From ee3533af95c806dcc433eed7a36bd68c16f148ee Mon Sep 17 00:00:00 2001
From: MooseBotter Flash messages to player
Flash messages to player
+Flash messages to player
+Flash messages to player
+The Defender Default Settings over all Squadrons.
+ + + +flash messages to players
+The Defender Default Settings over all Squadrons.
+ + + +flash messages to players
+The Defender Default Settings over all Squadrons.
+ + + +flash messages to players
+The Defender Default Settings over all Squadrons.
+ + + +flash messages to players
+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.
+ @@ -4833,6 +4836,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +No loading happened, so we need to pickup something else.
+ @@ -5445,6 +5451,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +No loading happened, so we need to pickup something else.
+ @@ -6945,6 +6954,9 @@ 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/Cargo.CargoGroup.html b/Documentation/Cargo.CargoGroup.html index e48c2e672..519d110cc 100644 --- a/Documentation/Cargo.CargoGroup.html +++ b/Documentation/Cargo.CargoGroup.html @@ -1911,6 +1911,20 @@ Therefore, this class is considered to be deprecatedself.CargoObject:Destroy()
+ +Now we spawn the new group based on the template created.
+SPAWN:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)
The AI is on by default when spawning a group.
-Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.
-Overwrite unit names by default with group name.
+By default, no InitLimit
By default, no InitLimit
+SPAWN.SpawnInitModu + +The AI is on by default when spawning a group.
-Overwrite unit names by default with group name.
+By default, no InitLimit
@@ -10138,13 +10195,21 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.By default, no InitLimit
+SPAWN.SpawnInitModu + +Spawns a new static using a given template.
-Kickspeed
-Kickspeed
-Contains the counter how many units are currently alive.
- -Contains the counter how many units are currently alive.
- -Type of terminal to be used when spawning at an airbase.
-RAT:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)
Type of terminal to be used when spawning at an airbase.
-Type of terminal to be used when spawning at an airbase.
-Set current case.
+Set new time stamp.
+Band modulation.
+ + + +table of CSAR unit names
-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
+ +table of CSAR unit names
-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
+ +table of CSAR unit names
-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
+ +holds #CTLD_ENGINEERING objects
+Beacons
+holds #CTLD_ENGINEERING objects
+Beacons
+holds #CTLD_ENGINEERING objects
+Beacons
+Can transport crate.
-set to false to suppress flash messages
+set to false to suppress flash messages
+set to false to suppress flash messages
+set to false to suppress flash messages
+A GROUP is derived from the wrapper class CONTROLLABLE (Wrapper.Controllable#CONTROLLABLE). +
A GROUP is derived from the wrapper class CONTROLLABLE (Wrapper.Controllable#CONTROLLABLE). See the Wrapper.Controllable task methods section for a description of the task methods.
But here is an example how a group can be assigned a task.
@@ -1697,13 +1697,13 @@ Same for the"AttackGroup".
local AttackGroup = GROUP:FindByName( "AttackGroup" )
-Now we retrieve the Wrapper.Unit#UNIT objects of the AttackGroup object, using the method :GetUnits().
Now we retrieve the Wrapper.Unit#UNIT objects of the AttackGroup object, using the method :GetUnits().
local AttackUnits = AttackGroup:GetUnits()
Tasks are actually text strings that we build using methods of GROUP.
-So first, we declare an list of Tasks.
Tasks.
local Tasks = {}
@@ -1741,11 +1741,11 @@ The HeliGroup:PushTask method can receive a delay parameter in seco
In the example, 30 is given as a delay.
- HeliGroup:PushTask(
+ HeliGroup:PushTask(
HeliGroup:TaskCombo(
Tasks
- ), 30
- )
+ ), 30
+ )
That's it!
@@ -5303,18 +5303,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
-
-self
+self
self
+self
self
+self
-- Find all group with a partial group name
local grptable = GROUP:FindAllByMatching( "Apple" )
-- will return all groups with "Apple" in the name
-
+
-- using a pattern
local grp = GROUP:FindAllByMatching( ".%d.%d$" )
-- will return the all groups found ending in "-1-1" to "-9-9", but not e.g. "-10-1" or "-1-10"
@@ -5946,7 +5935,7 @@ Ship:Destroy( false ) -- Don't generate an event upon destruction.
-- Find a group with a partial group name
local grp = GROUP:FindByMatching( "Apple" )
-- will return e.g. a group named "Apple-1-1"
-
+
-- using a pattern
local grp = GROUP:FindByMatching( ".%d.%d$" )
-- will return the first group found ending in "-1-1" to "-9-9", but not e.g. "-10-1"
@@ -6024,7 +6013,7 @@ Ship:Destroy( false ) -- Don't generate an event upon destruction.
Measure from the ground or from sea level (ASL). Provide true for measuring from the ground (AGL). false or nil if you measure from sea level.
+Measure from the ground or from sea level (ASL). Provide true for measuring from the ground (AGL). false or nil if you measure from sea level.
The altitude of the group or nil if is not existing or alive.
+The altitude of the group or nil if is not existing or alive.
Number of missiles left.
+Number of missiles left.
Number of artillery shells left (with explosive mass, included in shells; shells can also be machine gun ammo)
+Number of artillery shells left (with explosive mass, included in shells; shells can also be machine gun ammo)
The descriptor of the first unit of the group or #nil if the group does not exist any more.
+The descriptor of the first unit of the group or #nil if the group does not exist any more.
Measure from the ground or from sea level (ASL). Provide true for measuring from the ground (AGL). false or nil if you measure from sea level.
+Measure from the ground or from sea level (ASL). Provide true for measuring from the ground (AGL). false or nil if you measure from sea level.
The height of the group or nil if is not existing or alive.
+The height of the group or nil if is not existing or alive.
The first UNIT is not existing or alive.
+The first UNIT is not existing or alive.
The 3D position vectors of the POSITIONABLE or #nil if the groups not existing or alive.
+The 3D position vectors of the POSITIONABLE or #nil if the groups not existing or alive.
The random 3D point vector around the first UNIT of the GROUP or #nil The GROUP is invalid or empty.
+The random 3D point vector around the first UNIT of the GROUP or #nil The GROUP is invalid or empty.
--- If Radius is ignored, returns the DCS#Vec3 of first UNIT of the GROUP
+ -- If Radius is ignored, returns the DCS#Vec3 of first UNIT of the GROUP
@@ -7822,7 +7810,7 @@ If no underlying DCS Units exist, the method will return nil.
The velocity Vec3 vector or #nil if the GROUP is not existing or alive.
The velocity Vec3 vector or #nil if the GROUP is not existing or alive.
true if in the first unit of the group is in the air or #nil if the GROUP is not existing or not alive.
+true if in the first unit of the group is in the air or #nil if the GROUP is not existing or not alive.
Randomize the positions of the units of the respawned group within the Core.Zone.
-When a Respawn happens, the units of the group will be placed at random positions within the Zone (selected).
+When a Respawn happens, the units of the group will be placed at random positions within the Zone (selected). +NOTE: InitRandomizePositionZone will not ensure, that every unit is placed within the zone!
true if group is activated or #nil The group is not existing or alive.
true if group is activated or #nil The group is not existing or alive.
(optional) The Speed, if no Speed is given, 80% of maximum Speed of the group is selected.
+(optional) The Speed, if no Speed is given, 80% of maximum Speed of the group is selected.
self
+self
self
+self
Coordinate of the mark.
+Text displayed in the mark panel.
-Coordinate of the mark.
+Text displayed in the mark panel.
- - - -Coordinate of the mark.
+ + + +Text displayed in the mark panel.
- - - -