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General fixes (#1673)
* General minor Code formatting and minor typo/document fixes. * Update Marker.lua Code formatting and minor typo/document fixes. Note specifically the correction of "self.tocoaliton" to "self.tocoalition".
This commit is contained in:
@@ -10,11 +10,11 @@
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-- * Setup (CAS) Controlled Air Support squadrons, to attack closeby enemy ground units near friendly installations.
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-- * Setup (BAI) Battleground Air Interdiction squadrons to attack remote enemy ground units and targets.
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-- * Define and use a detection network controlled by recce.
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-- * Define AIR defense squadrons at airbases, farps and carriers.
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-- * Define AIR defense squadrons at airbases, FARPs and carriers.
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-- * Enable airbases for AIR defenses.
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-- * Add different planes and helicopter templates to squadrons.
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-- * Assign squadrons to execute a specific engagement type depending on threat level of the detected ground enemy unit composition.
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-- * Add multiple squadrons to different airbases, farps or carriers.
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-- * Add multiple squadrons to different airbases, FARPs or carriers.
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-- * Define different ranges to engage upon.
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-- * Establish an automatic in air refuel process for planes using refuel tankers.
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-- * Setup default settings for all squadrons and AIR defenses.
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@@ -40,7 +40,7 @@
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--
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-- AI_AIR_DISPATCHER is the main AIR defense class that models the AIR defense system.
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--
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-- Before you start using the AI_AIR_DISPATCHER, ask youself the following questions.
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-- Before you start using the AI_AIR_DISPATCHER, ask yourself the following questions.
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--
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--
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-- ## 1. Which coalition am I modeling an AIR defense system for? blue or red?
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@@ -128,7 +128,7 @@
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-- Depending on the defense type, different payloads will be needed. See further points on squadron definition.
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--
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--
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-- ## 7. Where will the Squadrons be located? On Airbases? On Carrier Ships? On Farps?
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-- ## 7. Where will the Squadrons be located? On Airbases? On Carrier Ships? On FARPs?
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--
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-- Squadrons are placed at the **home base** on an **airfield**, **carrier** or **farp**.
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-- Carefully plan where each Squadron will be located as part of the defense system required for mission effective defenses.
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@@ -354,7 +354,7 @@ do -- AI_AIR_DISPATCHER
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-- **DetectionSetGroup** is then calling `FilterStart()`, which is starting the dynamic filtering or inclusion of these groups.
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-- Note that any destroy or new spawn of a group having a name, starting with the above prefix, will be removed or added to the set.
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--
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-- Then a new detection object is created from the class `DETECTION_AREAS`. A grouping radius of 1000 meters (1km) is choosen.
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-- Then a new detection object is created from the class `DETECTION_AREAS`. A grouping radius of 1000 meters (1km) is chosen.
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--
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-- The `Detection` object is then passed to the @{#AI_AIR_DISPATCHER.New}() method to indicate the reconnaissance network
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-- configuration and setup the AIR defense detection mechanism.
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@@ -647,7 +647,7 @@ do -- AI_AIR_DISPATCHER
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-- * @{#AI_AIR_DISPATCHER.SetSquadronLandingAtRunway}() will despawn the returning aircraft directly after landing at the runway.
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-- * @{#AI_AIR_DISPATCHER.SetSquadronLandingAtEngineShutdown}() will despawn the returning aircraft when the aircraft has returned to its parking spot and has turned off its engines.
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--
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-- You can use these methods to minimize the airbase coodination overhead and to increase the airbase efficiency.
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-- You can use these methods to minimize the airbase coordination overhead and to increase the airbase efficiency.
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-- When there are lots of aircraft returning for landing, at the same airbase, the takeoff process will be halted, which can cause a complete failure of the
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-- A2A defense system, as no new CAP or GCI planes can takeoff.
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-- Note that the method @{#AI_AIR_DISPATCHER.SetSquadronLandingNearAirbase}() will only work for returning aircraft, not for damaged or out of fuel aircraft.
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@@ -724,13 +724,13 @@ do -- AI_AIR_DISPATCHER
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--
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-- Use the method @{#AI_AIR_DISPATCHER.SetSquadronEngageLimit}() to limit the amount of aircraft that will engage with the enemy, per squadron.
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--
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-- ## 4. Set the **fuel treshold**.
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-- ## 4. Set the **fuel threshold**.
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--
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-- When aircraft get **out of fuel** to a certain %-tage, which is by default **15% (0.15)**, there are two possible actions that can be taken:
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-- When aircraft get **out of fuel** to a certain %, which is by default **15% (0.15)**, there are two possible actions that can be taken:
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-- - The aircraft will go RTB, and will be replaced with a new aircraft if possible.
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-- - The aircraft will refuel at a tanker, if a tanker has been specified for the squadron.
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--
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-- Use the method @{#AI_AIR_DISPATCHER.SetSquadronFuelThreshold}() to set the **squadron fuel treshold** of the aircraft for all squadrons.
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-- Use the method @{#AI_AIR_DISPATCHER.SetSquadronFuelThreshold}() to set the **squadron fuel threshold** of the aircraft for all squadrons.
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--
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-- ## 6. Other configuration options
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--
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@@ -786,17 +786,17 @@ do -- AI_AIR_DISPATCHER
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--
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-- Use the method @{#AI_AIR_DISPATCHER.SetDefaultGrouping}() to set the **default grouping** of spawned airplanes for all squadrons.
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--
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-- ## 10.5. Default RTB fuel treshold.
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-- ## 10.5. Default RTB fuel threshold.
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--
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-- When an airplane gets **out of fuel** to a certain %-tage, which is **15% (0.15)**, it will go RTB, and will be replaced with a new airplane when applicable.
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-- When an airplane gets **out of fuel** to a certain %, which is **15% (0.15)**, it will go RTB, and will be replaced with a new airplane when applicable.
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--
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-- Use the method @{#AI_AIR_DISPATCHER.SetDefaultFuelThreshold}() to set the **default fuel treshold** of spawned airplanes for all squadrons.
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-- Use the method @{#AI_AIR_DISPATCHER.SetDefaultFuelThreshold}() to set the **default fuel threshold** of spawned airplanes for all squadrons.
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--
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-- ## 10.6. Default RTB damage treshold.
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-- ## 10.6. Default RTB damage threshold.
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--
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-- When an airplane is **damaged** to a certain %-tage, which is **40% (0.40)**, it will go RTB, and will be replaced with a new airplane when applicable.
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-- When an airplane is **damaged** to a certain %, which is **40% (0.40)**, it will go RTB, and will be replaced with a new airplane when applicable.
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--
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-- Use the method @{#AI_AIR_DISPATCHER.SetDefaultDamageThreshold}() to set the **default damage treshold** of spawned airplanes for all squadrons.
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-- Use the method @{#AI_AIR_DISPATCHER.SetDefaultDamageThreshold}() to set the **default damage threshold** of spawned airplanes for all squadrons.
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--
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-- ## 10.7. Default settings for **patrol**.
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--
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@@ -829,7 +829,7 @@ do -- AI_AIR_DISPATCHER
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--
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-- In the mission editor, setup a group with task Refuelling. A tanker unit of the correct coalition will be automatically selected.
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-- Then, use the method @{#AI_AIR_DISPATCHER.SetDefaultTanker}() to set the tanker for the dispatcher.
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-- Use the method @{#AI_AIR_DISPATCHER.SetDefaultFuelThreshold}() to set the %-tage left in the defender airplane tanks when a refuel action is needed.
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-- Use the method @{#AI_AIR_DISPATCHER.SetDefaultFuelThreshold}() to set the % left in the defender airplane tanks when a refuel action is needed.
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--
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-- When the tanker specified is alive and in the air, the tanker will be used for refuelling.
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--
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@@ -843,7 +843,7 @@ do -- AI_AIR_DISPATCHER
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-- A2ADispatcher:SetSquadronCapInterval("Sochi", 2, 30, 600, 1 )
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-- A2ADispatcher:SetSquadronGci( "Sochi", 900, 1200 )
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--
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-- -- Set the default tanker for refuelling to "Tanker", when the default fuel treshold has reached 90% fuel left.
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-- -- Set the default tanker for refuelling to "Tanker", when the default fuel threshold has reached 90% fuel left.
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-- A2ADispatcher:SetDefaultFuelThreshold( 0.9 )
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-- A2ADispatcher:SetDefaultTanker( "Tanker" )
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--
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@@ -882,10 +882,7 @@ do -- AI_AIR_DISPATCHER
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-- As a result, the GCI and CAP will stop!
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-- However, the squadron will still stay alive. Any airplane that is airborne will continue its operations until all airborne airplanes
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-- of the squadron will be destroyed. This to keep consistency of air operations not to confuse the players.
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--
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--
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--
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--
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--
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-- @field #AI_AIR_DISPATCHER
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AI_AIR_DISPATCHER = {
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ClassName = "AI_AIR_DISPATCHER",
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@@ -914,10 +911,10 @@ do -- AI_AIR_DISPATCHER
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--- Enumerator for spawns at airbases
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-- @type AI_AIR_DISPATCHER.Takeoff
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-- @extends Wrapper.Group#GROUP.Takeoff
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--- @field #AI_AIR_DISPATCHER.Takeoff Takeoff
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AI_AIR_DISPATCHER.Takeoff = GROUP.Takeoff
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--- Defnes Landing location.
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-- @field #AI_AIR_DISPATCHER.Landing
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AI_AIR_DISPATCHER.Landing = {
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@@ -925,7 +922,7 @@ do -- AI_AIR_DISPATCHER
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AtRunway = 2,
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AtEngineShutdown = 3,
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}
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--- A defense queue item description
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-- @type AI_AIR_DISPATCHER.DefenseQueueItem
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-- @field Squadron
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@@ -936,7 +933,7 @@ do -- AI_AIR_DISPATCHER
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-- @field Functional.Detection#DETECTION_BASE AttackerDetection
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-- @field DefenderGrouping
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-- @field #string SquadronName The name of the squadron.
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--- Queue of planned defenses to be launched.
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-- This queue exists because defenses must be launched on FARPS, or in the air, or on an airbase, or on carriers.
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-- And some of these platforms have very limited amount of "launching" platforms.
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@@ -945,40 +942,39 @@ do -- AI_AIR_DISPATCHER
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-- This guarantees that launched defenders are also directly existing ...
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-- @type AI_AIR_DISPATCHER.DefenseQueue
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-- @list<#AI_AIR_DISPATCHER.DefenseQueueItem> DefenseQueueItem A list of all defenses being queued ...
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--- @field #AI_AIR_DISPATCHER.DefenseQueue DefenseQueue
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AI_AIR_DISPATCHER.DefenseQueue = {}
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--- Defense approach types
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-- @type #AI_AIR_DISPATCHER.DefenseApproach
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AI_AIR_DISPATCHER.DefenseApproach = {
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Random = 1,
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Distance = 2,
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}
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--- AI_AIR_DISPATCHER constructor.
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-- This is defining the AIR DISPATCHER for one coaliton.
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-- This is defining the AIR DISPATCHER for one coalition.
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-- The Dispatcher works with a @{Functional.Detection#DETECTION_BASE} object that is taking of the detection of targets using the EWR units.
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-- The Detection object is polymorphic, depending on the type of detection object choosen, the detection will work differently.
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-- The Detection object is polymorphic, depending on the type of detection object chosen, the detection will work differently.
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-- @param #AI_AIR_DISPATCHER self
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-- @param Functional.Detection#DETECTION_BASE Detection The DETECTION object that will detects targets using the the Early Warning Radar network.
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-- @return #AI_AIR_DISPATCHER self
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-- @usage
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--
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-- -- Setup the Detection, using DETECTION_AREAS.
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-- -- First define the SET of GROUPs that are defining the EWR network.
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-- -- Here with prefixes DF CCCP AWACS, DF CCCP EWR.
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-- DetectionSetGroup = SET_GROUP:New()
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-- DetectionSetGroup:FilterPrefixes( { "DF CCCP AWACS", "DF CCCP EWR" } )
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-- DetectionSetGroup:FilterStart()
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--
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-- -- Define the DETECTION_AREAS, using the DetectionSetGroup, with a 30km grouping radius.
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-- Detection = DETECTION_AREAS:New( DetectionSetGroup, 30000 )
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--
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-- -- Now Setup the AIR dispatcher, and initialize it using the Detection object.
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-- AIRDispatcher = AI_AIR_DISPATCHER:New( Detection ) --
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--
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--
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-- -- Setup the Detection, using DETECTION_AREAS.
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-- -- First define the SET of GROUPs that are defining the EWR network.
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-- -- Here with prefixes DF CCCP AWACS, DF CCCP EWR.
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-- DetectionSetGroup = SET_GROUP:New()
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-- DetectionSetGroup:FilterPrefixes( { "DF CCCP AWACS", "DF CCCP EWR" } )
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-- DetectionSetGroup:FilterStart()
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--
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-- -- Define the DETECTION_AREAS, using the DetectionSetGroup, with a 30km grouping radius.
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-- Detection = DETECTION_AREAS:New( DetectionSetGroup, 30000 )
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--
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-- -- Now Setup the AIR dispatcher, and initialize it using the Detection object.
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-- AIRDispatcher = AI_AIR_DISPATCHER:New( Detection )
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--
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function AI_AIR_DISPATCHER:New( Detection )
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-- Inherits from DETECTION_MANAGER
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@@ -1435,17 +1431,17 @@ do -- AI_AIR_DISPATCHER
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end
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--- Set the default damage treshold when defenders will RTB.
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-- The default damage treshold is by default set to 40%, which means that when the airplane is 40% damaged, it will go RTB.
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--- Set the default damage threshold when defenders will RTB.
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-- The default damage threshold is by default set to 40%, which means that when the airplane is 40% damaged, it will go RTB.
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-- @param #AI_AIR_DISPATCHER self
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-- @param #number DamageThreshold A decimal number between 0 and 1, that expresses the %-tage of the damage treshold before going RTB.
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-- @param #number DamageThreshold A decimal number between 0 and 1, that expresses the % of the damage threshold before going RTB.
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-- @return #AI_AIR_DISPATCHER
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-- @usage
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--
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-- -- Now Setup the AIR dispatcher, and initialize it using the Detection object.
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-- AIRDispatcher = AI_AIR_DISPATCHER:New( Detection )
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--
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-- -- Now Setup the default damage treshold.
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-- -- Now Setup the default damage threshold.
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-- AIRDispatcher:SetDefaultDamageThreshold( 0.90 ) -- Go RTB when the airplane 90% damaged.
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--
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function AI_AIR_DISPATCHER:SetDefaultDamageThreshold( DamageThreshold )
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@@ -1989,7 +1985,7 @@ do -- AI_AIR_DISPATCHER
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--- Defines the default amount of extra planes that will take-off as part of the defense system.
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-- @param #AI_AIR_DISPATCHER self
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-- @param #number Overhead The %-tage of Units that dispatching command will allocate to intercept in surplus of detected amount of units.
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-- @param #number Overhead The % of Units that dispatching command will allocate to intercept in surplus of detected amount of units.
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-- The default overhead is 1, so equal balance. The @{#AI_AIR_DISPATCHER.SetOverhead}() method can be used to tweak the defense strength,
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-- taking into account the plane types of the squadron. For example, a MIG-31 with full long-distance AIR missiles payload, may still be less effective than a F-15C with short missiles...
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-- So in this case, one may want to use the Overhead method to allocate more defending planes as the amount of detected attacking planes.
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@@ -2028,7 +2024,7 @@ do -- AI_AIR_DISPATCHER
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--- Defines the amount of extra planes that will take-off as part of the defense system.
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-- @param #AI_AIR_DISPATCHER self
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-- @param #string SquadronName The name of the squadron.
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-- @param #number Overhead The %-tage of Units that dispatching command will allocate to intercept in surplus of detected amount of units.
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-- @param #number Overhead The % of Units that dispatching command will allocate to intercept in surplus of detected amount of units.
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-- The default overhead is 1, so equal balance. The @{#AI_AIR_DISPATCHER.SetOverhead}() method can be used to tweak the defense strength,
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-- taking into account the plane types of the squadron. For example, a MIG-31 with full long-distance AIR missiles payload, may still be less effective than a F-15C with short missiles...
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-- So in this case, one may want to use the Overhead method to allocate more defending planes as the amount of detected attacking planes.
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@@ -2068,7 +2064,7 @@ do -- AI_AIR_DISPATCHER
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--- Gets the overhead of planes as part of the defense system, in comparison with the attackers.
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-- @param #AI_AIR_DISPATCHER self
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-- @param #string SquadronName The name of the squadron.
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-- @return #number The %-tage of Units that dispatching command will allocate to intercept in surplus of detected amount of units.
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-- @return #number The % of Units that dispatching command will allocate to intercept in surplus of detected amount of units.
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-- The default overhead is 1, so equal balance. The @{#AI_AIR_DISPATCHER.SetOverhead}() method can be used to tweak the defense strength,
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-- taking into account the plane types of the squadron. For example, a MIG-31 with full long-distance AIR missiles payload, may still be less effective than a F-15C with short missiles...
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-- So in this case, one may want to use the Overhead method to allocate more defending planes as the amount of detected attacking planes.
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@@ -2674,17 +2670,17 @@ do -- AI_AIR_DISPATCHER
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return self
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end
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--- Set the default fuel treshold when defenders will RTB or Refuel in the air.
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-- The fuel treshold is by default set to 15%, which means that an airplane will stay in the air until 15% of its fuel has been consumed.
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--- Set the default fuel threshold when defenders will RTB or Refuel in the air.
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-- The fuel threshold is by default set to 15%, which means that an airplane will stay in the air until 15% of its fuel has been consumed.
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-- @param #AI_AIR_DISPATCHER self
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-- @param #number FuelThreshold A decimal number between 0 and 1, that expresses the %-tage of the treshold of fuel remaining in the tank when the plane will go RTB or Refuel.
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-- @param #number FuelThreshold A decimal number between 0 and 1, that expresses the % of the threshold of fuel remaining in the tank when the plane will go RTB or Refuel.
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-- @return #AI_AIR_DISPATCHER
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-- @usage
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--
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-- -- Now Setup the AIR dispatcher, and initialize it using the Detection object.
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-- AIRDispatcher = AI_AIR_DISPATCHER:New( Detection )
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--
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-- -- Now Setup the default fuel treshold.
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-- -- Now Setup the default fuel threshold.
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-- AIRDispatcher:SetDefaultFuelThreshold( 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
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--
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function AI_AIR_DISPATCHER:SetDefaultFuelThreshold( FuelThreshold )
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@@ -2695,18 +2691,18 @@ do -- AI_AIR_DISPATCHER
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end
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--- Set the fuel treshold for the squadron when defenders will RTB or Refuel in the air.
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-- The fuel treshold is by default set to 15%, which means that an airplane will stay in the air until 15% of its fuel has been consumed.
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--- Set the fuel threshold for the squadron when defenders will RTB or Refuel in the air.
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-- The fuel threshold is by default set to 15%, which means that an airplane will stay in the air until 15% of its fuel has been consumed.
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-- @param #AI_AIR_DISPATCHER self
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-- @param #string SquadronName The name of the squadron.
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-- @param #number FuelThreshold A decimal number between 0 and 1, that expresses the %-tage of the treshold of fuel remaining in the tank when the plane will go RTB or Refuel.
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-- @param #number FuelThreshold A decimal number between 0 and 1, that expresses the % of the threshold of fuel remaining in the tank when the plane will go RTB or Refuel.
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-- @return #AI_AIR_DISPATCHER
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-- @usage
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--
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-- -- Now Setup the AIR dispatcher, and initialize it using the Detection object.
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-- AIRDispatcher = AI_AIR_DISPATCHER:New( Detection )
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--
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-- -- Now Setup the default fuel treshold.
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-- -- Now Setup the default fuel threshold.
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-- AIRDispatcher:SetSquadronRefuelThreshold( "SquadronName", 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
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--
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function AI_AIR_DISPATCHER:SetSquadronFuelThreshold( SquadronName, FuelThreshold )
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@@ -2726,7 +2722,7 @@ do -- AI_AIR_DISPATCHER
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-- -- Now Setup the AIR dispatcher, and initialize it using the Detection object.
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-- AIRDispatcher = AI_AIR_DISPATCHER:New( Detection )
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--
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-- -- Now Setup the default fuel treshold.
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-- -- Now Setup the default fuel threshold.
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-- AIRDispatcher:SetDefaultFuelThreshold( 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
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--
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-- -- Now Setup the default tanker.
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@@ -2749,7 +2745,7 @@ do -- AI_AIR_DISPATCHER
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-- -- Now Setup the AIR dispatcher, and initialize it using the Detection object.
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-- AIRDispatcher = AI_AIR_DISPATCHER:New( Detection )
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--
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-- -- Now Setup the squadron fuel treshold.
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-- -- Now Setup the squadron fuel threshold.
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-- AIRDispatcher:SetSquadronRefuelThreshold( "SquadronName", 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
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--
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-- -- Now Setup the squadron tanker.
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@@ -2847,7 +2843,7 @@ do -- AI_AIR_DISPATCHER
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-- @param #AI_AIR_DISPATCHER self
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function AI_AIR_DISPATCHER:CountDefendersEngaged( AttackerDetection, AttackerCount )
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-- First, count the active AIGroups Units, targetting the DetectedSet
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-- First, count the active AIGroups Units, targeting the DetectedSet
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local DefendersEngaged = 0
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local DefendersTotal = 0
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