From fe5f017eb3ab818a6480a059292e8a3d0c502d04 Mon Sep 17 00:00:00 2001
From: Applevangelist 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.