONE_OVAL:

    +
    +
    + +

    self

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Gets the angle of the oval.

    + +
    +
    +

    Defined in:

    +
    +

    ZONE_OVAL

    +
    +

    Return value:

    +
    +
    +

    #number:

    +
    +
    + +

    The angle of the oval

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Calculates the bounding box of the oval.

    + + +

    The bounding box is the smallest rectangle that contains the oval.

    + +
    +
    +

    Defined in:

    +
    +

    ZONE_OVAL

    +
    +

    Return value:

    +
    +
    +

    #table:

    +
    +
    + +

    The bounding box of the oval

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Gets the major axis of the oval.

    + +
    +
    +

    Defined in:

    +
    +

    ZONE_OVAL

    +
    +

    Return value:

    +
    +
    +

    #number:

    +
    +
    + +

    The major axis of the oval

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Gets the minor axis of the oval.

    + +
    +
    +

    Defined in:

    +
    +

    ZONE_OVAL

    +
    +

    Return value:

    +
    +
    +

    #number:

    +
    +
    + +

    The minor axis of the oval

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Define a random Core.Point#POINT_VEC2 within the zone.

    + +
    +
    +

    Defined in:

    +
    +

    ZONE_OVAL

    +
    +

    Return value:

    +
    + +
    + +

    The PointVec2 coordinates.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Define a random Core.Point#POINT_VEC2 within the zone.

    + +
    +
    +

    Defined in:

    +
    +

    ZONE_OVAL

    +
    +

    Return value:

    +
    + +
    + +

    The PointVec2 coordinates.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Returns a random Vec2 within the oval.

    + +
    +
    +

    Defined in:

    +
    +

    ZONE_OVAL

    +
    +

    Return value:

    +
    +
    +

    #table:

    +
    +
    + +

    The random Vec2

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Returns a the center point of the oval

    + +
    +
    +

    Defined in:

    +
    +

    ZONE_OVAL

    +
    +

    Return value:

    +
    +
    +

    #table:

    +
    +
    + +

    The center Vec2

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Checks if a point is contained within the oval.

    + +
    +
    +

    Defined in:

    +
    +

    ZONE_OVAL

    +
    +

    Parameters:

    +
    +
    +

    + #table + point +

    +
    +
    + +

    The point to check

    + +
    +
    +
    +
    +

    + vec2 +

    +
    +
    +

    +
    +
    +

    Return value:

    +
    +
    +

    #bool:

    +
    +
    + +

    True if the point is contained, false otherwise

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Creates a new ZONE_OVAL from a center point, major axis, minor axis, and angle.

    + + +
      +
    • ported from https://github.com/nielsvaes/CCMOOSE/blob/master/Moose%20Development/Moose/Shapes/Oval.lua
    • +
    + +
    +
    +

    Defined in:

    +
    +

    ZONE_OVAL

    +
    +

    Parameters:

    +
    +
    +

    + #table + vec2 +

    +
    +
    + +

    The center point of the oval

    + +
    +
    +
    +
    +

    + #number + major_axis +

    +
    +
    + +

    The major axis of the oval

    + +
    +
    +
    +
    +

    + #number + minor_axis +

    +
    +
    + +

    The minor axis of the oval

    + +
    +
    +
    +
    +

    + #number + angle +

    +
    +
    + +

    The angle of the oval

    + +
    +
    +
    +
    +

    + self +

    +
    +
    +

    +
    +
    +
    +
    +

    + name +

    +
    +
    +

    +
    +
    +

    Return value:

    +
    +
    +

    #ZONE_OVAL:

    +
    +
    + +

    The new oval

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Constructor to create a ZONE_OVAL instance, taking the name of a drawing made with the draw tool in the Mission Editor.

    + + +
      +
    • ported from https://github.com/nielsvaes/CCMOOSE/blob/master/Moose%20Development/Moose/Shapes/Oval.lua
    • +
    + +
    +
    +

    Defined in:

    +
    +

    ZONE_OVAL

    +
    +

    Parameter:

    +
    +
    +

    + #string + DrawingName +

    +
    +
    + +

    The name of the drawing in the Mission Editor

    + +
    +
    +

    Return value:

    +
    +
    +

    #ZONE_OVAL:

    +
    +
    + +

    self

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Find points on the edge of the oval

    + +
    +
    +

    Defined in:

    +
    +

    ZONE_OVAL

    +
    +

    Parameter:

    +
    +
    +

    + #number + num_points +

    +
    +
    + +

    How many points should be found. More = smoother shape

    + +
    +
    +

    Return value:

    +
    +
    +

    #table:

    +
    +
    + +

    Points on he edge

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Remove drawing from F10 map

    + +
    +
    +

    Defined in:

    +
    +

    ZONE_OVAL

    +
    +
    + +
    +
    + +
    +

    Field(s)

    +
    +
    +
    + + +ZONE_OVAL.Angle + + + +
    + +
    +
    +
    + + #table +ZONE_OVAL.CenterVec2 + + + +
    + +
    +
    +
    + + +ZONE_OVAL.DrawPoly + + + +
    + +
    +
    +
    + + +ZONE_OVAL.MajorAxis + + + +
    + +
    +
    +
    + + +ZONE_OVAL.MinorAxis + + + +
    + +
    +
    +

    Function(s)

    +
    +
    + + + +

    Bound the zone boundaries with a tires.

    + +
    +
    +

    Defined in:

    + +
    + +
    +
    + +
    + + + +

    Get 2D distance to a coordinate.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Point#COORDINATE + Coordinate +

    +
    +
    + +

    Reference coordinate. Can also be a DCS#Vec2 or DCS#Vec3 object.

    + +
    +
    +

    Return value:

    +
    +
    +

    #number:

    +
    +
    + +

    Distance to the reference coordinate in meters.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Returns the zone Properties table.

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #table:

    +
    +
    + +

    The Key:Value table of TriggerZone properties of the zone.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Get the bounding square the zone.

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #nil:

    +
    +
    + +

    The bounding square.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Get color table of the zone.

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #table:

    +
    +
    + +

    Table with four entries, e.g. {1, 0, 0, 0.15}. First three are RGB color code. Fourth is the transparency Alpha value.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Get transparency Alpha value of zone.

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #number:

    +
    +
    + +

    Alpha value.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Get RGB color of zone.

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #table:

    +
    +
    + +

    Table with three entries, e.g. {1, 0, 0}, which is the RGB color code.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Returns a Core.Point#COORDINATE of the zone.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + DCS#Distance + Height +

    +
    +
    + +

    The height to add to the land height where the center of the zone is located.

    + +
    +
    +

    Return value:

    +
    + +
    + +

    The Coordinate of the zone.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Get draw coalition of zone.

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #number:

    +
    +
    + +

    Draw coalition.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Get ID of the zone object drawn on the F10 map.

    + + +

    The ID can be used to remove the drawn object from the F10 map view via UTILS.RemoveMark(MarkID).

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #number:

    +
    +
    + +

    Unique ID of the

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Get fill color table of the zone.

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #table:

    +
    +
    + +

    Table with four entries, e.g. {1, 0, 0, 0.15}. First three are RGB color code. Fourth is the transparency Alpha value.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Get transparency Alpha fill value of zone.

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #number:

    +
    +
    + +

    Alpha value.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Get RGB fill color of zone.

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #table:

    +
    +
    + +

    Table with three entries, e.g. {1, 0, 0}, which is the RGB color code.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Returns the name of the zone.

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #string:

    +
    +
    + +

    The name of the zone.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Returns a Core.Point#POINT_VEC2 of the zone.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + DCS#Distance + Height +

    +
    +
    + +

    The height to add to the land height where the center of the zone is located.

    + +
    +
    +

    Return value:

    +
    + +
    + +

    The PointVec2 of the zone.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Returns a Core.Point#POINT_VEC3 of the zone.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + DCS#Distance + Height +

    +
    +
    + +

    The height to add to the land height where the center of the zone is located.

    + +
    +
    +

    Return value:

    +
    + +
    + +

    The PointVec3 of the zone.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Returns the Value of the zone with the given PropertyName, or nil if no matching property exists.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + #string + PropertyName +

    +
    +
    + +

    The name of a the TriggerZone Property to be retrieved.

    + +
    +
    +

    Return value:

    +
    +
    +

    #string:

    +
    +
    + +

    The Value of the TriggerZone Property with the given PropertyName, or nil if absent.

    + +
    +
    +

    Usage:

    +
    
    +local PropertiesZone = ZONE:FindByName("Properties Zone")
    +local Property = "ExampleProperty"
    +local PropertyValue = PropertiesZone:GetProperty(Property)
    +
    + +
    + +
    +
    + +
    + + + +

    Define a random Core.Point#POINT_VEC2 within the zone.

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    + +
    + +

    The PointVec2 coordinates.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Define a random Core.Point#POINT_VEC3 within the zone.

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    + +
    + +

    The PointVec3 coordinates.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Define a random DCS#Vec2 within the zone.

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    DCS#Vec2:

    +
    +
    + +

    The Vec2 coordinates.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Get surface type of the zone.

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    + +
    + +

    Type of surface.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Returns the DCS#Vec2 coordinate of the zone.

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #nil:

    +
    +
    + + + +
    +
    +
    + +
    +
    + +
    + + + +

    Returns the DCS#Vec3 of the zone.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + DCS#Distance + Height +

    +
    +
    + +

    The height to add to the land height where the center of the zone is located.

    + +
    +
    +

    Return value:

    +
    +
    +

    DCS#Vec3:

    +
    +
    + +

    The Vec3 of the zone.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Get the zone taking into account the randomization probability of a zone to be selected.

    + +
    +
    +

    Defined in:

    + +

    Return values:

    +
    +
    +

    #ZONE_BASE:

    +
    +
    + +

    The zone is selected taking into account the randomization probability factor.

    + +
    +
    +

    #nil:

    +
    +
    + +

    The zone is not selected taking into account the randomization probability factor.

    + +
    +
    +

    Usage:

    +
    
    +local ZoneArray = { ZONE:New( "Zone1" ), ZONE:New( "Zone2" ) }
    +
    +-- We set a zone probability of 70% to the first zone and 30% to the second zone.
    +ZoneArray[1]:SetZoneProbability( 0.5 )
    +ZoneArray[2]:SetZoneProbability( 0.5 )
    +
    +local ZoneSelected = nil
    +
    +while ZoneSelected == nil do
    +  for _, Zone in pairs( ZoneArray ) do
    +    ZoneSelected = Zone:GetZoneMaybe()
    +    if ZoneSelected ~= nil then
    +      break
    +    end
    +  end
    +end
    +
    +-- The result should be that Zone1 would be more probable selected than Zone2.
    +
    + +
    + +
    +
    + +
    + + + +

    Get the randomization probability of a zone to be selected.

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #number:

    +
    +
    + +

    A value between 0 and 1. 0 = 0% and 1 = 100% probability.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Returns if a Coordinate is within the zone.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Point#COORDINATE + Coordinate +

    +
    +
    + +

    The coordinate to test.

    + +
    +
    +

    Return value:

    +
    +
    +

    #boolean:

    +
    +
    + +

    true if the coordinate is within the zone.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Returns if a PointVec2 is within the zone.

    + + +

    (Name is misleading, actually takes a #COORDINATE)

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Point#COORDINATE + Coordinate +

    +
    +
    + +

    The coordinate to test.

    + +
    +
    +

    Return value:

    +
    +
    +

    #boolean:

    +
    +
    + +

    true if the PointVec2 is within the zone.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Returns if a PointVec3 is within the zone.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Point#POINT_VEC3 + PointVec3 +

    +
    +
    + +

    The PointVec3 to test.

    + +
    +
    +

    Return value:

    +
    +
    +

    #boolean:

    +
    +
    + +

    true if the PointVec3 is within the zone.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Returns if a Vec2 is within the zone.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + DCS#Vec2 + Vec2 +

    +
    +
    + +

    The Vec2 to test.

    + +
    +
    +

    Return value:

    +
    +
    +

    #boolean:

    +
    +
    + +

    true if the Vec2 is within the zone.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Returns if a Vec3 is within the zone.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + DCS#Vec3 + Vec3 +

    +
    +
    + +

    The point to test.

    + +
    +
    +

    Return value:

    +
    +
    +

    #boolean:

    +
    +
    + +

    true if the Vec3 is within the zone.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    ZONE_BASE constructor

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + #string + ZoneName +

    +
    +
    + +

    Name of the zone.

    + +
    +
    +

    Return value:

    +
    +
    +

    #ZONE_BASE:

    +
    +
    + +

    self

    + +
    +
    +
    + +
    +
    + +
    + + + +

    On After "EnteredZone" event.

    + + +

    An observed object has entered the zone.

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + #string + From +

    +
    +
    + +

    From state.

    + +
    +
    +
    +
    +

    + #string + Event +

    +
    +
    + +

    Event.

    + +
    +
    +
    +
    +

    + #string + To +

    +
    +
    + +

    To state.

    + +
    +
    +
    +
    +

    + Wrapper.Controllable#CONTROLLABLE + Controllable +

    +
    +
    + +

    The controllable entering the zone.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    On After "LeftZone" event.

    + + +

    An observed object has left the zone.

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + #string + From +

    +
    +
    + +

    From state.

    + +
    +
    +
    +
    +

    + #string + Event +

    +
    +
    + +

    Event.

    + +
    +
    +
    +
    +

    + #string + To +

    +
    +
    + +

    To state.

    + +
    +
    +
    +
    +

    + Wrapper.Controllable#CONTROLLABLE + Controllable +

    +
    +
    + +

    The controllable leaving the zone.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Set the check time for ZONE:Trigger()

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + #number + seconds +

    +
    +
    + +

    Check every seconds for objects entering or leaving the zone. Defaults to 5 secs.

    + +
    +
    +

    Return value:

    +
    +
    +

    #ZONE_BASE:

    +
    +
    + +

    self

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Set color of zone.

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + #table + RGBcolor +

    +
    +
    + +

    RGB color table. Default {1, 0, 0}.

    + +
    +
    +
    +
    +

    + #number + Alpha +

    +
    +
    + +

    Transparency between 0 and 1. Default 0.15.

    + +
    +
    +

    Return value:

    +
    +
    +

    #ZONE_BASE:

    +
    +
    + +

    self

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Set draw coalition of zone.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + #number + Coalition +

    +
    +
    + +

    Coalition. Default -1.

    + +
    +
    +

    Return value:

    +
    +
    +

    #ZONE_BASE:

    +
    +
    + +

    self

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Set fill color of zone.

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + #table + RGBcolor +

    +
    +
    + +

    RGB color table. Default {1, 0, 0}.

    + +
    +
    +
    +
    +

    + #number + Alpha +

    +
    +
    + +

    Transparacy between 0 and 1. Default 0.15.

    + +
    +
    +

    Return value:

    +
    +
    +

    #ZONE_BASE:

    +
    +
    + +

    self

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Sets the name of the zone.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + #string + ZoneName +

    +
    +
    + +

    The name of the zone.

    + +
    +
    +

    Return value:

    +
    +
    +

    #ZONE_BASE:

    +
    +
    + + + +
    +
    +
    + +
    +
    + +
    + + + +

    Set the randomization probability of a zone to be selected.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + #number + ZoneProbability +

    +
    +
    + +

    A value between 0 and 1. 0 = 0% and 1 = 100% probability.

    + +
    +
    +

    Return value:

    +
    +
    +

    #ZONE_BASE:

    +
    +
    + +

    self

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Smokes the zone boundaries in a color.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Utilities.Utils#SMOKECOLOR + SmokeColor +

    +
    +
    + +

    The smoke color.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Start watching if the Object or Objects move into or out of a zone.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    + +
    + +

    Object or Objects to watch, can be of type UNIT, GROUP, CLIENT, or SET_UNIT, SET_GROUP, SET_CLIENT

    + +
    +
    +

    Return value:

    +
    +
    +

    #ZONE_BASE:

    +
    +
    + +

    self

    + +
    +
    +

    Usage:

    +
               -- Create a new zone and start watching it every 5 secs for a defined GROUP entering or leaving
    +           local triggerzone = ZONE:New("ZonetoWatch"):Trigger(GROUP:FindByName("Aerial-1"))
    +
    +           -- This FSM function will be called when the group enters the zone
    +           function triggerzone:OnAfterEnteredZone(From,Event,To,Group)
    +             MESSAGE:New("Group has entered zone!",15):ToAll()
    +           end
    +
    +           -- This FSM function will be called when the group leaves the zone
    +           function triggerzone:OnAfterLeftZone(From,Event,To,Group)
    +             MESSAGE:New("Group has left zone!",15):ToAll()
    +           end
    +
    +           -- Stop watching the zone after 1 hour
    +          triggerzone:__TriggerStop(3600)
    + +
    + +
    +
    + +
    + + + +

    Triggers the FSM event "TriggerStop".

    + + +

    Stops the ZONE_BASE Trigger.

    + +
    +
    +

    Defined in:

    + +
    + +
    +
    + +
    + + + +

    Remove the drawing of the zone from the F10 map.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + #number + Delay +

    +
    +
    + +

    (Optional) Delay before the drawing is removed.

    + +
    +
    +

    Return value:

    +
    +
    +

    #ZONE_BASE:

    +
    +
    + +

    self

    + +
    +
    +
    + +
    +
    + +
    + + + +

    (Internal) Check the assigned objects for being in/out of the zone

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + #boolean + fromstart +

    +
    +
    + +

    If true, do the init of the objects

    + +
    +
    +

    Return value:

    +
    +
    +

    #ZONE_BASE:

    +
    +
    + +

    self

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Triggers the FSM event "TriggerStop" after a delay.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + #number + delay +

    +
    +
    + +

    Delay in seconds.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    (Internal) Check the assigned objects for being in/out of the zone

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + #string + From +

    +
    +
    +

    +
    +
    +
    +
    +

    + #string + Event +

    +
    +
    +

    +
    +
    +
    +
    +

    + #string + to +

    +
    +
    +

    +
    +
    +
    +
    +

    + To +

    +
    +
    +

    +
    +
    +

    Return value:

    +
    +
    +

    #ZONE_BASE:

    +
    +
    + +

    self

    + +
    +
    +
    + +
    +
    + +
    +

    Field(s)

    +
    +
    +
    + + +ZONE_OVAL.Angle + + + +
    + +
    +
    +
    + + #table +ZONE_OVAL.CenterVec2 + + + +
    + +
    +
    +
    + + +ZONE_OVAL.DrawPoly + + + +
    + +
    +
    +
    + + +ZONE_OVAL.MajorAxis + + + +
    + +
    +
    +
    + + +ZONE_OVAL.MinorAxis + + + +
    + +
    +
    +

    Function(s)

    +
    +
    + + + +

    Adds an End state.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + #string + State +

    +
    +
    + +

    The FSM state.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Set the default #FSM_PROCESS template with key ProcessName providing the ProcessClass and the process object when it is assigned to a Wrapper.Controllable by the task.

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + #table + From +

    +
    +
    + +

    Can contain a string indicating the From state or a table of strings containing multiple From states.

    + +
    +
    +
    +
    +

    + #string + Event +

    +
    +
    + +

    The Event name.

    + +
    +
    +
    +
    +

    + Core.Fsm#FSM_PROCESS + Process +

    +
    +
    + +

    An sub-process FSM.

    + +
    +
    +
    +
    +

    + #table + ReturnEvents +

    +
    +
    + +

    A table indicating for which returned events of the SubFSM which Event must be triggered in the FSM.

    + +
    +
    +

    Return value:

    +
    + +
    + +

    The SubFSM.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Adds a score for the FSM to be achieved.

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + #string + State +

    +
    +
    + +

    is the state of the process when the score needs to be given. (See the relevant state descriptions of the process).

    + +
    +
    +
    +
    +

    + #string + ScoreText +

    +
    +
    + +

    is a text describing the score that is given according the status.

    + +
    +
    +
    +
    +

    + #number + Score +

    +
    +
    + +

    is a number providing the score of the status.

    + +
    +
    +

    Return value:

    +
    +
    +

    #FSM:

    +
    +
    + +

    self

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Adds a score for the FSM_PROCESS to be achieved.

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + #string + From +

    +
    +
    + +

    is the From State of the main process.

    + +
    +
    +
    +
    +

    + #string + Event +

    +
    +
    + +

    is the Event of the main process.

    + +
    +
    +
    +
    +

    + #string + State +

    +
    +
    + +

    is the state of the process when the score needs to be given. (See the relevant state descriptions of the process).

    + +
    +
    +
    +
    +

    + #string + ScoreText +

    +
    +
    + +

    is a text describing the score that is given according the status.

    + +
    +
    +
    +
    +

    + #number + Score +

    +
    +
    + +

    is a number providing the score of the status.

    + +
    +
    +

    Return value:

    +
    +
    +

    #FSM:

    +
    +
    + +

    self

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Add a new transition rule to the FSM.

    + + +

    A transition rule defines when and if the FSM can transition from a state towards another state upon a triggered event.

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + #table + From +

    +
    +
    + +

    Can contain a string indicating the From state or a table of strings containing multiple From states.

    + +
    +
    +
    +
    +

    + #string + Event +

    +
    +
    + +

    The Event name.

    + +
    +
    +
    +
    +

    + #string + To +

    +
    +
    + +

    The To state.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Get current state.

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #string:

    +
    +
    + +

    Current FSM state.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Returns the End states.

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #table:

    +
    +
    + +

    End states.

    + +
    +
    +
    + +
    +
    + +
    + + + + + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + From +

    +
    +
    +

    +
    +
    +
    +
    +

    + Event +

    +
    +
    +

    +
    +
    +
    + +
    +
    + +
    + + + +

    Returns a table of the SubFSM rules defined within the FSM.

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #table:

    +
    +
    + +

    Sub processes.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Returns a table with the scores defined.

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #table:

    +
    +
    + +

    Scores.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Returns the start state of the FSM.

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #string:

    +
    +
    + +

    A string containing the start state.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Get current state.

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #string:

    +
    +
    + +

    Current FSM state.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Returns a table with the Subs defined.

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #table:

    +
    +
    + +

    Sub processes.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Returns a table of the transition rules defined within the FSM.

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #table:

    +
    +
    + +

    Transitions.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Check if FSM is in state.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + #string + State +

    +
    +
    + +

    State name.

    + +
    +
    +

    Return value:

    +
    +
    +

    #boolean:

    +
    +
    + +

    If true, FSM is in this state.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Load call backs.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + #table + CallBackTable +

    +
    +
    + +

    Table of call backs.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Creates a new FSM object.

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #FSM:

    +
    +
    + + + +
    +
    +
    + +
    +
    + +
    + + + + + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + From +

    +
    +
    +

    +
    +
    +
    +
    +

    + Event +

    +
    +
    +

    +
    +
    +
    +
    +

    + Fsm +

    +
    +
    +

    +
    +
    +
    + +
    +
    + +
    + + + +

    Sets the start state of the FSM.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + #string + State +

    +
    +
    + +

    A string defining the start state.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Add to map.

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + #table + Map +

    +
    +
    + +

    Map.

    + +
    +
    +
    +
    +

    + #table + Event +

    +
    +
    + +

    Event table.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Call handler.

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + #string + step +

    +
    +
    + +

    Step "onafter", "onbefore", "onenter", "onleave".

    + +
    +
    +
    +
    +

    + #string + trigger +

    +
    +
    + +

    Trigger.

    + +
    +
    +
    +
    +

    + #table + params +

    +
    +
    + +

    Parameters.

    + +
    +
    +
    +
    +

    + #string + EventName +

    +
    +
    + +

    Event name.

    + +
    +
    +

    Return value:

    +
    +
    +
    +
    + +

    Value.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Create transition.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + #string + EventName +

    +
    +
    + +

    Event name.

    + +
    +
    +

    Return value:

    +
    +
    +

    #function:

    +
    +
    + +

    Function.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Delayed transition.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + #string + EventName +

    +
    +
    + +

    Event name.

    + +
    +
    +

    Return value:

    +
    +
    +

    #function:

    +
    +
    + +

    Function.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Event map.

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + #table + Events +

    +
    +
    + +

    Events.

    + +
    +
    +
    +
    +

    + #table + EventStructure +

    +
    +
    + +

    Event structure.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Go sub.

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + #string + ParentFrom +

    +
    +
    + +

    Parent from state.

    + +
    +
    +
    +
    +

    + #string + ParentEvent +

    +
    +
    + +

    Parent event name.

    + +
    +
    +

    Return value:

    +
    +
    +

    #table:

    +
    +
    + +

    Subs.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Handler.

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + #string + EventName +

    +
    +
    + +

    Event name.

    + +
    +
    +
    +
    +

    + ... +

    +
    +
    + +

    Arguments.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Is end state.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + #string + Current +

    +
    +
    + +

    Current state name.

    + +
    +
    +

    Return values:

    +
    +
    +

    #table:

    +
    +
    + +

    FSM parent.

    + +
    +
    +

    #string:

    +
    +
    + +

    Event name.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Sub maps.

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + #table + subs +

    +
    +
    + +

    Subs.

    + +
    +
    +
    +
    +

    + #table + sub +

    +
    +
    + +

    Sub.

    + +
    +
    +
    +
    +

    + #string + name +

    +
    +
    + +

    Name.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Check if can do an event.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + #string + e +

    +
    +
    + +

    Event name.

    + +
    +
    +

    Return values:

    +
    +
    +

    #boolean:

    +
    +
    + +

    If true, FSM can do the event.

    + +
    +
    +

    #string:

    +
    +
    + +

    To state.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Check if cannot do an event.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + #string + e +

    +
    +
    + +

    Event name.

    + +
    +
    +

    Return value:

    +
    +
    +

    #boolean:

    +
    +
    + +

    If true, FSM cannot do the event.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Check if FSM is in state.

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + #string + State +

    +
    +
    + +

    State name.

    + +
    +
    +
    +
    +

    + state +

    +
    +
    +

    +
    +
    +

    Return value:

    +
    +
    +

    #boolean:

    +
    +
    + +

    If true, FSM is in this state.

    + +
    +
    +
    + +
    +
    + +
    +

    Field(s)

    +
    +
    +
    + + +ZONE_OVAL.Angle + + + +
    + +
    +
    +
    + + #table +ZONE_OVAL.CenterVec2 + + + +
    + +
    +
    +
    + + +ZONE_OVAL.DrawPoly + + + +
    + +
    +
    +
    + + +ZONE_OVAL.MajorAxis + + + +
    + +
    +
    +
    + + +ZONE_OVAL.MinorAxis + + + +
    + +
    +
    +

    Function(s)

    +
    +
    + + + +

    Clear the state of an object.

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + Object +

    +
    +
    + +

    The object that holds the Value set by the Key.

    + +
    +
    +
    +
    +

    + StateName +

    +
    +
    + +

    The key that is should be cleared.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Creation of a Birth Event.

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + DCS#Time + EventTime +

    +
    +
    + +

    The time stamp of the event.

    + +
    +
    +
    +
    +

    + DCS#Object + Initiator +

    +
    +
    + +

    The initiating object of the event.

    + +
    +
    +
    +
    +

    + #string + IniUnitName +

    +
    +
    + +

    The initiating unit name.

    + +
    +
    +
    +
    +

    + place +

    +
    +
    +

    +
    +
    +
    +
    +

    + subplace +

    +
    +
    +

    +
    +
    +
    + +
    +
    + +
    + + + +

    Creation of a Crash Event.

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + DCS#Time + EventTime +

    +
    +
    + +

    The time stamp of the event.

    + +
    +
    +
    +
    +

    + DCS#Object + Initiator +

    +
    +
    + +

    The initiating object of the event.

    + +
    +
    +
    +
    +

    + IniObjectCategory +

    +
    +
    +

    +
    +
    +
    + +
    +
    + +
    + + + +

    Creation of a Dead Event.

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + DCS#Time + EventTime +

    +
    +
    + +

    The time stamp of the event.

    + +
    +
    +
    +
    +

    + DCS#Object + Initiator +

    +
    +
    + +

    The initiating object of the event.

    + +
    +
    +
    +
    +

    + IniObjectCategory +

    +
    +
    +

    +
    +
    +
    + +
    +
    + +
    + + + +

    Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Wrapper.Unit#UNIT + PlayerUnit +

    +
    +
    + +

    The aircraft unit the player entered.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Creation of a Remove Unit Event.

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + DCS#Time + EventTime +

    +
    +
    + +

    The time stamp of the event.

    + +
    +
    +
    +
    +

    + DCS#Object + Initiator +

    +
    +
    + +

    The initiating object of the event.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Creation of a Takeoff Event.

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + DCS#Time + EventTime +

    +
    +
    + +

    The time stamp of the event.

    + +
    +
    +
    +
    +

    + DCS#Object + Initiator +

    +
    +
    + +

    The initiating object of the event.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Creation of a Crash Event.

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + DCS#Time + EventTime +

    +
    +
    + +

    The time stamp of the event.

    + +
    +
    +
    +
    +

    + DCS#Object + Initiator +

    +
    +
    + +

    The initiating object of the event.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Log an exception which will be traced always.

    + + +

    Can be anywhere within the function logic.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Arguments +

    +
    +
    + +

    A #table or any field.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Returns the event dispatcher

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    + +
    + + + +
    +
    +
    + +
    +
    + +
    + + + +

    Remove all subscribed events

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #BASE:

    +
    +
    + + + +
    +
    +
    + +
    +
    + +
    + + + +

    Trace a function call.

    + + +

    Must be at the beginning of the function logic.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Arguments +

    +
    +
    + +

    A #table or any field.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Trace a function call level 2.

    + + +

    Must be at the beginning of the function logic.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Arguments +

    +
    +
    + +

    A #table or any field.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Trace a function call level 3.

    + + +

    Must be at the beginning of the function logic.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Arguments +

    +
    +
    + +

    A #table or any field.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Get the ClassID of the class instance.

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #string:

    +
    +
    + +

    The ClassID of the class instance.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Get the ClassName of the class instance.

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #string:

    +
    +
    + +

    The ClassName of the class instance.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Get the ClassName + ClassID of the class instance.

    + + +

    The ClassName + ClassID is formatted as '%s#%09d'.

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #string:

    +
    +
    + +

    The ClassName + ClassID of the class instance.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Get the Class Core.Event processing Priority.

    + + +

    The Event processing Priority is a number from 1 to 10, +reflecting the order of the classes subscribed to the Event to be processed.

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #number:

    +
    +
    + +

    The Core.Event processing Priority.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    This is the worker method to retrieve the Parent class.

    + + +

    Note that the Parent class must be passed to call the parent class method.

    + +
    self:GetParent(self):ParentMethod()
    +
    + + + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + #BASE + Child +

    +
    +
    + +

    This is the Child class from which the Parent class needs to be retrieved.

    + +
    +
    +
    +
    +

    + #BASE + FromClass +

    +
    +
    + +

    (Optional) The class from which to get the parent.

    + +
    +
    +

    Return value:

    +
    +
    +

    #BASE:

    +
    +
    + + + +
    +
    +
    + +
    +
    + +
    + + + +

    Get a Value given a Key from the Object.

    + + +

    Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + Object +

    +
    +
    + +

    The object that holds the Value set by the Key.

    + +
    +
    +
    +
    +

    + Key +

    +
    +
    + +

    The key that is used to retrieve the value. Note that the key can be a #string, but it can also be any other type!

    + +
    +
    +

    Return value:

    +
    +
    +
    +
    + +

    The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Subscribe to a DCS Event.

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + Core.Event#EVENTS + EventID +

    +
    +
    + +

    Event ID.

    + +
    +
    +
    +
    +

    + #function + EventFunction +

    +
    +
    + +

    (optional) The function to be called when the event occurs for the unit.

    + +
    +
    +

    Return value:

    +
    +
    +

    #BASE:

    +
    +
    + + + +
    +
    +
    + +
    +
    + +
    + + + +

    Log an information which will be traced always.

    + + +

    Can be anywhere within the function logic.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Arguments +

    +
    +
    + +

    A #table or any field.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    This is the worker method to inherit from a parent class.

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + Child +

    +
    +
    + +

    is the Child class that inherits.

    + +
    +
    +
    +
    +

    + #BASE + Parent +

    +
    +
    + +

    is the Parent class that the Child inherits from.

    + +
    +
    +

    Return value:

    +
    +
    +

    #BASE:

    +
    +
    + +

    Child

    + +
    +
    +
    + +
    +
    + +
    + + + +

    This is the worker method to check if an object is an (sub)instance of a class.

    + + + +

    Examples:

    + +
      +
    • ZONE:New( 'some zone' ):IsInstanceOf( ZONE ) will return true

    • +
    • ZONE:New( 'some zone' ):IsInstanceOf( 'ZONE' ) will return true

    • +
    • ZONE:New( 'some zone' ):IsInstanceOf( 'zone' ) will return true

    • +
    • ZONE:New( 'some zone' ):IsInstanceOf( 'BASE' ) will return true

    • +
    • ZONE:New( 'some zone' ):IsInstanceOf( 'GROUP' ) will return false

    • +
    + + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + ClassName +

    +
    +
    + +

    is the name of the class or the class itself to run the check against

    + +
    +
    +

    Return value:

    +
    +
    +

    #boolean:

    +
    +
    + + + +
    +
    +
    + +
    +
    + +
    + + + +

    Enquires if tracing is on (for the class).

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #boolean:

    +
    +
    + + + +
    +
    +
    + +
    +
    + +
    + + + +

    BASE constructor.

    + + + +

    This is an example how to use the BASE:New() constructor in a new class definition when inheriting from BASE.

    + +
    function EVENT:New()
    +  local self = BASE:Inherit( self, BASE:New() ) -- #EVENT
    +  return self
    +end
    +
    + + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #BASE:

    +
    +
    + + + +
    +
    +
    + +
    +
    + +
    + + + +

    Occurs when an Event for an object is triggered.

    + + +

    Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that triggered the event.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTDATA + EventData +

    +
    +
    + +

    The EventData structure.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    BDA.

    + + +

    Have a look at the class Core.Event#EVENT as these are just the prototypes.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTDATA + EventData +

    +
    +
    + +

    The EventData structure.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Occurs when a ground unit captures either an airbase or a farp.

    + + +

    Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that captured the base +place: The airbase that was captured, can be a FARP or Airbase. When calling place:getCoalition() the faction will already be the new owning faction.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTDATA + EventData +

    +
    +
    + +

    The EventData structure.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Occurs when any object is spawned into the mission.

    + + +

    Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that was spawned

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTDATA + EventData +

    +
    +
    + +

    The EventData structure.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Occurs when any aircraft crashes into the ground and is completely destroyed.

    + + +

    Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that has crashed

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTDATA + EventData +

    +
    +
    + +

    The EventData structure.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Occurs when an object is dead.

    + + +

    Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is dead.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTDATA + EventData +

    +
    +
    + +

    The EventData structure.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Unknown precisely what creates this event, likely tied into newer damage model.

    + + +

    Will update this page when new information become available.

    + +
      +
    • initiator: The unit that had the failure.
    • +
    + + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTDATA + EventData +

    +
    +
    + +

    The EventData structure.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Discard chair after ejection.

    + + +

    Have a look at the class Core.Event#EVENT as these are just the prototypes.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTDATA + EventData +

    +
    +
    + +

    The EventData structure.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Occurs when a pilot ejects from an aircraft +Have a look at the class Core.Event#EVENT as these are just the prototypes.

    + + +

    initiator : The unit that has ejected

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTDATA + EventData +

    +
    +
    + +

    The EventData structure.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Occurs when any aircraft shuts down its engines.

    + + +

    Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is stopping its engines.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTDATA + EventData +

    +
    +
    + +

    The EventData structure.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Occurs when any aircraft starts its engines.

    + + +

    Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is starting its engines.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTDATA + EventData +

    +
    +
    + +

    The EventData structure.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Occurs whenever an object is hit by a weapon.

    + + +

    Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit object the fired the weapon +weapon: Weapon object that hit the target +target: The Object that was hit.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTDATA + EventData +

    +
    +
    + +

    The EventData structure.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Occurs when any system fails on a human controlled aircraft.

    + + +

    Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that had the failure

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTDATA + EventData +

    +
    +
    + +

    The EventData structure.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Occurs on the death of a unit.

    + + +

    Contains more and different information. Similar to unit_lost it will occur for aircraft before the aircraft crash event occurs. +Have a look at the class Core.Event#EVENT as these are just the prototypes.

    + +
      +
    • initiator: The unit that killed the target
    • +
    • target: Target Object
    • +
    • weapon: Weapon Object
    • +
    + + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTDATA + EventData +

    +
    +
    + +

    The EventData structure.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Occurs when an aircraft lands at an airbase, farp or ship +Have a look at the class Core.Event#EVENT as these are just the prototypes.

    + + +

    initiator : The unit that has landed +place: Object that the unit landed on. Can be an Airbase Object, FARP, or Ships

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTDATA + EventData +

    +
    +
    + +

    The EventData structure.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up.

    + + +

    Event does not occur if the pilot lands in the water and sub combs to Davey Jones Locker. +Have a look at the class Core.Event#EVENT as these are just the prototypes.

    + +
      +
    • initiator: Static object representing the ejected pilot. Place : Aircraft that the pilot ejected from.
    • +
    • place: may not return as a valid object if the aircraft has crashed into the ground and no longer exists.
    • +
    • subplace: is always 0 for unknown reasons.
    • +
    + + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTDATA + EventData +

    +
    +
    + +

    The EventData structure.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Landing quality mark.

    + + +

    Have a look at the class Core.Event#EVENT as these are just the prototypes.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTDATA + EventData +

    +
    +
    + +

    The EventData structure.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Occurs when a new mark was added.

    + + +

    Have a look at the class Core.Event#EVENT as these are just the prototypes. +MarkID: ID of the mark.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTDATA + EventData +

    +
    +
    + +

    The EventData structure.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Occurs when a mark text was changed.

    + + +

    Have a look at the class Core.Event#EVENT as these are just the prototypes. +MarkID: ID of the mark.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTDATA + EventData +

    +
    +
    + +

    The EventData structure.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Occurs when a mark was removed.

    + + +

    Have a look at the class Core.Event#EVENT as these are just the prototypes. +MarkID: ID of the mark.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTDATA + EventData +

    +
    +
    + +

    The EventData structure.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Occurs when a mission ends +Have a look at the class Core.Event#EVENT as these are just the prototypes.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTDATA + EventData +

    +
    +
    + +

    The EventData structure.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Occurs when a mission starts +Have a look at the class Core.Event#EVENT as these are just the prototypes.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTDATA + EventData +

    +
    +
    + +

    The EventData structure.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Weapon add.

    + + +

    Fires when entering a mission per pylon with the name of the weapon (double pylons not counted, infinite wep reload not counted. +Have a look at the class Core.Event#EVENT as these are just the prototypes.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTDATA + EventData +

    +
    +
    + +

    The EventData structure.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Occurs when the pilot of an aircraft is killed.

    + + +

    Can occur either if the player is alive and crashes or if a weapon kills the pilot without completely destroying the plane. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that the pilot has died in.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTDATA + EventData +

    +
    +
    + +

    The EventData structure.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Occurs when a player enters a slot and takes control of an aircraft.

    + + +

    Have a look at the class Core.Event#EVENT as these are just the prototypes. +NOTE: This is a workaround of a long standing DCS bug with the PLAYER_ENTER_UNIT event. +initiator : The unit that is being taken control of.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTDATA + EventData +

    +
    +
    + +

    The EventData structure.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Occurs when any player assumes direct control of a unit.

    + + +

    Note - not Mulitplayer safe. Use PlayerEnterAircraft. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is being taken control of.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTDATA + EventData +

    +
    +
    + +

    The EventData structure.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Occurs when any player relieves control of a unit to the AI.

    + + +

    Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that the player left.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTDATA + EventData +

    +
    +
    + +

    The EventData structure.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Occurs when an aircraft connects with a tanker and begins taking on fuel.

    + + +

    Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is receiving fuel.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTDATA + EventData +

    +
    +
    + +

    The EventData structure.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Occurs when an aircraft is finished taking fuel.

    + + +

    Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that was receiving fuel.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTDATA + EventData +

    +
    +
    + +

    The EventData structure.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Occurs when any modification to the "Score" as seen on the debrief menu would occur.

    + + +

    There is no information on what values the score was changed to. Event is likely similar to player_comment in this regard. +Have a look at the class Core.Event#EVENT as these are just the prototypes.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTDATA + EventData +

    +
    +
    + +

    The EventData structure.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Occurs when any unit stops firing its weapon.

    + + +

    Event will always correspond with a shooting start event. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that was doing the shooting.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTDATA + EventData +

    +
    +
    + +

    The EventData structure.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Occurs when any unit begins firing a weapon that has a high rate of fire.

    + + +

    Most common with aircraft cannons (GAU-8), autocannons, and machine guns. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is doing the shooting. +target: The unit that is being targeted.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTDATA + EventData +

    +
    +
    + +

    The EventData structure.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Occurs whenever any unit in a mission fires a weapon.

    + + +

    But not any machine gun or autocannon based weapon, those are handled by EVENT.ShootingStart. +Have a look at the class Core.Event#EVENT as these are just the prototypes.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTDATA + EventData +

    +
    +
    + +

    The EventData structure.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Occurs when an aircraft takes off from an airbase, farp, or ship.

    + + +

    Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that tookoff +place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTDATA + EventData +

    +
    +
    + +

    The EventData structure.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Trigger zone.

    + + +

    Have a look at the class Core.Event#EVENT as these are just the prototypes.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTDATA + EventData +

    +
    +
    + +

    The EventData structure.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Occurs when the game thinks an object is destroyed.

    + + +

    Have a look at the class Core.Event#EVENT as these are just the prototypes.

    + +
      +
    • initiator: The unit that is was destroyed.
    • +
    + + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTDATA + EventData +

    +
    +
    + +

    The EventData structure.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Schedule a new time event.

    + + +

    Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + #number + Start +

    +
    +
    + +

    Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.

    + +
    +
    +
    +
    +

    + #function + SchedulerFunction +

    +
    +
    + +

    The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.

    + +
    +
    +
    +
    +

    + #table + ... +

    +
    +
    + +

    Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.

    + +
    +
    +

    Return value:

    +
    +
    +

    #string:

    +
    +
    + +

    The Schedule ID of the planned schedule.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Schedule a new time event.

    + + +

    Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + #number + Start +

    +
    +
    + +

    Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.

    + +
    +
    +
    +
    +

    + #number + Repeat +

    +
    +
    + +

    Specifies the interval in seconds when the scheduler will call the event function.

    + +
    +
    +
    +
    +

    + #number + RandomizeFactor +

    +
    +
    + +

    Specifies a randomization factor between 0 and 1 to randomize the Repeat.

    + +
    +
    +
    +
    +

    + #number + Stop +

    +
    +
    + +

    Specifies the amount of seconds when the scheduler will be stopped.

    + +
    +
    +
    +
    +

    + #function + SchedulerFunction +

    +
    +
    + +

    The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.

    + +
    +
    +
    +
    +

    + #table + ... +

    +
    +
    + +

    Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.

    + +
    +
    +

    Return value:

    +
    +
    +

    #string:

    +
    +
    + +

    The Schedule ID of the planned schedule.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Stops the Schedule.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + #string + SchedulerID +

    +
    +
    + +

    (Optional) Scheduler ID to be stopped. If nil, all pending schedules are stopped.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Set the Class Core.Event processing Priority.

    + + +

    The Event processing Priority is a number from 1 to 10, +reflecting the order of the classes subscribed to the Event to be processed.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + #number + EventPriority +

    +
    +
    + +

    The Core.Event processing Priority.

    + +
    +
    +

    Return value:

    +
    +
    +

    #BASE:

    +
    +
    + +

    self

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Set a state or property of the Object given a Key and a Value.

    + + +

    Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + Object +

    +
    +
    + +

    The object that will hold the Value set by the Key.

    + +
    +
    +
    +
    +

    + Key +

    +
    +
    + +

    The key that is used as a reference of the value. Note that the key can be a #string, but it can also be any other type!

    + +
    +
    +
    +
    +

    + Value +

    +
    +
    + +

    The value to is stored in the object.

    + +
    +
    +

    Return value:

    +
    +
    +
    +
    + +

    The Value set.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Trace a function logic level 1.

    + + +

    Can be anywhere within the function logic.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Arguments +

    +
    +
    + +

    A #table or any field.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Trace a function logic level 2.

    + + +

    Can be anywhere within the function logic.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Arguments +

    +
    +
    + +

    A #table or any field.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Trace a function logic level 3.

    + + +

    Can be anywhere within the function logic.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Arguments +

    +
    +
    + +

    A #table or any field.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Trace all methods in MOOSE

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + #boolean + TraceAll +

    +
    +
    + +

    true = trace all methods in MOOSE.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Set tracing for a class

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + #string + Class +

    +
    +
    + +

    Class name.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Set tracing for a specific method of class

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + #string + Class +

    +
    +
    + +

    Class name.

    + +
    +
    +
    +
    +

    + #string + Method +

    +
    +
    + +

    Method.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Set trace level

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + #number + Level +

    +
    +
    +

    +
    +
    +
    + +
    +
    + +
    + + + +

    Set trace off.

    + +
    +
    +

    Defined in:

    + +

    Usage:

    +
    -- Switch the tracing Off
    +BASE:TraceOff()
    + +
    + +
    +
    + +
    + + + +

    Set trace on.

    + +
    +
    +

    Defined in:

    + +

    Usage:

    +
    -- Switch the tracing On
    +BASE:TraceOn()
    + +
    + +
    +
    + +
    + + + +

    Set trace on or off +Note that when trace is off, no BASE.Debug statement is performed, increasing performance! +When Moose is loaded statically, (as one file), tracing is switched off by default.

    + + +

    So tracing must be switched on manually in your mission if you are using Moose statically. +When moose is loading dynamically (for moose class development), tracing is switched on by default.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + #boolean + TraceOnOff +

    +
    +
    + +

    Switch the tracing on or off.

    + +
    +
    +

    Usage:

    +
    
    +  -- Switch the tracing On
    +  BASE:TraceOnOff( true )
    +
    +  -- Switch the tracing Off
    +  BASE:TraceOnOff( false )
    +
    + +
    + +
    +
    + +
    + + + +

    UnSubscribe to a DCS event.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTS + EventID +

    +
    +
    + +

    Event ID.

    + +
    +
    +

    Return value:

    +
    +
    +

    #BASE:

    +
    +
    + + + +
    +
    +
    + +
    +
    + +
    + + + +

    Trace a function call.

    + + +

    This function is private.

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + Arguments +

    +
    +
    + +

    A #table or any field.

    + +
    +
    +
    +
    +

    + DebugInfoCurrentParam +

    +
    +
    +

    +
    +
    +
    +
    +

    + DebugInfoFromParam +

    +
    +
    +

    +
    +
    +
    + +
    +
    + +
    + + + +

    Trace a function logic.

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + Arguments +

    +
    +
    + +

    A #table or any field.

    + +
    +
    +
    +
    +

    + DebugInfoCurrentParam +

    +
    +
    +

    +
    +
    +
    +
    +

    + DebugInfoFromParam +

    +
    +
    +

    +
    +
    +
    + +
    +
    + +
    + + + +

    The main event handling function...

    + + +

    This function captures all events generated for the class.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + DCS#Event + event +

    +
    +
    +

    +
    +
    +
    + +
    +
    +
    @@ -18422,6 +27279,351 @@ Note that once a zone has been scanned, multiple evaluations can be done on the
    + + + +

    Type _ZONE_TRIANGLE

    +
    +
    + +

    Ported from https://github.com/nielsvaes/CCMOOSE/blob/master/Moose%20Development/Moose/Shapes/Triangle.lua +- This triangle "zone" is not really to be used on its own, it only serves as building blocks for +- ZONE_POLYGON to accurately find a point inside a polygon; as well as getting the correct surface area of +- a polygon.

    + +
    +

    Field(s)

    +
    +
    +
    + + #table +_ZONE_TRIANGLE.CenterVec2 + + + +
    + +
    +
    +
    + + #string +_ZONE_TRIANGLE.ClassName + + + +
    + +
    +
    +
    + + #table +_ZONE_TRIANGLE.Coords + + + +
    + +
    +
    +
    + + #table +_ZONE_TRIANGLE.DrawIDs + + + +
    + +
    +
    +
    + + #table +_ZONE_TRIANGLE.Points + + + +
    + +
    +
    +
    + + #number +_ZONE_TRIANGLE.SurfaceArea + + + +
    + +
    +
    +

    Function(s)

    +
    +
    + + + +

    Checks if a point is contained within the triangle.

    + +
    +
    +

    Defined in:

    +
    +

    ZONETRIANGLE

    +
    +

    Parameters:

    +
    +
    +

    + #table + pt +

    +
    +
    + +

    The point to check

    + +
    +
    +
    +
    +

    + #table + points +

    +
    +
    + +

    (optional) The points of the triangle, or 3 other points if you're just using the TRIANGLE class without an object of it

    + +
    +
    +
    +
    +

    + self +

    +
    +
    +

    +
    +
    +

    Return value:

    +
    +
    +

    #bool:

    +
    +
    + +

    True if the point is contained, false otherwise

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Draw the triangle

    + +
    +
    +

    Defined in:

    +
    +

    ZONETRIANGLE

    +
    +

    Parameters:

    +
    +
    +

    + Coalition +

    +
    +
    +

    +
    +
    +
    +
    +

    + Color +

    +
    +
    +

    +
    +
    +
    +
    +

    + Alpha +

    +
    +
    +

    +
    +
    +
    +
    +

    + FillColor +

    +
    +
    +

    +
    +
    +
    +
    +

    + FillAlpha +

    +
    +
    +

    +
    +
    +
    +
    +

    + LineType +

    +
    +
    +

    +
    +
    +
    +
    +

    + ReadOnly +

    +
    +
    +

    +
    +
    +
    + +
    +
    + +
    + + + +

    Returns a random Vec2 within the triangle.

    + +
    +
    +

    Defined in:

    +
    +

    ZONETRIANGLE

    +
    +

    Parameters:

    +
    +
    +

    + #table + points +

    +
    +
    + +

    The points of the triangle, or 3 other points if you're just using the TRIANGLE class without an object of it

    + +
    +
    +
    +
    +

    + self +

    +
    +
    +

    +
    +
    +

    Return value:

    +
    +
    +

    #table:

    +
    +
    + +

    The random Vec2

    + +
    +
    +
    + +
    +
    + +
    + + + + + +
    +
    +

    Defined in:

    +
    +

    ZONETRIANGLE

    +
    +

    Parameters:

    +
    +
    +

    + p1 +

    +
    +
    +

    +
    +
    +
    +
    +

    + p2 +

    +
    +
    +

    +
    +
    +
    +
    +

    + p3 +

    +
    +
    +

    +
    +
    +
    + +
    +
    +
    diff --git a/Documentation/Functional.Designate.html b/Documentation/Functional.Designate.html index 474cf4d77..7294c4efe 100644 --- a/Documentation/Functional.Designate.html +++ b/Documentation/Functional.Designate.html @@ -3543,6 +3543,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + + + +
    +
    + + +DESIGNATE.LaseDuration + + +
    @@ -6718,6 +6729,17 @@ Using the menu system, the player can "forget" a designation, so that gradually + + + +
    +
    + + +DESIGNATE.LaseDuration + + +
    @@ -7528,6 +7550,17 @@ Using the menu system, the player can "forget" a designation, so that gradually + + + +
    +
    + + +DESIGNATE.LaseDuration + + +
    @@ -8308,6 +8341,17 @@ Using the menu system, the player can "forget" a designation, so that gradually + + + +
    +
    + + +DESIGNATE.LaseDuration + + +
    @@ -9976,6 +10020,17 @@ Using the menu system, the player can "forget" a designation, so that gradually + + + +
    +
    + + +DESIGNATE.LaseDuration + + +
    diff --git a/Documentation/Functional.Detection.html b/Documentation/Functional.Detection.html index c0922f2ea..645100f8f 100644 --- a/Documentation/Functional.Detection.html +++ b/Documentation/Functional.Detection.html @@ -19137,6 +19137,28 @@ When moose is loading dynamically (for moose class development), tracing is swit + + + +
    +
    + + #number +DETECTION_BASE.DetectedItemCount + + + +
    + +
    +
    +
    + + #number +DETECTION_BASE.DetectedItemMax + + +
    @@ -19286,7 +19308,7 @@ When moose is loading dynamically (for moose class development), tracing is swit
    - + #number DETECTION_BASE.RefreshTimeInterval @@ -23818,6 +23840,28 @@ zones that reflect cloudy areas where detected units may not be so easily visual +
    + +
    +
    +
    + + #number +DETECTION_BASE.DetectedItemCount + + + +
    + +
    +
    +
    + + #number +DETECTION_BASE.DetectedItemMax + + +
    @@ -23967,7 +24011,7 @@ zones that reflect cloudy areas where detected units may not be so easily visual
    - + #number DETECTION_BASE.RefreshTimeInterval @@ -25560,6 +25604,28 @@ zones that reflect cloudy areas where detected units may not be so easily visual +
    + +
    +
    +
    + + #number +DETECTION_BASE.DetectedItemCount + + + +
    + +
    +
    +
    + + #number +DETECTION_BASE.DetectedItemMax + + +
    @@ -25709,7 +25775,7 @@ zones that reflect cloudy areas where detected units may not be so easily visual
    - + #number DETECTION_BASE.RefreshTimeInterval diff --git a/Documentation/Functional.Mantis.html b/Documentation/Functional.Mantis.html index fad09f06b..8d4d5fae9 100644 --- a/Documentation/Functional.Mantis.html +++ b/Documentation/Functional.Mantis.html @@ -2021,6 +2021,12 @@ in the mission editor are absolute maximum ranges; in-game this is rather 50-75%

    MANTIS:GetCommandCenter()

    Function to get the HQ object for further use

    + + + +

    MANTIS.Groupset

    + + @@ -4048,6 +4054,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau +
    + +
    +
    +
    + + +MANTIS.Groupset + + +
    @@ -4098,7 +4115,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - #table + MANTIS.SAM_Table_Long @@ -4109,7 +4126,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - #table + MANTIS.SAM_Table_Medium @@ -4120,7 +4137,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - #table + MANTIS.SAM_Table_Short @@ -4516,50 +4533,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    Prefix for logging

    -
    - -
    -
    -
    - - #number -MANTIS.maxclassic - - - -
    - -
    -
    -
    - - #number -MANTIS.maxlongrange - - - -
    - -
    -
    -
    - - #number -MANTIS.maxmidrange - - - -
    - -
    -
    -
    - - #number -MANTIS.maxshortrange - - -
    @@ -4629,6 +4602,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

    switch alarm state RED

    +
    @@ -8701,6 +8677,17 @@ E.g. `mymantis:SetAdvancedMode(true, 90)` +
    + +
    +
    +
    + + +MANTIS.Groupset + + +
    @@ -8751,7 +8738,7 @@ E.g. `mymantis:SetAdvancedMode(true, 90)`
    - #table + MANTIS.SAM_Table_Long @@ -8762,7 +8749,7 @@ E.g. `mymantis:SetAdvancedMode(true, 90)`
    - #table + MANTIS.SAM_Table_Medium @@ -8773,7 +8760,7 @@ E.g. `mymantis:SetAdvancedMode(true, 90)`
    - #table + MANTIS.SAM_Table_Short @@ -9169,50 +9156,6 @@ E.g. `mymantis:SetAdvancedMode(true, 90)`

    Prefix for logging

    -
    - -
    -
    -
    - - #number -MANTIS.maxclassic - - - -
    - -
    -
    -
    - - #number -MANTIS.maxlongrange - - - -
    - -
    -
    -
    - - #number -MANTIS.maxmidrange - - - -
    - -
    -
    -
    - - #number -MANTIS.maxshortrange - - -
    @@ -9282,6 +9225,9 @@ E.g. `mymantis:SetAdvancedMode(true, 90)` + +

    switch alarm state RED

    +
    diff --git a/Documentation/Functional.Movement.html b/Documentation/Functional.Movement.html index fcc4c7970..e9de5230c 100644 --- a/Documentation/Functional.Movement.html +++ b/Documentation/Functional.Movement.html @@ -2268,6 +2268,20 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    Field(s)

    +
    +
    + + #number +MOVEMENT.AliveUnits + + + + +

    Contains the counter how many units are currently alive.

    + +
    + +
    @@ -2498,6 +2512,20 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    Field(s)

    +
    +
    + + #number +MOVEMENT.AliveUnits + + + + +

    Contains the counter how many units are currently alive.

    + +
    + +
    diff --git a/Documentation/Functional.RAT.html b/Documentation/Functional.RAT.html index 35b000e1b..bd56ebfc0 100644 --- a/Documentation/Functional.RAT.html +++ b/Documentation/Functional.RAT.html @@ -3471,6 +3471,12 @@ manager:Stop(7200)

    RAT.termtype

    Type of terminal to be used when spawning at an airbase.

    + + + +

    RAT.type

    + + @@ -4540,6 +4546,12 @@ and any spaces before and after the resulting name are removed.

    RAT.frequency

    + + + +

    RAT.livery_id

    + + @@ -6937,6 +6949,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    Type of terminal to be used when spawning at an airbase.

    +
    + +
    +
    +
    + + +RAT.type + + +
    @@ -14817,6 +14840,17 @@ Initializes the ratcraft array and group menu.

    Type of terminal to be used when spawning at an airbase.

    +
    + +
    +
    +
    + + +RAT.type + + +
    @@ -21169,6 +21203,17 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

    Type of terminal to be used when spawning at an airbase.

    +
    + +
    +
    +
    + + +RAT.type + + +
    diff --git a/Documentation/Functional.Scoring.html b/Documentation/Functional.Scoring.html index 68a9de307..38fd87f7e 100644 --- a/Documentation/Functional.Scoring.html +++ b/Documentation/Functional.Scoring.html @@ -2866,14 +2866,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - #boolean + SCORING.AutoSave - -

    Create the CSV file.

    -
    @@ -3056,7 +3053,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - #boolean + SCORING.penaltyoncoalitionchange @@ -5455,14 +5452,11 @@ The scale magnifies the scores given to the players.

    - #boolean + SCORING.AutoSave - -

    Create the CSV file.

    -
    @@ -5645,7 +5639,7 @@ The scale magnifies the scores given to the players.

    - #boolean + SCORING.penaltyoncoalitionchange diff --git a/Documentation/Ops.Airboss.html b/Documentation/Ops.Airboss.html index f9494f634..6f3e709b2 100644 --- a/Documentation/Ops.Airboss.html +++ b/Documentation/Ops.Airboss.html @@ -9600,17 +9600,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    Radio queue of LSO.

    -
    - -
    -
    -
    - - -AIRBOSS.RQLid - - -
    @@ -9622,17 +9611,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    Radio queue of marshal.

    -
    - -
    -
    -
    - - -AIRBOSS.RQMid - - -
    @@ -29821,17 +29799,6 @@ If removed flight is the section lead, we try to find a new leader.

    Radio queue of LSO.

    - - - -
    -
    - - -AIRBOSS.RQLid - - -
    @@ -29843,17 +29810,6 @@ If removed flight is the section lead, we try to find a new leader.

    Radio queue of marshal.

    - - - -
    -
    - - -AIRBOSS.RQMid - - -
    @@ -32922,17 +32878,6 @@ If removed flight is the section lead, we try to find a new leader.

    Radio queue of LSO.

    - - - -
    -
    - - -AIRBOSS.RQLid - - -
    @@ -32944,17 +32889,6 @@ If removed flight is the section lead, we try to find a new leader.

    Radio queue of marshal.

    - - - -
    -
    - - -AIRBOSS.RQMid - - -
    @@ -40563,7 +40497,7 @@ When moose is loading dynamically (for moose class development), tracing is swit -

    Set case of f

    +

    Set case to that of lead.

    @@ -40628,6 +40562,20 @@ When moose is loading dynamically (for moose class development), tracing is swit
    +AIRBOSS.PlayerData.flag + + + + +

    Decrease stack/flag. Human player needs to take care himself.

    + +
    + + +
    +
    + + AIRBOSS.PlayerData.grade @@ -40781,9 +40729,6 @@ When moose is loading dynamically (for moose class development), tracing is swit - -

    Make player section lead if he was not before.

    -
    @@ -40806,6 +40751,9 @@ When moose is loading dynamically (for moose class development), tracing is swit + +

    Set Stable Hover

    + diff --git a/Documentation/Ops.CSAR.html b/Documentation/Ops.CSAR.html index 3bdb87712..949faeb55 100644 --- a/Documentation/Ops.CSAR.html +++ b/Documentation/Ops.CSAR.html @@ -2605,6 +2605,12 @@ Dropped troop noMessage and forcedesc parameters aren't saved.

    CSAR.inTransitGroups

    + + + +

    CSAR.index

    + + @@ -4334,7 +4340,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - + Core.Point#COORDINATE CSAR.coordinate @@ -4448,25 +4454,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - #table + CSAR.downedPilots - -

    Replacement woundedGroups

    - -
    - -
    -
    -
    - - #number -CSAR.downedpilotcounter - - -
    @@ -4590,6 +4582,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    contain a table for each SAR with all units he has with the original names

    +
    + +
    +
    +
    + + +CSAR.index + + +
    @@ -4798,20 +4801,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -
    -
    - - #number -CSAR.rescuedpilots - - - - -

    counter for saved pilots

    - -
    -
    @@ -4837,20 +4826,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    -
    -
    -
    - - #number -CSAR.rescues - - - - -

    counter for successful rescue landings at FARP/AFB/MASH

    - -
    -
    @@ -10377,7 +10352,7 @@ callsigns from playername or group name.

    - + Core.Point#COORDINATE CSAR.coordinate @@ -10491,25 +10466,11 @@ callsigns from playername or group name.

    - #table + CSAR.downedPilots - -

    Replacement woundedGroups

    - -
    - -
    -
    -
    - - #number -CSAR.downedpilotcounter - - -
    @@ -10633,6 +10594,17 @@ callsigns from playername or group name.

    contain a table for each SAR with all units he has with the original names

    +
    + +
    +
    +
    + + +CSAR.index + + +
    @@ -10841,20 +10813,6 @@ callsigns from playername or group name.

    -
    -
    -
    - - #number -CSAR.rescuedpilots - - - - -

    counter for saved pilots

    - -
    -
    @@ -10880,20 +10838,6 @@ callsigns from playername or group name.

    -
    -
    -
    - - #number -CSAR.rescues - - - - -

    counter for successful rescue landings at FARP/AFB/MASH

    - -
    -
    @@ -12905,7 +12849,7 @@ callsigns from playername or group name.

    - + Core.Point#COORDINATE CSAR.coordinate @@ -13019,25 +12963,11 @@ callsigns from playername or group name.

    - #table + CSAR.downedPilots - -

    Replacement woundedGroups

    - -
    - -
    -
    -
    - - #number -CSAR.downedpilotcounter - - -
    @@ -13161,6 +13091,17 @@ callsigns from playername or group name.

    contain a table for each SAR with all units he has with the original names

    +
    + +
    +
    +
    + + +CSAR.index + + +
    @@ -13369,20 +13310,6 @@ callsigns from playername or group name.

    -
    -
    -
    - - #number -CSAR.rescuedpilots - - - - -

    counter for saved pilots

    - -
    -
    @@ -13408,20 +13335,6 @@ callsigns from playername or group name.

    -
    -
    -
    - - #number -CSAR.rescues - - - - -

    counter for successful rescue landings at FARP/AFB/MASH

    - -
    -
    diff --git a/Documentation/Ops.CTLD.html b/Documentation/Ops.CTLD.html index c77954bba..6453a545f 100644 --- a/Documentation/Ops.CTLD.html +++ b/Documentation/Ops.CTLD.html @@ -7697,7 +7697,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - #table + CTLD.CtldUnits @@ -7794,7 +7794,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - + #table CTLD.FreeUHFFrequencies @@ -7805,7 +7805,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - #table + CTLD.FreeVHFFrequencies @@ -8432,7 +8432,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -

    time to repairor build a unit/group

    +

    noob catch

    @@ -17853,7 +17853,7 @@ However, if you create a new folder inside the miz file, which contains the soun
    - #table + CTLD.CtldUnits @@ -17950,7 +17950,7 @@ However, if you create a new folder inside the miz file, which contains the soun
    - + #table CTLD.FreeUHFFrequencies @@ -17961,7 +17961,7 @@ However, if you create a new folder inside the miz file, which contains the soun
    - #table + CTLD.FreeVHFFrequencies @@ -18588,7 +18588,7 @@ However, if you create a new folder inside the miz file, which contains the soun -

    time to repairor build a unit/group

    +

    noob catch

    @@ -20273,7 +20273,7 @@ However, if you create a new folder inside the miz file, which contains the soun
    - #table + CTLD.CtldUnits @@ -20370,7 +20370,7 @@ However, if you create a new folder inside the miz file, which contains the soun
    - + #table CTLD.FreeUHFFrequencies @@ -20381,7 +20381,7 @@ However, if you create a new folder inside the miz file, which contains the soun
    - #table + CTLD.FreeVHFFrequencies @@ -21008,7 +21008,7 @@ However, if you create a new folder inside the miz file, which contains the soun -

    time to repairor build a unit/group

    +

    noob catch

    @@ -34253,17 +34253,6 @@ When moose is loading dynamically (for moose class development), tracing is swit

    template for a group of 10 paratroopers

    -
    - -
    -
    -
    - - #number -CTLD_HERCULES.j - - -
    @@ -35590,17 +35579,6 @@ Use either this method to integrate the Hercules **or** the one from the "normal

    template for a group of 10 paratroopers

    -
    - -
    -
    -
    - - #number -CTLD_HERCULES.j - - -
    diff --git a/Documentation/Tasking.Task_A2A_Dispatcher.html b/Documentation/Tasking.Task_A2A_Dispatcher.html index b0f6202ea..34058e877 100644 --- a/Documentation/Tasking.Task_A2A_Dispatcher.html +++ b/Documentation/Tasking.Task_A2A_Dispatcher.html @@ -2939,7 +2939,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - + #boolean TASK_A2A_DISPATCHER.FlashNewTask @@ -3664,7 +3664,7 @@ If too large, any airborne cap may not be able to reach the detected target area
    - + #boolean TASK_A2A_DISPATCHER.FlashNewTask @@ -4840,7 +4840,7 @@ If too large, any airborne cap may not be able to reach the detected target area
    - + #boolean TASK_A2A_DISPATCHER.FlashNewTask @@ -6318,7 +6318,7 @@ If too large, any airborne cap may not be able to reach the detected target area
    - + #boolean TASK_A2A_DISPATCHER.FlashNewTask diff --git a/Documentation/Tasking.Task_CARGO.html b/Documentation/Tasking.Task_CARGO.html index a323fe730..c213a94f7 100644 --- a/Documentation/Tasking.Task_CARGO.html +++ b/Documentation/Tasking.Task_CARGO.html @@ -3230,22 +3230,11 @@ based on the tasking capabilities defined in - -
    -
    -
    @@ -3278,7 +3267,7 @@ based on the tasking capabilities defined in
    - #number + TASK_CARGO.CargoLimit @@ -4700,7 +4689,7 @@ based on the tasking capabilities defined in
    - #number + TASK_CARGO.CargoLimit @@ -9232,7 +9221,7 @@ If the Unit is part of the Task, true is returned.

    - #number + TASK_CARGO.CargoLimit diff --git a/Documentation/Tasking.Task_Cargo_Dispatcher.html b/Documentation/Tasking.Task_Cargo_Dispatcher.html index f34580b2d..379749b42 100644 --- a/Documentation/Tasking.Task_Cargo_Dispatcher.html +++ b/Documentation/Tasking.Task_Cargo_Dispatcher.html @@ -3213,50 +3213,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    Field(s)

    - - - -
    -
    - - #boolean -TASK_CARGO_DISPATCHER.CSARTasks - - - -
    - -
    @@ -3271,22 +3227,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - @@ -4374,50 +4319,6 @@ This method can only be used once!

    Field(s)

    - - - -
    -
    - - #boolean -TASK_CARGO_DISPATCHER.CSARTasks - - - -
    - -
    @@ -4432,22 +4333,11 @@ This method can only be used once!

    - @@ -5287,50 +5177,6 @@ This method can only be used once!

    Field(s)

    - - - -
    -
    - - #boolean -TASK_CARGO_DISPATCHER.CSARTasks - - - -
    - -
    @@ -5345,22 +5191,11 @@ This method can only be used once!

    - @@ -6831,50 +6666,6 @@ This method can only be used once!

    Field(s)

    - - - -
    -
    - - #boolean -TASK_CARGO_DISPATCHER.CSARTasks - - - -
    - -
    @@ -6889,22 +6680,11 @@ This method can only be used once!

    - diff --git a/Documentation/Utilities.FiFo.html b/Documentation/Utilities.FiFo.html index 1cfc181f2..9f4ee0aa3 100644 --- a/Documentation/Utilities.FiFo.html +++ b/Documentation/Utilities.FiFo.html @@ -7609,17 +7609,6 @@ When moose is loading dynamically (for moose class development), tracing is swit -
    - -
    -
    -
    - - #number -LIFO.uniquecounter - - -
    @@ -8469,17 +8458,6 @@ When moose is loading dynamically (for moose class development), tracing is swit -
    - -
    -
    -
    - - #number -LIFO.uniquecounter - - -
    diff --git a/Documentation/Wrapper.Group.html b/Documentation/Wrapper.Group.html index 91e2eabce..096b9cc06 100644 --- a/Documentation/Wrapper.Group.html +++ b/Documentation/Wrapper.Group.html @@ -5231,7 +5231,18 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +
    +
    +
    + + +GROUP.InitRespawnRandomizePositionOuter @@ -9877,7 +9888,18 @@ So each unit of the group is respawned at exactly the same parking spot as it cu + +
    +
    +
    + + +GROUP.InitRespawnRandomizePositionOuter @@ -22033,7 +22055,18 @@ Note that when WayPointInitialize is called, the Mission of the controllable is + +
    +
    +
    + + +GROUP.InitRespawnRandomizePositionOuter @@ -26122,7 +26155,18 @@ Coordinates are dependent on the position of the maps origin.

    + +
    +
    +
    + + +GROUP.InitRespawnRandomizePositionOuter @@ -26747,7 +26791,18 @@ If the Identifiable is alive, true is returned.

    + +
    +
    +
    + + +GROUP.InitRespawnRandomizePositionOuter @@ -26989,7 +27044,18 @@ If the Identifiable is alive, true is returned.

    + +
    +
    +
    + + +GROUP.InitRespawnRandomizePositionOuter diff --git a/Documentation/Wrapper.Marker.html b/Documentation/Wrapper.Marker.html index 616aeeaa6..70a16f17d 100644 --- a/Documentation/Wrapper.Marker.html +++ b/Documentation/Wrapper.Marker.html @@ -3022,6 +3022,28 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    Coordinate of the mark.

    +
    + +
    +
    +
    + + +MARKER.groupid + + + +
    + +
    +
    +
    + + +MARKER.groupname + + +
    @@ -3106,7 +3128,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    #boolean -MARKER.toall +MARKER.togroup @@ -5139,6 +5161,28 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    Coordinate of the mark.

    +
    + +
    +
    +
    + + +MARKER.groupid + + + +
    + +
    +
    +
    + + +MARKER.groupname + + +
    @@ -5223,7 +5267,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    #boolean -MARKER.toall +MARKER.togroup @@ -6727,6 +6771,28 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    Coordinate of the mark.

    +
    + +
    +
    +
    + + +MARKER.groupid + + + +
    + +
    +
    +
    + + +MARKER.groupname + + +
    @@ -6811,7 +6877,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    #boolean -MARKER.toall +MARKER.togroup diff --git a/Documentation/Wrapper.Positionable.html b/Documentation/Wrapper.Positionable.html index 961ff4fc4..6389f78cc 100644 --- a/Documentation/Wrapper.Positionable.html +++ b/Documentation/Wrapper.Positionable.html @@ -3732,6 +3732,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau +
    + +
    + @@ -7766,6 +7777,17 @@ Coordinates are dependent on the position of the maps origin.

    +
    + +
    + @@ -8336,6 +8358,17 @@ If the Identifiable is alive, true is returned.

    +
    + +
    + @@ -8523,6 +8556,17 @@ If the Identifiable is alive, true is returned.

    +
    + +
    +