diff --git a/Documentation/AI.AI_Air_Squadron.html b/Documentation/AI.AI_Air_Squadron.html index fc1f0f648..0d4013861 100644 --- a/Documentation/AI.AI_Air_Squadron.html +++ b/Documentation/AI.AI_Air_Squadron.html @@ -2437,17 +2437,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - - - -
This table contains the targets detected during patrol.
-This table contains the targets detected during patrol.
-This table contains the targets detected during patrol.
-This table contains the targets detected during patrol.
-self.CargoObject:Destroy()
- -self.CargoObject:Destroy()
- -the y coordinate in meters.
-the y coordinate in meters.
-the y coordinate in meters.
-The AI is on by default when spawning a group.
-The internal counter of the amount of spawning the has happened since SpawnStart.
+Overwrite unit names by default with group name.
-By default, no InitLimit
- - - -The AI is on by default when spawning a group.
-The internal counter of the amount of spawning the has happened since SpawnStart.
+Overwrite unit names by default with group name.
-Spawns a new static using a given template.
-So, you can search yourself for the ZONE_POLYGON by using the ZONE_POLYGON.FindByName() method.
In this example, local PolygonZone = ZONE_POLYGON:FindByName( "DefenseZone" ) would return the ZONE_POLYGON object
@@ -1826,7 +1826,7 @@ This class is an abstract BASE class for derived classes, and is not meant to be
Returns a Core.Point#POINT_VEC2 object reflecting a random 2D location within the zone.
-Returns a random location within the zone of the Wrapper.Group.
Returns the current location of the Wrapper.Group.
+Returns the current location of the AIRBASE.
Constructor to create a ZONE_AIRBASE instance, taking the zone name, a zone Wrapper.Airbase#AIRBASE and a radius.
+If true, airbase is an airdrome.
If true, airbase is a helipad.
If true, airbase is a ship.
Unique ID of the drawn zone on the F10 map.
+Get 2D distance to a coordinate.
Returns a Core.Point#COORDINATE object reflecting a random 3D location within the zone.
Returns a random Vec2 location within the zone.
Returns a Core.Point#COORDINATE object reflecting a random 3D location within the zone.
Returns a random Vec2 location within the zone.
If true, airbase is an airdrome.
If true, airbase is a helipad.
If true, airbase is a ship.
Returns a random location within the zone of the Wrapper.Group.
- -ZONE_AIRBASE
-The random location of the zone based on the Wrapper.Group location.
- -Returns the current location of the Wrapper.Group.
+Returns the current location of the AIRBASE.
The location of the zone based on the Wrapper.Group location.
+The location of the zone based on the AIRBASE location.
Get 2D distance to a coordinate.
+ +ZONE_BASE
++ Core.Point#COORDINATE + Coordinate +
+Reference coordinate. Can also be a DCS#Vec2 or DCS#Vec3 object.
+ +#number:
+Distance to the reference coordinate in meters.
+ +Returns a Core.Point#COORDINATE object reflecting a random 3D location within the zone.
@@ -12111,7 +12176,7 @@ When moose is loading dynamically (for moose class development), tracing is swit(optional) Minimal distance from the center of the zone. Default is 0.
+(Optional) Minimal distance from the center of the zone. Default is 0.
(optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
+(Optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
+ ++ #table + surfacetypes +
+(Optional) Table of surface types. Can also be a single surface type. We will try max 1000 times to find the right type!
The random coordinate.
Returns a random Vec2 location within the zone.
@@ -12282,7 +12360,7 @@ When moose is loading dynamically (for moose class development), tracing is swit(optional) Minimal distance from the center of the zone. Default is 0.
+(Optional) Minimal distance from the center of the zone. Default is 0.
(optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
+(Optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
+ ++ #table + surfacetypes +
+(Optional) Table of surface types. Can also be a single surface type. We will try max 100 times to find the right type!
Is All in Zone of Coalition?
-Check if only the specified coalition is inside the zone and noone else.
+Check if only the specifed coalition is inside the zone and noone else.
- self.Zone:Scan()
- local IsEmpty = self.Zone:IsNoneInZone()
-
+ self.Zone:Scan()
+ local IsEmpty = self.Zone:IsNoneInZone()
@@ -12838,10 +12927,8 @@ Note that once a zone has been scanned, multiple evaluations can be done on the
- self.Zone:Scan()
- local IsOccupied = self.Zone:IsNoneInZoneOfCoalition( self.Coalition )
-
+ self.Zone:Scan()
+ local IsOccupied = self.Zone:IsNoneInZoneOfCoalition( self.Coalition )
@@ -12857,7 +12944,7 @@ Note that once a zone has been scanned, multiple evaluations can be done on the
Is Some in Zone of Coalition?
-Check if more than one coalition is inside the zone and the specified coalition is one of them. +
Check if more than one coaltion is inside the zone and the specifed coalition is one of them. You first need to use the ZONE_RADIUS.Scan method to scan the zone before it can be evaluated! Note that once a zone has been scanned, multiple evaluations can be done on the scan result set.
@@ -12877,7 +12964,7 @@ Note that once a zone has been scanned, multiple evaluations can be done on theID of the coalition which is checked to be inside the zone.
+ID of the coaliton which is checked to be inside the zone.
- self.Zone:Scan()
- local IsAttacked = self.Zone:IsSomeInZoneOfCoalition( self.Coalition )
-
+ self.Zone:Scan()
+ local IsAttacked = self.Zone:IsSomeInZoneOfCoalition( self.Coalition )
@@ -14139,7 +14224,7 @@ Note that once a zone has been scanned, multiple evaluations can be done on the
Returns a Core.Point#COORDINATE object reflecting a random 3D location within the zone.
@@ -14160,7 +14245,7 @@ Note that once a zone has been scanned, multiple evaluations can be done on the(optional) Minimal distance from the center of the zone. Default is 0.
+(Optional) Minimal distance from the center of the zone. Default is 0.
(optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
+(Optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
+ ++ #table + surfacetypes +
+(Optional) Table of surface types. Can also be a single surface type. We will try max 1000 times to find the right type!
The random coordinate.
Returns a random Vec2 location within the zone.
@@ -14331,7 +14429,7 @@ Note that once a zone has been scanned, multiple evaluations can be done on the(optional) Minimal distance from the center of the zone. Default is 0.
+(Optional) Minimal distance from the center of the zone. Default is 0.
(optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
+(Optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
+ ++ #table + surfacetypes +
+(Optional) Table of surface types. Can also be a single surface type. We will try max 100 times to find the right type!
Is All in Zone of Coalition?
-Check if only the specified coalition is inside the zone and noone else.
+Check if only the specifed coalition is inside the zone and noone else.
- self.Zone:Scan()
- local IsEmpty = self.Zone:IsNoneInZone()
-
+ self.Zone:Scan()
+ local IsEmpty = self.Zone:IsNoneInZone()
@@ -14887,10 +14996,8 @@ Note that once a zone has been scanned, multiple evaluations can be done on the
- self.Zone:Scan()
- local IsOccupied = self.Zone:IsNoneInZoneOfCoalition( self.Coalition )
-
+ self.Zone:Scan()
+ local IsOccupied = self.Zone:IsNoneInZoneOfCoalition( self.Coalition )
@@ -14906,7 +15013,7 @@ Note that once a zone has been scanned, multiple evaluations can be done on the
Is Some in Zone of Coalition?
-Check if more than one coalition is inside the zone and the specified coalition is one of them. +
Check if more than one coaltion is inside the zone and the specifed coalition is one of them. You first need to use the ZONE_RADIUS.Scan method to scan the zone before it can be evaluated! Note that once a zone has been scanned, multiple evaluations can be done on the scan result set.
@@ -14926,7 +15033,7 @@ Note that once a zone has been scanned, multiple evaluations can be done on theID of the coalition which is checked to be inside the zone.
+ID of the coaliton which is checked to be inside the zone.
- self.Zone:Scan()
- local IsAttacked = self.Zone:IsSomeInZoneOfCoalition( self.Coalition )
-
+ self.Zone:Scan()
+ local IsAttacked = self.Zone:IsSomeInZoneOfCoalition( self.Coalition )
diff --git a/Documentation/Functional.Designate.html b/Documentation/Functional.Designate.html
index 3517980c2..aeaf658fa 100644
--- a/Documentation/Functional.Designate.html
+++ b/Documentation/Functional.Designate.html
@@ -3429,7 +3429,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
The #DETECTION_AREAS object for AWACS
+switch alarm state RED
+The #DETECTION_AREAS object for AWACS
+switch alarm state RED
+Type of terminal to be used when spawning at an airbase.
-Type of terminal to be used when spawning at an airbase.
- - - -Type of terminal to be used when spawning at an airbase.
- - - -ZONE_CAPTURE_COALITION:GetRandomCoordinate(inner, outer, surfacetypes)
Returns a Core.Point#COORDINATE object reflecting a random 3D location within the zone.
ZONE_CAPTURE_COALITION:GetRandomVec2(inner, outer, surfacetypes)
Returns a random Vec2 location within the zone.
Returns a Core.Point#COORDINATE object reflecting a random 3D location within the zone.
@@ -5595,7 +5595,7 @@ end(optional) Minimal distance from the center of the zone. Default is 0.
+(Optional) Minimal distance from the center of the zone. Default is 0.
(optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
+(Optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
+ ++ #table + surfacetypes +
+(Optional) Table of surface types. Can also be a single surface type. We will try max 1000 times to find the right type!
The random coordinate.
Returns a random Vec2 location within the zone.
@@ -5766,7 +5779,7 @@ end(optional) Minimal distance from the center of the zone. Default is 0.
+(Optional) Minimal distance from the center of the zone. Default is 0.
(optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
+(Optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
+ ++ #table + surfacetypes +
+(Optional) Table of surface types. Can also be a single surface type. We will try max 100 times to find the right type!
Is All in Zone of Coalition?
-Check if only the specified coalition is inside the zone and noone else.
+Check if only the specifed coalition is inside the zone and noone else.
- self.Zone:Scan()
- local IsEmpty = self.Zone:IsNoneInZone()
-
+ self.Zone:Scan()
+ local IsEmpty = self.Zone:IsNoneInZone()
@@ -6322,10 +6346,8 @@ Note that once a zone has been scanned, multiple evaluations can be done on the
- self.Zone:Scan()
- local IsOccupied = self.Zone:IsNoneInZoneOfCoalition( self.Coalition )
-
+ self.Zone:Scan()
+ local IsOccupied = self.Zone:IsNoneInZoneOfCoalition( self.Coalition )
@@ -6341,7 +6363,7 @@ Note that once a zone has been scanned, multiple evaluations can be done on the
Is Some in Zone of Coalition?
-Check if more than one coalition is inside the zone and the specified coalition is one of them. +
Check if more than one coaltion is inside the zone and the specifed coalition is one of them. You first need to use the ZONE_RADIUS.Scan method to scan the zone before it can be evaluated! Note that once a zone has been scanned, multiple evaluations can be done on the scan result set.
@@ -6361,7 +6383,7 @@ Note that once a zone has been scanned, multiple evaluations can be done on theID of the coalition which is checked to be inside the zone.
+ID of the coaliton which is checked to be inside the zone.
- self.Zone:Scan()
- local IsAttacked = self.Zone:IsSomeInZoneOfCoalition( self.Coalition )
-
+ self.Zone:Scan()
+ local IsAttacked = self.Zone:IsSomeInZoneOfCoalition( self.Coalition )
diff --git a/Documentation/Functional.ZoneGoal.html b/Documentation/Functional.ZoneGoal.html
index 0515831b8..f70795b99 100644
--- a/Documentation/Functional.ZoneGoal.html
+++ b/Documentation/Functional.ZoneGoal.html
@@ -1733,7 +1733,7 @@ Derived classes implement the ways how the achievements can be realized.
Returns a Core.Point#COORDINATE object reflecting a random 3D location within the zone.
Returns a random Vec2 location within the zone.
Returns a Core.Point#COORDINATE object reflecting a random 3D location within the zone.
@@ -2920,7 +2920,7 @@ Derived classes implement the ways how the achievements can be realized.(optional) Minimal distance from the center of the zone. Default is 0.
+(Optional) Minimal distance from the center of the zone. Default is 0.
(optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
+(Optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
+ ++ #table + surfacetypes +
+(Optional) Table of surface types. Can also be a single surface type. We will try max 1000 times to find the right type!
The random coordinate.
Returns a random Vec2 location within the zone.
@@ -3091,7 +3104,7 @@ Derived classes implement the ways how the achievements can be realized.(optional) Minimal distance from the center of the zone. Default is 0.
+(Optional) Minimal distance from the center of the zone. Default is 0.
(optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
+(Optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
+ ++ #table + surfacetypes +
+(Optional) Table of surface types. Can also be a single surface type. We will try max 100 times to find the right type!
Is All in Zone of Coalition?
-Check if only the specified coalition is inside the zone and noone else.
+Check if only the specifed coalition is inside the zone and noone else.
- self.Zone:Scan()
- local IsEmpty = self.Zone:IsNoneInZone()
-
+ self.Zone:Scan()
+ local IsEmpty = self.Zone:IsNoneInZone()
@@ -3647,10 +3671,8 @@ Note that once a zone has been scanned, multiple evaluations can be done on the
- self.Zone:Scan()
- local IsOccupied = self.Zone:IsNoneInZoneOfCoalition( self.Coalition )
-
+ self.Zone:Scan()
+ local IsOccupied = self.Zone:IsNoneInZoneOfCoalition( self.Coalition )
@@ -3666,7 +3688,7 @@ Note that once a zone has been scanned, multiple evaluations can be done on the
Is Some in Zone of Coalition?
-Check if more than one coalition is inside the zone and the specified coalition is one of them. +
Check if more than one coaltion is inside the zone and the specifed coalition is one of them. You first need to use the ZONE_RADIUS.Scan method to scan the zone before it can be evaluated! Note that once a zone has been scanned, multiple evaluations can be done on the scan result set.
@@ -3686,7 +3708,7 @@ Note that once a zone has been scanned, multiple evaluations can be done on theID of the coalition which is checked to be inside the zone.
+ID of the coaliton which is checked to be inside the zone.
- self.Zone:Scan()
- local IsAttacked = self.Zone:IsSomeInZoneOfCoalition( self.Coalition )
-
+ self.Zone:Scan()
+ local IsAttacked = self.Zone:IsSomeInZoneOfCoalition( self.Coalition )
diff --git a/Documentation/Functional.ZoneGoalCargo.html b/Documentation/Functional.ZoneGoalCargo.html
index a721707f4..c5a3eefda 100644
--- a/Documentation/Functional.ZoneGoalCargo.html
+++ b/Documentation/Functional.ZoneGoalCargo.html
@@ -1971,7 +1971,7 @@ Derived classes implement the ways how the achievements can be realized.
ZONE_GOAL_CARGO:GetRandomCoordinate(inner, outer, surfacetypes)
Returns a Core.Point#COORDINATE object reflecting a random 3D location within the zone.
Returns a random Vec2 location within the zone.
Returns a Core.Point#COORDINATE object reflecting a random 3D location within the zone.
@@ -4255,7 +4255,7 @@ Derived classes implement the ways how the achievements can be realized.(optional) Minimal distance from the center of the zone. Default is 0.
+(Optional) Minimal distance from the center of the zone. Default is 0.
(optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
+(Optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
+ ++ #table + surfacetypes +
+(Optional) Table of surface types. Can also be a single surface type. We will try max 1000 times to find the right type!
The random coordinate.
Returns a random Vec2 location within the zone.
@@ -4426,7 +4439,7 @@ Derived classes implement the ways how the achievements can be realized.(optional) Minimal distance from the center of the zone. Default is 0.
+(Optional) Minimal distance from the center of the zone. Default is 0.
(optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
+(Optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
+ ++ #table + surfacetypes +
+(Optional) Table of surface types. Can also be a single surface type. We will try max 100 times to find the right type!
Is All in Zone of Coalition?
-Check if only the specified coalition is inside the zone and noone else.
+Check if only the specifed coalition is inside the zone and noone else.
- self.Zone:Scan()
- local IsEmpty = self.Zone:IsNoneInZone()
-
+ self.Zone:Scan()
+ local IsEmpty = self.Zone:IsNoneInZone()
@@ -4982,10 +5006,8 @@ Note that once a zone has been scanned, multiple evaluations can be done on the
- self.Zone:Scan()
- local IsOccupied = self.Zone:IsNoneInZoneOfCoalition( self.Coalition )
-
+ self.Zone:Scan()
+ local IsOccupied = self.Zone:IsNoneInZoneOfCoalition( self.Coalition )
@@ -5001,7 +5023,7 @@ Note that once a zone has been scanned, multiple evaluations can be done on the
Is Some in Zone of Coalition?
-Check if more than one coalition is inside the zone and the specified coalition is one of them. +
Check if more than one coaltion is inside the zone and the specifed coalition is one of them. You first need to use the ZONE_RADIUS.Scan method to scan the zone before it can be evaluated! Note that once a zone has been scanned, multiple evaluations can be done on the scan result set.
@@ -5021,7 +5043,7 @@ Note that once a zone has been scanned, multiple evaluations can be done on theID of the coalition which is checked to be inside the zone.
+ID of the coaliton which is checked to be inside the zone.
- self.Zone:Scan()
- local IsAttacked = self.Zone:IsSomeInZoneOfCoalition( self.Coalition )
-
+ self.Zone:Scan()
+ local IsAttacked = self.Zone:IsSomeInZoneOfCoalition( self.Coalition )
diff --git a/Documentation/Functional.ZoneGoalCoalition.html b/Documentation/Functional.ZoneGoalCoalition.html
index 91b605eb8..b28d82e4d 100644
--- a/Documentation/Functional.ZoneGoalCoalition.html
+++ b/Documentation/Functional.ZoneGoalCoalition.html
@@ -1819,7 +1819,7 @@ Derived classes implement the ways how the achievements can be realized.
ZONE_GOAL_COALITION:GetRandomCoordinate(inner, outer, surfacetypes)
Returns a Core.Point#COORDINATE object reflecting a random 3D location within the zone.
ZONE_GOAL_COALITION:GetRandomVec2(inner, outer, surfacetypes)
Returns a random Vec2 location within the zone.
Returns a Core.Point#COORDINATE object reflecting a random 3D location within the zone.
@@ -3403,7 +3403,7 @@ Derived classes implement the ways how the achievements can be realized.(optional) Minimal distance from the center of the zone. Default is 0.
+(Optional) Minimal distance from the center of the zone. Default is 0.
(optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
+(Optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
+ ++ #table + surfacetypes +
+(Optional) Table of surface types. Can also be a single surface type. We will try max 1000 times to find the right type!
The random coordinate.
Returns a random Vec2 location within the zone.
@@ -3574,7 +3587,7 @@ Derived classes implement the ways how the achievements can be realized.(optional) Minimal distance from the center of the zone. Default is 0.
+(Optional) Minimal distance from the center of the zone. Default is 0.
(optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
+(Optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
+ ++ #table + surfacetypes +
+(Optional) Table of surface types. Can also be a single surface type. We will try max 100 times to find the right type!
Is All in Zone of Coalition?
-Check if only the specified coalition is inside the zone and noone else.
+Check if only the specifed coalition is inside the zone and noone else.
- self.Zone:Scan()
- local IsEmpty = self.Zone:IsNoneInZone()
-
+ self.Zone:Scan()
+ local IsEmpty = self.Zone:IsNoneInZone()
@@ -4130,10 +4154,8 @@ Note that once a zone has been scanned, multiple evaluations can be done on the
- self.Zone:Scan()
- local IsOccupied = self.Zone:IsNoneInZoneOfCoalition( self.Coalition )
-
+ self.Zone:Scan()
+ local IsOccupied = self.Zone:IsNoneInZoneOfCoalition( self.Coalition )
@@ -4149,7 +4171,7 @@ Note that once a zone has been scanned, multiple evaluations can be done on the
Is Some in Zone of Coalition?
-Check if more than one coalition is inside the zone and the specified coalition is one of them. +
Check if more than one coaltion is inside the zone and the specifed coalition is one of them. You first need to use the ZONE_RADIUS.Scan method to scan the zone before it can be evaluated! Note that once a zone has been scanned, multiple evaluations can be done on the scan result set.
@@ -4169,7 +4191,7 @@ Note that once a zone has been scanned, multiple evaluations can be done on theID of the coalition which is checked to be inside the zone.
+ID of the coaliton which is checked to be inside the zone.
- self.Zone:Scan()
- local IsAttacked = self.Zone:IsSomeInZoneOfCoalition( self.Coalition )
-
+ self.Zone:Scan()
+ local IsAttacked = self.Zone:IsSomeInZoneOfCoalition( self.Coalition )
diff --git a/Documentation/Ops.Airboss.html b/Documentation/Ops.Airboss.html
index 516f2f9a9..6c3916497 100644
--- a/Documentation/Ops.Airboss.html
+++ b/Documentation/Ops.Airboss.html
@@ -38749,9 +38749,6 @@ When moose is loading dynamically (for moose class development), tracing is swit
-
-Set case of f
- @@ -38809,6 +38806,20 @@ When moose is loading dynamically (for moose class development), tracing is swit + +Decrease stack/flag. Human player needs to take care himself.
+ +Make player section lead if he was not before.
+Set section lead of player flight.
Set new time stamp.
-GROUP_SET of all helis
-table of CSAR unit names
-Replacement woundedGroups
- -contain a table for each SAR with all units he has with the original names
+counter for saved pilots
- -counter for successful rescue landings at FARP/AFB/MASH
- -GROUP_SET of all helis
-table of CSAR unit names
-Replacement woundedGroups
- -contain a table for each SAR with all units he has with the original names
+counter for saved pilots
- -counter for successful rescue landings at FARP/AFB/MASH
- -GROUP_SET of all helis
-table of CSAR unit names
-Replacement woundedGroups
- -contain a table for each SAR with all units he has with the original names
+counter for saved pilots
- -counter for successful rescue landings at FARP/AFB/MASH
- -Name of the class.
-use as counter
- -Beacons
-tables
-Name of the class.
-use as counter
- -Beacons
-tables
-Name of the class.
-use as counter
- -Beacons
-tables
-set to false to suppress flash messages
+set to false to suppress flash messages
+set to false to suppress flash messages
+set to false to suppress flash messages
+Alive2.
+Alive.
Alive2.
+Alive.
Alive2.
+Alive.
Alive2.
+Alive.
Alive2.
+Alive.
Alive2.
+Alive.
Alive2.
+Alive.