Date: Wed, 14 Jun 2017 11:02:43 +0200
Subject: [PATCH] Documentation
---
.../Moose/AI/AI_A2A_Dispatcher.lua | 185 +++++++++++++++++-
docs/Documentation/AI_A2A_Dispatcher.html | 174 +++++++++++++++-
docs/Documentation/AI_Patrol.html | 3 +
docs/Documentation/Detection.html | 1 +
docs/Documentation/Fsm.html | 3 +-
docs/Documentation/Movement.html | 4 -
docs/Documentation/Settings.html | 2 +-
docs/Documentation/Spawn.html | 37 ++--
docs/Documentation/SpawnStatic.html | 1 +
docs/Documentation/Task_Cargo.html | 3 +-
.../Presentations/AI_A2A_DISPATCHER/Dia22.JPG | Bin 124397 -> 128142 bytes
.../Presentations/AI_A2A_DISPATCHER/Dia23.JPG | Bin 126485 -> 124397 bytes
.../Presentations/AI_A2A_DISPATCHER/Dia24.JPG | Bin 128142 -> 126485 bytes
.../Presentations/AI_A2A_DISPATCHER/Dia29.JPG | Bin 163660 -> 73954 bytes
14 files changed, 385 insertions(+), 28 deletions(-)
diff --git a/Moose Development/Moose/AI/AI_A2A_Dispatcher.lua b/Moose Development/Moose/AI/AI_A2A_Dispatcher.lua
index ecb35578a..e53b04120 100644
--- a/Moose Development/Moose/AI/AI_A2A_Dispatcher.lua
+++ b/Moose Development/Moose/AI/AI_A2A_Dispatcher.lua
@@ -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:
+ --
+ -- 
+ --
+ -- 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:
+ --
+ -- 
+ --
+ -- 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:
+ --
+ -- 
+ --
+ -- 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:
+ --
+ -- 
+ --
+ -- 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.
+ --
+ -- 
+ --
+ -- 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
+ --
+ -- 
+ --
+ -- #### 8.5.2. Script the AI\_A2A\_DISPATCHER object and configure it
+ --
+ -- 
+ --
+ -- #### 8.5.3. Script the squadrons
+ --
+ -- 
+ --
+ -- Create the squadrons using the @{#AI_A2A_DISPATCHER.SetSquadron)() method.
+ --
+ -- 
+ --
+ -- 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.
+ --
+ -- 
+ --
+ -- 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.
+ --
+ -- 
+ --
+ -- 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.
+ --
+ -- 
+ --
+ -- Use the @{#AI_A2A_DISPATCHER.SetSquadronCapInterval)() method to define how many CAP groups can be airborne at the same time, and the timing intervals.
+ --
+ -- 
+ --
+ -- 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 coalition’s 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 )
diff --git a/docs/Documentation/AI_A2A_Dispatcher.html b/docs/Documentation/AI_A2A_Dispatcher.html
index 7eb00b1c6..d12ec06c3 100644
--- a/docs/Documentation/AI_A2A_Dispatcher.html
+++ b/docs/Documentation/AI_A2A_Dispatcher.html
@@ -908,11 +908,177 @@ too short will mean that the intruders may have alraedy passed the ideal interce
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 AIA2ADISPATCHER.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:
+
+
+
+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:
+
+
+
+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:
+
+
+
+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:
+
+
+
+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.
+
+
+
+Or you can define also zones using trigger zones.
+
+8.5. "Script it":
+
+Find the following mission script as an example:
+
+ -- Define a SETGROUP 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 = SETGROUP:New()
+ DetectionSetGroup:FilterPrefixes( { "DF CCCP AWACS", "DF CCCP EWR" } )
+ DetectionSetGroup:FilterStart()
+
+ -- Setup the A2A dispatcher, and initialize it.
+ A2ADispatcher = AIA2ADISPATCHER: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.MineralnyeVody, { "SQ CCCP SU-27" }, 20 )
+ A2ADispatcher:SetSquadron( "Maykop", AIRBASE.Caucasus.MaykopKhanskaya, { "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", AIA2ADISPATCHER.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", AIA2ADISPATCHER.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
+
+
+
+8.5.2. Script the AI_A2A_DISPATCHER object and configure it
+
+
+
+8.5.3. Script the squadrons
+
+
+
+Create the squadrons using the AIA2ADISPATCHER.SetSquadron 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 @{#AIA2ADISPATCHER.SetSquadronCap)() method to define CAP execution for the squadron, within the CAP zone defined.
+
+
+
+Use the @{#AIA2ADISPATCHER.SetSquadronCapInterval)() method to define how many CAP groups can be airborne at the same time, and the timing intervals.
+
+
+
+Use the @{#AIA2ADISPATCHER.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
@@ -920,7 +1086,7 @@ so that the 55G6 EWR radar unit is available to blue.
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 coalition’s 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?