Documentation

This commit is contained in:
FlightControl_Master
2017-08-06 07:50:37 +02:00
parent 1883e84918
commit 464fb1aeca
7 changed files with 160 additions and 166 deletions

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@@ -1093,15 +1093,18 @@ will be considered to receive the command to engage that target area.</p>
Use the method <a href="##(AI_A2A_DISPATCHER).SetEngageRadius">AI<em>A2A</em>DISPATCHER.SetEngageRadius</a>() to set a specific Engage Radius.
<strong>The Engage Radius is defined for ALL squadrons which are operational.</strong></p>
<p>Demonstration Mission: <a href="https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/release-2-2-pre/AID-019%20-%20AI_A2A%20-%20Engage%20Range%20Test">AID-019 - AI_A2A - Engage Range Test</a></p>
<p>Demonstration Mission: <a href="https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/release-2-2-pre/AID%20-%20AI%20Dispatching/AID-019%20-%20AI_A2A%20-%20Engage%20Range%20Test">AID-019 - AI_A2A - Engage Range Test</a></p>
<p>In this example an Engage Radius is set to 50km.</p>
<p>In this example an Engage Radius is set to various values.</p>
<pre><code>-- Initialize the dispatcher, setting up a radius of 50km where any airborne friendly
-- without an assignment within 50km radius from a detected target, will engage that target.
<pre><code>-- Set 50km as the radius to engage any target by airborne friendlies.
A2ADispatcher:SetEngageRadius( 50000 )
-- Set 100km as the radius to engage any target by airborne friendlies.
A2ADispatcher:SetEngageRadius() -- 100000 is the default value.
</code></pre>
<h2>4. Set the <strong>Ground Controlled Intercept Radius</strong> or <strong>Gci radius</strong>:</h2>
<p>When targets are detected that are still really far off, you don't want the AI<em>A2A</em>DISPATCHER to launch intercepts just yet.
@@ -2464,10 +2467,10 @@ Landing The landing method which can be NearAirbase, AtRunway, AtEngineShutdown<
<h3>Usage:</h3>
<pre class="example"><code>
local Dispatcher = AI_A2A_DISPATCHER:New( ... )
local A2ADispatcher = AI_A2A_DISPATCHER:New( ... )
-- Let new flights by default despawn near the airbase when returning.
local LandingMethod = Dispatcher:GetDefaultLanding( AI_A2A_Dispatcher.Landing.NearAirbase )
local LandingMethod = A2ADispatcher:GetDefaultLanding( AI_A2A_Dispatcher.Landing.NearAirbase )
if LandingMethod == AI_A2A_Dispatcher.Landing.NearAirbase then
...
end
@@ -2494,10 +2497,10 @@ Takeoff From the airbase hot, from the airbase cold, in the air, from the runway
<h3>Usage:</h3>
<pre class="example"><code>
local Dispatcher = AI_A2A_DISPATCHER:New( ... )
local A2ADispatcher = AI_A2A_DISPATCHER:New( ... )
-- Let new flights by default take-off in the air.
local TakeoffMethod = Dispatcher:GetDefaultTakeoff()
local TakeoffMethod = A2ADispatcher:GetDefaultTakeoff()
if TakeOffMethod == , AI_A2A_Dispatcher.Takeoff.InAir then
...
end
@@ -2713,10 +2716,10 @@ Landing The landing method which can be NearAirbase, AtRunway, AtEngineShutdown<
<h3>Usage:</h3>
<pre class="example"><code>
local Dispatcher = AI_A2A_DISPATCHER:New( ... )
local A2ADispatcher = AI_A2A_DISPATCHER:New( ... )
-- Let new flights despawn near the airbase when returning.
local LandingMethod = Dispatcher:GetSquadronLanding( "SquadronName", AI_A2A_Dispatcher.Landing.NearAirbase )
local LandingMethod = A2ADispatcher:GetSquadronLanding( "SquadronName", AI_A2A_Dispatcher.Landing.NearAirbase )
if LandingMethod == AI_A2A_Dispatcher.Landing.NearAirbase then
...
end
@@ -2752,10 +2755,10 @@ Takeoff From the airbase hot, from the airbase cold, in the air, from the runway
<h3>Usage:</h3>
<pre class="example"><code>
local Dispatcher = AI_A2A_DISPATCHER:New( ... )
local A2ADispatcher = AI_A2A_DISPATCHER:New( ... )
-- Let new flights take-off in the air.
local TakeoffMethod = Dispatcher:GetSquadronTakeoff( "SquadronName" )
local TakeoffMethod = A2ADispatcher:GetSquadronTakeoff( "SquadronName" )
if TakeOffMethod == , AI_A2A_Dispatcher.Takeoff.InAir then
...
end
@@ -3467,10 +3470,10 @@ The level of grouping that will be applied of the CAP or GCI defenders. </p>
<h3>Usage:</h3>
<pre class="example"><code>
local Dispatcher = AI_A2A_DISPATCHER:New( ... )
local A2ADispatcher = AI_A2A_DISPATCHER:New( ... )
-- Set a grouping by default per 2 airplanes.
Dispatcher:SetDefaultGrouping( 2 )
A2ADispatcher:SetDefaultGrouping( 2 )
</code></pre>
@@ -3504,16 +3507,16 @@ The landing method which can be NearAirbase, AtRunway, AtEngineShutdown</p>
<h3>Usage:</h3>
<pre class="example"><code>
local Dispatcher = AI_A2A_DISPATCHER:New( ... )
local A2ADispatcher = AI_A2A_DISPATCHER:New( ... )
-- Let new flights by default despawn near the airbase when returning.
Dispatcher:SetDefaultLanding( AI_A2A_Dispatcher.Landing.NearAirbase )
A2ADispatcher:SetDefaultLanding( AI_A2A_Dispatcher.Landing.NearAirbase )
-- Let new flights by default despawn after landing land at the runway.
Dispatcher:SetDefaultLanding( AI_A2A_Dispatcher.Landing.AtRunway )
A2ADispatcher:SetDefaultLanding( AI_A2A_Dispatcher.Landing.AtRunway )
-- Let new flights by default despawn after landing and parking, and after engine shutdown.
Dispatcher:SetDefaultLanding( AI_A2A_Dispatcher.Landing.AtEngineShutdown )
A2ADispatcher:SetDefaultLanding( AI_A2A_Dispatcher.Landing.AtEngineShutdown )
</code></pre>
</dd>
@@ -3537,10 +3540,10 @@ The landing method which can be NearAirbase, AtRunway, AtEngineShutdown</p>
<h3>Usage:</h3>
<pre class="example"><code>
local Dispatcher = AI_A2A_DISPATCHER:New( ... )
local A2ADispatcher = AI_A2A_DISPATCHER:New( ... )
-- Let flights by default land and despawn at engine shutdown.
Dispatcher:SetDefaultLandingAtEngineShutdown()
A2ADispatcher:SetDefaultLandingAtEngineShutdown()
</code></pre>
</dd>
@@ -3564,10 +3567,10 @@ The landing method which can be NearAirbase, AtRunway, AtEngineShutdown</p>
<h3>Usage:</h3>
<pre class="example"><code>
local Dispatcher = AI_A2A_DISPATCHER:New( ... )
local A2ADispatcher = AI_A2A_DISPATCHER:New( ... )
-- Let flights by default land at the runway and despawn.
Dispatcher:SetDefaultLandingAtRunway()
A2ADispatcher:SetDefaultLandingAtRunway()
</code></pre>
</dd>
@@ -3591,10 +3594,10 @@ The landing method which can be NearAirbase, AtRunway, AtEngineShutdown</p>
<h3>Usage:</h3>
<pre class="example"><code>
local Dispatcher = AI_A2A_DISPATCHER:New( ... )
local A2ADispatcher = AI_A2A_DISPATCHER:New( ... )
-- Let flights by default to land near the airbase and despawn.
Dispatcher:SetDefaultLandingNearAirbase()
A2ADispatcher:SetDefaultLandingNearAirbase()
</code></pre>
</dd>
@@ -3644,14 +3647,14 @@ multiplied by the Overhead and rounded up to the smallest integer. </p>
<h3>Usage:</h3>
<pre class="example"><code>
local Dispatcher = AI_A2A_DISPATCHER:New( ... )
local A2ADispatcher = AI_A2A_DISPATCHER:New( ... )
-- An overhead of 1,5 with 1 planes detected, will allocate 2 planes ( 1 * 1,5 ) = 1,5 =&gt; rounded up gives 2.
-- An overhead of 1,5 with 2 planes detected, will allocate 3 planes ( 2 * 1,5 ) = 3 =&gt; rounded up gives 3.
-- An overhead of 1,5 with 3 planes detected, will allocate 5 planes ( 3 * 1,5 ) = 4,5 =&gt; rounded up gives 5 planes.
-- An overhead of 1,5 with 4 planes detected, will allocate 6 planes ( 4 * 1,5 ) = 6 =&gt; rounded up gives 6 planes.
Dispatcher:SetDefaultOverhead( 1.5 )
A2ADispatcher:SetDefaultOverhead( 1.5 )
</code></pre>
</dd>
@@ -3684,19 +3687,19 @@ From the airbase hot, from the airbase cold, in the air, from the runway.</p>
<h3>Usage:</h3>
<pre class="example"><code>
local Dispatcher = AI_A2A_DISPATCHER:New( ... )
local A2ADispatcher = AI_A2A_DISPATCHER:New( ... )
-- Let new flights by default take-off in the air.
Dispatcher:SetDefaultTakeoff( AI_A2A_Dispatcher.Takeoff.Air )
A2ADispatcher:SetDefaultTakeoff( AI_A2A_Dispatcher.Takeoff.Air )
-- Let new flights by default take-off from the runway.
Dispatcher:SetDefaultTakeoff( AI_A2A_Dispatcher.Takeoff.Runway )
A2ADispatcher:SetDefaultTakeoff( AI_A2A_Dispatcher.Takeoff.Runway )
-- Let new flights by default take-off from the airbase hot.
Dispatcher:SetDefaultTakeoff( AI_A2A_Dispatcher.Takeoff.Hot )
A2ADispatcher:SetDefaultTakeoff( AI_A2A_Dispatcher.Takeoff.Hot )
-- Let new flights by default take-off from the airbase cold.
Dispatcher:SetDefaultTakeoff( AI_A2A_Dispatcher.Takeoff.Cold )
A2ADispatcher:SetDefaultTakeoff( AI_A2A_Dispatcher.Takeoff.Cold )
</code></pre>
@@ -3721,10 +3724,10 @@ From the airbase hot, from the airbase cold, in the air, from the runway.</p>
<h3>Usage:</h3>
<pre class="example"><code>
local Dispatcher = AI_A2A_DISPATCHER:New( ... )
local A2ADispatcher = AI_A2A_DISPATCHER:New( ... )
-- Let new flights take-off from a cold parking spot.
Dispatcher:SetDefaultTakeoffFromParkingCold()
A2ADispatcher:SetDefaultTakeoffFromParkingCold()
</code></pre>
</dd>
@@ -3748,10 +3751,10 @@ From the airbase hot, from the airbase cold, in the air, from the runway.</p>
<h3>Usage:</h3>
<pre class="example"><code>
local Dispatcher = AI_A2A_DISPATCHER:New( ... )
local A2ADispatcher = AI_A2A_DISPATCHER:New( ... )
-- Let new flights by default take-off at a hot parking spot.
Dispatcher:SetDefaultTakeoffFromParkingHot()
A2ADispatcher:SetDefaultTakeoffFromParkingHot()
</code></pre>
</dd>
@@ -3775,10 +3778,10 @@ From the airbase hot, from the airbase cold, in the air, from the runway.</p>
<h3>Usage:</h3>
<pre class="example"><code>
local Dispatcher = AI_A2A_DISPATCHER:New( ... )
local A2ADispatcher = AI_A2A_DISPATCHER:New( ... )
-- Let new flights by default take-off from the runway.
Dispatcher:SetDefaultTakeoffFromRunway()
A2ADispatcher:SetDefaultTakeoffFromRunway()
</code></pre>
</dd>
@@ -3802,10 +3805,10 @@ From the airbase hot, from the airbase cold, in the air, from the runway.</p>
<h3>Usage:</h3>
<pre class="example"><code>
local Dispatcher = AI_A2A_DISPATCHER:New( ... )
local A2ADispatcher = AI_A2A_DISPATCHER:New( ... )
-- Let new flights by default take-off in the air.
Dispatcher:SetDefaultTakeoffInAir()
A2ADispatcher:SetDefaultTakeoffInAir()
</code></pre>
</dd>
@@ -3979,10 +3982,10 @@ A string defining the group name of the Tanker as defined within the Mission Edi
<h3>Usage:</h3>
<pre class="example"><code>
-- Set 50km as the Disengage Radius.
Dispatcher:SetDisengageRadius( 50000 )
A2ADispatcher:SetDisengageRadius( 50000 )
-- Set 100km as the Disengage Radius.
Dispatcher:SetDisngageRadius() -- 300000 is the default value.
A2ADispatcher:SetDisngageRadius() -- 300000 is the default value.
</code></pre>
</dd>
@@ -4014,6 +4017,8 @@ will be considered to receive the command to engage that target area.</p>
<p>**Use the method <a href="##(AI_A2A_DISPATCHER).SetEngageRadius">AI<em>A2A</em>DISPATCHER.SetEngageRadius</a>() to modify the default Engage Radius for ALL squadrons.**</p>
<p>Demonstration Mission: <a href="https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/release-2-2-pre/AID%20-%20AI%20Dispatching/AID-019%20-%20AI_A2A%20-%20Engage%20Range%20Test">AID-019 - AI_A2A - Engage Range Test</a></p>
<h3>Parameter</h3>
<ul>
@@ -4032,10 +4037,10 @@ will be considered to receive the command to engage that target area.</p>
<h3>Usage:</h3>
<pre class="example"><code>
-- Set 50km as the radius to engage any target by airborne friendlies.
Dispatcher:SetEngageRadius( 50000 )
A2ADispatcher:SetEngageRadius( 50000 )
-- Set 100km as the radius to engage any target by airborne friendlies.
Dispatcher:SetEngageRadius() -- 100000 is the default value.
A2ADispatcher:SetEngageRadius() -- 100000 is the default value.
</code></pre>
</dd>
@@ -4510,10 +4515,10 @@ The level of grouping that will be applied of the CAP or GCI defenders. </p>
<h3>Usage:</h3>
<pre class="example"><code>
local Dispatcher = AI_A2A_DISPATCHER:New( ... )
local A2ADispatcher = AI_A2A_DISPATCHER:New( ... )
-- Set a grouping per 2 airplanes.
Dispatcher:SetSquadronGrouping( "SquadronName", 2 )
A2ADispatcher:SetSquadronGrouping( "SquadronName", 2 )
</code></pre>
@@ -4553,16 +4558,16 @@ The landing method which can be NearAirbase, AtRunway, AtEngineShutdown</p>
<h3>Usage:</h3>
<pre class="example"><code>
local Dispatcher = AI_A2A_DISPATCHER:New( ... )
local A2ADispatcher = AI_A2A_DISPATCHER:New( ... )
-- Let new flights despawn near the airbase when returning.
Dispatcher:SetSquadronLanding( "SquadronName", AI_A2A_Dispatcher.Landing.NearAirbase )
A2ADispatcher:SetSquadronLanding( "SquadronName", AI_A2A_Dispatcher.Landing.NearAirbase )
-- Let new flights despawn after landing land at the runway.
Dispatcher:SetSquadronLanding( "SquadronName", AI_A2A_Dispatcher.Landing.AtRunway )
A2ADispatcher:SetSquadronLanding( "SquadronName", AI_A2A_Dispatcher.Landing.AtRunway )
-- Let new flights despawn after landing and parking, and after engine shutdown.
Dispatcher:SetSquadronLanding( "SquadronName", AI_A2A_Dispatcher.Landing.AtEngineShutdown )
A2ADispatcher:SetSquadronLanding( "SquadronName", AI_A2A_Dispatcher.Landing.AtEngineShutdown )
</code></pre>
</dd>
@@ -4595,10 +4600,10 @@ The name of the squadron.</p>
<h3>Usage:</h3>
<pre class="example"><code>
local Dispatcher = AI_A2A_DISPATCHER:New( ... )
local A2ADispatcher = AI_A2A_DISPATCHER:New( ... )
-- Let flights land and despawn at engine shutdown.
Dispatcher:SetSquadronLandingAtEngineShutdown( "SquadronName" )
A2ADispatcher:SetSquadronLandingAtEngineShutdown( "SquadronName" )
</code></pre>
</dd>
@@ -4631,10 +4636,10 @@ The name of the squadron.</p>
<h3>Usage:</h3>
<pre class="example"><code>
local Dispatcher = AI_A2A_DISPATCHER:New( ... )
local A2ADispatcher = AI_A2A_DISPATCHER:New( ... )
-- Let flights land at the runway and despawn.
Dispatcher:SetSquadronLandingAtRunway( "SquadronName" )
A2ADispatcher:SetSquadronLandingAtRunway( "SquadronName" )
</code></pre>
</dd>
@@ -4667,10 +4672,10 @@ The name of the squadron.</p>
<h3>Usage:</h3>
<pre class="example"><code>
local Dispatcher = AI_A2A_DISPATCHER:New( ... )
local A2ADispatcher = AI_A2A_DISPATCHER:New( ... )
-- Let flights to land near the airbase and despawn.
Dispatcher:SetSquadronLandingNearAirbase( "SquadronName" )
A2ADispatcher:SetSquadronLandingNearAirbase( "SquadronName" )
</code></pre>
</dd>
@@ -4726,14 +4731,14 @@ multiplied by the Overhead and rounded up to the smallest integer. </p>
<h3>Usage:</h3>
<pre class="example"><code>
local Dispatcher = AI_A2A_DISPATCHER:New( ... )
local A2ADispatcher = AI_A2A_DISPATCHER:New( ... )
-- An overhead of 1,5 with 1 planes detected, will allocate 2 planes ( 1 * 1,5 ) = 1,5 =&gt; rounded up gives 2.
-- An overhead of 1,5 with 2 planes detected, will allocate 3 planes ( 2 * 1,5 ) = 3 =&gt; rounded up gives 3.
-- An overhead of 1,5 with 3 planes detected, will allocate 5 planes ( 3 * 1,5 ) = 4,5 =&gt; rounded up gives 5 planes.
-- An overhead of 1,5 with 4 planes detected, will allocate 6 planes ( 4 * 1,5 ) = 6 =&gt; rounded up gives 6 planes.
Dispatcher:SetSquadronOverhead( "SquadronName", 1.5 )
A2ADispatcher:SetSquadronOverhead( "SquadronName", 1.5 )
</code></pre>
</dd>
@@ -4772,19 +4777,19 @@ From the airbase hot, from the airbase cold, in the air, from the runway.</p>
<h3>Usage:</h3>
<pre class="example"><code>
local Dispatcher = AI_A2A_DISPATCHER:New( ... )
local A2ADispatcher = AI_A2A_DISPATCHER:New( ... )
-- Let new flights take-off in the air.
Dispatcher:SetSquadronTakeoff( "SquadronName", AI_A2A_Dispatcher.Takeoff.Air )
A2ADispatcher:SetSquadronTakeoff( "SquadronName", AI_A2A_Dispatcher.Takeoff.Air )
-- Let new flights take-off from the runway.
Dispatcher:SetSquadronTakeoff( "SquadronName", AI_A2A_Dispatcher.Takeoff.Runway )
A2ADispatcher:SetSquadronTakeoff( "SquadronName", AI_A2A_Dispatcher.Takeoff.Runway )
-- Let new flights take-off from the airbase hot.
Dispatcher:SetSquadronTakeoff( "SquadronName", AI_A2A_Dispatcher.Takeoff.Hot )
A2ADispatcher:SetSquadronTakeoff( "SquadronName", AI_A2A_Dispatcher.Takeoff.Hot )
-- Let new flights take-off from the airbase cold.
Dispatcher:SetSquadronTakeoff( "SquadronName", AI_A2A_Dispatcher.Takeoff.Cold )
A2ADispatcher:SetSquadronTakeoff( "SquadronName", AI_A2A_Dispatcher.Takeoff.Cold )
</code></pre>
@@ -4818,10 +4823,10 @@ The name of the squadron.</p>
<h3>Usage:</h3>
<pre class="example"><code>
local Dispatcher = AI_A2A_DISPATCHER:New( ... )
local A2ADispatcher = AI_A2A_DISPATCHER:New( ... )
-- Let new flights take-off from a cold parking spot.
Dispatcher:SetSquadronTakeoffFromParkingCold( "SquadronName" )
A2ADispatcher:SetSquadronTakeoffFromParkingCold( "SquadronName" )
</code></pre>
</dd>
@@ -4854,10 +4859,10 @@ The name of the squadron.</p>
<h3>Usage:</h3>
<pre class="example"><code>
local Dispatcher = AI_A2A_DISPATCHER:New( ... )
local A2ADispatcher = AI_A2A_DISPATCHER:New( ... )
-- Let new flights take-off in the air.
Dispatcher:SetSquadronTakeoffFromParkingHot( "SquadronName" )
A2ADispatcher:SetSquadronTakeoffFromParkingHot( "SquadronName" )
</code></pre>
</dd>
@@ -4890,10 +4895,10 @@ The name of the squadron.</p>
<h3>Usage:</h3>
<pre class="example"><code>
local Dispatcher = AI_A2A_DISPATCHER:New( ... )
local A2ADispatcher = AI_A2A_DISPATCHER:New( ... )
-- Let new flights take-off from the runway.
Dispatcher:SetSquadronTakeoffFromRunway( "SquadronName" )
A2ADispatcher:SetSquadronTakeoffFromRunway( "SquadronName" )
</code></pre>
</dd>
@@ -4932,10 +4937,10 @@ The name of the squadron.</p>
<h3>Usage:</h3>
<pre class="example"><code>
local Dispatcher = AI_A2A_DISPATCHER:New( ... )
local A2ADispatcher = AI_A2A_DISPATCHER:New( ... )
-- Let new flights take-off in the air.
Dispatcher:SetSquadronTakeoffInAir( "SquadronName" )
A2ADispatcher:SetSquadronTakeoffInAir( "SquadronName" )
</code></pre>
</dd>

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@@ -923,6 +923,7 @@ function below will use the range 1-7 just in case</p>
<dl class="function">
<dt>
<em></em>
<a id="#(DESIGNATE).LaserCodes" >
<strong>DESIGNATE.LaserCodes</strong>
</a>

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@@ -2464,6 +2464,7 @@ The index of the DetectedItem.</p>
<dl class="function">
<dt>
<em>#number</em>
<a id="#(DETECTION_BASE).DetectedItemCount" >
<strong>DETECTION_BASE.DetectedItemCount</strong>
</a>
@@ -2477,6 +2478,7 @@ The index of the DetectedItem.</p>
<dl class="function">
<dt>
<em>#number</em>
<a id="#(DETECTION_BASE).DetectedItemMax" >
<strong>DETECTION_BASE.DetectedItemMax</strong>
</a>
@@ -2642,7 +2644,7 @@ The group to generate the report for.</p>
<dl class="function">
<dt>
<em></em>
<em>#number</em>
<a id="#(DETECTION_BASE).DetectionInterval" >
<strong>DETECTION_BASE.DetectionInterval</strong>
</a>

View File

@@ -1598,7 +1598,7 @@ A string defining the start state.</p>
<dl class="function">
<dt>
<em></em>
<em>#string</em>
<a id="#(FSM)._StartState" >
<strong>FSM._StartState</strong>
</a>
@@ -1897,7 +1897,6 @@ A string defining the start state.</p>
<dl class="function">
<dt>
<em></em>
<a id="#(FSM).current" >
<strong>FSM.current</strong>
</a>

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@@ -822,12 +822,6 @@ and any spaces before and after the resulting name are removed.</p>
<td class="name" nowrap="nowrap"><a href="##(SPAWN)._TranslateRotate">SPAWN:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SPAWN).uncontrolled">SPAWN.uncontrolled</a></td>
<td class="summary">
</td>
</tr>
</table>
@@ -2752,6 +2746,9 @@ when nothing was spawned.</p>
<p> By default, no InitLimit</p>
</dd>
</dl>
<dl class="function">
@@ -2787,7 +2784,7 @@ when nothing was spawned.</p>
<dl class="function">
<dt>
<em></em>
<em>#number</em>
<a id="#(SPAWN).SpawnMaxGroups" >
<strong>SPAWN.SpawnMaxGroups</strong>
</a>
@@ -2804,7 +2801,7 @@ when nothing was spawned.</p>
<dl class="function">
<dt>
<em></em>
<em>#number</em>
<a id="#(SPAWN).SpawnMaxUnitsAlive" >
<strong>SPAWN.SpawnMaxUnitsAlive</strong>
</a>
@@ -3736,20 +3733,6 @@ True = Continue Scheduler</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(SPAWN).uncontrolled" >
<strong>SPAWN.uncontrolled</strong>
</a>
</dt>
<dd>
</dd>
</dl>

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@@ -552,7 +552,7 @@ based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TA
<dl class="function">
<dt>
<em><a href="Core.Cargo.html##(CARGO)">Core.Cargo#CARGO</a></em>
<em></em>
<a id="#(FSM_PROCESS).Cargo" >
<strong>FSM_PROCESS.Cargo</strong>
</a>
@@ -566,7 +566,6 @@ based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TA
<dl class="function">
<dt>
<em></em>
<a id="#(FSM_PROCESS).DeployZone" >
<strong>FSM_PROCESS.DeployZone</strong>
</a>