diff --git a/Moose Development/Moose/AI/AI_BAI.lua b/Moose Development/Moose/AI/AI_BAI.lua index 570bbdac8..cd3a028be 100644 --- a/Moose Development/Moose/AI/AI_BAI.lua +++ b/Moose Development/Moose/AI/AI_BAI.lua @@ -146,6 +146,18 @@ -- * **@{#AI_BAI_ZONE.Destroyed}**: The AI has destroyed all target @{Unit}s assigned in the BOMB task. -- * **Status**: The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB. -- +-- ## 3. Modify the Engage Zone behaviour to pinpoint a **map object** or **scenery object** +-- +-- Use the method @{#AI_BAI_ZONE.SearchOff}() to specify that the EngageZone is not to be searched for potential targets (UNITs), but that the center of the zone +-- is the point where a map object is to be destroyed (like a bridge). +-- +-- Example: +-- +-- -- Tell the BAI not to search for potential targets in the BAIEngagementZone, but rather use the center of the BAIEngagementZone as the bombing location. +-- AIBAIZone:SearchOff() +-- +-- Searching can be switched back on with the method @{#AI_BAI_ZONE.SearchOn}(). Use the method @{#AI_BAI_ZONE.SearchOnOff}() to flexibily switch searching on or off. +-- -- === -- -- @field #AI_BAI_ZONE @@ -174,6 +186,7 @@ function AI_BAI_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude self.Accomplished = false self:SetDetectionZone( self.EngageZone ) + self:SearchOn() self:AddTransition( { "Patrolling", "Engaging" }, "Engage", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_BAI_ZONE. @@ -369,6 +382,38 @@ function AI_BAI_ZONE:SetEngageZone( EngageZone ) end +--- Specifies whether to search for potential targets in the zone, or let the center of the zone be the bombing coordinate. +-- AI_BAI_ZONE will search for potential targets by default. +-- @param #AI_BAI_ZONE self +-- @return #AI_BAI_ZONE +function AI_BAI_ZONE:SearchOnOff( Search ) + + self.Search = Search + + return self +end + +--- If Search is Off, the current zone coordinate will be the center of the bombing. +-- @param #AI_BAI_ZONE self +-- @return #AI_BAI_ZONE +function AI_BAI_ZONE:SearchOff() + + self:SearchOnOff( false ) + + return self +end + + +--- If Search is On, BAI will search for potential targets in the zone. +-- @param #AI_BAI_ZONE self +-- @return #AI_BAI_ZONE +function AI_BAI_ZONE:SearchOn() + + self:SearchOnOff( true ) + + return self +end + --- onafter State Transition for Event Start. -- @param #AI_BAI_ZONE self @@ -412,26 +457,41 @@ end -- @param #string Event The Event string. -- @param #string To The To State string. function AI_BAI_ZONE:onafterTarget( Controllable, From, Event, To ) - self:E("onafterTarget") + self:F({"onafterTarget",self.Search,Controllable:IsAlive()}) + + if Controllable:IsAlive() then local AttackTasks = {} - for DetectedUnit, Detected in pairs( self.DetectedUnits ) do - local DetectedUnit = DetectedUnit -- Wrapper.Unit#UNIT - if DetectedUnit:IsAlive() then - if DetectedUnit:IsInZone( self.EngageZone ) then - if Detected == true then - self:E( {"Target: ", DetectedUnit } ) - self.DetectedUnits[DetectedUnit] = false - local AttackTask = Controllable:TaskAttackUnit( DetectedUnit, false, self.EngageWeaponExpend, self.EngageAttackQty, self.EngageDirection, self.EngageAltitude, nil ) - self.Controllable:PushTask( AttackTask, 1 ) + if self.Search == true then + for DetectedUnit, Detected in pairs( self.DetectedUnits ) do + local DetectedUnit = DetectedUnit -- Wrapper.Unit#UNIT + if DetectedUnit:IsAlive() then + if DetectedUnit:IsInZone( self.EngageZone ) then + if Detected == true then + self:F( {"Target: ", DetectedUnit } ) + self.DetectedUnits[DetectedUnit] = false + local AttackTask = Controllable:TaskAttackUnit( DetectedUnit, false, self.EngageWeaponExpend, self.EngageAttackQty, self.EngageDirection, self.EngageAltitude, nil ) + self.Controllable:PushTask( AttackTask, 1 ) + end end + else + self.DetectedUnits[DetectedUnit] = nil end - else - self.DetectedUnits[DetectedUnit] = nil end + else + self:F("Attack zone") + local AttackTask = Controllable:TaskAttackMapObject( + self.EngageZone:GetPointVec2():GetVec2(), + true, + self.EngageWeaponExpend, + self.EngageAttackQty, + self.EngageDirection, + self.EngageAltitude + ) + self.Controllable:PushTask( AttackTask, 1 ) end self:__Target( -10 ) @@ -466,6 +526,7 @@ function AI_BAI_ZONE:onafterEngage( Controllable, From, Event, To, EngageWeaponExpend, EngageAttackQty, EngageDirection ) + self:F("onafterEngage") self.EngageSpeed = EngageSpeed or 400 @@ -496,27 +557,41 @@ function AI_BAI_ZONE:onafterEngage( Controllable, From, Event, To, EngageRoute[#EngageRoute+1] = CurrentRoutePoint local AttackTasks = {} - - for DetectedUnitID, DetectedUnitData in pairs( self.DetectedUnits ) do - local DetectedUnit = DetectedUnitData -- Wrapper.Unit#UNIT - self:T( DetectedUnit ) - if DetectedUnit:IsAlive() then - if DetectedUnit:IsInZone( self.EngageZone ) then - self:E( {"Engaging ", DetectedUnit } ) - AttackTasks[#AttackTasks+1] = Controllable:TaskBombing( - DetectedUnit:GetPointVec2():GetVec2(), - true, - EngageWeaponExpend, - EngageAttackQty, - EngageDirection - ) + + if self.Search == true then + + for DetectedUnitID, DetectedUnitData in pairs( self.DetectedUnits ) do + local DetectedUnit = DetectedUnitData -- Wrapper.Unit#UNIT + self:T( DetectedUnit ) + if DetectedUnit:IsAlive() then + if DetectedUnit:IsInZone( self.EngageZone ) then + self:F( {"Engaging ", DetectedUnit } ) + AttackTasks[#AttackTasks+1] = Controllable:TaskBombing( + DetectedUnit:GetPointVec2():GetVec2(), + true, + EngageWeaponExpend, + EngageAttackQty, + EngageDirection, + EngageAltitude + ) + end + else + self.DetectedUnits[DetectedUnit] = nil end - else - self.DetectedUnits[DetectedUnit] = nil end + else + self:F("Attack zone") + AttackTasks[#AttackTasks+1] = Controllable:TaskAttackMapObject( + self.EngageZone:GetPointVec2():GetVec2(), + true, + EngageWeaponExpend, + EngageAttackQty, + EngageDirection, + EngageAltitude + ) end - EngageRoute[1].task = Controllable:TaskCombo( AttackTasks ) + EngageRoute[#EngageRoute].task = Controllable:TaskCombo( AttackTasks ) --- Define a random point in the @{Zone}. The AI will fly to that point within the zone. @@ -538,6 +613,9 @@ function AI_BAI_ZONE:onafterEngage( Controllable, From, Event, To, EngageRoute[#EngageRoute+1] = ToTargetRoutePoint + Controllable:OptionROEOpenFire() + Controllable:OptionROTVertical() + --- Now we're going to do something special, we're going to call a function from a waypoint action at the AIControllable... Controllable:WayPointInitialize( EngageRoute ) @@ -549,9 +627,6 @@ function AI_BAI_ZONE:onafterEngage( Controllable, From, Event, To, --- NOW ROUTE THE GROUP! Controllable:WayPointExecute( 1 ) - Controllable:OptionROEOpenFire() - Controllable:OptionROTVertical() - self:SetDetectionInterval( 2 ) self:SetDetectionActivated() self:__Target( -2 ) -- Start Targetting diff --git a/Moose Development/Moose/Wrapper/Controllable.lua b/Moose Development/Moose/Wrapper/Controllable.lua index a1c038a40..5b84dd5c9 100644 --- a/Moose Development/Moose/Wrapper/Controllable.lua +++ b/Moose Development/Moose/Wrapper/Controllable.lua @@ -585,37 +585,29 @@ end --- (AIR) Delivering weapon at the point on the ground. -- @param #CONTROLLABLE self -- @param Dcs.DCSTypes#Vec2 Vec2 2D-coordinates of the point to deliver weapon at. --- @param #boolean GroupAttack (optional) Flag indicates that the target must be engaged by all aircrafts of the group. Has effect only if the task is assigned to a group, not to a single aircraft. +-- @param #boolean GroupAttack (optional) If true, all units in the group will attack the Unit when found. -- @param Dcs.DCSTypes#AI.Task.WeaponExpend WeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion. --- @param #number AttackQty (optional) Desired quantity of passes. The parameter is not the same in AttackGroup and AttackUnit tasks. +-- @param #number AttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo. -- @param Dcs.DCSTypes#Azimuth Direction (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction. --- @param #number WeaponType (optional) Bitmask of weapon types those allowed to use. If parameter is not defined that means no limits on weapon usage. +-- @param #number Altitude (optional) The altitude from where to attack. +-- @param #number WeaponType (optional) The WeaponType. -- @return Dcs.DCSTasking.Task#Task The DCS task structure. -function CONTROLLABLE:TaskBombing( Vec2, GroupAttack, WeaponExpend, AttackQty, Direction, WeaponType ) - self:F2( { self.ControllableName, Vec2, GroupAttack, WeaponExpend, AttackQty, Direction, WeaponType } ) - --- Bombing = { --- id = 'Bombing', --- params = { --- point = Vec2, --- weaponType = number, --- expend = enum AI.Task.WeaponExpend, --- attackQty = number, --- direction = Azimuth, --- controllableAttack = boolean, --- } --- } +function CONTROLLABLE:TaskBombing( Vec2, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, WeaponType ) + self:F2( { self.ControllableName, Vec2, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, WeaponType } ) local DCSTask DCSTask = { id = 'Bombing', params = { point = Vec2, - groupAttack = GroupAttack, + groupAttack = GroupAttack or false, expend = WeaponExpend or "Auto", + attackQtyLimit = AttackQty and true or false, attackQty = AttackQty, directionEnabled = Direction and true or false, direction = Direction, + altitudeEnabled = Altitude and true or false, + altitude = Altitude or 30, weaponType = WeaponType, }, }, @@ -624,6 +616,41 @@ function CONTROLLABLE:TaskBombing( Vec2, GroupAttack, WeaponExpend, AttackQty, D return DCSTask end +--- (AIR) Attacking the map object (building, structure, e.t.c). +-- @param #CONTROLLABLE self +-- @param Dcs.DCSTypes#Vec2 Vec2 2D-coordinates of the point to deliver weapon at. +-- @param #boolean GroupAttack (optional) If true, all units in the group will attack the Unit when found. +-- @param Dcs.DCSTypes#AI.Task.WeaponExpend WeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion. +-- @param #number AttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo. +-- @param Dcs.DCSTypes#Azimuth Direction (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction. +-- @param #number Altitude (optional) The altitude from where to attack. +-- @param #number WeaponType (optional) The WeaponType. +-- @return Dcs.DCSTasking.Task#Task The DCS task structure. +function CONTROLLABLE:TaskAttackMapObject( Vec2, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, WeaponType ) + self:F2( { self.ControllableName, Vec2, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, WeaponType } ) + + local DCSTask + DCSTask = { + id = 'AttackMapObject', + params = { + point = Vec2, + groupAttack = GroupAttack or false, + expend = WeaponExpend or "Auto", + attackQtyLimit = AttackQty and true or false, + attackQty = AttackQty, + directionEnabled = Direction and true or false, + direction = Direction, + altitudeEnabled = Altitude and true or false, + altitude = Altitude or 30, + weaponType = WeaponType, + }, + }, + + self:T3( { DCSTask } ) + return DCSTask +end + + --- (AIR) Orbit at a specified position at a specified alititude during a specified duration with a specified speed. -- @param #CONTROLLABLE self -- @param Dcs.DCSTypes#Vec2 Point The point to hold the position. @@ -702,45 +729,6 @@ end ---- (AIR) Attacking the map object (building, structure, e.t.c). --- @param #CONTROLLABLE self --- @param Dcs.DCSTypes#Vec2 Vec2 2D-coordinates of the point the map object is closest to. The distance between the point and the map object must not be greater than 2000 meters. Object id is not used here because Mission Editor doesn't support map object identificators. --- @param #number WeaponType (optional) Bitmask of weapon types those allowed to use. If parameter is not defined that means no limits on weapon usage. --- @param Dcs.DCSTypes#AI.Task.WeaponExpend WeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion. --- @param #number AttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo. --- @param Dcs.DCSTypes#Azimuth Direction (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction. --- @param #boolean ControllableAttack (optional) Flag indicates that the target must be engaged by all aircrafts of the controllable. Has effect only if the task is assigned to a controllable, not to a single aircraft. --- @return Dcs.DCSTasking.Task#Task The DCS task structure. -function CONTROLLABLE:TaskAttackMapObject( Vec2, WeaponType, WeaponExpend, AttackQty, Direction, ControllableAttack ) - self:F2( { self.ControllableName, Vec2, WeaponType, WeaponExpend, AttackQty, Direction, ControllableAttack } ) - --- AttackMapObject = { --- id = 'AttackMapObject', --- params = { --- point = Vec2, --- weaponType = number, --- expend = enum AI.Task.WeaponExpend, --- attackQty = number, --- direction = Azimuth, --- controllableAttack = boolean, --- } --- } - - local DCSTask - DCSTask = { id = 'AttackMapObject', - params = { - point = Vec2, - weaponType = WeaponType, - expend = WeaponExpend, - attackQty = AttackQty, - direction = Direction, - controllableAttack = ControllableAttack, - }, - }, - - self:T3( { DCSTask } ) - return DCSTask -end --- (AIR) Delivering weapon on the runway. diff --git a/Moose Mission Setup/Moose.lua b/Moose Mission Setup/Moose.lua index 306dabac5..241147a4e 100644 --- a/Moose Mission Setup/Moose.lua +++ b/Moose Mission Setup/Moose.lua @@ -1,5 +1,5 @@ env.info( '*** MOOSE DYNAMIC INCLUDE START *** ' ) -env.info( 'Moose Generation Timestamp: 20170509_1415' ) +env.info( 'Moose Generation Timestamp: 20170509_2025' ) local base = _G diff --git a/docs/Documentation/AI_BAI.html b/docs/Documentation/AI_BAI.html index 2234f5318..3c74b363d 100644 --- a/docs/Documentation/AI_BAI.html +++ b/docs/Documentation/AI_BAI.html @@ -96,7 +96,7 @@

Module AI_BAI

-

AI -- Provide Battleground Air Interdiction (bombing).

+

AI -- Provide Battlefield Air Interdiction (bombing).

Banner Image

@@ -339,6 +339,30 @@ AI_BAI_ZONE:OnLeaveEngaging(Controllable, From, Event, To)

OnLeave Transition Handler for State Engaging.

+ + + + AI_BAI_ZONE.Search + + + + + + AI_BAI_ZONE:SearchOff() + +

If Search is Off, the current zone coordinate will be the center of the bombing.

+ + + + AI_BAI_ZONE:SearchOn() + +

If Search is On, BAI will search for potential targets in the zone.

+ + + + AI_BAI_ZONE:SearchOnOff(Search) + +

Specifies whether to search for potential targets in the zone, or let the center of the zone be the bombing coordinate.

@@ -489,7 +513,7 @@ Any target that is detected in the Engage Zone will be reported and will be dest

Engage Event

-

When the AI has accomplished the BOMB, it will fly back to the Patrol Zone.

+

When the AI has accomplished the Bombing, it will fly back to the Patrol Zone.

Engage Event

@@ -534,6 +558,19 @@ It can be notified to go RTB through the RTB event.

  • Status: The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
  • +

    3. Modify the Engage Zone behaviour to pinpoint a map object or scenery object

    + +

    Use the method AIBAIZONE.SearchOff() to specify that the EngageZone is not to be searched for potential targets (units), but that the center of the zone +is the point where a map object is to be destroyed (like a bridge).

    + +

    Example:

    + +
     -- Tell the BAI not to search for potential targets in the BAIEngagementZone, but rather use the center of the BAIEngagementZone as the bombing location.
    + AIBAIZone:SearchOff()
    +
    + +

    Searching can be switched back on with the method AIBAIZONE.SearchOn(). Use the method AIBAIZONE.SearchOnOff() to flexibily switch searching on or off.

    +
    @@ -1364,6 +1401,85 @@ The To State string.

    #boolean: Return false to cancel Transition.

    + + +
    +
    + + + +AI_BAI_ZONE.Search + +
    +
    + + + +
    +
    +
    +
    + + +AI_BAI_ZONE:SearchOff() + +
    +
    + +

    If Search is Off, the current zone coordinate will be the center of the bombing.

    + +

    Return value

    + +

    #AIBAIZONE:

    + + +
    +
    +
    +
    + + +AI_BAI_ZONE:SearchOn() + +
    +
    + +

    If Search is On, BAI will search for potential targets in the zone.

    + +

    Return value

    + +

    #AIBAIZONE:

    + + +
    +
    +
    +
    + + +AI_BAI_ZONE:SearchOnOff(Search) + +
    +
    + +

    Specifies whether to search for potential targets in the zone, or let the center of the zone be the bombing coordinate.

    + + +

    AIBAIZONE will search for potential targets by default.

    + +

    Parameter

    +
      +
    • + +

      Search :

      + +
    • +
    +

    Return value

    + +

    #AIBAIZONE:

    + +
    diff --git a/docs/Documentation/Controllable.html b/docs/Documentation/Controllable.html index 2d445d50e..c5abef460 100644 --- a/docs/Documentation/Controllable.html +++ b/docs/Documentation/Controllable.html @@ -539,7 +539,7 @@ This is different from the EnRoute tasks, where the targets of the task need to - CONTROLLABLE:TaskAttackMapObject(Vec2, WeaponType, WeaponExpend, AttackQty, Direction, ControllableAttack) + CONTROLLABLE:TaskAttackMapObject(Vec2, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, WeaponType)

    (AIR) Attacking the map object (building, structure, e.t.c).

    @@ -551,7 +551,7 @@ This is different from the EnRoute tasks, where the targets of the task need to - CONTROLLABLE:TaskBombing(Vec2, GroupAttack, WeaponExpend, AttackQty, Direction, WeaponType) + CONTROLLABLE:TaskBombing(Vec2, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, WeaponType)

    (AIR) Delivering weapon at the point on the ground.

    @@ -2095,7 +2095,7 @@ The DCS task structure.

    -CONTROLLABLE:TaskAttackMapObject(Vec2, WeaponType, WeaponExpend, AttackQty, Direction, ControllableAttack) +CONTROLLABLE:TaskAttackMapObject(Vec2, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, WeaponType)
    @@ -2107,13 +2107,13 @@ The DCS task structure.

  • Dcs.DCSTypes#Vec2 Vec2 : -2D-coordinates of the point the map object is closest to. The distance between the point and the map object must not be greater than 2000 meters. Object id is not used here because Mission Editor doesn't support map object identificators.

    +2D-coordinates of the point to deliver weapon at.

  • -

    #number WeaponType : -(optional) Bitmask of weapon types those allowed to use. If parameter is not defined that means no limits on weapon usage.

    +

    #boolean GroupAttack : +(optional) If true, all units in the group will attack the Unit when found.

  • @@ -2136,8 +2136,14 @@ The DCS task structure.

  • -

    #boolean ControllableAttack : -(optional) Flag indicates that the target must be engaged by all aircrafts of the controllable. Has effect only if the task is assigned to a controllable, not to a single aircraft.

    +

    #number Altitude : +(optional) The altitude from where to attack.

    + +
  • +
  • + +

    #number WeaponType : +(optional) The WeaponType.

  • @@ -2221,7 +2227,7 @@ The DCS task structure.

    -CONTROLLABLE:TaskBombing(Vec2, GroupAttack, WeaponExpend, AttackQty, Direction, WeaponType) +CONTROLLABLE:TaskBombing(Vec2, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, WeaponType)
    @@ -2239,7 +2245,7 @@ The DCS task structure.

  • #boolean GroupAttack : -(optional) Flag indicates that the target must be engaged by all aircrafts of the group. Has effect only if the task is assigned to a group, not to a single aircraft.

    +(optional) If true, all units in the group will attack the Unit when found.

  • @@ -2251,7 +2257,7 @@ The DCS task structure.

  • #number AttackQty : -(optional) Desired quantity of passes. The parameter is not the same in AttackGroup and AttackUnit tasks.

    +(optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.

  • @@ -2262,8 +2268,14 @@ The DCS task structure.

  • +

    #number Altitude : +(optional) The altitude from where to attack.

    + +
  • +
  • +

    #number WeaponType : -(optional) Bitmask of weapon types those allowed to use. If parameter is not defined that means no limits on weapon usage.

    +(optional) The WeaponType.

  • diff --git a/docs/Documentation/Database.html b/docs/Documentation/Database.html index 13c610e53..70294483b 100644 --- a/docs/Documentation/Database.html +++ b/docs/Documentation/Database.html @@ -1829,6 +1829,7 @@ self

    + #number DATABASE.UNITS_Position diff --git a/docs/Documentation/Designate.html b/docs/Documentation/Designate.html index 10ff4c243..36af9145f 100644 --- a/docs/Documentation/Designate.html +++ b/docs/Documentation/Designate.html @@ -891,6 +891,7 @@ function below will use the range 1-7 just in case

    + DESIGNATE.LaserCodes diff --git a/docs/Documentation/Detection.html b/docs/Documentation/Detection.html index e512594d8..13499cb5c 100644 --- a/docs/Documentation/Detection.html +++ b/docs/Documentation/Detection.html @@ -2336,7 +2336,6 @@ The index of the DetectedItem.

    - #number DETECTION_BASE.DetectedItemMax diff --git a/docs/Documentation/Fsm.html b/docs/Documentation/Fsm.html index b832094de..a5360ca5f 100644 --- a/docs/Documentation/Fsm.html +++ b/docs/Documentation/Fsm.html @@ -1623,7 +1623,7 @@ A string defining the start state.

    - + #string FSM._StartState @@ -1922,7 +1922,6 @@ A string defining the start state.

    - FSM.current diff --git a/docs/Documentation/Spawn.html b/docs/Documentation/Spawn.html index 6bbc5b660..1d8d862f2 100644 --- a/docs/Documentation/Spawn.html +++ b/docs/Documentation/Spawn.html @@ -771,6 +771,12 @@ and any spaces before and after the resulting name are removed.

    SPAWN:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle) + + + + SPAWN.uncontrolled + + @@ -2072,9 +2078,6 @@ The group that was spawned. You can use this group for further actions.

    - -

    Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.

    -
    @@ -2528,9 +2531,6 @@ when nothing was spawned.

    - -

    Overwrite unit names by default with group name.

    -
    @@ -2545,9 +2545,6 @@ when nothing was spawned.

    - -

    By default, no InitLimit

    -
    @@ -2583,7 +2580,7 @@ when nothing was spawned.

    - #number + SPAWN.SpawnMaxGroups @@ -2600,7 +2597,7 @@ when nothing was spawned.

    - #number + SPAWN.SpawnMaxUnitsAlive @@ -2952,7 +2949,7 @@ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):Schedule( 600, 0.5 ) -

    Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.

    +

    When the first Spawn executes, all the Groups need to be made visible before start.

    @@ -3518,6 +3515,20 @@ True = Continue Scheduler

    + +
    +
    +
    + + + +SPAWN.uncontrolled + +
    +
    + + +
    diff --git a/docs/Documentation/Spot.html b/docs/Documentation/Spot.html index acc195246..1ee972150 100644 --- a/docs/Documentation/Spot.html +++ b/docs/Documentation/Spot.html @@ -762,7 +762,6 @@ true if it is lasing

    - SPOT.ScheduleID @@ -776,7 +775,6 @@ true if it is lasing

    - SPOT.SpotIR @@ -790,7 +788,6 @@ true if it is lasing

    - SPOT.SpotLaser @@ -804,7 +801,6 @@ true if it is lasing

    - SPOT.Target diff --git a/docs/Documentation/Task_Cargo.html b/docs/Documentation/Task_Cargo.html index 5cb0f06fd..7b5964a17 100644 --- a/docs/Documentation/Task_Cargo.html +++ b/docs/Documentation/Task_Cargo.html @@ -502,7 +502,7 @@ based on the tasking capabilities defined in Task#TA
    - + Core.Cargo#CARGO FSM_PROCESS.Cargo diff --git a/docs/Documentation/index.html b/docs/Documentation/index.html index 5766ea5a2..9255879bf 100644 --- a/docs/Documentation/index.html +++ b/docs/Documentation/index.html @@ -99,7 +99,7 @@ AI_BAI -

    AI -- Provide Battleground Air Interdiction (bombing).

    +

    AI -- Provide Battlefield Air Interdiction (bombing).

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