Documentation

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FlightControl 2017-06-14 11:02:43 +02:00
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@ -313,11 +313,187 @@ do -- AI_A2A_DISPATCHER
--
-- A2ADispatcher:SetSquadronGci( "Mozdok", 900, 1200 )
--
-- ## 7. User Guide:
-- ## 7. Other configuration options
--
-- ## 8. Questionnaire:
-- ### 7.1. Set a tactical display panel:
--
-- ### 8.1. Which countries will be selected for each coalition?
-- Every 30 seconds, a tactical display panel can be shown that illustrates what the status is of the different groups controlled by AI\_A2A\_DISPATCHER.
-- Use the method @{#AI_A2A_DISPATCHER.SetTacticalDisplay}() to switch on the tactical display panel. The default will not show this panel.
-- Note that there may be some performance impact if this panel is shown.
--
-- ## 8. Mission Editor Guide:
--
-- The following steps need to be followed, in order to setup the different borders, templates and groups within the mission editor:
--
-- ### 8.1. Define your EWR network:
--
-- ![Banner Image](..\Presentations\AI_A2A_DISPATCHER\Dia14.JPG)
--
-- At strategic positions within the battlefield, position the correct groups of units that have radar detection capability in the battlefield.
-- Create the naming of these groups as such, that these can be easily recognized and included as a prefix within your lua MOOSE mission script.
-- These prefixes should be unique, so that accidentally no other groups would be incorporated within the EWR network.
--
-- ### 8.2. Define the border zone:
--
-- ![Banner Image](..\Presentations\AI_A2A_DISPATCHER\Dia15.JPG)
--
-- For a cold war situation, define your border zone.
-- You can do this in many ways, as the @{Zone} capability within MOOSE outlines. However, the best practice is to create a ZONE_POLYGON class.
-- To do this, you need to create a zone using a helicopter group, that is late activated, and has a unique group name.
-- Place the helicopter where the border zone should start, and draw using the waypoints the polygon zone around the area that is considered the border.
-- The helicopter group name is included as the reference within your lua MOOSE mission script, so ensure that the name is unique and is easily recognizable.
--
-- ### 8.3. Define the plane templates:
--
-- ![Banner Image](..\Presentations\AI_A2A_DISPATCHER\Dia16.JPG)
--
-- Define the templates of the planes that define the format of planes that will take part in the A2A defenses of your coalition.
-- These plane templates will never be activated, but are used to create a diverse airplane portfolio allocated to your squadrons.
--
-- IMPORTANT! **Plane templates MUST be of ONE unit, and must have the Late Activated flag switched on!**
--
-- Plane templates are used to diversify the defending squadrons with:
--
-- * different airplane types
-- * different airplane skins
-- * different skill levels
-- * different weapon payloads
-- * different fuel and other characteristics
--
-- Place these airplane templates are good visible locations within your mission, so you can easily retrieve them back.
--
-- ### 8.4. Define the CAP zones:
--
-- ![Banner Image](..\Presentations\AI_A2A_DISPATCHER\Dia17.JPG)
--
-- Similar as with the border zone, define the CAP zones using helicopter group templates. Its waypoints define the polygon zones.
-- But you can also define other zone types instead, like moving zones.
--
-- ![Banner Image](..\Presentations\AI_A2A_DISPATCHER\Dia18.JPG)
--
-- Or you can define also zones using trigger zones.
--
-- ### 8.5. "Script it":
--
-- Find the following mission script as an example:
--
-- -- Define a SET_GROUP object that builds a collection of groups that define the EWR network.
-- -- Here we build the network with all the groups that have a name starting with DF CCCP AWACS and DF CCCP EWR.
-- DetectionSetGroup = SET_GROUP:New()
-- DetectionSetGroup:FilterPrefixes( { "DF CCCP AWACS", "DF CCCP EWR" } )
-- DetectionSetGroup:FilterStart()
--
-- -- Setup the A2A dispatcher, and initialize it.
-- A2ADispatcher = AI_A2A_DISPATCHER:New( DetectionSetGroup, 30000 )
--
-- -- Initialize the dispatcher, setting up a border zone. This is a polygon,
-- -- which takes the waypoints of a late activated group with the name CCCP Border as the boundaries of the border area.
-- -- Any enemy crossing this border will be engaged.
-- CCCPBorderZone = ZONE_POLYGON:New( "CCCP Border", GROUP:FindByName( "CCCP Border" ) )
-- A2ADispatcher:SetBorderZone( { CCCPBorderZone } )
--
-- -- Initialize the dispatcher, setting up a radius of 100km where any airborne friendly
-- -- without an assignment within 100km radius from a detected target, will engage that target.
-- A2ADispatcher:SetEngageRadius( 300000 )
--
-- -- Setup the squadrons.
-- A2ADispatcher:SetSquadron( "Mineralnye", AIRBASE.Caucasus.Mineralnye_Vody, { "SQ CCCP SU-27" }, 20 )
-- A2ADispatcher:SetSquadron( "Maykop", AIRBASE.Caucasus.Maykop_Khanskaya, { "SQ CCCP MIG-31" }, 20 )
-- A2ADispatcher:SetSquadron( "Mozdok", AIRBASE.Caucasus.Mozdok, { "SQ CCCP MIG-31" }, 20 )
-- A2ADispatcher:SetSquadron( "Sochi", AIRBASE.Caucasus.Sochi_Adler, { "SQ CCCP SU-27" }, 20 )
-- A2ADispatcher:SetSquadron( "Novo", AIRBASE.Caucasus.Novorossiysk, { "SQ CCCP SU-27" }, 20 )
--
-- -- Setup the overhead
-- A2ADispatcher:SetSquadronOverhead( "Mineralnye", 1.2 )
-- A2ADispatcher:SetSquadronOverhead( "Maykop", 1 )
-- A2ADispatcher:SetSquadronOverhead( "Mozdok", 1.5 )
-- A2ADispatcher:SetSquadronOverhead( "Sochi", 1 )
-- A2ADispatcher:SetSquadronOverhead( "Novo", 1 )
--
-- -- Setup the Grouping
-- A2ADispatcher:SetSquadronGrouping( "Mineralnye", 2 )
-- A2ADispatcher:SetSquadronGrouping( "Sochi", 2 )
-- A2ADispatcher:SetSquadronGrouping( "Novo", 3 )
--
-- -- Setup the Takeoff methods
-- A2ADispatcher:SetSquadronTakeoff( "Mineralnye", AI_A2A_DISPATCHER.Takeoff.Air )
-- A2ADispatcher:SetSquadronTakeoffInAir( "Sochi" )
-- A2ADispatcher:SetSquadronTakeoffFromRunway( "Mozdok" )
-- A2ADispatcher:SetSquadronTakeoffFromParkingCold( "Maykop" )
-- A2ADispatcher:SetSquadronTakeoffFromParkingHot( "Novo" )
--
-- -- Setup the Landing methods
-- A2ADispatcher:SetSquadronLandingAtRunway( "Mineralnye" )
-- A2ADispatcher:SetSquadronLandingNearAirbase( "Sochi" )
-- A2ADispatcher:SetSquadronLandingAtEngineShutdown( "Mozdok" )
-- A2ADispatcher:SetSquadronLandingNearAirbase( "Maykop" )
-- A2ADispatcher:SetSquadronLanding( "Novo", AI_A2A_DISPATCHER.Landing.AtRunway )
--
--
-- -- CAP Squadron execution.
-- CAPZoneEast = ZONE_POLYGON:New( "CAP Zone East", GROUP:FindByName( "CAP Zone East" ) )
-- A2ADispatcher:SetSquadronCap( "Mineralnye", CAPZoneEast, 4000, 10000, 500, 600, 800, 900 )
-- A2ADispatcher:SetSquadronCapInterval( "Mineralnye", 2, 30, 60, 1 )
--
-- CAPZoneWest = ZONE_POLYGON:New( "CAP Zone West", GROUP:FindByName( "CAP Zone West" ) )
-- A2ADispatcher:SetSquadronCap( "Sochi", CAPZoneWest, 4000, 8000, 600, 800, 800, 1200, "BARO" )
-- A2ADispatcher:SetSquadronCapInterval( "Sochi", 2, 30, 120, 1 )
--
-- CAPZoneMiddle = ZONE:New( "CAP Zone Middle")
-- A2ADispatcher:SetSquadronCap( "Maykop", CAPZoneMiddle, 4000, 8000, 600, 800, 800, 1200, "RADIO" )
-- A2ADispatcher:SetSquadronCapInterval( "Sochi", 2, 30, 120, 1 )
--
-- -- GCI Squadron execution.
-- A2ADispatcher:SetSquadronGci( "Mozdok", 900, 1200 )
-- A2ADispatcher:SetSquadronGci( "Novo", 900, 2100 )
-- A2ADispatcher:SetSquadronGci( "Maykop", 900, 1200 )
--
-- #### 8.5.1. Script the EWR network
--
-- ![Banner Image](..\Presentations\AI_A2A_DISPATCHER\Dia20.JPG)
--
-- #### 8.5.2. Script the AI\_A2A\_DISPATCHER object and configure it
--
-- ![Banner Image](..\Presentations\AI_A2A_DISPATCHER\Dia21.JPG)
--
-- #### 8.5.3. Script the squadrons
--
-- ![Banner Image](..\Presentations\AI_A2A_DISPATCHER\Dia22.JPG)
--
-- Create the squadrons using the @{#AI_A2A_DISPATCHER.SetSquadron)() method.
--
-- ![Banner Image](..\Presentations\AI_A2A_DISPATCHER\Dia23.JPG)
--
-- Define the defense overhead of the squadrons using the @{#AI_A2A_DISPATCHER.SetSquadronOverhead)() method.
-- Group the squadron units using the @{#AI_A2A_DISPATCHER.SetSquadronGrouping)() method.
--
-- ![Banner Image](..\Presentations\AI_A2A_DISPATCHER\Dia24.JPG)
--
-- Set the takeoff method of the squadron using the @{#AI_A2A_DISPATCHER.SetSquadronTakeoff)() methods.
-- Set the landing method of the squadron using the @{#AI_A2A_DISPATCHER.SetSquadronLanding)() methods.
--
-- ![Banner Image](..\Presentations\AI_A2A_DISPATCHER\Dia25.JPG)
--
-- Create the @{Zone} objects using:
--
-- * @{Zone#ZONE} class to create a zone using a trigger zone set in the mission editor.
-- * @{Zone#ZONE_UNIT} class to create a zone around a unit object.
-- * @{Zone#ZONE_GROUP} class to create a zone around a group object.
-- * @{Zone#ZONE_POLYGON} class to create a polygon zone using a late activated group object.
--
-- Use the @{#AI_A2A_DISPATCHER.SetSquadronCap)() method to define CAP execution for the squadron, within the CAP zone defined.
--
-- ![Banner Image](..\Presentations\AI_A2A_DISPATCHER\Dia26.JPG)
--
-- Use the @{#AI_A2A_DISPATCHER.SetSquadronCapInterval)() method to define how many CAP groups can be airborne at the same time, and the timing intervals.
--
-- ![Banner Image](..\Presentations\AI_A2A_DISPATCHER\Dia27.JPG)
--
-- Use the @{#AI_A2A_DISPATCHER.SetSquadronGci)() method to define GCI execution for the squadron.
--
-- ## 9. Q & A:
--
-- ### 9.1. Which countries will be selected for each coalition?
--
-- Which countries are assigned to a coalition influences which units are available to the coalition.
-- For example because the mission calls for a EWR radar on the blue side the Ukraine might be chosen as a blue country
@ -325,7 +501,7 @@ do -- AI_A2A_DISPATCHER
-- Some countries assign different tasking to aircraft, for example Germany assigns the CAP task to F-4E Phantoms but the USA does not.
-- Therefore if F4s are wanted as a coalitions CAP or GCI aircraft Germany will need to be assigned to that coalition.
--
-- ### 8.2.Country, type, load out, skill and skins for CAP and GCI aircraft?
-- ### 9.2.Country, type, load out, skill and skins for CAP and GCI aircraft?
--
-- * Note these can be from any countries within the coalition but must be an aircraft with one of the main tasks being “CAP”.
-- * Obviously skins which are selected must be available to all players that join the mission otherwise they will see a default skin.
@ -492,6 +668,7 @@ do -- AI_A2A_DISPATCHER
self:HandleEvent( EVENTS.Land )
self:HandleEvent( EVENTS.EngineShutdown )
self:SetTacticalDisplay( false )
self:__Start( 5 )

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@ -908,11 +908,177 @@ too short will mean that the intruders may have alraedy passed the ideal interce
<p> A2ADispatcher:SetSquadronGci( "Mozdok", 900, 1200 )</p>
<h2>7. User Guide:</h2>
<h2>7. Other configuration options</h2>
<h2>8. Questionnaire:</h2>
<h3>7.1. Set a tactical display panel:</h3>
<h3>8.1. Which countries will be selected for each coalition?</h3>
<p>Every 30 seconds, a tactical display panel can be shown that illustrates what the status is of the different groups controlled by AI_A2A_DISPATCHER.
Use the method <a href="##(AI_A2A_DISPATCHER).SetTacticalDisplay">AI<em>A2A</em>DISPATCHER.SetTacticalDisplay</a>() to switch on the tactical display panel. The default will not show this panel.
Note that there may be some performance impact if this panel is shown.</p>
<h2>8. Mission Editor Guide:</h2>
<p>The following steps need to be followed, in order to setup the different borders, templates and groups within the mission editor:</p>
<h3>8.1. Define your EWR network:</h3>
<p><img src="..\Presentations\AI_A2A_DISPATCHER\Dia14.JPG" alt="Banner Image"/></p>
<p>At strategic positions within the battlefield, position the correct groups of units that have radar detection capability in the battlefield.
Create the naming of these groups as such, that these can be easily recognized and included as a prefix within your lua MOOSE mission script.
These prefixes should be unique, so that accidentally no other groups would be incorporated within the EWR network.</p>
<h3>8.2. Define the border zone:</h3>
<p><img src="..\Presentations\AI_A2A_DISPATCHER\Dia15.JPG" alt="Banner Image"/></p>
<p>For a cold war situation, define your border zone.
You can do this in many ways, as the <a href="Zone.html">Zone</a> capability within MOOSE outlines. However, the best practice is to create a ZONE_POLYGON class.
To do this, you need to create a zone using a helicopter group, that is late activated, and has a unique group name.
Place the helicopter where the border zone should start, and draw using the waypoints the polygon zone around the area that is considered the border.
The helicopter group name is included as the reference within your lua MOOSE mission script, so ensure that the name is unique and is easily recognizable.</p>
<h3>8.3. Define the plane templates:</h3>
<p><img src="..\Presentations\AI_A2A_DISPATCHER\Dia16.JPG" alt="Banner Image"/></p>
<p>Define the templates of the planes that define the format of planes that will take part in the A2A defenses of your coalition.
These plane templates will never be activated, but are used to create a diverse airplane portfolio allocated to your squadrons.</p>
<p>IMPORTANT! <strong>Plane templates MUST be of ONE unit, and must have the Late Activated flag switched on!</strong></p>
<p>Plane templates are used to diversify the defending squadrons with:</p>
<ul>
<li>different airplane types</li>
<li>different airplane skins</li>
<li>different skill levels</li>
<li>different weapon payloads</li>
<li>different fuel and other characteristics</li>
</ul>
<p>Place these airplane templates are good visible locations within your mission, so you can easily retrieve them back.</p>
<h3>8.4. Define the CAP zones:</h3>
<p><img src="..\Presentations\AI_A2A_DISPATCHER\Dia17.JPG" alt="Banner Image"/></p>
<p>Similar as with the border zone, define the CAP zones using helicopter group templates. Its waypoints define the polygon zones.
But you can also define other zone types instead, like moving zones.</p>
<p><img src="..\Presentations\AI_A2A_DISPATCHER\Dia18.JPG" alt="Banner Image"/></p>
<p>Or you can define also zones using trigger zones.</p>
<h3>8.5. "Script it":</h3>
<p>Find the following mission script as an example:</p>
<p> -- Define a SET<em>GROUP object that builds a collection of groups that define the EWR network.
-- Here we build the network with all the groups that have a name starting with DF CCCP AWACS and DF CCCP EWR.
DetectionSetGroup = SET</em>GROUP:New()
DetectionSetGroup:FilterPrefixes( { "DF CCCP AWACS", "DF CCCP EWR" } )
DetectionSetGroup:FilterStart()</p>
<p> -- Setup the A2A dispatcher, and initialize it.
A2ADispatcher = AI<em>A2A</em>DISPATCHER:New( DetectionSetGroup, 30000 )</p>
<p> -- Initialize the dispatcher, setting up a border zone. This is a polygon,
-- which takes the waypoints of a late activated group with the name CCCP Border as the boundaries of the border area.
-- Any enemy crossing this border will be engaged.
CCCPBorderZone = ZONE_POLYGON:New( "CCCP Border", GROUP:FindByName( "CCCP Border" ) )
A2ADispatcher:SetBorderZone( { CCCPBorderZone } )</p>
<p> -- Initialize the dispatcher, setting up a radius of 100km where any airborne friendly
-- without an assignment within 100km radius from a detected target, will engage that target.
A2ADispatcher:SetEngageRadius( 300000 )</p>
<p> -- Setup the squadrons.
A2ADispatcher:SetSquadron( "Mineralnye", AIRBASE.Caucasus.Mineralnye<em>Vody, { "SQ CCCP SU-27" }, 20 )
A2ADispatcher:SetSquadron( "Maykop", AIRBASE.Caucasus.Maykop</em>Khanskaya, { "SQ CCCP MIG-31" }, 20 )
A2ADispatcher:SetSquadron( "Mozdok", AIRBASE.Caucasus.Mozdok, { "SQ CCCP MIG-31" }, 20 )
A2ADispatcher:SetSquadron( "Sochi", AIRBASE.Caucasus.Sochi_Adler, { "SQ CCCP SU-27" }, 20 )
A2ADispatcher:SetSquadron( "Novo", AIRBASE.Caucasus.Novorossiysk, { "SQ CCCP SU-27" }, 20 )</p>
<p> -- Setup the overhead
A2ADispatcher:SetSquadronOverhead( "Mineralnye", 1.2 )
A2ADispatcher:SetSquadronOverhead( "Maykop", 1 )
A2ADispatcher:SetSquadronOverhead( "Mozdok", 1.5 )
A2ADispatcher:SetSquadronOverhead( "Sochi", 1 )
A2ADispatcher:SetSquadronOverhead( "Novo", 1 )</p>
<p> -- Setup the Grouping
A2ADispatcher:SetSquadronGrouping( "Mineralnye", 2 )
A2ADispatcher:SetSquadronGrouping( "Sochi", 2 )
A2ADispatcher:SetSquadronGrouping( "Novo", 3 )</p>
<p> -- Setup the Takeoff methods
A2ADispatcher:SetSquadronTakeoff( "Mineralnye", AI<em>A2A</em>DISPATCHER.Takeoff.Air )
A2ADispatcher:SetSquadronTakeoffInAir( "Sochi" )
A2ADispatcher:SetSquadronTakeoffFromRunway( "Mozdok" )
A2ADispatcher:SetSquadronTakeoffFromParkingCold( "Maykop" )
A2ADispatcher:SetSquadronTakeoffFromParkingHot( "Novo" )</p>
<p> -- Setup the Landing methods
A2ADispatcher:SetSquadronLandingAtRunway( "Mineralnye" )
A2ADispatcher:SetSquadronLandingNearAirbase( "Sochi" )
A2ADispatcher:SetSquadronLandingAtEngineShutdown( "Mozdok" )
A2ADispatcher:SetSquadronLandingNearAirbase( "Maykop" )
A2ADispatcher:SetSquadronLanding( "Novo", AI<em>A2A</em>DISPATCHER.Landing.AtRunway )</p>
<p> -- CAP Squadron execution.
CAPZoneEast = ZONE_POLYGON:New( "CAP Zone East", GROUP:FindByName( "CAP Zone East" ) )
A2ADispatcher:SetSquadronCap( "Mineralnye", CAPZoneEast, 4000, 10000, 500, 600, 800, 900 )
A2ADispatcher:SetSquadronCapInterval( "Mineralnye", 2, 30, 60, 1 )</p>
<p> CAPZoneWest = ZONE_POLYGON:New( "CAP Zone West", GROUP:FindByName( "CAP Zone West" ) )
A2ADispatcher:SetSquadronCap( "Sochi", CAPZoneWest, 4000, 8000, 600, 800, 800, 1200, "BARO" )
A2ADispatcher:SetSquadronCapInterval( "Sochi", 2, 30, 120, 1 )</p>
<p> CAPZoneMiddle = ZONE:New( "CAP Zone Middle")
A2ADispatcher:SetSquadronCap( "Maykop", CAPZoneMiddle, 4000, 8000, 600, 800, 800, 1200, "RADIO" )
A2ADispatcher:SetSquadronCapInterval( "Sochi", 2, 30, 120, 1 )</p>
<p> -- GCI Squadron execution.
A2ADispatcher:SetSquadronGci( "Mozdok", 900, 1200 )
A2ADispatcher:SetSquadronGci( "Novo", 900, 2100 )
A2ADispatcher:SetSquadronGci( "Maykop", 900, 1200 )</p>
<h4>8.5.1. Script the EWR network</h4>
<p><img src="..\Presentations\AI_A2A_DISPATCHER\Dia20.JPG" alt="Banner Image"/></p>
<h4>8.5.2. Script the AI_A2A_DISPATCHER object and configure it</h4>
<p><img src="..\Presentations\AI_A2A_DISPATCHER\Dia21.JPG" alt="Banner Image"/></p>
<h4>8.5.3. Script the squadrons</h4>
<p><img src="..\Presentations\AI_A2A_DISPATCHER\Dia22.JPG" alt="Banner Image"/></p>
<p>Create the squadrons using the <a href="##(AI_A2A_DISPATCHER).SetSquadron">AI<em>A2A</em>DISPATCHER.SetSquadron</a> objects using:</p>
<ul>
<li><a href="Zone.html##(ZONE)">Zone#ZONE</a> class to create a zone using a trigger zone set in the mission editor.</li>
<li><a href="Zone.html##(ZONE_UNIT)">Zone#ZONE_UNIT</a> class to create a zone around a unit object.</li>
<li><a href="Zone.html##(ZONE_GROUP)">Zone#ZONE_GROUP</a> class to create a zone around a group object.</li>
<li><a href="Zone.html##(ZONE_POLYGON)">Zone#ZONE_POLYGON</a> class to create a polygon zone using a late activated group object.</li>
</ul>
<p>Use the @{#AI<em>A2A</em>DISPATCHER.SetSquadronCap)() method to define CAP execution for the squadron, within the CAP zone defined.</p>
<p><img src="..\Presentations\AI_A2A_DISPATCHER\Dia26.JPG" alt="Banner Image"/></p>
<p>Use the @{#AI<em>A2A</em>DISPATCHER.SetSquadronCapInterval)() method to define how many CAP groups can be airborne at the same time, and the timing intervals.</p>
<p><img src="..\Presentations\AI_A2A_DISPATCHER\Dia27.JPG" alt="Banner Image"/></p>
<p>Use the @{#AI<em>A2A</em>DISPATCHER.SetSquadronGci)() method to define GCI execution for the squadron.</p>
<h2>9. Q &amp; A:</h2>
<h3>9.1. Which countries will be selected for each coalition?</h3>
<p>Which countries are assigned to a coalition influences which units are available to the coalition.
For example because the mission calls for a EWR radar on the blue side the Ukraine might be chosen as a blue country
@ -920,7 +1086,7 @@ so that the 55G6 EWR radar unit is available to blue. <br/>
Some countries assign different tasking to aircraft, for example Germany assigns the CAP task to F-4E Phantoms but the USA does not. <br/>
Therefore if F4s are wanted as a coalitions CAP or GCI aircraft Germany will need to be assigned to that coalition. </p>
<h3>8.2.Country, type, load out, skill and skins for CAP and GCI aircraft?</h3>
<h3>9.2.Country, type, load out, skill and skins for CAP and GCI aircraft?</h3>
<ul>
<li>Note these can be from any countries within the coalition but must be an aircraft with one of the main tasks being “CAP”.</li>

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@ -926,6 +926,9 @@ Use the method <a href="##(AI_PATROL_ZONE).ManageDamage">AI<em>PATROL</em>ZONE.M
<p> This table contains the targets detected during patrol.</p>
</dd>
</dl>
<dl class="function">

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@ -2387,6 +2387,7 @@ The index of the DetectedItem.</p>
<dl class="function">
<dt>
<em>#number</em>
<a id="#(DETECTION_BASE).DetectedItemCount" >
<strong>DETECTION_BASE.DetectedItemCount</strong>
</a>

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@ -1604,7 +1604,7 @@ A string defining the start state.</p>
<dl class="function">
<dt>
<em>#string</em>
<em></em>
<a id="#(FSM)._StartState" >
<strong>FSM._StartState</strong>
</a>
@ -1903,6 +1903,7 @@ 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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@ -227,7 +227,6 @@ on defined intervals (currently every minute).</p>
<dl class="function">
<dt>
<em>#number</em>
<a id="#(MOVEMENT).AliveUnits" >
<strong>MOVEMENT.AliveUnits</strong>
</a>
@ -236,9 +235,6 @@ on defined intervals (currently every minute).</p>
<p> Contains the counter how many units are currently alive</p>
</dd>
</dl>
<dl class="function">

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@ -1073,7 +1073,7 @@ true if metric.</p>
<dl class="function">
<dt>
<em></em>
<em>#boolean</em>
<a id="#(SETTINGS).Metric" >
<strong>SETTINGS.Metric</strong>
</a>

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@ -822,6 +822,12 @@ 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>
@ -2194,9 +2200,6 @@ The group that was spawned. You can use this group for further actions.</p>
<p> Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.</p>
</dd>
</dl>
<dl class="function">
@ -2729,9 +2732,6 @@ when nothing was spawned.</p>
<p> Overwrite unit names by default with group name.</p>
</dd>
</dl>
<dl class="function">
@ -2746,9 +2746,6 @@ when nothing was spawned.</p>
<p> By default, no InitLimit</p>
</dd>
</dl>
<dl class="function">
@ -2784,7 +2781,7 @@ when nothing was spawned.</p>
<dl class="function">
<dt>
<em>#number</em>
<em></em>
<a id="#(SPAWN).SpawnMaxGroups" >
<strong>SPAWN.SpawnMaxGroups</strong>
</a>
@ -2801,7 +2798,7 @@ when nothing was spawned.</p>
<dl class="function">
<dt>
<em>#number</em>
<em></em>
<a id="#(SPAWN).SpawnMaxUnitsAlive" >
<strong>SPAWN.SpawnMaxUnitsAlive</strong>
</a>
@ -3129,7 +3126,7 @@ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):Schedule( 600, 0.5 )
<dl class="function">
<dt>
<em>#boolean</em>
<em></em>
<a id="#(SPAWN).SpawnUnControlled" >
<strong>SPAWN.SpawnUnControlled</strong>
</a>
@ -3153,7 +3150,7 @@ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):Schedule( 600, 0.5 )
<p> Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.</p>
<p> When the first Spawn executes, all the Groups need to be made visible before start.</p>
</dd>
</dl>
@ -3733,6 +3730,20 @@ 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>

View File

@ -436,6 +436,7 @@ ptional) The name of the new static.</p>
<dl class="function">
<dt>
<em>#number</em>
<a id="#(SPAWNSTATIC).SpawnIndex" >
<strong>SPAWNSTATIC.SpawnIndex</strong>
</a>

View File

@ -510,7 +510,7 @@ 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>
@ -524,6 +524,7 @@ 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>

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