Defines a new patrol route using the Process_PatrolZone parameters and settings.
+Defines a new patrol route using the AI.AI_Patrol#AI_PATROL_ZONE parameters and settings.
Defines a new patrol route using the Process_PatrolZone parameters and settings.
+Defines a new patrol route using the AI.AI_Patrol#AI_PATROL_ZONE parameters and settings.
Defines a new patrol route using the Process_PatrolZone parameters and settings.
+Defines a new patrol route using the AI.AI_Patrol#AI_PATROL_ZONE parameters and settings.
Defines a new patrol route using the Process_PatrolZone parameters and settings.
+Defines a new patrol route using the AI.AI_Patrol#AI_PATROL_ZONE parameters and settings.
Defines a new patrol route using the Process_PatrolZone parameters and settings.
+Defines a new patrol route using the AI.AI_Patrol#AI_PATROL_ZONE parameters and settings.
Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated. -When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_AIR. +When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targeted to the AI_AIR. Once the time is finished, the old AI will return to the base.
Defines a new patrol route using the Process_PatrolZone parameters and settings.
+Defines a new patrol route using the AI.AI_Patrol#AI_PATROL_ZONE parameters and settings.
The MOOSE framework leverages the Detection classes to perform the EWR detection. -Several types of Detection classes exist, and the most common characteristics of these classes is that they:
+The MOOSE framework leverages the Functional.Detection classes to perform the EWR detection. +Several types of Functional.Detection classes exist, and the most common characteristics of these classes is that they:
When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base. Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated. When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit, -while a new AI is targetted to the AI_A2A_PATROL. +while a new AI is targeted to the AI_A2A_PATROL. Once the time is finished, the old AI will return to the base. Use the method AI_A2A_PATROL.ManageFuel() to have this proces in place.
@@ -1846,7 +1846,7 @@ Use the method AI_A2A_PATROL.ManageDamaThis statis method is called from the route path within the last task at the last waaypoint of the AIPatrol.
+This static method is called from the route path within the last task at the last waypoint of the AIPatrol.
Defines a new patrol route using the Process_PatrolZone parameters and settings.
+Defines a new patrol route using the AI.AI_Patrol#AI_PATROL_ZONE parameters and settings.
Defines a new patrol route using the Process_PatrolZone parameters and settings.
+Defines a new patrol route using the AI.AI_Patrol#AI_PATROL_ZONE parameters and settings.
This statis method is called from the route path within the last task at the last waaypoint of the AIPatrol.
+This static method is called from the route path within the last task at the last waypoint of the AIPatrol.
Note that this method is required, as triggers the next route when patrolling for the AIPatrol.
@@ -2836,7 +2836,7 @@ PatrolArea = AI_A2A_PATROL:New( PatrolZone, 3000, 6000, 600, 900 )Defines a new patrol route using the Process_PatrolZone parameters and settings.
+Defines a new patrol route using the AI.AI_Patrol#AI_PATROL_ZONE parameters and settings.
Defines a new patrol route using the Process_PatrolZone parameters and settings.
+Defines a new patrol route using the AI.AI_Patrol#AI_PATROL_ZONE parameters and settings.
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.
- - - -Defines a new patrol route using the Process_PatrolZone parameters and settings.
+Defines a new patrol route using the AI.AI_Patrol#AI_PATROL_ZONE parameters and settings.
Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated. -When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_AIR. +When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targeted to the AI_AIR. Once the time is finished, the old AI will return to the base.
Defines a new patrol route using the Process_PatrolZone parameters and settings.
+Defines a new patrol route using the AI.AI_Patrol#AI_PATROL_ZONE parameters and settings.
Defines a new patrol route using the Process_PatrolZone parameters and settings.
+Defines a new patrol route using the AI.AI_Patrol#AI_PATROL_ZONE parameters and settings.
Defines a new patrol route using the Process_PatrolZone parameters and settings.
+Defines a new patrol route using the AI.AI_Patrol#AI_PATROL_ZONE parameters and settings.
Defines a new patrol route using the Process_PatrolZone parameters and settings.
+Defines a new patrol route using the AI.AI_Patrol#AI_PATROL_ZONE parameters and settings.
Defines a new patrol route using the Process_PatrolZone parameters and settings.
+Defines a new patrol route using the AI.AI_Patrol#AI_PATROL_ZONE parameters and settings.
Defines a new patrol route using the Process_PatrolZone parameters and settings.
+Defines a new patrol route using the AI.AI_Patrol#AI_PATROL_ZONE parameters and settings.
Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated. -When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_AIR. +When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targeted to the AI_AIR. Once the time is finished, the old AI will return to the base.
Defines a new patrol route using the Process_PatrolZone parameters and settings.
+Defines a new patrol route using the AI.AI_Patrol#AI_PATROL_ZONE parameters and settings.
Defines a new patrol route using the Process_PatrolZone parameters and settings.
+Defines a new patrol route using the #AI_PATROL_ZONE parameters and settings.
Defines a new patrol route using the Process_PatrolZone parameters and settings.
+Defines a new patrol route using the #AI_PATROL_ZONE parameters and settings.
Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated. -When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_PATROL_ZONE. +When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targeted to the AI_PATROL_ZONE. Once the time is finished, the old AI will return to the base.
This statis method is called from the route path within the last task at the last waaypoint of the Controllable. +
This static method is called from the route path within the last task at the last waypoint of the Controllable. Note that this method is required, as triggers the next route when patrolling for the Controllable.
Defines a new patrol route using the Process_PatrolZone parameters and settings.
+Defines a new patrol route using the #AI_PATROL_ZONE parameters and settings.
Defines a new patrol route using the Process_PatrolZone parameters and settings.
+Defines a new patrol route using the #AI_PATROL_ZONE parameters and settings.
Defines a new patrol route using the Process_PatrolZone parameters and settings.
+Defines a new patrol route using the #AI_PATROL_ZONE parameters and settings.
Defines a new patrol route using the Process_PatrolZone parameters and settings.
+Defines a new patrol route using the #AI_PATROL_ZONE parameters and settings.
Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated. -When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_PATROL_ZONE. +When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targeted to the AI_PATROL_ZONE. Once the time is finished, the old AI will return to the base.
This statis method is called from the route path within the last task at the last waaypoint of the Controllable. +
This static method is called from the route path within the last task at the last waypoint of the Controllable. Note that this method is required, as triggers the next route when patrolling for the Controllable.
Defines a new patrol route using the Process_PatrolZone parameters and settings.
+Defines a new patrol route using the #AI_PATROL_ZONE parameters and settings.
Defines a new patrol route using the Process_PatrolZone parameters and settings.
+Defines a new patrol route using the #AI_PATROL_ZONE parameters and settings.
Set destination airbase for next :Route() command.
+Aircraft is on a depoly mission.
+Set destination airbase for next :Route() command.
+Aircraft is on a depoly mission.
+Set destination airbase for next :Route() command.
+Aircraft is on a depoly mission.
+Set destination airbase for next :Route() command.
+ @@ -6716,6 +6737,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +Aircraft is on a depoly mission.
+ diff --git a/Documentation/AI.AI_Cas.html b/Documentation/AI.AI_Cas.html index 7a3f087e6..a9b4f2294 100644 --- a/Documentation/AI.AI_Cas.html +++ b/Documentation/AI.AI_Cas.html @@ -2474,13 +2474,13 @@ It can be notified to go RTB through the RTB event.Defines a new patrol route using the Process_PatrolZone parameters and settings.
+Defines a new patrol route using the #AI_PATROL_ZONE parameters and settings.
Defines a new patrol route using the Process_PatrolZone parameters and settings.
+Defines a new patrol route using the #AI_PATROL_ZONE parameters and settings.
Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated. -When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_PATROL_ZONE. +When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targeted to the AI_PATROL_ZONE. Once the time is finished, the old AI will return to the base.
This statis method is called from the route path within the last task at the last waaypoint of the Controllable. +
This static method is called from the route path within the last task at the last waypoint of the Controllable. Note that this method is required, as triggers the next route when patrolling for the Controllable.
Defines a new patrol route using the Process_PatrolZone parameters and settings.
+Defines a new patrol route using the #AI_PATROL_ZONE parameters and settings.
Defines a new patrol route using the Process_PatrolZone parameters and settings.
+Defines a new patrol route using the #AI_PATROL_ZONE parameters and settings.
AI_FORMATION makes AI GROUPs fly in formation of various compositions. +
AI_FORMATION makes AI Wrapper.Group#GROUPs fly in formation of various compositions. The AI_FORMATION class models formations in a different manner than the internal DCS formation logic!!! The purpose of the class is to:
diff --git a/Documentation/AI.AI_Patrol.html b/Documentation/AI.AI_Patrol.html index 0fab3e2c7..80c900d65 100644 --- a/Documentation/AI.AI_Patrol.html +++ b/Documentation/AI.AI_Patrol.html @@ -1769,15 +1769,15 @@ according the weather conditions.When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base. Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated. When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit, -while a new AI is targetted to the AI_PATROL_ZONE. +while a new AI is targeted to the AI_PATROL_ZONE. Once the time is finished, the old AI will return to the base. -Use the method AI_PATROL_ZONE.ManageFuel() to have this proces in place.
+Use the method AI_PATROL_ZONE.ManageFuel() to have this process in place.When the AI is damaged, it is required that a new AIControllable is started. However, damage cannon be foreseen early on. Therefore, when the damage threshold is reached, the AI will return immediately to the home base (RTB). -Use the method AI_PATROL_ZONE.ManageDamage() to have this proces in place.
+Use the method AI_PATROL_ZONE.ManageDamage() to have this process in place.Defines a new patrol route using the Process_PatrolZone parameters and settings.
+Defines a new patrol route using the #AI_PATROL_ZONE parameters and settings.
Defines a new patrol route using the Process_PatrolZone parameters and settings.
+Defines a new patrol route using the #AI_PATROL_ZONE parameters and settings.
This table contains the targets detected during patrol.
+ @@ -3515,7 +3518,7 @@ So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage thresholTherefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated. -When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_PATROL_ZONE. +When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targeted to the AI_PATROL_ZONE. Once the time is finished, the old AI will return to the base.
This statis method is called from the route path within the last task at the last waaypoint of the Controllable. +
This static method is called from the route path within the last task at the last waypoint of the Controllable. Note that this method is required, as triggers the next route when patrolling for the Controllable.
Defines a new patrol route using the Process_PatrolZone parameters and settings.
+Defines a new patrol route using the #AI_PATROL_ZONE parameters and settings.
Defines a new patrol route using the Process_PatrolZone parameters and settings.
+Defines a new patrol route using the #AI_PATROL_ZONE parameters and settings.
This table contains the targets detected during patrol.
+This table contains the targets detected during patrol.
+This table contains the targets detected during patrol.
+ diff --git a/Documentation/Actions.Act_Account.html b/Documentation/Actions.Act_Account.html index e37aeb47d..2743149df 100644 --- a/Documentation/Actions.Act_Account.html +++ b/Documentation/Actions.Act_Account.html @@ -9224,7 +9224,7 @@ When moose is loading dynamically (for moose class development), tracing is switThe ACT_ACCOUNT_DEADS class accounts (detects, counts and reports) successful kills of DCS units.
-The process is given a Set of units that will be tracked upon successful destruction. +
The process is given a Core.Set of units that will be tracked upon successful destruction. The process will end after each target has been successfully destroyed. Each successful dead will trigger an Account state transition that can be scored, modified or administered.
diff --git a/Documentation/Cargo.CargoCrate.html b/Documentation/Cargo.CargoCrate.html index 7798760bb..8bef621a7 100644 --- a/Documentation/Cargo.CargoCrate.html +++ b/Documentation/Cargo.CargoCrate.html @@ -1863,17 +1863,6 @@ Controls a network of short range air/missile defense groups.self.CargoObject:Destroy()
- -Then we register the new group in the database
+This make a new CARGO_GROUP from a Wrapper.Group object. -It will "ungroup" the group object within the sim, and will create a Set of individual Unit objects.
+It will "ungroup" the group object within the sim, and will create a Core.Set of individual Unit objects.self.CargoObject:Destroy()
- -Then we register the new group in the database
+Set cargo object.
+Set cargo object.
+On top, for internal MOOSE administration purposes, the DATBASE administers the Unit and Group TEMPLATES as defined within the Mission Editor.
+On top, for internal MOOSE administration purposes, the DATABASE administers the Unit and Group TEMPLATES as defined within the Mission Editor.
The singleton object _DATABASE is automatically created by MOOSE, that administers all objects within the mission. Moose refers to _DATABASE within the framework extensively, but you can also refer to the _DATABASE object within your missions if required.
diff --git a/Documentation/Core.Event.html b/Documentation/Core.Event.html index 23a1fa0cf..779d65812 100644 --- a/Documentation/Core.Event.html +++ b/Documentation/Core.Event.html @@ -1647,7 +1647,7 @@ in the correct processing order.The actual event subscribing and handling is not facilitated through the _EVENTDISPATCHER, but it is done through the BASE class, UNIT class and GROUP class. +
The actual event subscribing and handling is not facilitated through the _EVENTDISPATCHER, but it is done through the Core.Base#BASE class, Wrapper.Unit#UNIT class and Wrapper.Group#GROUP class. The _EVENTDISPATCHER is a component that is quietly working in the background of MOOSE.
Detailed explanations and API specifics are further below clarified and FSM derived class specifics are described in those class documentation sections.
@@ -1682,7 +1682,7 @@ Additionally, I've added extendability and created an API that allows seamless FFSM_SET class models Finite State Machines for Sets.
+FSM_SET class models Finite State Machines for Core.Sets.
FSM_SET class models Finite State Machines for Sets.
+FSM_SET class models Finite State Machines for Core.Sets.
Note that these FSMs control multiple objects!!! So State concerns here diff --git a/Documentation/Core.Point.html b/Documentation/Core.Point.html index 44531e82d..7c9989cc7 100644 --- a/Documentation/Core.Point.html +++ b/Documentation/Core.Point.html @@ -17583,6 +17583,17 @@ When moose is loading dynamically (for moose class development), tracing is swit
the y coordinate in meters.
+the y coordinate in meters.
+ + + +the y coordinate in meters.
+ + + +Iterate the SET_GROUP and return true if at least one #UNIT of one GROUP of the SET_GROUP is in Core.Zone
+Iterate the SET_GROUP and return true if at least one #UNIT of one Wrapper.Group#GROUP of the #SET_GROUP is in Core.Zone
Iterate the SET_GROUP and return true if at least one GROUP of the SET_GROUP is partly in Core.Zone.
+Iterate the SET_GROUP and return true if at least one Wrapper.Group#GROUP of the #SET_GROUP is partly in Core.Zone.
Iterate the SET_GROUP and return true if no GROUP of the SET_GROUP is in Core.Zone +
Iterate the SET_GROUP and return true if no Wrapper.Group#GROUP of the #SET_GROUP is in Core.Zone
This could also be achieved with not SET_GROUP:AnyPartlyInZone(Zone), but it's easier for the
mission designer to add a dedicated method
Returns a comma separated string of the unit types with a count in the Set.
+Returns a comma separated string of the unit types with a count in the Core.Set.
Returns a comma separated string of the unit types with a count in the Set.
+Returns a comma separated string of the unit types with a count in the Core.Set.
Returns if the Set has air targets.
+Returns if the Core.Set has air targets.
Returns if the Set has friendly ground units.
+Returns if the Core.Set has friendly ground units.
Returns if the Set has ground targets.
+Returns if the Core.Set has ground targets.
Returns if the Set has targets having a radar (of a given type).
+Returns if the Core.Set has targets having a radar (of a given type).
Returns if the Set has targets that can be SEADed.
+Returns if the Core.Set has targets that can be SEADed.
Iterate the SET_GROUP and return true if at least one #UNIT of one GROUP of the SET_GROUP is in Core.Zone
+Iterate the SET_GROUP and return true if at least one #UNIT of one Wrapper.Group#GROUP of the #SET_GROUP is in Core.Zone
Iterate the SET_GROUP and return true if at least one GROUP of the SET_GROUP is partly in Core.Zone.
+Iterate the SET_GROUP and return true if at least one Wrapper.Group#GROUP of the #SET_GROUP is partly in Core.Zone.
-Will return false if a GROUP is fully in the Core.Zone
+Will return false if a Wrapper.Group#GROUP is fully in the Core.Zone
Iterate the SET_GROUP and return true if no GROUP of the SET_GROUP is in Core.Zone +
Iterate the SET_GROUP and return true if no Wrapper.Group#GROUP of the #SET_GROUP is in Core.Zone
This could also be achieved with not SET_GROUP:AnyPartlyInZone(Zone), but it's easier for the
mission designer to add a dedicated method
Returns a comma separated string of the unit types with a count in the Set.
+Returns a comma separated string of the unit types with a count in the Core.Set.
Returns a comma separated string of the unit types with a count in the Set.
+Returns a comma separated string of the unit types with a count in the Core.Set.
Returns if the Set has air targets.
+Returns if the Core.Set has air targets.
Returns if the Set has friendly ground units.
+Returns if the Core.Set has friendly ground units.
Returns if the Set has ground targets.
+Returns if the Core.Set has ground targets.
Returns if the Set has targets having a radar (of a given type).
+Returns if the Core.Set has targets having a radar (of a given type).
Returns if the Set has targets that can be SEADed.
+Returns if the Core.Set has targets that can be SEADed.
Note that SPAWN.Spawn and SPAWN.ReSpawn return a Wrapper.Group#GROUP.New object, that contains a reference to the DCSGroup object. -You can use the GROUP object to do further actions with the DCSGroup.
+You can use the Wrapper.Group#GROUP object to do further actions with the DCSGroup.SPAWN:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)
The AI is on by default when spawning a group.
-The internal counter of the amount of spawning the has happened since SpawnStart.
-When working in UnControlled mode, all planes are Spawned in UnControlled mode before the scheduler starts.
+ + + +If true, SPAWN will perform the randomization of the UNITs position within the group between a given outer and inner radius.
+If true, SPAWN will perform the randomization of the Wrapper.Unit#UNITs position within the group between a given outer and inner radius.
Will re-spawn a group based on a given index.
-Note: Uses DATABASE module defined in MOOSE.
+Note: This method uses the global _DATABASE object (an instance of Core.Database#DATABASE), which contains ALL initial and new spawned objects in MOOSE.
Will spawn a group based on the internal index.
-Note: Uses DATABASE module defined in MOOSE.
+Note: This method uses the global _DATABASE object (an instance of Core.Database#DATABASE), which contains ALL initial and new spawned objects in MOOSE.
Will spawn a group with a specified index number.
-Uses DATABASE global object defined in MOOSE.
+Note: This method uses the global _DATABASE object (an instance of Core.Database#DATABASE), which contains ALL initial and new spawned objects in MOOSE.
Gets the Group Template from the ME environment definition.
-This method used the DATABASE object, which contains ALL initial and new spawned object in MOOSE.
+Note: This method uses the global _DATABASE object (an instance of Core.Database#DATABASE), which contains ALL initial and new spawned objects in MOOSE.
The AI is on by default when spawning a group.
-The internal counter of the amount of spawning the has happened since SpawnStart.
-Spawns a new static using a given template.
-A typical mission setup would require Recce (a Set of Recce) to be detecting potential targets. +
A typical mission setup would require Recce (a Core.Set of Recce) to be detecting potential targets. The DetectionObject will group the detected targets based on the detection method being used. Possible detection methods could be by Area, by Type or by Unit. Each grouping will result in a TargetGroup, for terminology and clarity we will use this term throughout the document.
@@ -1927,7 +1927,7 @@ If not activated, Targets will be selected in a random order, but most like thosYou can make DESIGNATE work for a Tasking.Mission#MISSION object. In this way, the designate menu will not appear in the root of the radio menu, but in the menu of the Mission. -Use the method DESIGNATE.SetMission() to set the Mission object for the designate function.
+Use the method DESIGNATE.SetMission() to set the Tasking.Mission object for the designate function.It will build a DetectedItems[] list filled with DetectedItems, grouped by the type of units detected. -Each DetectedItem will contain a field Set, which contains a Core.Set#SET_UNIT containing ONE UNIT object reference. +Each DetectedItem will contain a field Set, which contains a Core.Set#SET_UNIT containing ONE Wrapper.Unit#UNIT object reference. Beware that when the amount of different types detected is large, the DetectedItems[] list will be large also.
@@ -2002,7 +2002,7 @@ Beware that when the amount of different types detected is large, the DetectedIt -It will build a DetectedItems list filled with DetectedItems. Each DetectedItem will contain a field Set, which contains a Core.Set#SET_UNIT containing ONE UNIT object reference. +
It will build a DetectedItems list filled with DetectedItems. Each DetectedItem will contain a field Set, which contains a Core.Set#SET_UNIT containing ONE Wrapper.Unit#UNIT object reference. Beware that when the amount of units detected is large, the DetectedItems list will be large also.
@@ -2358,7 +2358,7 @@ Beware that when the amount of units detected is large, the DetectedItems list wThe Set of GROUPs in the Forward Air Controller role.
+The Core.Set of GROUPs in the Forward Air Controller role.
The Set of GROUPs in the Forward Air Controller role.
+The Core.Set of GROUPs in the Forward Air Controller role.
The Set of GROUPs in the Forward Air Controller role.
+The Core.Set of GROUPs in the Forward Air Controller role.
The Set of GROUPs in the Forward Air Controller role.
+The Core.Set of GROUPs in the Forward Air Controller role.
The Set of GROUPs in the Forward Air Controller role.
+The Core.Set of GROUPs in the Forward Air Controller role.
The Set of Groups that is used to detect the units.
+The Core.Set of Wrapper.Groups that is used to detect the units.
The Set of GROUPs in the Forward Air Controller role.
+The Core.Set of GROUPs in the Forward Air Controller role.
@@ -19303,17 +19281,6 @@ When moose is loading dynamically (for moose class development), tracing is swit - - - -The Set of Groups that is used to detect the units.
+The Core.Set of Wrapper.Groups that is used to detect the units.
The Set of GROUPs in the Forward Air Controller role.
+The Core.Set of GROUPs in the Forward Air Controller role.
@@ -24017,17 +23962,6 @@ zones that reflect cloudy areas where detected units may not be so easily visual - - - -The Set of GROUPs in the Forward Air Controller role.
+The Core.Set of GROUPs in the Forward Air Controller role.
@@ -25792,17 +25704,6 @@ zones that reflect cloudy areas where detected units may not be so easily visual - - - -The Set of Groups that is used to detect the units.
+The Core.Set of Wrapper.Groups that is used to detect the units.
The Set of GROUPs in the Forward Air Controller role.
+The Core.Set of GROUPs in the Forward Air Controller role.
The Set of Groups that is used to detect the units.
+The Core.Set of Wrapper.Groups that is used to detect the units.
The Set of GROUPs in the Forward Air Controller role.
+The Core.Set of GROUPs in the Forward Air Controller role.
The Set of Groups that is used to detect the units.
+The Core.Set of Wrapper.Groups that is used to detect the units.
Function to get the HQ object for further use
-Prefix to build the #SET_GROUP for EWR group
- - - -The ME name of the HQ object
+ + + +Prefix for logging
+switch alarm state RED
-self.SAMCheckRanges = {}
+Prefix to build the #SET_GROUP for EWR group
- - - -The ME name of the HQ object
+ + + +Prefix for logging
+switch alarm state RED
-self.SAMCheckRanges = {}
+Sets by default the missile tracking report for all players or only for those missiles targetted to you.
+Sets by default the missile tracking report for all players or only for those missiles targeted to you.
Sets by default the missile tracking report for all players or only for those missiles targetted to you.
+Sets by default the missile tracking report for all players or only for those missiles targeted to you.
Contains the counter how many units are currently alive
+Contains the counter how many units are currently alive.
The internal counter of the amount of Moveing the has happened since MoveStart.
+The internal counter of the amount of Moving the has happened since MoveStart.
Contains the Maximum amount of units that are allowed to move...
+Contains the Maximum amount of units that are allowed to move.
@@ -2522,7 +2522,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -Contains the counter how many units are currently alive
+Contains the counter how many units are currently alive.
@@ -2536,7 +2536,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -The internal counter of the amount of Moveing the has happened since MoveStart.
+The internal counter of the amount of Moving the has happened since MoveStart.
@@ -2550,7 +2550,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -Contains the Maximum amount of units that are allowed to move...
+Contains the Maximum amount of units that are allowed to move.
diff --git a/Documentation/Functional.Range.html b/Documentation/Functional.Range.html index 999a0ae22..19f165911 100644 --- a/Documentation/Functional.Range.html +++ b/Documentation/Functional.Range.html @@ -1899,7 +1899,7 @@ It consists of two strafe pits each has two targets plus three bombing targets.< BASE:TraceClass("RANGE") -To get even more output you can increase the trace level to 2 or even 3, c.f. BASE for more details.
+To get even more output you can increase the trace level to 2 or even 3, c.f. Core.Base#BASE for more details.
The function RANGE.DebugON() can be used to send messages on screen. It also smokes all defined strafe and bombing targets, the strafe pit approach boxes and the range zone.
diff --git a/Documentation/Functional.Rat.html b/Documentation/Functional.Rat.html index fdca806e5..580f1aa8c 100644 --- a/Documentation/Functional.Rat.html +++ b/Documentation/Functional.Rat.html @@ -4445,6 +4445,30 @@ and any spaces before and after the resulting name are removed.RAT:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)
If true, SPAWN will perform the randomization of the UNITs position within the group between a given outer and inner radius.
+If true, SPAWN will perform the randomization of the Wrapper.Unit#UNITs position within the group between a given outer and inner radius.
Will re-spawn a group based on a given index.
-Note: Uses DATABASE module defined in MOOSE.
+Note: This method uses the global _DATABASE object (an instance of Core.Database#DATABASE), which contains ALL initial and new spawned objects in MOOSE.
Will spawn a group based on the internal index.
-Note: Uses DATABASE module defined in MOOSE.
+Note: This method uses the global _DATABASE object (an instance of Core.Database#DATABASE), which contains ALL initial and new spawned objects in MOOSE.
Will spawn a group with a specified index number.
-Uses DATABASE global object defined in MOOSE.
+Note: This method uses the global _DATABASE object (an instance of Core.Database#DATABASE), which contains ALL initial and new spawned objects in MOOSE.
Gets the Group Template from the ME environment definition.
-This method used the DATABASE object, which contains ALL initial and new spawned object in MOOSE.
+Note: This method uses the global _DATABASE object (an instance of Core.Database#DATABASE), which contains ALL initial and new spawned objects in MOOSE.
Set case of f
-Set stack flag.
+Decrease stack/flag. Human player needs to take care himself.
Set section lead of player flight.
-Set time stamp.
+table of CSAR unit names
-Replacement woundedGroups
+ +contain a table for each SAR with all units he has with the original names
- - - -table of CSAR unit names
-Replacement woundedGroups
+ +contain a table for each SAR with all units he has with the original names
- - - -table of CSAR unit names
-Replacement woundedGroups
+ +contain a table for each SAR with all units he has with the original names
- - - -Name of the class.
+ + + +use as counter
- -holds #CTLD_ENGINEERING objects
-tables
-#1570
-noob catch
+time to repair a unit/group
Name of the class.
+use as counter
- -holds #CTLD_ENGINEERING objects
-tables
-#1570
-noob catch
+time to repair a unit/group
Name of the class.
+use as counter
- -holds #CTLD_ENGINEERING objects
-tables
-#1570
-noob catch
+time to repair a unit/group
Flag for direct loading.
-Flag for direct loading.
- - - -Creates a string of the detected items in a Detection.
+Creates a string of the detected items in a Functional.Detection object.
Creates a string of the detected items in a Detection.
+Creates a string of the detected items in a Functional.Detection object.
Register a Task to be completed within the Mission.
+Register a Task to be completed within the Tasking.Mission.
Clear the Wrapper.Group assignment from the Mission.
+Clear the Wrapper.Group assignment from the Tasking.Mission.
Return the next Task ID to be completed within the Mission.
+Return the next Task ID to be completed within the Tasking.Mission.
Is the Mission COMPLETED.
+Is the Tasking.Mission COMPLETED.
Is the Mission ENGAGED.
+Is the Tasking.Mission ENGAGED.
Is the Mission FAILED.
+Is the Tasking.Mission FAILED.
Returns if the Mission is assigned to the Group.
+Returns if the Tasking.Mission is assigned to the Group.
Is the Mission HOLD.
+Is the Tasking.Mission HOLD.
Is the Mission IDLE.
+Is the Tasking.Mission IDLE.
Removes a Task to be completed within the Mission.
+Removes a Task to be completed within the Tasking.Mission.
Set Wrapper.Group assigned to the Mission.
+Set Wrapper.Group assigned to the Tasking.Mission.
Register a Task to be completed within the Mission.
+Register a Task to be completed within the Tasking.Mission.
Note that there can be multiple Tasks registered to be completed. @@ -3376,7 +3376,7 @@ Each Task can be set a certain Goals. The Mission will not be completed until al
Clear the Wrapper.Group assignment from the Mission.
+Clear the Wrapper.Group assignment from the Tasking.Mission.
Return the next Task ID to be completed within the Mission.
+Return the next Task ID to be completed within the Tasking.Mission.
The Name of the Task within the Mission.
+The Name of the Task within the Tasking.Mission.
Is the Mission COMPLETED.
+Is the Tasking.Mission COMPLETED.
Is the Mission ENGAGED.
+Is the Tasking.Mission ENGAGED.
Is the Mission FAILED.
+Is the Tasking.Mission FAILED.
Returns if the Mission is assigned to the Group.
+Returns if the Tasking.Mission is assigned to the Group.
Is the Mission HOLD.
+Is the Tasking.Mission HOLD.
Is the Mission IDLE.
+Is the Tasking.Mission IDLE.
Removes a Task to be completed within the Mission.
+Removes a Task to be completed within the Tasking.Mission.
Note that there can be multiple Tasks registered to be completed. @@ -6255,7 +6255,7 @@ Each Task can be set a certain Goals. The Mission will not be completed until al
Set Wrapper.Group assigned to the Mission.
+Set Wrapper.Group assigned to the Tasking.Mission.
Defines Air To Air tasks for a Set of Target Units, +
Defines Air To Air tasks for a Core.Set of Target Units, based on the tasking capabilities defined in Tasking.Task#TASK.
Defines Air To Air tasks for a Set of Target Units, +
Defines Air To Air tasks for a Core.Set of Target Units, based on the tasking capabilities defined in Tasking.Task#TASK.
diff --git a/Documentation/Tasking.Task_A2A_Dispatcher.html b/Documentation/Tasking.Task_A2A_Dispatcher.html index c75a1fcce..613045571 100644 --- a/Documentation/Tasking.Task_A2A_Dispatcher.html +++ b/Documentation/Tasking.Task_A2A_Dispatcher.html @@ -1639,7 +1639,7 @@ Controls a network of short range air/missile defense groups.Orchestrates the dynamic dispatching of tasks upon groups of detected units determined a Set of EWR installation groups.
+Orchestrates the dynamic dispatching of tasks upon groups of detected units determined a Core.Set of EWR installation groups.
Orchestrates the dynamic dispatching of tasks upon groups of detected units determined a Set of EWR installation groups.
+Orchestrates the dynamic dispatching of tasks upon groups of detected units determined a Core.Set of EWR installation groups.
diff --git a/Documentation/Tasking.Task_A2G.html b/Documentation/Tasking.Task_A2G.html index d0bd2f4a3..efce996d7 100644 --- a/Documentation/Tasking.Task_A2G.html +++ b/Documentation/Tasking.Task_A2G.html @@ -1625,7 +1625,7 @@ Controls a network of short range air/missile defense groups.The TASK_A2G class defines Air To Ground tasks for a Set of Target Units, +
The TASK_A2G class defines Air To Ground tasks for a Core.Set of Target Units, based on the tasking capabilities defined in Tasking.Task#TASK.
The TASK_A2G class defines Air To Ground tasks for a Set of Target Units, +
The TASK_A2G class defines Air To Ground tasks for a Core.Set of Target Units, based on the tasking capabilities defined in Tasking.Task#TASK.
diff --git a/Documentation/Tasking.Task_A2G_Dispatcher.html b/Documentation/Tasking.Task_A2G_Dispatcher.html index 794b08f77..99727309e 100644 --- a/Documentation/Tasking.Task_A2G_Dispatcher.html +++ b/Documentation/Tasking.Task_A2G_Dispatcher.html @@ -1639,7 +1639,7 @@ Controls a network of short range air/missile defense groups.Orchestrates dynamic A2G Task Dispatching based on the detection results of a linked Detection object.
+Orchestrates dynamic A2G Task Dispatching based on the detection results of a linked Functional.Detection object.
Orchestrates dynamic A2G Task Dispatching based on the detection results of a linked Detection object.
+Orchestrates dynamic A2G Task Dispatching based on the detection results of a linked Functional.Detection object.
@@ -1658,11 +1658,11 @@ Controls a network of short range air/missile defense groups. It provides a truly dynamic battle environment for pilots and ground commanders to engage upon, in a true co-operation environment wherein Multiple Teams will collaborate in Missions to achieve a common Mission Goal. -The A2G dispatcher will dispatch the A2G Tasks to a defined Set of Wrapper.Groups that will be manned by Players.
-We call this the AttackSet of the A2G dispatcher. So, the Players are seated in the Clients of the Wrapper.Group Set.
The A2G dispatcher will dispatch the A2G Tasks to a defined Core.Set of Wrapper.Groups that will be manned by Players.
+We call this the AttackSet of the A2G dispatcher. So, the Players are seated in the Clients of the Wrapper.Group Core.Set.
Depending on the actions of the enemy, preventive tasks are dispatched to the players to orchestrate the engagement in a true co-operation. -The detection object will group the detected targets by its grouping method, and integrates a Set of Wrapper.Groups that are Recce vehicles or air units. +The detection object will group the detected targets by its grouping method, and integrates a Core.Set of Wrapper.Groups that are Recce vehicles or air units. We call this the RecceSet of the A2G dispatcher.
Depending on the current detected tactical situation, different task types will be dispatched to the Players seated in the AttackSet.. @@ -1736,7 +1736,7 @@ Further test missions demonstrate the A2G task dispatcher from within air.
The A2G dispatcher is residing under a CommandCenter, which is orchestrating a Mission. +
The A2G dispatcher is residing under a Tasking.CommandCenter, which is orchestrating a Tasking.Mission. As a result, you'll find for DCS World missions that implement the A2G dispatcher a Command Center Menu and under this one or more Mission Menus.
For example, if there are 2 Command Centers (CC). @@ -2040,12 +2040,12 @@ There are:
To use the TASK_A2G_DISPATCHER class, you need:
Below an example mission declaration that is defines a Task A2G Dispatcher object.
@@ -3205,14 +3205,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defauset 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
-Stack by pointer.
-Stack by pointer.
-For each DCS Airbase object alive within a running mission, a AIRBASE wrapper object (instance) will be created within the _DATABASE object. +
For each DCS Airbase object alive within a running mission, a AIRBASE wrapper object (instance) will be created within the global _DATABASE object (an instance of Core.Database#DATABASE). This is done at the beginning of the mission (when the mission starts).
The AIRBASE class does not contain a :New() method, rather it provides :Find() methods to retrieve the object reference @@ -1666,8 +1666,8 @@ If the DCS Airbase object does not exist or is nil, the AIRBASE methods will ret
The AIRBASE class provides the following functions to retrieve quickly the relevant AIRBASE instance:
IMPORTANT: ONE SHOULD NEVER SANITIZE these AIRBASE OBJECT REFERENCES! (make the AIRBASE object references nil).
@@ -2610,7 +2610,7 @@ is implemented in the AIRBASE class as AIRBASE.GetReturns the a Velocity object from the POSITIONABLE.
+Returns the Core.Velocity object from the POSITIONABLE.
Returns the a Velocity object from the POSITIONABLE.
+Returns the Core.Velocity object from the POSITIONABLE.
Clients are being used by the MISSION class to follow players and register their successes.
+Clients are being used by the Tasking.Mission#MISSION class to follow players and register their successes.
For each DCS Unit having skill level Player or Client, a CLIENT wrapper object (instance) will be created within the _DATABASE object. +
For each DCS Unit having skill level Player or Client, a CLIENT wrapper object (instance) will be created within the global _DATABASE object (an instance of Core.Database#DATABASE). This is done at the beginning of the mission (when the mission starts).
The CLIENT class does not contain a :New() method, rather it provides :Find() methods to retrieve the object reference @@ -1668,8 +1668,8 @@ If the DCS Unit object does not exist or is nil, the CLIENT methods will return
The CLIENT class provides the following functions to retrieve quickly the relevant CLIENT instance:
IMPORTANT: ONE SHOULD NEVER SANITIZE these CLIENT OBJECT REFERENCES! (make the CLIENT object references nil).
@@ -3478,7 +3478,7 @@ If the DCS Unit object does not exist or is nil, the CLIENT methods will returnReturns the a Velocity object from the POSITIONABLE.
+Returns the Core.Velocity object from the POSITIONABLE.
A prefix name is a part of the name before a '#'-sign. -DCS Units spawned with the SPAWN class contain a '#'-sign to indicate the end of the (base) DCS Unit name. +DCS Units spawned with the Core.Spawn#SPAWN class contain a '#'-sign to indicate the end of the (base) DCS Unit name. The spawn sequence number and unit number are contained within the name after the '#' sign.
Returns the a Velocity object from the POSITIONABLE.
+Returns the Core.Velocity object from the POSITIONABLE.
Returns the a Velocity object from the POSITIONABLE.
+Returns the Core.Velocity object from the POSITIONABLE.
Returns the a Velocity object from the POSITIONABLE.
+Returns the Core.Velocity object from the POSITIONABLE.
For each DCS Group object alive within a running mission, a GROUP wrapper object (instance) will be created within the _DATABASE object. -This is done at the beginning of the mission (when the mission starts), and dynamically when new DCS Group objects are spawned (using the SPAWN class).
+For each DCS Group object alive within a running mission, a GROUP wrapper object (instance) will be created within the global _DATABASE object (an instance of Core.Database#DATABASE). +This is done at the beginning of the mission (when the mission starts), and dynamically when new DCS Group objects are spawned (using the Core.Spawn class).
The GROUP class does not contain a :New() method, rather it provides :Find() methods to retrieve the object reference using the DCS Group or the DCS GroupName.
@@ -1673,8 +1673,8 @@ If the DCS Group object does not exist or is nil, the GROUP methods will returnThe GROUP class provides the following functions to retrieve quickly the relevant GROUP instance:
Return the route of a group by using the Core.Database#DATABASE class.
+Return the route of a group by using the global _DATABASE object (an instance of Core.Database#DATABASE).
Returns the group template from the DATABASE (_DATABASE object).
+Returns the group template from the global _DATABASE object (an instance of Core.Database#DATABASE).
Returns the group template route.points[] (the waypoints) from the DATABASE (_DATABASE object).
+Returns the group template route.points[] (the waypoints) from the global _DATABASE object (an instance of Core.Database#DATABASE).
Returns the a Velocity object from the POSITIONABLE.
+Returns the Core.Velocity object from the POSITIONABLE.
Return the route of a group by using the Core.Database#DATABASE class.
+Return the route of a group by using the global _DATABASE object (an instance of Core.Database#DATABASE).
Returns the group template from the DATABASE (_DATABASE object).
+Returns the group template from the global _DATABASE object (an instance of Core.Database#DATABASE).
Returns the group template route.points[] (the waypoints) from the DATABASE (_DATABASE object).
+Returns the group template route.points[] (the waypoints) from the global _DATABASE object (an instance of Core.Database#DATABASE).
Returns the a Velocity object from the POSITIONABLE.
+Returns the Core.Velocity object from the POSITIONABLE.
Returns the a Velocity object from the POSITIONABLE.
+Returns the Core.Velocity object from the POSITIONABLE.
Returns the a Velocity object from the POSITIONABLE.
+Returns the Core.Velocity object from the POSITIONABLE.
Returns the a Velocity object from the POSITIONABLE.
+Returns the Core.Velocity object from the POSITIONABLE.
Returns the a Velocity object from the POSITIONABLE.
+Returns the Core.Velocity object from the POSITIONABLE.
For each DCS Static will have a STATIC wrapper object (instance) within the _DATABASE object. +
For each DCS Static will have a STATIC wrapper object (instance) within the global _DATABASE object (an instance of Core.Database#DATABASE). This is done at the beginning of the mission (when the mission starts).
-The STATIC class does not contain a :New() method, rather it provides :Find() methods to retrieve the object reference +
The #STATIC class does not contain a :New() method, rather it provides :Find() methods to retrieve the object reference using the Static Name.
Another thing to know is that STATIC objects do not "contain" the DCS Static object. -The STATIc methods will reference the DCS Static object by name when it is needed during API execution. +The #STATIC methods will reference the DCS Static object by name when it is needed during API execution. If the DCS Static object does not exist or is nil, the STATIC methods will return nil and log an exception in the DCS.log file.
-The STATIc class provides the following functions to retrieve quickly the relevant STATIC instance:
+The #STATIC class provides the following functions to retrieve quickly the relevant STATIC instance:
IMPORTANT: ONE SHOULD NEVER SANITIZE these STATIC OBJECT REFERENCES! (make the STATIC object references nil).
@@ -2059,7 +2059,7 @@ If the DCS Static object does not exist or is nil, the STATIC methods will returReturns the a Velocity object from the POSITIONABLE.
+Returns the Core.Velocity object from the POSITIONABLE.
Returns the a Velocity object from the POSITIONABLE.
+Returns the Core.Velocity object from the POSITIONABLE.
For each DCS Unit object alive within a running mission, a UNIT wrapper object (instance) will be created within the _DATABASE object.
+For each DCS Unit object alive within a running mission, a UNIT wrapper object (instance) will be created within the global _DATABASE object (an instance of Core.Database#DATABASE).
For each DCS Unit object alive within a running mission, a UNIT wrapper object (instance) will be created within the _DATABASE object.
+For each DCS Unit object alive within a running mission, a UNIT wrapper object (instance) will be created within the global _DATABASE object (an instance of Core.Database#DATABASE).
-This is done at the beginning of the mission (when the mission starts), and dynamically when new DCS Unit objects are spawned (using the SPAWN class).
+This is done at the beginning of the mission (when the mission starts), and dynamically when new DCS Unit objects are spawned (using the Core.Spawn class).
The UNIT class does not contain a :New() method, rather it provides :Find() methods to retrieve the object reference using the DCS Unit or the DCS UnitName.
@@ -1662,8 +1662,8 @@ If the DCS Unit object does not exist or is nil, the UNIT methods will return niThe UNIT class provides the following functions to retrieve quickly the relevant UNIT instance:
IMPORTANT: ONE SHOULD NEVER SANITIZE these UNIT OBJECT REFERENCES! (make the UNIT object references nil).
@@ -3270,7 +3270,7 @@ If you want to obtain the complete 3D position including orientReturns the a Velocity object from the POSITIONABLE.
+Returns the Core.Velocity object from the POSITIONABLE.
A prefix name is a part of the name before a '#'-sign. -DCS Units spawned with the SPAWN class contain a '#'-sign to indicate the end of the (base) DCS Unit name. +DCS Units spawned with the Core.Spawn#SPAWN class contain a '#'-sign to indicate the end of the (base) DCS Unit name. The spawn sequence number and unit number are contained within the name after the '#' sign.
Returns the a Velocity object from the POSITIONABLE.
+Returns the Core.Velocity object from the POSITIONABLE.