From f3e47adf8ea5e37ee749e6700819bb435d80e213 Mon Sep 17 00:00:00 2001 From: Applevangelist Date: Sun, 23 Oct 2022 14:53:42 +0000 Subject: [PATCH] MOOSE generated documentation [skip ci] --- Documentation/AI.AI_A2A_Cap.html | 14 +- Documentation/AI.AI_A2A_Dispatcher.html | 4 +- Documentation/AI.AI_A2A_Patrol.html | 14 +- Documentation/AI.AI_A2G_Dispatcher.html | 44 ---- Documentation/AI.AI_Air.html | 94 ++++++- Documentation/AI.AI_Air_Patrol.html | 14 +- Documentation/AI.AI_Air_Squadron.html | 22 ++ Documentation/AI.AI_Bai.html | 12 +- Documentation/AI.AI_Cap.html | 12 +- Documentation/AI.AI_Cargo.html | 8 +- Documentation/AI.AI_Cargo_Airplane.html | 24 ++ Documentation/AI.AI_Cas.html | 12 +- Documentation/AI.AI_Formation.html | 2 +- Documentation/AI.AI_Patrol.html | 30 ++- Documentation/Actions.Act_Account.html | 2 +- Documentation/Cargo.CargoCrate.html | 22 -- Documentation/Cargo.CargoGroup.html | 36 +-- Documentation/Cargo.CargoUnit.html | 44 ++++ Documentation/Core.Database.html | 2 +- Documentation/Core.Event.html | 4 +- Documentation/Core.Fsm.html | 14 +- Documentation/Core.Point.html | 33 +++ Documentation/Core.Set.html | 42 ++-- Documentation/Core.Settings.html | 8 +- Documentation/Core.Spawn.html | 206 +++++++++++----- Documentation/Core.SpawnStatic.html | 84 ------- Documentation/Core.Spot.html | 33 --- Documentation/Functional.Designate.html | 4 +- Documentation/Functional.Detection.html | 133 ++-------- Documentation/Functional.DetectionZones.html | 6 +- Documentation/Functional.Mantis.html | 192 +++++++++++---- Documentation/Functional.MissileTrainer.html | 10 +- Documentation/Functional.Movement.html | 12 +- Documentation/Functional.Range.html | 2 +- Documentation/Functional.Rat.html | 34 ++- Documentation/Functional.Scoring.html | 4 +- Documentation/Ops.Airboss.html | 11 +- Documentation/Ops.CSAR.html | 102 ++++---- Documentation/Ops.CTLD.html | 233 ++++++------------ Documentation/Tasking.DetectionManager.html | 4 +- Documentation/Tasking.Mission.html | 46 ++-- Documentation/Tasking.Task_A2A.html | 4 +- .../Tasking.Task_A2A_Dispatcher.html | 4 +- Documentation/Tasking.Task_A2G.html | 4 +- .../Tasking.Task_A2G_Dispatcher.html | 44 ++-- Documentation/Tasking.Task_Cargo.html | 19 +- .../Tasking.Task_Cargo_Dispatcher.html | 228 ++++++++++++++++- Documentation/Utilities.FiFo.html | 22 -- Documentation/Wrapper.Airbase.html | 10 +- Documentation/Wrapper.Client.html | 14 +- Documentation/Wrapper.Controllable.html | 4 +- Documentation/Wrapper.Group.html | 24 +- Documentation/Wrapper.Marker.html | 66 +++++ Documentation/Wrapper.Positionable.html | 48 +--- Documentation/Wrapper.Scenery.html | 4 +- Documentation/Wrapper.Static.html | 14 +- Documentation/Wrapper.Unit.html | 16 +- 57 files changed, 1187 insertions(+), 967 deletions(-) diff --git a/Documentation/AI.AI_A2A_Cap.html b/Documentation/AI.AI_A2A_Cap.html index 161f8ca2c..da370b06e 100644 --- a/Documentation/AI.AI_A2A_Cap.html +++ b/Documentation/AI.AI_A2A_Cap.html @@ -1935,13 +1935,13 @@ Use the method AI_A2A_CAP.SetEngageZone

AI_A2A_CAP:onafterPatrol(AIPatrol, From, Event, To)

-

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.

AI_A2A_CAP:onafterPatrolRoute(AIPatrol, From, Event, To)

-

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.

@@ -2417,7 +2417,7 @@ Use the method AI_A2A_CAP.SetEngageZone

AI_A2A_CAP:onafterStart(Controllable, From, Event, To)

-

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.

@@ -4919,7 +4919,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

AI_A2A_CAP:onafterPatrol(AIPatrol, From, Event, To)

-

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.

@@ -5002,7 +5002,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

AI_A2A_CAP:onafterPatrolRoute(AIPatrol, From, Event, To)

-

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.

@@ -6659,7 +6659,7 @@ So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage threshol

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.

@@ -7613,7 +7613,7 @@ A random value in this bracket is then applied in the waypoint routing generatio

AI_A2A_CAP:onafterStart(Controllable, From, Event, To)

-

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.

diff --git a/Documentation/AI.AI_A2A_Dispatcher.html b/Documentation/AI.AI_A2A_Dispatcher.html index 32409fc75..8bd17d963 100644 --- a/Documentation/AI.AI_A2A_Dispatcher.html +++ b/Documentation/AI.AI_A2A_Dispatcher.html @@ -1668,8 +1668,8 @@ each governing their defense system.

2. Which type of EWR will I setup? Grouping based per AREA, per TYPE or per UNIT? (Later others will follow).

-

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:

  • Perform detections from multiple FACs as one co-operating entity.
  • diff --git a/Documentation/AI.AI_A2A_Patrol.html b/Documentation/AI.AI_A2A_Patrol.html index 657b89657..d9a0964e8 100644 --- a/Documentation/AI.AI_A2A_Patrol.html +++ b/Documentation/AI.AI_A2A_Patrol.html @@ -1737,7 +1737,7 @@ 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_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.ManageDama

    AI_A2A_PATROL.PatrolRoute(AIPatrol, Fsm)

    -

    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.

    @@ -1888,13 +1888,13 @@ Use the method AI_A2A_PATROL.ManageDama

    AI_A2A_PATROL:onafterPatrol(AIPatrol, From, Event, To)

    -

    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.

    AI_A2A_PATROL:onafterRoute(AIPatrol, From, Event, To)

    -

    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.

    @@ -2588,7 +2588,7 @@ PatrolArea = AI_A2A_PATROL:New( PatrolZone, 3000, 6000, 600, 900 )

    AI_A2A_PATROL.PatrolRoute(AIPatrol, Fsm)

-

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 )

AI_A2A_PATROL:onafterPatrol(AIPatrol, From, Event, To)

-

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.

@@ -2919,7 +2919,7 @@ PatrolArea = AI_A2A_PATROL:New( PatrolZone, 3000, 6000, 600, 900 )

AI_A2A_PATROL:onafterRoute(AIPatrol, From, Event, To)

-

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.

diff --git a/Documentation/AI.AI_A2G_Dispatcher.html b/Documentation/AI.AI_A2G_Dispatcher.html index 4c8ee8838..4c83d4b75 100644 --- a/Documentation/AI.AI_A2G_Dispatcher.html +++ b/Documentation/AI.AI_A2G_Dispatcher.html @@ -4793,17 +4793,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

The Defender Default Settings over all Squadrons.

-
- -
- @@ -13282,17 +13271,6 @@ multiplied by the Overhead and rounded up to the smallest integer.

The Defender Default Settings over all Squadrons.

-
- -
-
-
@@ -14621,17 +14599,6 @@ multiplied by the Overhead and rounded up to the smallest integer.

The Defender Default Settings over all Squadrons.

-
- -
-
-
@@ -16262,17 +16229,6 @@ multiplied by the Overhead and rounded up to the smallest integer.

The Defender Default Settings over all Squadrons.

- - - -
-
diff --git a/Documentation/AI.AI_Air.html b/Documentation/AI.AI_Air.html index 3c1f9a5e2..0deac65a5 100644 --- a/Documentation/AI.AI_Air.html +++ b/Documentation/AI.AI_Air.html @@ -2115,7 +2115,7 @@ and the resulting state will be the To state.

AI_AIR:onafterStart(Controllable, From, Event, To)

-

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.

@@ -3184,6 +3184,28 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + + + +
+
+ + #number +AI_AIR.RTBSpeedMaxFactor + + + +
+ +
+
+
+ + #number +AI_AIR.RTBSpeedMinFactor + + +
@@ -4778,7 +4800,7 @@ So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage threshol

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.

@@ -5732,7 +5754,7 @@ A random value in this bracket is then applied in the waypoint routing generatio

AI_AIR:onafterStart(Controllable, From, Event, To)

-

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.

@@ -6001,6 +6023,28 @@ A random value in this bracket is then applied in the waypoint routing generatio +
+ +
+
+
+ + #number +AI_AIR.RTBSpeedMaxFactor + + + +
+ +
+
+
+ + #number +AI_AIR.RTBSpeedMinFactor + + +
@@ -6737,6 +6781,28 @@ A random value in this bracket is then applied in the waypoint routing generatio + + + +
+
+ + #number +AI_AIR.RTBSpeedMaxFactor + + + +
+ +
+
+
+ + #number +AI_AIR.RTBSpeedMinFactor + + +
@@ -8361,6 +8427,28 @@ 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_Air_Patrol.html b/Documentation/AI.AI_Air_Patrol.html index ab01e39e7..a8a005e95 100644 --- a/Documentation/AI.AI_Air_Patrol.html +++ b/Documentation/AI.AI_Air_Patrol.html @@ -1876,13 +1876,13 @@ Use the method AI.AI_CAP

AI_AIR_PATROL:onafterPatrol(AIPatrol, From, Event, To)

-

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.

AI_AIR_PATROL:onafterPatrolRoute(AIPatrol, From, Event, To)

-

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.

@@ -2358,7 +2358,7 @@ Use the method AI.AI_CAP

AI_AIR_PATROL:onafterStart(Controllable, From, Event, To)

-

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.

@@ -4315,7 +4315,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

AI_AIR_PATROL:onafterPatrol(AIPatrol, From, Event, To)

-

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.

@@ -4398,7 +4398,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

AI_AIR_PATROL:onafterPatrolRoute(AIPatrol, From, Event, To)

-

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.

@@ -6099,7 +6099,7 @@ So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage threshol

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.

@@ -7053,7 +7053,7 @@ A random value in this bracket is then applied in the waypoint routing generatio

AI_AIR_PATROL:onafterStart(Controllable, From, Event, To)

-

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.

diff --git a/Documentation/AI.AI_Air_Squadron.html b/Documentation/AI.AI_Air_Squadron.html index 3424c72b2..c4821bc4a 100644 --- a/Documentation/AI.AI_Air_Squadron.html +++ b/Documentation/AI.AI_Air_Squadron.html @@ -2559,6 +2559,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau +
+ +
+
+
@@ -3630,6 +3641,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau +
+ +
+
+
diff --git a/Documentation/AI.AI_Bai.html b/Documentation/AI.AI_Bai.html index 87394e492..b9408b118 100644 --- a/Documentation/AI.AI_Bai.html +++ b/Documentation/AI.AI_Bai.html @@ -2543,13 +2543,13 @@ is the point where a map object is to be destroyed (like a bridge).

AI_BAI_ZONE:onafterRoute(Controllable, From, Event, To)

-

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_BAI_ZONE:onafterStart(Controllable, From, Event, To)

-

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.

@@ -6011,7 +6011,7 @@ So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage threshol

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.

@@ -8311,7 +8311,7 @@ The default interval is 30 seconds.

-

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.

@@ -8666,7 +8666,7 @@ Note that this method is required, as triggers the next route when patrolling fo

AI_BAI_ZONE:onafterRoute(Controllable, From, Event, To)

-

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.

@@ -8738,7 +8738,7 @@ Note that this method is required, as triggers the next route when patrolling fo

AI_BAI_ZONE:onafterStart(Controllable, From, Event, To)

-

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.

diff --git a/Documentation/AI.AI_Cap.html b/Documentation/AI.AI_Cap.html index e1a605cc4..138a4b4b3 100644 --- a/Documentation/AI.AI_Cap.html +++ b/Documentation/AI.AI_Cap.html @@ -2457,13 +2457,13 @@ Use the method AI_CAP_ZONE.SetEngageZone

AI_CAP_ZONE:onafterRoute(Controllable, From, Event, To)

-

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_CAP_ZONE:onafterStart(Controllable, From, Event, To)

-

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.

@@ -5666,7 +5666,7 @@ So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage threshol

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.

@@ -7966,7 +7966,7 @@ The default interval is 30 seconds.

-

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.

@@ -8321,7 +8321,7 @@ Note that this method is required, as triggers the next route when patrolling fo

AI_CAP_ZONE:onafterRoute(Controllable, From, Event, To)

-

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.

@@ -8393,7 +8393,7 @@ Note that this method is required, as triggers the next route when patrolling fo

AI_CAP_ZONE:onafterStart(Controllable, From, Event, To)

-

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.

diff --git a/Documentation/AI.AI_Cargo.html b/Documentation/AI.AI_Cargo.html index 24a2b422b..b47b5e2dc 100644 --- a/Documentation/AI.AI_Cargo.html +++ b/Documentation/AI.AI_Cargo.html @@ -2755,7 +2755,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- Wrapper.Group#GROUP + AI_CARGO.CargoCarrier @@ -4785,7 +4785,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- Wrapper.Group#GROUP + AI_CARGO.CargoCarrier @@ -5397,7 +5397,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- Wrapper.Group#GROUP + AI_CARGO.CargoCarrier @@ -6897,7 +6897,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- Wrapper.Group#GROUP + AI_CARGO.CargoCarrier diff --git a/Documentation/AI.AI_Cargo_Airplane.html b/Documentation/AI.AI_Cargo_Airplane.html index bd779721e..d0e1dba11 100644 --- a/Documentation/AI.AI_Cargo_Airplane.html +++ b/Documentation/AI.AI_Cargo_Airplane.html @@ -2750,6 +2750,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

Set destination airbase for next :Route() command.

+
@@ -2783,6 +2786,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

Aircraft is on a depoly mission.

+
@@ -4537,6 +4543,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

Set destination airbase for next :Route() command.

+
@@ -4570,6 +4579,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

Aircraft is on a depoly mission.

+
@@ -5166,6 +5178,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

Set destination airbase for next :Route() command.

+
@@ -5199,6 +5214,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

Aircraft is on a depoly mission.

+
@@ -6683,6 +6701,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

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.

AI_CAS_ZONE:onafterRoute(Controllable, From, Event, To)

-

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_CAS_ZONE:onafterStart(Controllable, From, Event, To)

-

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.

@@ -5869,7 +5869,7 @@ So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage threshol

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.

@@ -8169,7 +8169,7 @@ The default interval is 30 seconds.

-

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.

@@ -8524,7 +8524,7 @@ Note that this method is required, as triggers the next route when patrolling fo

AI_CAS_ZONE:onafterRoute(Controllable, From, Event, To)

-

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.

@@ -8596,7 +8596,7 @@ Note that this method is required, as triggers the next route when patrolling fo

AI_CAS_ZONE:onafterStart(Controllable, From, Event, To)

-

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.

diff --git a/Documentation/AI.AI_Formation.html b/Documentation/AI.AI_Formation.html index 68f67cc52..599dbba01 100644 --- a/Documentation/AI.AI_Formation.html +++ b/Documentation/AI.AI_Formation.html @@ -1655,7 +1655,7 @@ Controls a network of short range air/missile defense groups.

-

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.

7. Manage "damage" behaviour of the AI in the AI_PATROL_ZONE

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.


@@ -2240,13 +2240,13 @@ Use the method AI_PATROL_ZONE.ManageDa

AI_PATROL_ZONE:onafterRoute(Controllable, From, Event, To)

-

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_PATROL_ZONE:onafterStart(Controllable, From, Event, To)

-

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.

@@ -3258,6 +3258,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

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 threshol

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.

@@ -5815,7 +5818,7 @@ The default interval is 30 seconds.

-

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.

@@ -6170,7 +6173,7 @@ Note that this method is required, as triggers the next route when patrolling fo

AI_PATROL_ZONE:onafterRoute(Controllable, From, Event, To)

-

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.

@@ -6242,7 +6245,7 @@ Note that this method is required, as triggers the next route when patrolling fo

AI_PATROL_ZONE:onafterStart(Controllable, From, Event, To)

-

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.

@@ -6505,6 +6508,9 @@ Note that this method is required, as triggers the next route when patrolling fo + +

This table contains the targets detected during patrol.

+
@@ -7249,6 +7255,9 @@ Note that this method is required, as triggers the next route when patrolling fo + +

This table contains the targets detected during patrol.

+
@@ -8881,6 +8890,9 @@ 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/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 swit

The 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.

Field(s)

-
- - -
@@ -2542,17 +2531,6 @@ Controls a network of short range air/missile defense groups.

Field(s)

-
- - -
diff --git a/Documentation/Cargo.CargoGroup.html b/Documentation/Cargo.CargoGroup.html index 029c12b24..bc88b2bd7 100644 --- a/Documentation/Cargo.CargoGroup.html +++ b/Documentation/Cargo.CargoGroup.html @@ -1934,24 +1934,13 @@ Controls a network of short range air/missile defense groups.

-CARGO_GROUP.CargoCarrier - - - - -

self.CargoObject:Destroy()

- -
- -
-
-
- - CARGO_GROUP.CargoGroup + +

Then we register the new group in the database

+
@@ -2498,7 +2487,7 @@ Controls a network of short range air/missile defense groups.

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.

@@ -3266,24 +3255,13 @@ This works for ground only groups.

-CARGO_GROUP.CargoCarrier - - - - -

self.CargoObject:Destroy()

- -
- -
-
-
- - CARGO_GROUP.CargoGroup + +

Then we register the new group in the database

+
diff --git a/Documentation/Cargo.CargoUnit.html b/Documentation/Cargo.CargoUnit.html index c029c8ca7..807f665b7 100644 --- a/Documentation/Cargo.CargoUnit.html +++ b/Documentation/Cargo.CargoUnit.html @@ -1812,6 +1812,17 @@ Note that ground forces behave in a group, and thus, act in formation, regardles + +
+
+
+ + CARGO_UNIT.CargoInAir @@ -1830,6 +1841,17 @@ Note that ground forces behave in a group, and thus, act in formation, regardles

Set cargo object.

+
+ +
+
+
+ + #number +CARGO_UNIT.RunCount + + +
@@ -2516,6 +2538,17 @@ Note that ground forces behave in a group, and thus, act in formation, regardles + +
+
+
+ + CARGO_UNIT.CargoInAir @@ -2534,6 +2567,17 @@ Note that ground forces behave in a group, and thus, act in formation, regardles

Set cargo object.

+
+ +
+
+
+ + #number +CARGO_UNIT.RunCount + + +
diff --git a/Documentation/Core.Database.html b/Documentation/Core.Database.html index 18cdfab95..b0095b236 100644 --- a/Documentation/Core.Database.html +++ b/Documentation/Core.Database.html @@ -1677,7 +1677,7 @@ Controls a network of short range air/missile defense groups.

  • CARGOS
  • -

    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.

    • _DATABASE object: The core of the MOOSE objects. Any object that is created, deleted or updated, is done in this database.
    • -
    • SET_ derived classes: These are subsets of the _DATABASE object. These subsets are updated by the _EVENTDISPATCHER as the second priority.
    • +
    • SET_ derived classes: These are subsets of the global _DATABASE object (an instance of Core.Database#DATABASE). These subsets are updated by the _EVENTDISPATCHER as the second priority.
    • UNIT objects: UNIT objects can subscribe to DCS events. Each DCS event will be directly published to the subscribed UNIT object.
    • GROUP objects: GROUP objects can subscribe to DCS events. Each DCS event will be directly published to the subscribed GROUP object.
    • Any other object: Various other objects can subscribe to DCS events. Each DCS event triggered will be published to each subscribed object.
    • @@ -1665,7 +1665,7 @@ in the correct processing order.

      Objects

      -

      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.

      Objects

      diff --git a/Documentation/Core.Fsm.html b/Documentation/Core.Fsm.html index de0386f0a..c8dcd7ff7 100644 --- a/Documentation/Core.Fsm.html +++ b/Documentation/Core.Fsm.html @@ -1663,9 +1663,9 @@ and tailored by mission designers through the implementation of Each of these FSM implementation classes start either with:

        -
      • an acronym AI_, which indicates a FSM implementation directing AI controlled GROUP and/or UNIT. These AI_ classes derive the #FSM_CONTROLLABLE class.
      • +
      • an acronym AI_, which indicates a FSM implementation directing AI controlled Wrapper.Group#GROUP and/or Wrapper.Unit#UNIT. These AI_ classes derive the #FSM_CONTROLLABLE class.
      • an acronym TASK_, which indicates a FSM implementation executing a TASK executed by Groups of players. These TASK_ classes derive the #FSM_TASK class.
      • -
      • an acronym ACT_, which indicates an Sub-FSM implementation, directing Humans actions that need to be done in a TASK, seated in a CLIENT (slot) or a UNIT (CA join). These ACT_ classes derive the #FSM_PROCESS class.
      • +
      • an acronym ACT_, which indicates an Sub-FSM implementation, directing Humans actions that need to be done in a TASK, seated in a CLIENT (slot) or a Wrapper.Unit#UNIT (CA join). These ACT_ classes derive the #FSM_PROCESS class.

      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 F
    • #FSM_TASK: Models Finite State Machines for Tasks.
    • #FSM_PROCESS: Models Finite State Machines for Task actions, which control Clients.
    • #FSM_CONTROLLABLE: Models Finite State Machines for Wrapper.Controllables, which are Wrapper.Groups, Wrapper.Units, Clients.
    • -
    • #FSM_SET: Models Finite State Machines for Sets. Note that these FSMs control multiple objects!!! So State concerns here +
    • #FSM_SET: Models Finite State Machines for Core.Sets. Note that these FSMs control multiple objects!!! So State concerns here for multiple objects or the position of the state machine in the process.
    @@ -1748,9 +1748,9 @@ and tailored by mission designers through the implementation of Each of these FSM implementation classes start either with:

      -
    • an acronym AI_, which indicates an FSM implementation directing AI controlled GROUP and/or UNIT. These AI_ classes derive the #FSM_CONTROLLABLE class.
    • +
    • an acronym AI_, which indicates an FSM implementation directing AI controlled Wrapper.Group#GROUP and/or Wrapper.Unit#UNIT. These AI_ classes derive the #FSM_CONTROLLABLE class.
    • an acronym TASK_, which indicates an FSM implementation executing a TASK executed by Groups of players. These TASK_ classes derive the #FSM_TASK class.
    • -
    • an acronym ACT_, which indicates an Sub-FSM implementation, directing Humans actions that need to be done in a TASK, seated in a CLIENT (slot) or a UNIT (CA join). These ACT_ classes derive the #FSM_PROCESS class.
    • +
    • an acronym ACT_, which indicates an Sub-FSM implementation, directing Humans actions that need to be done in a TASK, seated in a CLIENT (slot) or a Wrapper.Unit#UNIT (CA join). These ACT_ classes derive the #FSM_PROCESS class.

    Transition Rules and Transition Handlers and Event Triggers

    @@ -2056,7 +2056,7 @@ Depending upon which state is returned, the main FSM can contin

    Global FSM_SET

    -

    FSM_SET class models Finite State Machines for Sets.

    +

    FSM_SET class models Finite State Machines for Core.Sets.

    @@ -2067,7 +2067,7 @@ Depending upon which state is returned, the main FSM can contin #FSM_SET FSM_SET -

    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.

    +
    + +
    +
    +
    + + +POINT_VEC2.z + + +
    @@ -18381,6 +18392,17 @@ When moose is loading dynamically (for moose class development), tracing is swit

    the y coordinate in meters.

    + + + +
    +
    + + +POINT_VEC2.z + + +
    @@ -26722,6 +26744,17 @@ 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.Set.html b/Documentation/Core.Set.html index 98fb0147b..911166550 100644 --- a/Documentation/Core.Set.html +++ b/Documentation/Core.Set.html @@ -6581,13 +6581,13 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    SET_GROUP:AnyInZone(ZoneObject, Zone)

    -

    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

    SET_GROUP:AnyPartlyInZone(ZoneObject, 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.

    @@ -6775,7 +6775,7 @@ provides an easy to use shortcut...

    SET_GROUP:NoneInZone(ZoneObject, 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

    @@ -10711,7 +10711,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    SET_STATIC:GetStaticTypesText()

    -

    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.

    @@ -11788,7 +11788,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    SET_UNIT:GetUnitTypesText()

    -

    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.

    @@ -11800,31 +11800,31 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    SET_UNIT:HasAirUnits()

    -

    Returns if the Set has air targets.

    +

    Returns if the Core.Set has air targets.

    SET_UNIT:HasFriendlyUnits(FriendlyCoalition)

    -

    Returns if the Set has friendly ground units.

    +

    Returns if the Core.Set has friendly ground units.

    SET_UNIT:HasGroundUnits()

    -

    Returns if the Set has ground targets.

    +

    Returns if the Core.Set has ground targets.

    SET_UNIT:HasRadar(RadarType)

    -

    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).

    SET_UNIT:HasSEAD()

    -

    Returns if the Set has targets that can be SEADed.

    +

    Returns if the Core.Set has targets that can be SEADed.

    @@ -38154,7 +38154,7 @@ end

    SET_GROUP:AnyInZone(ZoneObject, Zone)

    -

    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

    @@ -38219,10 +38219,10 @@ end

    SET_GROUP:AnyPartlyInZone(ZoneObject, 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

    @@ -39685,7 +39685,7 @@ DBObject = SET_GROUP:New()

    SET_GROUP:NoneInZone(ZoneObject, 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

    @@ -63741,7 +63741,7 @@ When moose is loading dynamically (for moose class development), tracing is swit

    SET_STATIC:GetStaticTypesText()

    -

    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.

    @@ -70437,7 +70437,7 @@ UnitSet = SET_UNIT:New():FilterActive( false ):FilterCoalition( "blue" ):FilterO

    SET_UNIT:GetUnitTypesText()

    -

    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.

    @@ -70497,7 +70497,7 @@ UnitSet = SET_UNIT:New():FilterActive( false ):FilterCoalition( "blue" ):FilterO

    SET_UNIT:HasAirUnits()

    -

    Returns if the Set has air targets.

    +

    Returns if the Core.Set has air targets.

    @@ -70527,7 +70527,7 @@ UnitSet = SET_UNIT:New():FilterActive( false ):FilterCoalition( "blue" ):FilterO

    SET_UNIT:HasFriendlyUnits(FriendlyCoalition)

    -

    Returns if the Set has friendly ground units.

    +

    Returns if the Core.Set has friendly ground units.

    @@ -70568,7 +70568,7 @@ UnitSet = SET_UNIT:New():FilterActive( false ):FilterCoalition( "blue" ):FilterO

    SET_UNIT:HasGroundUnits()

    -

    Returns if the Set has ground targets.

    +

    Returns if the Core.Set has ground targets.

    @@ -70598,7 +70598,7 @@ UnitSet = SET_UNIT:New():FilterActive( false ):FilterCoalition( "blue" ):FilterO

    SET_UNIT:HasRadar(RadarType)

    -

    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).

    @@ -70640,7 +70640,7 @@ UnitSet = SET_UNIT:New():FilterActive( false ):FilterCoalition( "blue" ):FilterO

    SET_UNIT:HasSEAD()

    -

    Returns if the Set has targets that can be SEADed.

    +

    Returns if the Core.Set has targets that can be SEADed.

    diff --git a/Documentation/Core.Settings.html b/Documentation/Core.Settings.html index 23ff7ab2b..fde4c7a4f 100644 --- a/Documentation/Core.Settings.html +++ b/Documentation/Core.Settings.html @@ -2865,7 +2865,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - + #string SETTINGS.A2GSystem @@ -2909,7 +2909,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - + #boolean SETTINGS.Metric @@ -5031,7 +5031,7 @@ It is advised to use this method at the start of the mission.

    - + #string SETTINGS.A2GSystem @@ -5075,7 +5075,7 @@ It is advised to use this method at the start of the mission.

    - + #boolean SETTINGS.Metric diff --git a/Documentation/Core.Spawn.html b/Documentation/Core.Spawn.html index 4f76b7b72..6bc352d7a 100644 --- a/Documentation/Core.Spawn.html +++ b/Documentation/Core.Spawn.html @@ -1855,7 +1855,7 @@ So in principle, the group list will contain all parameters and configurations a

    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.

    Scheduled spawning methods

    @@ -2849,6 +2849,30 @@ and any spaces before and after the resulting name are removed.

    SPAWN:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)

    + + + +

    SPAWN.frequency

    + + + + + +

    SPAWN.modulation

    + + + + + +

    SPAWN.skill

    + + + + + +

    SPAWN.uncontrolled

    + + @@ -3408,14 +3432,11 @@ 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.

    -
    @@ -3543,20 +3564,6 @@ 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.

    -
    @@ -3626,6 +3633,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau +
    + +
    +
    +
    @@ -3736,17 +3754,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -
    - -
    -
    -
    - - #string -SPAWN.SpawnInitSkill - - -
    @@ -4002,6 +4009,50 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    When working in UnControlled mode, all planes are Spawned in UnControlled mode before the scheduler starts.

    +
    + +
    +
    +
    + + +SPAWN.frequency + + + +
    + +
    +
    +
    + + +SPAWN.modulation + + + +
    + +
    +
    +
    + + +SPAWN.skill + + + +
    + +
    +
    +
    + + +SPAWN.uncontrolled + + +
    @@ -5829,7 +5880,7 @@ In other words, this method randomizes between a defined set of groups the templ
    -

    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.

    @@ -6634,7 +6685,7 @@ You need to provide the exact name of the airbase as the parame

    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.

    @@ -6729,7 +6780,7 @@ This will actually enable a respawn of groups from the specific index.

    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.

    @@ -7881,7 +7932,7 @@ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):SpawnScheduled( 600,

    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.

    @@ -8189,7 +8240,7 @@ It will return nil of no prefix was found.

    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.

    @@ -8740,14 +8791,11 @@ 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.

    -
    @@ -8875,20 +8923,6 @@ 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.

    -
    @@ -8958,6 +8992,17 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

    + +
    +
    +
    @@ -9068,17 +9113,6 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

    - -
    -
    -
    - - #string -SPAWN.SpawnInitSkill - - -
    @@ -9334,6 +9368,50 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

    When working in UnControlled mode, all planes are Spawned in UnControlled mode before the scheduler starts.

    +
    + +
    +
    +
    + + +SPAWN.frequency + + + +
    + +
    +
    +
    + + +SPAWN.modulation + + + +
    + +
    +
    +
    + + +SPAWN.skill + + + +
    + +
    +
    +
    + + +SPAWN.uncontrolled + + +
    diff --git a/Documentation/Core.SpawnStatic.html b/Documentation/Core.SpawnStatic.html index ed21835df..d97f129f3 100644 --- a/Documentation/Core.SpawnStatic.html +++ b/Documentation/Core.SpawnStatic.html @@ -1997,24 +1997,6 @@ 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

    - - @@ -2929,39 +2911,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -
    - -
    - -
    - - -
    - @@ -4325,39 +4274,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -
    - -
    - -
    - - -
    - diff --git a/Documentation/Core.Spot.html b/Documentation/Core.Spot.html index cc9aa647c..44086d314 100644 --- a/Documentation/Core.Spot.html +++ b/Documentation/Core.Spot.html @@ -2836,17 +2836,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -
    - -
    -
    -
    - - -SPOT.Target - - -
    @@ -4141,17 +4130,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -
    - -
    -
    -
    - - -SPOT.Target - - -
    @@ -5685,17 +5663,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -
    - - -
    -
    - - -SPOT.Target - - -
    diff --git a/Documentation/Functional.Designate.html b/Documentation/Functional.Designate.html index 3c1f1f623..69d648010 100644 --- a/Documentation/Functional.Designate.html +++ b/Documentation/Functional.Designate.html @@ -1664,7 +1664,7 @@ A menu system is made available that allows to:

    Banner Image

    -

    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 thos

    7. Designate Menu Location for a Mission

    You 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.

    8. Status Report

    diff --git a/Documentation/Functional.Detection.html b/Documentation/Functional.Detection.html index adc74304f..bc061c5a3 100644 --- a/Documentation/Functional.Detection.html +++ b/Documentation/Functional.Detection.html @@ -1975,7 +1975,7 @@ a DetectedItem. The default range is 6000 meters. For air detections, it is advi

    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 w

    DETECTION_AREAS.DetectionSetGroup

    -

    The Set of GROUPs in the Forward Air Controller role.

    +

    The Core.Set of GROUPs in the Forward Air Controller role.

    @@ -3942,7 +3942,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    DETECTION_BASE.DetectionSetGroup

    -

    The Set of GROUPs in the Forward Air Controller role.

    +

    The Core.Set of GROUPs in the Forward Air Controller role.

    @@ -5843,7 +5843,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    DETECTION_TYPES.DetectionSetGroup

    -

    The Set of GROUPs in the Forward Air Controller role.

    +

    The Core.Set of GROUPs in the Forward Air Controller role.

    @@ -7502,7 +7502,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    DETECTION_UNITS.DetectionSetGroup

    -

    The Set of GROUPs in the Forward Air Controller role.

    +

    The Core.Set of GROUPs in the Forward Air Controller role.

    @@ -9461,7 +9461,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    -

    The Set of ZONE_UNIT objects detected.

    +

    The Core.Set of ZONE_UNIT objects detected.

    @@ -9494,7 +9494,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    -

    The Set of GROUPs in the Forward Air Controller role.

    +

    The Core.Set of GROUPs in the Forward Air Controller role.

    @@ -11900,7 +11900,7 @@ The different values of Unit.Category can be:

    -

    The Set of Groups that is used to detect the units.

    +

    The Core.Set of Wrapper.Groups that is used to detect the units.

    @@ -19138,28 +19138,6 @@ When moose is loading dynamically (for moose class development), tracing is swit - - - -
    -
    - - #number -DETECTION_BASE.DetectedItemCount - - - -
    - -
    -
    -
    - - #number -DETECTION_BASE.DetectedItemMax - - -
    @@ -19257,7 +19235,7 @@ When moose is loading dynamically (for moose class development), tracing is swit Core.Set#SET_GROUP DETECTION_BASE.DetectionSetGroup -

    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 - - - -
    -
    - - #boolean -DETECTION_BASE.Locking - - -
    @@ -21594,7 +21561,7 @@ The different values of Unit.Category can be:

    -

    The Set of Groups that is used to detect the units.

    +

    The Core.Set of Wrapper.Groups that is used to detect the units.

    @@ -23852,28 +23819,6 @@ zones that reflect cloudy areas where detected units may not be so easily visual - - - -
    -
    - - #number -DETECTION_BASE.DetectedItemCount - - - -
    - -
    -
    -
    - - #number -DETECTION_BASE.DetectedItemMax - - -
    @@ -23971,7 +23916,7 @@ zones that reflect cloudy areas where detected units may not be so easily visual Core.Set#SET_GROUP DETECTION_BASE.DetectionSetGroup -

    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 - - - -
    -
    - - #boolean -DETECTION_BASE.Locking - - -
    @@ -25627,28 +25561,6 @@ zones that reflect cloudy areas where detected units may not be so easily visual - - - -
    -
    - - #number -DETECTION_BASE.DetectedItemCount - - - -
    - -
    -
    -
    - - #number -DETECTION_BASE.DetectedItemMax - - -
    @@ -25746,7 +25658,7 @@ zones that reflect cloudy areas where detected units may not be so easily visual Core.Set#SET_GROUP DETECTION_BASE.DetectionSetGroup -

    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 - - - -
    -
    - - #boolean -DETECTION_BASE.Locking - - -
    @@ -29925,7 +29826,7 @@ When moose is loading dynamically (for moose class development), tracing is swit
    -

    The Set of GROUPs in the Recce role.

    +

    The Core.Set of GROUPs in the Recce role.

    @@ -32225,7 +32126,7 @@ The different values of Unit.Category can be:

    -

    The Set of Groups that is used to detect the units.

    +

    The Core.Set of Wrapper.Groups that is used to detect the units.

    @@ -39596,7 +39497,7 @@ When moose is loading dynamically (for moose class development), tracing is swit
    -

    The Set of GROUPs in the Forward Air Controller role.

    +

    The Core.Set of GROUPs in the Forward Air Controller role.

    @@ -41907,7 +41808,7 @@ The different values of Unit.Category can be:

    -

    The Set of Groups that is used to detect the units.

    +

    The Core.Set of Wrapper.Groups that is used to detect the units.

    diff --git a/Documentation/Functional.DetectionZones.html b/Documentation/Functional.DetectionZones.html index 53941770b..c69e24418 100644 --- a/Documentation/Functional.DetectionZones.html +++ b/Documentation/Functional.DetectionZones.html @@ -2056,7 +2056,7 @@ Controls a network of short range air/missile defense groups.

    DETECTION_ZONES.DetectionSetGroup

    -

    The Set of GROUPs in the Forward Air Controller role.

    +

    The Core.Set of GROUPs in the Forward Air Controller role.

    @@ -4023,7 +4023,7 @@ end
    -

    The Set of ZONE_RADIUS.

    +

    The Core.Set of ZONE_RADIUS.

    @@ -6584,7 +6584,7 @@ The different values of Unit.Category can be:

    -

    The Set of Groups that is used to detect the units.

    +

    The Core.Set of Wrapper.Groups that is used to detect the units.

    diff --git a/Documentation/Functional.Mantis.html b/Documentation/Functional.Mantis.html index 888a30630..078dd15c4 100644 --- a/Documentation/Functional.Mantis.html +++ b/Documentation/Functional.Mantis.html @@ -2003,12 +2003,6 @@ 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

    - - @@ -3738,8 +3732,8 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - -MANTIS.AWACS_Prefix + #table +MANTIS.AcceptZones @@ -3776,6 +3770,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau +
    + +
    +
    +
    + + #table +MANTIS.ConflictZones + + +
    @@ -3831,17 +3836,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    Prefix to build the #SET_GROUP for EWR group

    - - - -
    -
    - - -MANTIS.Groupset - - -
    @@ -3864,6 +3858,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    The ME name of the HQ object

    + + + +
    +
    + + #table +MANTIS.RejectZones + + +
    @@ -3892,7 +3897,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - + #table MANTIS.SAM_Table_Long @@ -3903,7 +3908,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - + #table MANTIS.SAM_Table_Medium @@ -3914,7 +3919,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - + #table MANTIS.SAM_Table_Short @@ -4277,6 +4282,50 @@ 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 + + +
    @@ -4335,9 +4384,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -

    switch alarm state RED

    -
    @@ -4349,6 +4395,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

    self.SAMCheckRanges = {}

    +
    @@ -8208,8 +8257,8 @@ E.g. `mymantis:SetAdvancedMode(true, 90)`
    - -MANTIS.AWACS_Prefix + #table +MANTIS.AcceptZones @@ -8246,6 +8295,17 @@ E.g. `mymantis:SetAdvancedMode(true, 90)` +
    + +
    +
    +
    + + #table +MANTIS.ConflictZones + + +
    @@ -8301,17 +8361,6 @@ E.g. `mymantis:SetAdvancedMode(true, 90)`

    Prefix to build the #SET_GROUP for EWR group

    - - - -
    -
    - - -MANTIS.Groupset - - -
    @@ -8334,6 +8383,17 @@ E.g. `mymantis:SetAdvancedMode(true, 90)`

    The ME name of the HQ object

    + + + +
    +
    + + #table +MANTIS.RejectZones + + +
    @@ -8362,7 +8422,7 @@ E.g. `mymantis:SetAdvancedMode(true, 90)`
    - + #table MANTIS.SAM_Table_Long @@ -8373,7 +8433,7 @@ E.g. `mymantis:SetAdvancedMode(true, 90)`
    - + #table MANTIS.SAM_Table_Medium @@ -8384,7 +8444,7 @@ E.g. `mymantis:SetAdvancedMode(true, 90)`
    - + #table MANTIS.SAM_Table_Short @@ -8747,6 +8807,50 @@ E.g. `mymantis:SetAdvancedMode(true, 90)`

    Prefix for logging

    +
    + +
    +
    +
    + + #number +MANTIS.maxclassic + + + +
    + +
    +
    +
    + + #number +MANTIS.maxlongrange + + + +
    + +
    +
    +
    + + #number +MANTIS.maxmidrange + + + +
    + +
    +
    +
    + + #number +MANTIS.maxshortrange + + +
    @@ -8805,9 +8909,6 @@ E.g. `mymantis:SetAdvancedMode(true, 90)` - -

    switch alarm state RED

    -
    @@ -8819,6 +8920,9 @@ E.g. `mymantis:SetAdvancedMode(true, 90)` + +

    self.SAMCheckRanges = {}

    +
    diff --git a/Documentation/Functional.MissileTrainer.html b/Documentation/Functional.MissileTrainer.html index d597e9235..ef8ccc685 100644 --- a/Documentation/Functional.MissileTrainer.html +++ b/Documentation/Functional.MissileTrainer.html @@ -1643,7 +1643,7 @@ the class will destroy the missile within a certain range, to avoid damage to yo
  • Tracking: Menu to configure missile tracking messages.
    • To All: Shows missile tracking messages to all players.
    • -
    • To Target: Shows missile tracking messages only to the player where the missile is targetted at.
    • +
    • To Target: Shows missile tracking messages only to the player where the missile is targeted at.
    • Tracking On: Show missile tracking messages.
    • Tracking Off: Disable missile tracking messages.
    • Frequency Increase: Increases the missile tracking message frequency with one second.
    • @@ -1652,7 +1652,7 @@ the class will destroy the missile within a certain range, to avoid damage to yo
    • Alerts: Menu to configure alert messages.
      • To All: Shows alert messages to all players.
      • -
      • To Target: Shows alert messages only to the player where the missile is (was) targetted at.
      • +
      • To Target: Shows alert messages only to the player where the missile is (was) targeted at.
      • Hits On: Show missile hit alert messages.
      • Hits Off: Disable missile hit alert messages.
      • Launches On: Show missile launch messages.
      • @@ -1734,7 +1734,7 @@ the class will destroy the missile within a certain range, to avoid damage to yo
        • MISSILETRAINER.InitMessagesOnOff: Sets by default the display of any message to be ON or OFF.
        • -
        • MISSILETRAINER.InitTrackingToAll: Sets by default the missile tracking report for all players or only for those missiles targetted to you.
        • +
        • MISSILETRAINER.InitTrackingToAll: Sets by default the missile tracking report for all players or only for those missiles targeted to you.
        • MISSILETRAINER.InitTrackingOnOff: Sets by default the display of missile tracking report to be ON or OFF.
        • MISSILETRAINER.InitTrackingFrequency: Increases, decreases the missile tracking message display frequency with the provided time interval in seconds.
        • MISSILETRAINER.InitAlertsToAll: Sets by default the display of alerts to be shown to all players or only to you.
        • @@ -1854,7 +1854,7 @@ the class will destroy the missile within a certain range, to avoid damage to yo

          MISSILETRAINER:InitTrackingToAll(TrackingToAll)

          -

          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.

          @@ -2998,7 +2998,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

          MISSILETRAINER:InitTrackingToAll(TrackingToAll)

          -

          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.

          diff --git a/Documentation/Functional.Movement.html b/Documentation/Functional.Movement.html index 8eadbfdcb..45c041566 100644 --- a/Documentation/Functional.Movement.html +++ b/Documentation/Functional.Movement.html @@ -2278,7 +2278,7 @@ 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.

          @@ -2292,7 +2292,7 @@ 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.

          @@ -2306,7 +2306,7 @@ 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.

          @@ -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)

          + + + +

          RAT.frequency

          + + + + + +

          RAT.modulation

          + + + + + +

          RAT.skill

          + + + + + +

          RAT.uncontrolled

          + + @@ -16625,7 +16649,7 @@ In other words, this method randomizes between a defined set of groups the templ
          -

          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.

          @@ -17430,7 +17454,7 @@ You need to provide the exact name of the airbase as the parame

          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.

          @@ -17525,7 +17549,7 @@ This will actually enable a respawn of groups from the specific index.

          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.

          @@ -18677,7 +18701,7 @@ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):SpawnScheduled( 600,

          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.

          @@ -18985,7 +19009,7 @@ It will return nil of no prefix was found.

          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.

          diff --git a/Documentation/Functional.Scoring.html b/Documentation/Functional.Scoring.html index 2ffc4987a..ed9cf67b0 100644 --- a/Documentation/Functional.Scoring.html +++ b/Documentation/Functional.Scoring.html @@ -3105,7 +3105,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
          - #boolean + SCORING.penaltyonfratricide @@ -5625,7 +5625,7 @@ The scale magnifies the scores given to the players.

          - #boolean + SCORING.penaltyonfratricide diff --git a/Documentation/Ops.Airboss.html b/Documentation/Ops.Airboss.html index 49830d392..380a09134 100644 --- a/Documentation/Ops.Airboss.html +++ b/Documentation/Ops.Airboss.html @@ -39549,9 +39549,6 @@ When moose is loading dynamically (for moose class development), tracing is swit - -

          Set case of f

          -
          @@ -39619,7 +39616,7 @@ When moose is loading dynamically (for moose class development), tracing is swit -

          Set stack flag.

          +

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

          @@ -39781,9 +39778,6 @@ When moose is loading dynamically (for moose class development), tracing is swit - -

          Set section lead of player flight.

          -
          @@ -39839,6 +39833,9 @@ When moose is loading dynamically (for moose class development), tracing is swit + +

          Set time stamp.

          +
          diff --git a/Documentation/Ops.CSAR.html b/Documentation/Ops.CSAR.html index 400d9cac8..1860ab6d7 100644 --- a/Documentation/Ops.CSAR.html +++ b/Documentation/Ops.CSAR.html @@ -2513,12 +2513,6 @@ Create a late-activated single infantry unit as template in the mission editor a

          CSAR.inTransitGroups

          - - - -

          CSAR.index

          - - @@ -4260,14 +4254,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
          - #table + CSAR.csarUnits - -

          table of CSAR unit names

          -
          @@ -4288,11 +4279,25 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
          - + #table CSAR.downedPilots + +

          Replacement woundedGroups

          + +
          + +
          +
          +
          + + #number +CSAR.downedpilotcounter + + +
          @@ -4391,17 +4396,6 @@ 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 - - -
          @@ -9604,14 +9598,11 @@ callsigns from playername or group name.

          - #table + CSAR.csarUnits - -

          table of CSAR unit names

          -
          @@ -9632,11 +9623,25 @@ callsigns from playername or group name.

          - + #table CSAR.downedPilots + +

          Replacement woundedGroups

          + +
          + +
          +
          +
          + + #number +CSAR.downedpilotcounter + + +
          @@ -9735,17 +9740,6 @@ callsigns from playername or group name.

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

          -
          - -
          -
          -
          - - -CSAR.index - - -
          @@ -12049,14 +12043,11 @@ callsigns from playername or group name.

          - #table + CSAR.csarUnits - -

          table of CSAR unit names

          -
          @@ -12077,11 +12068,25 @@ callsigns from playername or group name.

          - + #table CSAR.downedPilots + +

          Replacement woundedGroups

          + +
          + +
          +
          +
          + + #number +CSAR.downedpilotcounter + + +
          @@ -12180,17 +12185,6 @@ callsigns from playername or group name.

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

          -
          - - -
          -
          - - -CSAR.index - - -
          diff --git a/Documentation/Ops.CTLD.html b/Documentation/Ops.CTLD.html index 98b0868bf..45cc3934d 100644 --- a/Documentation/Ops.CTLD.html +++ b/Documentation/Ops.CTLD.html @@ -7154,6 +7154,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

          Name of the class.

          + + + +
          +
          + + #number +CTLD.CrateCounter + + +
          @@ -7207,7 +7218,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
          - #table + CTLD.DroppedTroops @@ -7232,28 +7243,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
          - #number -CTLD.Engineers - - - -

          use as counter

          - -
          - -
          -
          -
          - - #table CTLD.EngineersInField - -

          holds #CTLD_ENGINEERING objects

          -
          @@ -7285,7 +7279,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
          - + #table CTLD.FreeFMFrequencies @@ -7296,7 +7290,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
          - + #table CTLD.FreeUHFFrequencies @@ -7437,14 +7431,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
          - #table + CTLD.PilotGroups - -

          tables

          -
          @@ -7539,17 +7530,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -
          - -
          -
          -
          - - #number -CTLD.TroopCounter - - -
          @@ -7694,17 +7674,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

          #1570

          -
          - -
          -
          -
          - - #table -CTLD.droppedBeacons - - -
          @@ -7922,7 +7891,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -

          noob catch

          +

          time to repair a unit/group

          @@ -14812,6 +14781,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

          Name of the class.

          +
          + + +
          +
          + + #number +CTLD.CrateCounter + + +
          @@ -14865,7 +14845,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
          - #table + CTLD.DroppedTroops @@ -14890,28 +14870,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
          - #number -CTLD.Engineers - - - -

          use as counter

          - -
          - -
          -
          -
          - - #table CTLD.EngineersInField - -

          holds #CTLD_ENGINEERING objects

          -
          @@ -14943,7 +14906,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
          - + #table CTLD.FreeFMFrequencies @@ -14954,7 +14917,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
          - + #table CTLD.FreeUHFFrequencies @@ -15095,14 +15058,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
          - #table + CTLD.PilotGroups - -

          tables

          -
          @@ -15197,17 +15157,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -
          - -
          -
          -
          - - #number -CTLD.TroopCounter - - -
          @@ -15352,17 +15301,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

          #1570

          -
          - -
          -
          -
          - - #table -CTLD.droppedBeacons - - -
          @@ -15580,7 +15518,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -

          noob catch

          +

          time to repair a unit/group

          @@ -17223,6 +17161,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

          Name of the class.

          +
          + + +
          +
          + + #number +CTLD.CrateCounter + + +
          @@ -17276,7 +17225,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
          - #table + CTLD.DroppedTroops @@ -17301,28 +17250,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
          - #number -CTLD.Engineers - - - -

          use as counter

          - -
          - -
          -
          -
          - - #table CTLD.EngineersInField - -

          holds #CTLD_ENGINEERING objects

          -
          @@ -17354,7 +17286,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
          - + #table CTLD.FreeFMFrequencies @@ -17365,7 +17297,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
          - + #table CTLD.FreeUHFFrequencies @@ -17506,14 +17438,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
          - #table + CTLD.PilotGroups - -

          tables

          -
          @@ -17608,17 +17537,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -
          - -
          -
          -
          - - #number -CTLD.TroopCounter - - -
          @@ -17763,17 +17681,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

          #1570

          -
          - -
          -
          -
          - - #table -CTLD.droppedBeacons - - -
          @@ -17991,7 +17898,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -

          noob catch

          +

          time to repair a unit/group

          @@ -22176,17 +22083,6 @@ When moose is loading dynamically (for moose class development), tracing is swit

          Flag for direct loading.

          -
          - - -
          -
          - - -CTLD_CARGO.Mark - - -
          @@ -22336,17 +22232,6 @@ When moose is loading dynamically (for moose class development), tracing is swit

          Flag for direct loading.

          - - - -
          -
          - - -CTLD_CARGO.Mark - - -
          @@ -25957,6 +25842,17 @@ When moose is loading dynamically (for moose class development), tracing is swit + + + + @@ -26610,6 +26506,17 @@ When moose is loading dynamically (for moose class development), tracing is swit + + + + diff --git a/Documentation/Tasking.DetectionManager.html b/Documentation/Tasking.DetectionManager.html index 676651d8e..e1ddef8da 100644 --- a/Documentation/Tasking.DetectionManager.html +++ b/Documentation/Tasking.DetectionManager.html @@ -2712,7 +2712,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

          DETECTION_REPORTING:GetDetectedItemsText(DetectedSet)

          -

          Creates a string of the detected items in a Detection.

          +

          Creates a string of the detected items in a Functional.Detection object.

          @@ -8905,7 +8905,7 @@ When moose is loading dynamically (for moose class development), tracing is swit

          DETECTION_REPORTING:GetDetectedItemsText(DetectedSet)

          -

          Creates a string of the detected items in a Detection.

          +

          Creates a string of the detected items in a Functional.Detection object.

          diff --git a/Documentation/Tasking.Mission.html b/Documentation/Tasking.Mission.html index 8c02bbeb0..2b030c07b 100644 --- a/Documentation/Tasking.Mission.html +++ b/Documentation/Tasking.Mission.html @@ -1807,13 +1807,13 @@ structure managing the tasks of the mission.

          MISSION:AddTask(Task)

          -

          Register a Task to be completed within the Mission.

          +

          Register a Task to be completed within the Tasking.Mission.

          MISSION:ClearGroupAssignment(MissionGroup)

          -

          Clear the Wrapper.Group assignment from the Mission.

          +

          Clear the Wrapper.Group assignment from the Tasking.Mission.

          @@ -1867,7 +1867,7 @@ structure managing the tasks of the mission.

          MISSION:GetNextTaskID(Task)

          -

          Return the next Task ID to be completed within the Mission.

          +

          Return the next Task ID to be completed within the Tasking.Mission.

          @@ -1933,37 +1933,37 @@ structure managing the tasks of the mission.

          MISSION:IsCOMPLETED()

          -

          Is the Mission COMPLETED.

          +

          Is the Tasking.Mission COMPLETED.

          MISSION:IsENGAGED()

          -

          Is the Mission ENGAGED.

          +

          Is the Tasking.Mission ENGAGED.

          MISSION:IsFAILED()

          -

          Is the Mission FAILED.

          +

          Is the Tasking.Mission FAILED.

          MISSION:IsGroupAssigned(MissionGroup)

          -

          Returns if the Mission is assigned to the Group.

          +

          Returns if the Tasking.Mission is assigned to the Group.

          MISSION:IsHOLD()

          -

          Is the Mission HOLD.

          +

          Is the Tasking.Mission HOLD.

          MISSION:IsIDLE()

          -

          Is the Mission IDLE.

          +

          Is the Tasking.Mission IDLE.

          @@ -2161,7 +2161,7 @@ structure managing the tasks of the mission.

          MISSION:RemoveTask(Task)

          -

          Removes a Task to be completed within the Mission.

          +

          Removes a Task to be completed within the Tasking.Mission.

          @@ -2215,7 +2215,7 @@ structure managing the tasks of the mission.

          MISSION:SetGroupAssigned(MissionGroup)

          -

          Set Wrapper.Group assigned to the Mission.

          +

          Set Wrapper.Group assigned to the Tasking.Mission.

          @@ -3328,7 +3328,7 @@ If the Unit is part of a Task in the Mission, true is returned.

          MISSION:AddTask(Task)

          -

          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

          MISSION:ClearGroupAssignment(MissionGroup)

          -

          Clear the Wrapper.Group assignment from the Mission.

          +

          Clear the Wrapper.Group assignment from the Tasking.Mission.

          @@ -3703,7 +3703,7 @@ If the Unit is part of a Task in the Mission, true is returned.

          MISSION:GetNextTaskID(Task)

          -

          Return the next Task ID to be completed within the Mission.

          +

          Return the next Task ID to be completed within the Tasking.Mission.

          @@ -3894,7 +3894,7 @@ If the Unit is part of a Task in the Mission, true is returned.

          -

          The Name of the Task within the Mission.

          +

          The Name of the Task within the Tasking.Mission.

          @@ -4106,7 +4106,7 @@ env.info( "Task 2 Completion = " .. Tasks[2]:GetGoalPercentage() .. "%" )

          MISSION:IsCOMPLETED()

          -

          Is the Mission COMPLETED.

          +

          Is the Tasking.Mission COMPLETED.

          @@ -4136,7 +4136,7 @@ env.info( "Task 2 Completion = " .. Tasks[2]:GetGoalPercentage() .. "%" )

          MISSION:IsENGAGED()

          -

          Is the Mission ENGAGED.

          +

          Is the Tasking.Mission ENGAGED.

          @@ -4166,7 +4166,7 @@ env.info( "Task 2 Completion = " .. Tasks[2]:GetGoalPercentage() .. "%" )

          MISSION:IsFAILED()

          -

          Is the Mission FAILED.

          +

          Is the Tasking.Mission FAILED.

          @@ -4196,7 +4196,7 @@ env.info( "Task 2 Completion = " .. Tasks[2]:GetGoalPercentage() .. "%" )

          MISSION:IsGroupAssigned(MissionGroup)

          -

          Returns if the Mission is assigned to the Group.

          +

          Returns if the Tasking.Mission is assigned to the Group.

          @@ -4238,7 +4238,7 @@ env.info( "Task 2 Completion = " .. Tasks[2]:GetGoalPercentage() .. "%" )

          MISSION:IsHOLD()

          -

          Is the Mission HOLD.

          +

          Is the Tasking.Mission HOLD.

          @@ -4268,7 +4268,7 @@ env.info( "Task 2 Completion = " .. Tasks[2]:GetGoalPercentage() .. "%" )

          MISSION:IsIDLE()

          -

          Is the Mission IDLE.

          +

          Is the Tasking.Mission IDLE.

          @@ -5899,7 +5899,7 @@ If the Unit is part of a Task in the Mission, true is returned.

          MISSION:RemoveTask(Task)

          -

          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

          MISSION:SetGroupAssigned(MissionGroup)

          -

          Set Wrapper.Group assigned to the Mission.

          +

          Set Wrapper.Group assigned to the Tasking.Mission.

          diff --git a/Documentation/Tasking.Task_A2A.html b/Documentation/Tasking.Task_A2A.html index ffe813418..53e4d9131 100644 --- a/Documentation/Tasking.Task_A2A.html +++ b/Documentation/Tasking.Task_A2A.html @@ -1625,7 +1625,7 @@ Controls a network of short range air/missile defense groups.

          Global TASK_A2A

          -

          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.

          @@ -1637,7 +1637,7 @@ based on the tasking capabilities defined in #TASK_A2A TASK_A2A -

          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.

          Global TASK_A2A_DISPATCHER

          -

          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.

          @@ -1650,7 +1650,7 @@ Controls a network of short range air/missile defense groups.

          #TASK_A2A_DISPATCHER TASK_A2A_DISPATCHER -

          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.

          Global TASK_A2G

          -

          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.

          @@ -1637,7 +1637,7 @@ based on the tasking capabilities defined in #TASK_A2G TASK_A2G -

          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.

          Global TASK_A2G_DISPATCHER

          -

          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.

          @@ -1650,7 +1650,7 @@ Controls a network of short range air/missile defense groups.

          #TASK_A2G_DISPATCHER TASK_A2G_DISPATCHER -

          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.

          1. Player Experience

          -

          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 defau
          - #boolean + TASK_A2G_DISPATCHER.FlashNewTask - -

          set to false to suppress flash messages

          -
          @@ -3785,14 +3782,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
          - #boolean + TASK_A2G_DISPATCHER.FlashNewTask - -

          set to false to suppress flash messages

          -
          @@ -4975,14 +4969,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
          - #boolean + TASK_A2G_DISPATCHER.FlashNewTask - -

          set to false to suppress flash messages

          -
          @@ -6467,14 +6458,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
          - #boolean + TASK_A2G_DISPATCHER.FlashNewTask - -

          set to false to suppress flash messages

          -
          diff --git a/Documentation/Tasking.Task_Cargo.html b/Documentation/Tasking.Task_Cargo.html index 90133a8c3..2d1cfcb8b 100644 --- a/Documentation/Tasking.Task_Cargo.html +++ b/Documentation/Tasking.Task_Cargo.html @@ -3227,22 +3227,11 @@ based on the tasking capabilities defined in - -
          -
          -
          @@ -3275,7 +3264,7 @@ based on the tasking capabilities defined in
          - #number + TASK_CARGO.CargoLimit @@ -4697,7 +4686,7 @@ based on the tasking capabilities defined in
          - #number + TASK_CARGO.CargoLimit @@ -9229,7 +9218,7 @@ 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 a63030a34..b1a660d6d 100644 --- a/Documentation/Tasking.Task_Cargo_Dispatcher.html +++ b/Documentation/Tasking.Task_Cargo_Dispatcher.html @@ -3212,7 +3212,62 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
          + +
          + + +
          +
          + + #boolean +TASK_CARGO_DISPATCHER.CSARTasks + + + +
          + +
          +
          +
          + + #number +TASK_CARGO_DISPATCHER.CountCSAR + + + +
          + +
          +
          +
          + + TASK_CARGO_DISPATCHER.DefaultDeployZones @@ -4307,7 +4362,62 @@ This method can only be used once!

          + +
          + + +
          +
          + + #boolean +TASK_CARGO_DISPATCHER.CSARTasks + + + +
          + +
          +
          +
          + + #number +TASK_CARGO_DISPATCHER.CountCSAR + + + +
          + +
          +
          +
          + + TASK_CARGO_DISPATCHER.DefaultDeployZones @@ -5154,7 +5264,62 @@ This method can only be used once!

          + +
          + + +
          +
          + + #boolean +TASK_CARGO_DISPATCHER.CSARTasks + + + +
          + +
          +
          +
          + + #number +TASK_CARGO_DISPATCHER.CountCSAR + + + +
          + +
          +
          +
          + + TASK_CARGO_DISPATCHER.DefaultDeployZones @@ -6632,7 +6797,62 @@ This method can only be used once!

          + +
          + + +
          +
          + + #boolean +TASK_CARGO_DISPATCHER.CSARTasks + + + +
          + +
          +
          +
          + + #number +TASK_CARGO_DISPATCHER.CountCSAR + + + +
          + +
          +
          +
          + + TASK_CARGO_DISPATCHER.DefaultDeployZones diff --git a/Documentation/Utilities.FiFo.html b/Documentation/Utilities.FiFo.html index b63be28c7..9b7fe0ed5 100644 --- a/Documentation/Utilities.FiFo.html +++ b/Documentation/Utilities.FiFo.html @@ -3255,17 +3255,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

          Stack by pointer.

          -
          - -
          -
          -
          - - #number -FIFO.uniquecounter - - -
          @@ -4115,17 +4104,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

          Stack by pointer.

          -
          - -
          -
          -
          - - #number -FIFO.uniquecounter - - -
          diff --git a/Documentation/Wrapper.Airbase.html b/Documentation/Wrapper.Airbase.html index 61c77cbf4..54269b6a3 100644 --- a/Documentation/Wrapper.Airbase.html +++ b/Documentation/Wrapper.Airbase.html @@ -1653,7 +1653,7 @@ Controls a network of short range air/missile defense groups.

          AIRBASE reference methods

          -

          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.Get

          AIRBASE:GetVelocity()

          -

          Returns the a Velocity object from the POSITIONABLE.

          +

          Returns the Core.Velocity object from the POSITIONABLE.

          @@ -8847,7 +8847,7 @@ Coordinates are dependent on the position of the maps origin.

          AIRBASE:GetVelocity()

          -

          Returns the a Velocity object from the POSITIONABLE.

          +

          Returns the Core.Velocity object from the POSITIONABLE.

          diff --git a/Documentation/Wrapper.Client.html b/Documentation/Wrapper.Client.html index 8c1d23bb6..aca55a804 100644 --- a/Documentation/Wrapper.Client.html +++ b/Documentation/Wrapper.Client.html @@ -1651,11 +1651,11 @@ The CLIENT class is a wrapper class to handle the DCS Unit objects that have the
        • Manage the "state" of the DCS Unit.
        -

        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.

        CLIENT reference methods

        -

        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 return

        CLIENT:GetVelocity()

        -

        Returns the a Velocity object from the POSITIONABLE.

        +

        Returns the Core.Velocity object from the POSITIONABLE.

        @@ -6530,7 +6530,7 @@ If any unit in the group is destroyed, the numbers of another units will not be

        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.

        @@ -18970,7 +18970,7 @@ Coordinates are dependent on the position of the maps origin.

        CLIENT:GetVelocity()

        -

        Returns the a Velocity object from the POSITIONABLE.

        +

        Returns the Core.Velocity object from the POSITIONABLE.

        diff --git a/Documentation/Wrapper.Controllable.html b/Documentation/Wrapper.Controllable.html index 891d6adcd..0c7354156 100644 --- a/Documentation/Wrapper.Controllable.html +++ b/Documentation/Wrapper.Controllable.html @@ -3011,7 +3011,7 @@ The method CONTROLLABLE.SetTaskWaypoi

        CONTROLLABLE:GetVelocity()

        -

        Returns the a Velocity object from the POSITIONABLE.

        +

        Returns the Core.Velocity object from the POSITIONABLE.

        @@ -14628,7 +14628,7 @@ Coordinates are dependent on the position of the maps origin.

        CONTROLLABLE:GetVelocity()

        -

        Returns the a Velocity object from the POSITIONABLE.

        +

        Returns the Core.Velocity object from the POSITIONABLE.

        diff --git a/Documentation/Wrapper.Group.html b/Documentation/Wrapper.Group.html index 92bdb1c66..83ed3e88c 100644 --- a/Documentation/Wrapper.Group.html +++ b/Documentation/Wrapper.Group.html @@ -1626,8 +1626,8 @@ Controls a network of short range air/missile defense groups.


        -

        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 return

        The GROUP class provides the following functions to retrieve quickly the relevant GROUP instance:

        1. Tasking of groups

        @@ -1856,7 +1856,7 @@ Use the following Zone validation methods on the group:

        GROUP:CopyRoute(Begin, End, Randomize, Radius)

        -

        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).

        @@ -2148,13 +2148,13 @@ amount of fuel in the group.

        GROUP:GetTemplate()

        -

        Returns the group template from the DATABASE (_DATABASE object).

        +

        Returns the group template from the global _DATABASE object (an instance of Core.Database#DATABASE).

        GROUP:GetTemplateRoutePoints()

        -

        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).

        @@ -3712,7 +3712,7 @@ amount of fuel in the group.

        GROUP:GetVelocity()

        -

        Returns the a Velocity object from the POSITIONABLE.

        +

        Returns the Core.Velocity object from the POSITIONABLE.

        @@ -5137,7 +5137,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

        GROUP:CopyRoute(Begin, End, Randomize, Radius)

        -

        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).

        @@ -6993,7 +6993,7 @@ amount of fuel in the group.

        GROUP:GetTemplate()

        -

        Returns the group template from the DATABASE (_DATABASE object).

        +

        Returns the group template from the global _DATABASE object (an instance of Core.Database#DATABASE).

        @@ -7023,7 +7023,7 @@ amount of fuel in the group.

        GROUP:GetTemplateRoutePoints()

        -

        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).

        @@ -20136,7 +20136,7 @@ Coordinates are dependent on the position of the maps origin.

        GROUP:GetVelocity()

        -

        Returns the a Velocity object from the POSITIONABLE.

        +

        Returns the Core.Velocity object from the POSITIONABLE.

        diff --git a/Documentation/Wrapper.Marker.html b/Documentation/Wrapper.Marker.html index f8682b275..dccef7bf3 100644 --- a/Documentation/Wrapper.Marker.html +++ b/Documentation/Wrapper.Marker.html @@ -3113,6 +3113,28 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau +
        + +
        +
        +
        + + #boolean +MARKER.tocoalition + + + +
        + +
        +
        +
        + + #boolean +MARKER.togroup + + +
        @@ -5230,6 +5252,28 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau +
        + +
        +
        +
        + + #boolean +MARKER.tocoalition + + + +
        + +
        +
        +
        + + #boolean +MARKER.togroup + + +
        @@ -6818,6 +6862,28 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau +
        + +
        +
        +
        + + #boolean +MARKER.tocoalition + + + +
        + +
        +
        +
        + + #boolean +MARKER.togroup + + +
        diff --git a/Documentation/Wrapper.Positionable.html b/Documentation/Wrapper.Positionable.html index 509424c96..da1ab3529 100644 --- a/Documentation/Wrapper.Positionable.html +++ b/Documentation/Wrapper.Positionable.html @@ -1987,7 +1987,7 @@ The method POSITIONABLE.GetVelocity()

        POSITIONABLE:GetVelocity()

        -

        Returns the a Velocity object from the POSITIONABLE.

        +

        Returns the Core.Velocity object from the POSITIONABLE.

        @@ -3669,17 +3669,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -
        - - - @@ -5531,7 +5520,7 @@ Coordinates are dependent on the position of the maps origin.

        POSITIONABLE:GetVelocity()

        -

        Returns the a Velocity object from the POSITIONABLE.

        +

        Returns the Core.Velocity object from the POSITIONABLE.

        @@ -7449,17 +7438,6 @@ Coordinates are dependent on the position of the maps origin.

        -
        - -
        - @@ -8008,17 +7986,6 @@ If the Identifiable is alive, true is returned.

        - - - - @@ -8202,17 +8169,6 @@ If the Identifiable is alive, true is returned.

        - - - - diff --git a/Documentation/Wrapper.Scenery.html b/Documentation/Wrapper.Scenery.html index a4035dc07..a5769b7d1 100644 --- a/Documentation/Wrapper.Scenery.html +++ b/Documentation/Wrapper.Scenery.html @@ -2050,7 +2050,7 @@ Controls a network of short range air/missile defense groups.

        SCENERY:GetVelocity()

        -

        Returns the a Velocity object from the POSITIONABLE.

        +

        Returns the Core.Velocity object from the POSITIONABLE.

        @@ -5411,7 +5411,7 @@ Coordinates are dependent on the position of the maps origin.

        SCENERY:GetVelocity()

        -

        Returns the a Velocity object from the POSITIONABLE.

        +

        Returns the Core.Velocity object from the POSITIONABLE.

        diff --git a/Documentation/Wrapper.Static.html b/Documentation/Wrapper.Static.html index 5bf602582..7e8a13984 100644 --- a/Documentation/Wrapper.Static.html +++ b/Documentation/Wrapper.Static.html @@ -1651,20 +1651,20 @@ The Wrapper.Static#STATIC class is a

        STATIC reference methods

        -

        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 retur

        STATIC:GetVelocity()

        -

        Returns the a Velocity object from the POSITIONABLE.

        +

        Returns the Core.Velocity object from the POSITIONABLE.

        @@ -5404,7 +5404,7 @@ Coordinates are dependent on the position of the maps origin.

        STATIC:GetVelocity()

        -

        Returns the a Velocity object from the POSITIONABLE.

        +

        Returns the Core.Velocity object from the POSITIONABLE.

        diff --git a/Documentation/Wrapper.Unit.html b/Documentation/Wrapper.Unit.html index c58c379a4..bb264981e 100644 --- a/Documentation/Wrapper.Unit.html +++ b/Documentation/Wrapper.Unit.html @@ -1636,7 +1636,7 @@ Controls a network of short range air/missile defense groups.

        Global UNIT

        -

        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).

        @@ -1647,10 +1647,10 @@ Controls a network of short range air/missile defense groups.

        #UNIT UNIT -

        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 ni

        The 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 orient

        UNIT:GetVelocity()

        -

        Returns the a Velocity object from the POSITIONABLE.

        +

        Returns the Core.Velocity object from the POSITIONABLE.

        @@ -5069,7 +5069,7 @@ If any unit in the group is destroyed, the numbers of another units will not be

        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.

        @@ -17217,7 +17217,7 @@ Coordinates are dependent on the position of the maps origin.

        UNIT:GetVelocity()

        -

        Returns the a Velocity object from the POSITIONABLE.

        +

        Returns the Core.Velocity object from the POSITIONABLE.