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Documentation
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@@ -224,14 +224,14 @@ do -- CARGO
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-- @map < #string, Wrapper.Positionable#POSITIONABLE > The alive POSITIONABLE objects representing the the cargo.
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--- (R2.1) CARGO Constructor. This class is an abstract class and should not be instantiated.
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--- CARGO Constructor. This class is an abstract class and should not be instantiated.
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-- @param #CARGO self
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-- @param #string Type
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-- @param #string Name
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-- @param #number Weight
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-- @param #number NearRadius (optional)
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-- @return #CARGO
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function CARGO:New( Type, Name, Weight )
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function CARGO:New( Type, Name, Weight ) --R2.1
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local self = BASE:Inherit( self, FSM:New() ) -- #CARGO
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self:F( { Type, Name, Weight } )
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@@ -266,10 +266,10 @@ function CARGO:New( Type, Name, Weight )
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return self
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end
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--- (R2.1) Get the name of the Cargo.
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--- Get the name of the Cargo.
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-- @param #CARGO self
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-- @return #string The name of the Cargo.
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function CARGO:GetName()
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function CARGO:GetName() --R2.1
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return self.Name
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end
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@@ -789,11 +789,11 @@ function POINT_VEC3:FlareRed( Azimuth )
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self:Flare( FLARECOLOR.Red, Azimuth )
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end
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--- (R2.1) Returns if a PointVec3 has Line of Sight (LOS) with the ToPointVec3.
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--- Returns if a PointVec3 has Line of Sight (LOS) with the ToPointVec3.
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-- @param #POINT_VEC3 self
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-- @param #POINT_VEC3 ToPointVec3
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-- @return #boolean true If the ToPointVec3 has LOS with the PointVec3, otherwise false.
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function POINT_VEC3:IsLOS( ToPointVec3 )
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function POINT_VEC3:IsLOS( ToPointVec3 ) --R2.1
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-- Measurement of visibility should not be from the ground, so Adding a hypotethical 2 meters to each PointVec3.
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local FromVec3 = self:GetVec3()
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@@ -91,11 +91,11 @@ SPAWNSTATIC = {
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-- @list <Core.Zone#ZONE_BASE> SpawnZone
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--- (R2.1) Creates the main object to spawn a @{Static} defined in the ME.
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--- Creates the main object to spawn a @{Static} defined in the ME.
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-- @param #SPAWNSTATIC self
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-- @param #string SpawnTemplatePrefix is the name of the Group in the ME that defines the Template. Each new group will have the name starting with SpawnTemplatePrefix.
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-- @return #SPAWNSTATIC
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function SPAWNSTATIC:NewFromStatic( SpawnTemplatePrefix, CountryID )
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function SPAWNSTATIC:NewFromStatic( SpawnTemplatePrefix, CountryID ) --R2.1
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local self = BASE:Inherit( self, BASE:New() ) -- #SPAWNSTATIC
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self:F( { SpawnTemplatePrefix } )
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@@ -113,11 +113,11 @@ function SPAWNSTATIC:NewFromStatic( SpawnTemplatePrefix, CountryID )
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return self
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end
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--- (R2.1) Creates the main object to spawn a @{Static} based on a type name.
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--- Creates the main object to spawn a @{Static} based on a type name.
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-- @param #SPAWNSTATIC self
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-- @param #string SpawnTypeName is the name of the type.
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-- @return #SPAWNSTATIC
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function SPAWNSTATIC:NewFromType( SpawnTypeName, SpawnShapeName, SpawnCategory, CountryID )
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function SPAWNSTATIC:NewFromType( SpawnTypeName, SpawnShapeName, SpawnCategory, CountryID ) --R2.1
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local self = BASE:Inherit( self, BASE:New() ) -- #SPAWNSTATIC
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self:F( { SpawnTypeName } )
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@@ -131,13 +131,13 @@ function SPAWNSTATIC:NewFromType( SpawnTypeName, SpawnShapeName, SpawnCategory,
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end
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--- (R2.1) Creates a new @{Static} from a POINT_VEC2.
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--- Creates a new @{Static} from a POINT_VEC2.
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-- @param #SPAWNSTATIC self
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-- @param Core.Point#POINT_VEC2 PointVec2 The 2D coordinate where to spawn the static.
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-- @param #number Heading The heading of the static, which is a number in degrees from 0 to 360.
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-- @param #string (optional) The name of the new static.
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-- @return #SPAWNSTATIC
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function SPAWNSTATIC:SpawnFromPointVec2( PointVec2, Heading, NewName )
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function SPAWNSTATIC:SpawnFromPointVec2( PointVec2, Heading, NewName ) --R2.1
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self:F( { PointVec2, Heading, NewName } )
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local CountryName = _DATABASE.COUNTRY_NAME[self.CountryID]
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@@ -161,13 +161,13 @@ function SPAWNSTATIC:SpawnFromPointVec2( PointVec2, Heading, NewName )
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return Static
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end
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--- (R2.1) Creates a new @{Static} from a @{Zone}.
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--- Creates a new @{Static} from a @{Zone}.
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-- @param #SPAWNSTATIC self
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-- @param Core.Zone#ZONE_BASE Zone The Zone where to spawn the static.
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-- @param #number Heading The heading of the static, which is a number in degrees from 0 to 360.
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-- @param #string (optional) The name of the new static.
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-- @return #SPAWNSTATIC
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function SPAWNSTATIC:SpawnFromZone( Zone, Heading, NewName )
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function SPAWNSTATIC:SpawnFromZone( Zone, Heading, NewName ) --R2.1
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self:F( { Zone, Heading, NewName } )
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local Static = self:SpawnFromPointVec2( Zone:GetPointVec2(), Heading, NewName )
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@@ -1,10 +1,15 @@
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--- **Core (Release 2.1)** -- Management of SPOT logistics, that can be transported from and to transportation carriers.
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--- **Core 2.1** -- Management of SPOT logistics, that can be transported from and to transportation carriers.
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--
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-- 
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--
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-- ===
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--
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-- Spot lases points endlessly or for a duration.
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-- SPOT implements the DCS Spot class functionality, but adds additional luxury to be able to:
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--
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-- * Spot for a defined duration.
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-- * wiggle the spot at the target.
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-- * Provide a @{Unit} as a target, instead of a point.
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-- * Implement a status machine, LaseOn, LaseOff.
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--
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-- ====
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--
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@@ -22,9 +27,20 @@
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--
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-- ### [SPOT YouTube Channel]()
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--
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-- ====
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-- ===
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--
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-- This module is still under construction, but is described above works already, and will keep working ...
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-- # **AUTHORS and CONTRIBUTIONS**
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--
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-- ### Contributions:
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--
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-- * [**Ciribob**](https://forums.eagle.ru/member.php?u=112175): Showing the way how to lase targets + how laser codes work!!! Explained the autolase script.
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-- * [**EasyEB**](https://forums.eagle.ru/member.php?u=112055): Ideas and Beta Testing
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-- * [**Wingthor**](https://forums.eagle.ru/member.php?u=123698): Beta Testing
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--
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--
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-- ### Authors:
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--
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-- * **FlightControl**: Design & Programming
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--
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-- @module Spot
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@@ -32,10 +48,43 @@
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do
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--- @type SPOT
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-- @extends Core.Base#BASE
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-- @extends Core.Fsm#FSM
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---
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--- # SPOT class, extends @{Fsm#FSM}
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--
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-- SPOT implements the DCS Spot class functionality, but adds additional luxury to be able to:
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--
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-- * Spot for a defined duration.
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-- * wiggle the spot at the target.
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-- * Provide a @{Unit} as a target, instead of a point.
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-- * Implement a status machine, LaseOn, LaseOff.
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--
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-- ## 1. SPOT constructor
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--
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-- * @{#SPOT.New}(): Creates a new SPOT object.
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--
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-- ## 2. SPOT is a FSM
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--
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-- ![Process]()
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--
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-- ### 2.1 SPOT States
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--
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-- * **Off**: Lasing is switched off.
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-- * **On**: Lasing is switched on.
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-- * **Destroyed**: Target is destroyed.
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--
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-- ### 2.2 SPOT Events
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--
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-- * **@{#SPOT.LaseOn}(Target, LaserCode, Duration)**: Lase to a target.
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-- * **@{#SPOT.LaseOff}()**: Stop lasing the target.
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-- * **@{#SPOT.Lasing}()**: Target is being lased.
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-- * **@{#SPOT.Destroyed}()**: Triggered when target is destroyed.
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--
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-- ## 3. Check if a Target is being lased
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--
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-- The method @{#SPOT.IsLasing}() indicates whether lasing is on or off.
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--
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-- @field #SPOT
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SPOT = {
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ClassName = "SPOT",
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