diff --git a/Documentation/AI.AI_AIR_Dispatcher.html b/Documentation/AI.AI_AIR_Dispatcher.html index 380d32418..c9dd315e2 100644 --- a/Documentation/AI.AI_AIR_Dispatcher.html +++ b/Documentation/AI.AI_AIR_Dispatcher.html @@ -4441,17 +4441,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
The Defender Default Settings over all Squadrons.
- - - -The Defender Default Settings over all Squadrons.
- - - -The Defender Default Settings over all Squadrons.
- - - -The Defender Default Settings over all Squadrons.
- - - -No loading happened, so we need to pickup something else.
+ @@ -4702,6 +4705,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +No loading happened, so we need to pickup something else.
+ @@ -5314,6 +5320,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +No loading happened, so we need to pickup something else.
+ @@ -6818,6 +6827,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +No loading happened, so we need to pickup something else.
+ diff --git a/Documentation/AI.AI_Cargo_Helicopter.html b/Documentation/AI.AI_Cargo_Helicopter.html index a56dddeeb..f4adecf17 100644 --- a/Documentation/AI.AI_Cargo_Helicopter.html +++ b/Documentation/AI.AI_Cargo_Helicopter.html @@ -2786,22 +2786,28 @@ When Moose is loaded statically, (as one file), tracing is switched off by defaumeter
+kph
+meter
+kph
+meter
+kph
+meter
+kph
+This table contains the targets detected during patrol.
+ @@ -6384,6 +6387,9 @@ Note that this method is required, as triggers the next route when patrolling fo + +This table contains the targets detected during patrol.
+ @@ -7128,6 +7134,9 @@ Note that this method is required, as triggers the next route when patrolling fo + +This table contains the targets detected during patrol.
+ @@ -8764,6 +8773,9 @@ 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 f7d452eea..dc83f1524 100644 --- a/Documentation/Cargo.CargoGroup.html +++ b/Documentation/Cargo.CargoGroup.html @@ -1838,6 +1838,20 @@ Controls a network of short range air/missile defense groups. + + + +Now we spawn the new group based on the template created.
+Now we spawn the new group based on the template created.
+Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.
-The internal counter of the amount of spawning the has happened since SpawnStart.
-By default, no InitLimit
+The internal counter of the amount of spawning the has happened since SpawnStart.
-Spawns a new static using a given template.
+Returns if a PointVec2 is within the zone.
Returns if a PointVec2 is within the zone.
+ +(Name is misleading, actually takes a #COORDINATE)
+ZONE_BASE
- Core.Point#POINT_VEC2 + Core.Point#COORDINATE PointVec2
The PointVec2 to test.
+The coordinate to test.
+ Coordinate +
+The #DETECTION_AREAS object for AWACS
- - - -The #DETECTION_AREAS object for AWACS
- - - -Radio queue of LSO.
+ + + +Radio queue of marshal.
+ + + +Radio queue of LSO.
+ + + +Radio queue of marshal.
+ + + +Radio queue of LSO.
+ + + +Radio queue of marshal.
+ + + +Set stack flag.
+ +GROUP_SET of all helis
+table of CSAR unit names
+Replacement woundedGroups
+ +contain a table for each SAR with all units he has with the original names
-counter for saved pilots
+ +counter for successful rescue landings at FARP/AFB/MASH
+ +GROUP_SET of all helis
+table of CSAR unit names
+Replacement woundedGroups
+ +contain a table for each SAR with all units he has with the original names
-counter for saved pilots
+ +counter for successful rescue landings at FARP/AFB/MASH
+ +GROUP_SET of all helis
+table of CSAR unit names
+Replacement woundedGroups
+ +contain a table for each SAR with all units he has with the original names
-counter for saved pilots
+ +counter for successful rescue landings at FARP/AFB/MASH
+ + function CTLD_Cargotransport:OnAfterCratesDropped(From, Event, To, Group, Unit, Cargotable)
local points = 10
- local PlayerName = Unit:GetPlayerName()
- my_scoring:_AddPlayerFromUnit( Unit )
- my_scoring:AddGoalScore(Unit, "CTLD", string.format("Pilot %s has been awarded %d points for transporting cargo crates!", PlayerName, points), points)
+ if Unit then
+ local PlayerName = Unit:GetPlayerName()
+ my_scoring:_AddPlayerFromUnit( Unit )
+ my_scoring:AddGoalScore(Unit, "CTLD", string.format("Pilot %s has been awarded %d points for transporting cargo crates!", PlayerName, points), points)
+ end
end
function CTLD_Cargotransport:OnAfterCratesBuild(From, Event, To, Group, Unit, Vehicle)
local points = 5
+ if Unit then
local PlayerName = Unit:GetPlayerName()
my_scoring:_AddPlayerFromUnit( Unit )
my_scoring:AddGoalScore(Unit, "CTLD", string.format("Pilot %s has been awarded %d points for the construction of Units!", PlayerName, points), points)
+ end
end
@@ -1836,6 +1840,10 @@ Currently limited CTLD_CARGO troops, which are build from one t
Lists hover parameters and indicates if these are curently fulfilled. Also @see options on hover heights.
+Lists invetory of available units to drop or build.
+Basic support for the Hercules mod By Anubis has been build into CTLD. Currently this does not cover objects and troops which can @@ -1861,7 +1869,30 @@ be loaded from the Rearm/Refuel menu, i.e. you can drop them into the field, but
["Hercules"] = {type="Hercules", crates=true, troops=true, cratelimit = 7, trooplimit = 64}, -- 19t cargo, 64 paratroopers
-+ +
You can save and later load back units dropped or build to make your mission persistent. +For this to work, you need to de-sanitize io and lfs in your MissionScripting.lua, which is located in your DCS installtion folder under Scripts. +There is a risk involved in doing that; if you do not know what that means, this is possibly not for you.
+ +Use the following options to manage your saves:
+ + my_ctld.enableLoadSave = true -- allow auto-saving and loading of files
+ my_ctld.saveinterval = 600 -- save every 10 minutes
+ my_ctld.filename = "missionsave.csv" -- example filename
+ my_ctld.filepath = "C:\\Users\\myname\\Saved Games\\DCS\Missions\\MyMission" -- example path
+ my_ctld.eventoninject = true -- fire OnAfterCratesBuild and OnAfterTroopsDeployed events when loading (uses Inject functions)
+
+
+Then use an initial load at the beginning of your mission:
+ + my_ctld:__Load(10)
+
+
+Caveat: +If you use units build by multiple templates, they will effectively double on loading. Dropped crates are not saved. Current stock is not saved. +
(User) Pre-populate troops in the field.
+(User) Pre-populate vehicles in the field.
(Internal) Function to see if a unit is in a specific zone type.
+Triggers the FSM event "Save".
CTLD:OnAfterCratesRepaired(From, Event, To, Group, Unit, Vehicle)
FSM Function OnAfterCratesRepaired.
+FSM Function OnAfterLoad.
+FSM Function OnAfterSave.
(Internal) Function to calculate and set Unit internal cargo mass
+Triggers the FSM event "Load" after a delay.
+Triggers the FSM event "Save" after a delay.
On after "Load" event.
+On after "Save" event.
CTLD:onbeforeCratesPickedUp(From, Event, To, Group, Unit, Cargo)
(Internal) FSM Function onbeforeCratesPickedUp.
+On before "Load" event.
+On before "Save" event.
Enumerator of Type.
Table of #POSITIONABLE objects.
-Enumerator of Type.
Name of the class.
-use as counter
- -holds #CTLD_ENGINEERING objects
-Beacons
-radio beacons
-added support Hercules Mod
+ + + +load and save dropped TROOPS
+ +time to repair a unit/group
+ + + +DONE: Make inject respect existing cargo types -- (User) Pre-populate troops in the field. - @param #CTLD self - @param Core.Zone#ZONE Zone The zone where to drop the troops. - @param Ops.CTLD#CTLD_CARGO Cargo The #CTLD_CARGO object to spawn. - @return #CTLD self - @usage Use this function to pre-populate the field with Troops or Engineers at a random coordinate in a zone:
- -- create a matching #CTLD_CARGO type
- local InjectTroopsType = CTLD_CARGO:New(nil,"Injected Infantry",{"Inf12"},CTLD_CARGO.Enum.TROOPS,true,true,12,nil,false,80)
- -- get a #ZONE object
- local dropzone = ZONE:New("InjectZone") -- Core.Zone#ZONE
- -- and go:
- my_ctld:InjectTroops(dropzone,InjectTroopsType)
-
+(User) Pre-populate troops in the field.
+ Core.Zone#ZONE Zone
The zone where to drop the troops.
++ Ops.CTLD#CTLD_CARGO Cargo
The #CTLD_CARGO object to spawn.
+self
+ +Use this function to pre-populate the field with Troops or Engineers at a random coordinate in a zone:
+ -- create a matching #CTLD_CARGO type
+ local InjectTroopsType = CTLD_CARGO:New(nil,"Infantry",{"Inf12"},CTLD_CARGO.Enum.TROOPS,true,true,12,nil,false,80)
+ -- get a #ZONE object
+ local dropzone = ZONE:New("InjectZone") -- Core.Zone#ZONE
+ -- and go:
+ my_ctld:InjectTroops(dropzone,InjectTroopsType)
+
+(User) Pre-populate vehicles in the field.
+ +CTLD
++ Core.Zone#ZONE + Zone +
+The zone where to drop the troops.
+ ++ Ops.CTLD#CTLD_CARGO + Cargo +
+The #CTLD_CARGO object to spawn.
+ +self
+ +Use this function to pre-populate the field with Vehicles or FOB at a random coordinate in a zone:
+ -- create a matching #CTLD_CARGO type
+ local InjectVehicleType = CTLD_CARGO:New(nil,"Humvee",{"Humvee"},CTLD_CARGO.Enum.VEHICLE,true,true,1,nil,false,1000)
+ -- get a #ZONE object
+ local dropzone = ZONE:New("InjectZone") -- Core.Zone#ZONE
+ -- and go:
+ my_ctld:InjectVehicles(dropzone,InjectVehicleType)
+
FSM Function OnAfterLoad.
+ +CTLD
++ #string + From +
+From state.
+ ++ #string + Event +
+Event.
+ ++ #string + To +
+To state.
+ ++ #string + path +
+(Optional) Path where the file is located. Default is the DCS root installation folder or your "Saved Games\DCS" folder if the lfs module is desanitized.
+ ++ #string + filename +
+(Optional) File name for loading. Default is "CTLD_
FSM Function OnAfterSave.
+ +CTLD
++ #string + From +
+From state.
+ ++ #string + Event +
+Event.
+ ++ #string + To +
+To state.
+ ++ #string + path +
+(Optional) Path where the file is saved. Default is the DCS root installation folder or your "Saved Games\DCS" folder if the lfs module is desanitized.
+ ++ #string + filename +
+(Optional) File name for saving. Default is "CTLD_
Triggers the FSM event "Load" after a delay.
+ +CTLD
++ #number + delay +
+Delay in seconds.
+ +Triggers the FSM event "Save" after a delay.
+ +CTLD
++ #number + delay +
+Delay in seconds.
+ +On after "Load" event.
+ + +Loads dropped units from file.
+ +CTLD
++ #string + From +
+From state.
+ ++ #string + Event +
+Event.
+ ++ #string + To +
+To state.
+ ++ #string + path +
+(Optional) Path where the file is located. Default is the DCS root installation folder or your "Saved Games\DCS" folder if the lfs module is desanitized.
+ ++ #string + filename +
+(Optional) File name for loading. Default is "CTLD_
On after "Save" event.
+ + +Player data is saved to file.
+ +CTLD
++ #string + From +
+From state.
+ ++ #string + Event +
+Event.
+ ++ #string + To +
+To state.
+ ++ #string + path +
+Path where the file is saved. If nil, file is saved in the DCS root installtion directory or your "Saved Games" folder if lfs was desanitized.
+ ++ #string + filename +
+(Optional) File name for saving. Default is Default is "CTLD_
On before "Load" event.
+ + +Checks if io and lfs and the file are available.
+ +CTLD
++ #string + From +
+From state.
+ ++ #string + Event +
+Event.
+ ++ #string + To +
+To state.
+ ++ #string + path +
+(Optional) Path where the file is located. Default is the DCS root installation folder or your "Saved Games\DCS" folder if the lfs module is desanitized.
+ ++ #string + filename +
+(Optional) File name for loading. Default is "CTLD_
On before "Save" event.
+ + +Checks if io and lfs are available.
+ +CTLD
++ #string + From +
+From state.
+ ++ #string + Event +
+Event.
+ ++ #string + To +
+To state.
+ ++ #string + path +
+(Optional) Path where the file is saved. Default is the DCS root installation folder or your "Saved Games\DCS" folder if the lfs module is desanitized.
+ ++ #string + filename +
+(Optional) File name for saving. Default is "CTLD_
Name of the class.
-use as counter
- -holds #CTLD_ENGINEERING objects
-Beacons
-radio beacons
-added support Hercules Mod
+ + + +load and save dropped TROOPS
+ +time to repair a unit/group
+ + + +Name of the class.
-use as counter
- -holds #CTLD_ENGINEERING objects
-Beacons
-radio beacons
-added support Hercules Mod
+ + + +load and save dropped TROOPS
+ +time to repair a unit/group
+ + + +Returns if the unit is of ship category.
+Returns if the unit is a submarine.
Returns if the unit is a submarine.
+ +#boolean:
+Submarines attributes result.
+ +Returns if the unit is of ship category.
+Returns if the unit is a submarine.
Alive2.
+Alive.
@@ -5340,7 +5346,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -Alive2.
+Alive.
@@ -7604,7 +7610,7 @@ If the Unit is alive but not active, false is returned. -Alive2.
+Alive.
@@ -16165,7 +16171,7 @@ Note that when the WayPoint parameter is used, the new start mission waypoint of -Alive2.
+Alive.
@@ -18484,6 +18490,36 @@ Coordinates are dependent on the position of the maps origin. + + + +Returns if the unit is a submarine.
+ +#boolean:
+Submarines attributes result.
+ +Alive2.
+Alive.
@@ -20323,7 +20359,7 @@ If the Identifiable is alive, true is returned. -Alive2.
+Alive.
@@ -20603,7 +20639,7 @@ If the Identifiable is alive, true is returned. -Alive2.
+Alive.
diff --git a/Documentation/Wrapper.Controllable.html b/Documentation/Wrapper.Controllable.html index 79672916c..4fa27b07b 100644 --- a/Documentation/Wrapper.Controllable.html +++ b/Documentation/Wrapper.Controllable.html @@ -2940,6 +2940,12 @@ The method CONTROLLABLE.SetTaskWaypoiReturns if the unit is of ship category.
+Returns if the unit is a submarine.
Returns if the unit is a submarine.
+ +#boolean:
+Submarines attributes result.
+ +Returns if the unit is of ship category.
+Returns if the unit is a submarine.
Returns if the unit is a submarine.
+ +#boolean:
+Submarines attributes result.
+ +Coordinate of the mark.
+ + + +Coordinate of the mark.
+Coordinate of the mark.
+Returns if the unit is of ship category.
+Returns if the unit is a submarine.
Returns if the unit is a submarine.
+ +POSITIONABLE
+#boolean:
+Submarines attributes result.
+ +Returns if the unit is of ship category.
+Returns if the unit is a submarine.
Returns if the unit is a submarine.
+ +#boolean:
+Submarines attributes result.
+ +Returns if the unit is of ship category.
+Returns if the unit is a submarine.
Returns if the unit is a submarine.
+ +#boolean:
+Submarines attributes result.
+ +Returns if the unit is of ship category.
+Returns if the unit is a submarine.
Returns if the unit is a submarine.
+ +#boolean:
+Submarines attributes result.
+ +