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@@ -113,13 +113,6 @@
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<hr/>
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<h3>Authors: <strong>Sven Van de Velde (FlightControl)</strong> rework of GCICAP + introduction of new concepts (squadrons).</h3>
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<h3>Authors: <strong>Stonehouse</strong>, <strong>SNAFU</strong> in terms of the advice, documentation, and the original GCICAP script.</h3>
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<h3>Contributions:</h3>
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<hr/>
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<h1>QUICK START GUIDE</h1>
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<p>There are basically two classes available to model an A2A defense system.</p>
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@@ -127,7 +120,7 @@
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<p>AI_A2A_DISPATCHER is the main A2A defense class that models the A2A defense system.
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AI_A2A_GCICAP derives or inherits from AI_A2A_DISPATCHER and is a more <strong>noob</strong> user friendly class, but is less flexible.</p>
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<p>Before you start using the AI_A2A_DISPATCHER or AI_A2A_GCICAP ask youself the following questions:</p>
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<p>Before you start using the AI_A2A_DISPATCHER or AI_A2A_GCICAP ask youself the following questions.</p>
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<h2>0. Do I need AI_A2A_DISPATCHER or do I need AI_A2A_GCICAP?</h2>
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@@ -238,22 +231,26 @@ Not all Squadrons need to perform GCI.</p>
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<p>For each Squadron, evaluate which takeoff method will be used:</p>
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<ul>
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<li>Straight from the air (default)</li>
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<li>Straight from the air</li>
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<li>From the runway</li>
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<li>From a parking spot with running engines</li>
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<li>From a parking spot with cold engines</li>
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</ul>
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<p><strong>The default takeoff method is staight in the air.</strong></p>
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<h2>17. For each Squadron, which landing method will I use?</h2>
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<p>For each Squadron, evaluate which landing method will be used:</p>
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<ul>
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<li>Near the airbase when returning (default)</li>
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<li>After landing on the runway</li>
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<li>After engine shutdown after landing</li>
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<li>Despawn near the airbase when returning</li>
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<li>Despawn after landing on the runway</li>
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<li>Despawn after engine shutdown after landing</li>
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</ul>
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<p><strong>The default landing method is despawn when near the airbase when returning.</strong></p>
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<h2>18. For each Squadron, which overhead will I use?</h2>
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<p>For each Squadron, depending on the airplane type (modern, old) and payload, which overhead is required to provide any defense?
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@@ -261,11 +258,20 @@ In other words, if <strong>X</strong> attacker airplanes are detected, how many
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The <strong>Y</strong> is dependent on the type of airplane (era), payload, fuel levels, skills etc.
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The overhead is a <strong>factor</strong> that will calculate dynamically how many <strong>Y</strong> defenses will be required based on <strong>X</strong> attackers detected.</p>
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<p><strong>The default overhead is 1. A value greater than 1, like 1.5 will increase the overhead with 50%, a value smaller than 1, like 0.5 will decrease the overhead with 50%.</strong></p>
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<h2>19. For each Squadron, which grouping will I use?</h2>
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<p>When multiple targets are detected, how will defense airplanes be grouped when multiple defense airplanes are spawned for multiple attackers?
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Per one, two, three, four?</p>
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<p><strong>The default grouping is 1. That means, that each spawned defender will act individually.</strong></p>
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<hr/>
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<h3>Authors: <strong>Sven Van de Velde (FlightControl)</strong> rework of GCICAP + introduction of new concepts (squadrons).</h3>
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<h3>Authors: <strong>Stonehouse</strong>, <strong>SNAFU</strong> in terms of the advice, documentation, and the original GCICAP script.</h3>
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<h2>Global(s)</h2>
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<table class="function_list">
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@@ -344,6 +350,12 @@ Per one, two, three, four?</p>
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<td class="name" nowrap="nowrap"><a href="##(AI_A2A_DISPATCHER).CountDefendersToBeEngaged">AI_A2A_DISPATCHER:CountDefendersToBeEngaged(DetectedItem, DefenderCount)</a></td>
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<td class="summary">
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(AI_A2A_DISPATCHER).DefenderDefault">AI_A2A_DISPATCHER.DefenderDefault</a></td>
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<td class="summary">
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</td>
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</tr>
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<tr>
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@@ -422,6 +434,18 @@ Per one, two, three, four?</p>
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<td class="name" nowrap="nowrap"><a href="##(AI_A2A_DISPATCHER).GetCAPDelay">AI_A2A_DISPATCHER:GetCAPDelay(SquadronName)</a></td>
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<td class="summary">
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(AI_A2A_DISPATCHER).GetDefaultLanding">AI_A2A_DISPATCHER:GetDefaultLanding()</a></td>
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<td class="summary">
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<p>Gets the default method at which flights will land and despawn as part of the defense system.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(AI_A2A_DISPATCHER).GetDefaultTakeoff">AI_A2A_DISPATCHER:GetDefaultTakeoff()</a></td>
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<td class="summary">
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<p>Gets the default method at which new flights will spawn and take-off as part of the defense system.</p>
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</td>
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</tr>
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<tr>
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@@ -578,6 +602,72 @@ Per one, two, three, four?</p>
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<td class="name" nowrap="nowrap"><a href="##(AI_A2A_DISPATCHER).SetBorderZone">AI_A2A_DISPATCHER:SetBorderZone(BorderZone)</a></td>
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<td class="summary">
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<p>Define a border area to simulate a <strong>cold war</strong> scenario.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(AI_A2A_DISPATCHER).SetDefaultGrouping">AI_A2A_DISPATCHER:SetDefaultGrouping(Grouping)</a></td>
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<td class="summary">
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<p>Sets the default grouping of new airplanes spawned.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(AI_A2A_DISPATCHER).SetDefaultLanding">AI_A2A_DISPATCHER:SetDefaultLanding(Landing)</a></td>
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<td class="summary">
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<p>Defines the default method at which flights will land and despawn as part of the defense system.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(AI_A2A_DISPATCHER).SetDefaultLandingAtEngineShutdown">AI_A2A_DISPATCHER:SetDefaultLandingAtEngineShutdown()</a></td>
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<td class="summary">
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<p>Sets flights by default to land and despawn at engine shutdown, as part of the defense system.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(AI_A2A_DISPATCHER).SetDefaultLandingAtRunway">AI_A2A_DISPATCHER:SetDefaultLandingAtRunway()</a></td>
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<td class="summary">
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<p>Sets flights by default to land and despawn at the runway, as part of the defense system.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(AI_A2A_DISPATCHER).SetDefaultLandingNearAirbase">AI_A2A_DISPATCHER:SetDefaultLandingNearAirbase()</a></td>
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<td class="summary">
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<p>Sets flights by default to land and despawn near the airbase in the air, as part of the defense system.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(AI_A2A_DISPATCHER).SetDefaultOverhead">AI_A2A_DISPATCHER:SetDefaultOverhead(Overhead)</a></td>
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<td class="summary">
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<p>Defines the default amount of extra planes that will take-off as part of the defense system.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(AI_A2A_DISPATCHER).SetDefaultTakeoff">AI_A2A_DISPATCHER:SetDefaultTakeoff(Takeoff)</a></td>
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<td class="summary">
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<p>Defines the default method at which new flights will spawn and take-off as part of the defense system.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(AI_A2A_DISPATCHER).SetDefaultTakeoffFromParkingCold">AI_A2A_DISPATCHER:SetDefaultTakeoffFromParkingCold()</a></td>
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<td class="summary">
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<p>Sets flights to by default take-off from the airbase at a cold location, as part of the defense system.</p>
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</td>
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</tr>
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<td class="name" nowrap="nowrap"><a href="##(AI_A2A_DISPATCHER).SetDefaultTakeoffFromParkingHot">AI_A2A_DISPATCHER:SetDefaultTakeoffFromParkingHot()</a></td>
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<td class="summary">
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<p>Sets flights by default to take-off from the airbase at a hot location, as part of the defense system.</p>
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</td>
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</tr>
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<td class="name" nowrap="nowrap"><a href="##(AI_A2A_DISPATCHER).SetDefaultTakeoffFromRunway">AI_A2A_DISPATCHER:SetDefaultTakeoffFromRunway()</a></td>
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<td class="summary">
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<p>Sets flights by default to take-off from the runway, as part of the defense system.</p>
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</td>
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</tr>
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<td class="name" nowrap="nowrap"><a href="##(AI_A2A_DISPATCHER).SetDefaultTakeoffInAir">AI_A2A_DISPATCHER:SetDefaultTakeoffInAir()</a></td>
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<td class="summary">
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<p>Sets flights to default take-off in the air, as part of the defense system.</p>
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</td>
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</tr>
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<tr>
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@@ -631,7 +721,7 @@ Per one, two, three, four?</p>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(AI_A2A_DISPATCHER).SetSquadronGrouping">AI_A2A_DISPATCHER:SetSquadronGrouping(SquadronName, Grouping)</a></td>
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<td class="summary">
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<p>Sets the grouping of new airplanes spawned.</p>
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</td>
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</tr>
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<tr>
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@@ -982,6 +1072,17 @@ while defining which plane types are being used by the squadron and how many res
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<li><a href="##(AI_A2A_DISPATCHER).SetSquadronTakeoffFromRunway">AI<em>A2A</em>DISPATCHER.SetSquadronTakeoffFromRunway</a>() will spawn new aircraft at the runway at the airfield.</li>
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</ul>
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<p><strong>The default landing method is to spawn new aircraft directly in the air.</strong>
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<strong>The default takeoff method can be set for ALL squadrons that don't have an individual takeoff method configured.</strong></p>
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<ul>
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<li><a href="##(AI_A2A_DISPATCHER).SetDefaultTakeoff">AI<em>A2A</em>DISPATCHER.SetDefaultTakeoff</a>() is the generic configuration method to control takeoff by default from the air, hot, cold or from the runway. See the method for further details.</li>
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<li><a href="##(AI_A2A_DISPATCHER).SetDefaultTakeoffInAir">AI<em>A2A</em>DISPATCHER.SetDefaultTakeoffInAir</a>() will spawn by default new aircraft from the squadron directly in the air.</li>
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<li><a href="##(AI_A2A_DISPATCHER).SetDefaultTakeoffFromParkingCold">AI<em>A2A</em>DISPATCHER.SetDefaultTakeoffFromParkingCold</a>() will spawn by default new aircraft in without running engines at a parking spot at the airfield.</li>
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<li><a href="##(AI_A2A_DISPATCHER).SetDefaultTakeoffFromParkingHot">AI<em>A2A</em>DISPATCHER.SetDefaultTakeoffFromParkingHot</a>() will spawn by default new aircraft in with running engines at a parking spot at the airfield.</li>
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<li><a href="##(AI_A2A_DISPATCHER).SetDefaultTakeoffFromRunway">AI<em>A2A</em>DISPATCHER.SetDefaultTakeoffFromRunway</a>() will spawn by default new aircraft at the runway at the airfield.</li>
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</ul>
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<p>Use these methods to fine-tune for specific airfields that are known to create bottlenecks, or have reduced airbase efficiency.
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The more and the longer aircraft need to taxi at an airfield, the more risk there is that:</p>
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@@ -1006,6 +1107,15 @@ If you experience while testing problems with aircraft take-off or landing, plea
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<li><a href="##(AI_A2A_DISPATCHER).SetSquadronLandingAtEngineShutdown">AI<em>A2A</em>DISPATCHER.SetSquadronLandingAtEngineShutdown</a>() will despawn the returning aircraft when the aircraft has returned to its parking spot and has turned off its engines.</li>
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</ul>
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<p><strong>The default landing method can be set for ALL squadrons that don't have an individual landing method configured.</strong></p>
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<ul>
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<li><a href="##(AI_A2A_DISPATCHER).SetDefaultLanding">AI<em>A2A</em>DISPATCHER.SetDefaultLanding</a>() is the generic configuration method to control by default landing, namely despawn the aircraft near the airfield in the air, right after landing, or at engine shutdown.</li>
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<li><a href="##(AI_A2A_DISPATCHER).SetDefaultLandingNearAirbase">AI<em>A2A</em>DISPATCHER.SetDefaultLandingNearAirbase</a>() will despawn by default the returning aircraft in the air when near the airfield.</li>
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<li><a href="##(AI_A2A_DISPATCHER).SetDefaultLandingAtRunway">AI<em>A2A</em>DISPATCHER.SetDefaultLandingAtRunway</a>() will despawn by default the returning aircraft directly after landing at the runway.</li>
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<li><a href="##(AI_A2A_DISPATCHER).SetDefaultLandingAtEngineShutdown">AI<em>A2A</em>DISPATCHER.SetDefaultLandingAtEngineShutdown</a>() will despawn by default the returning aircraft when the aircraft has returned to its parking spot and has turned off its engines.</li>
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</ul>
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<p>You can use these methods to minimize the airbase coodination 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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@@ -1014,7 +1124,7 @@ Damaged or out-of-fuel aircraft are returning to the nearest friendly airbase an
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<h3>6.3. Set squadron grouping</h3>
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<p>Use the method <a href="##(AI_A2A_DISPATCHER).SetSquadronGrouping">AI<em>A2A</em>DISPATCHER.SetSquadronGrouping</a>() to set the amount of CAP or GCI flights that will take-off when spawned.</p>
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<p>Use the method <a href="##(AI_A2A_DISPATCHER).SetSquadronGrouping">AI<em>A2A</em>DISPATCHER.SetSquadronGrouping</a>() to set the grouping of CAP or GCI flights that will take-off when spawned.</p>
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<p><img src="..\Presentations\AI_A2A_DISPATCHER\Dia12.JPG" alt="Banner Image"/></p>
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@@ -1025,6 +1135,10 @@ a GCI needs to be started, the GCI flights will be grouped as follows: Group 1 o
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<p>The <strong>grouping value is set for a Squadron</strong>, and can be <strong>dynamically adjusted</strong> during mission execution, so to adjust the defense flights grouping when the tactical situation changes.</p>
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<p><strong>The default grouping value can be set for ALL squadrons that don't have an individual grouping value configured.</strong></p>
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<p>Use the method <a href="##(AI_A2A_DISPATCHER).SetDefaultGrouping">AI<em>A2A</em>DISPATCHER.SetDefaultGrouping</a>() to set the <strong>default grouping</strong> of spawned airplanes for all squadrons.</p>
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<h3>6.4. Balance or setup effectiveness of the air defenses in case of GCI</h3>
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<p>The effectiveness can be set with the <strong>overhead parameter</strong>. This is a number that is used to calculate the amount of Units that dispatching command will allocate to GCI in surplus of detected amount of units.
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@@ -1034,7 +1148,7 @@ The <strong>default value</strong> of the overhead parameter is 1.0, which means
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<p>However, depending on the (type of) aircraft (strength and payload) in the squadron and the amount of resources available, this parameter can be changed.</p>
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<p>The <a href="##(AI_A2A_DISPATCHER).SetOverhead">AI<em>A2A</em>DISPATCHER.SetOverhead</a>() method can be used to tweak the defense strength,
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<p>The <a href="##(AI_A2A_DISPATCHER).SetSquadronOverhead">AI<em>A2A</em>DISPATCHER.SetSquadronOverhead</a>() method can be used to tweak the defense strength,
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taking into account the plane types of the squadron. </p>
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<p>For example, a MIG-31 with full long-distance A2A missiles payload, may still be less effective than a F-15C with short missiles...
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@@ -1051,6 +1165,10 @@ multiplied by the Overhead and rounded up to the smallest integer. </p>
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<p>The <strong>overhead value is set for a Squadron</strong>, and can be <strong>dynamically adjusted</strong> during mission execution, so to adjust the defense overhead when the tactical situation changes.</p>
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<p><strong>The default overhead value can be set for ALL squadrons that don't have an individual overhead value configured.</strong></p>
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<p>Use the <a href="##(AI_A2A_DISPATCHER).SetDefaultOverhead">AI<em>A2A</em>DISPATCHER.SetDefaultOverhead</a>() method can be used to set the default the defense strength for ALL squadrons.</p>
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<h2>7. Setup a squadron for CAP</h2>
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<h3>7.1. Set the CAP zones</h3>
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@@ -1833,6 +1951,23 @@ DefenderSquadron</p>
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</li>
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</ul>
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</dd>
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</dl>
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<dl class="function">
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<dt>
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<em></em>
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<a id="#(AI_A2A_DISPATCHER).DefenderDefault" >
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<strong>AI_A2A_DISPATCHER.DefenderDefault</strong>
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</a>
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</dt>
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<dd>
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<p> The Defender Default Settings over all Squadrons.</p>
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</dd>
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</dl>
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<dl class="function">
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@@ -2113,6 +2248,66 @@ The squadron name.</p>
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<p><em><a href="##(AI_A2A_DISPATCHER)">#AI<em>A2A</em>DISPATCHER</a>:</em></p>
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</dd>
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</dl>
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<dl class="function">
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<dt>
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<a id="#(AI_A2A_DISPATCHER).GetDefaultLanding" >
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<strong>AI_A2A_DISPATCHER:GetDefaultLanding()</strong>
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</a>
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</dt>
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<dd>
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<p>Gets the default method at which flights will land and despawn as part of the defense system.</p>
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<h3>Return value</h3>
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<p><em>#number:</em>
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Landing The landing method which can be NearAirbase, AtRunway, AtEngineShutdown</p>
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<h3>Usage:</h3>
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<pre class="example"><code>
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local Dispatcher = AI_A2A_DISPATCHER:New( ... )
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-- Let new flights by default despawn near the airbase when returning.
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local LandingMethod = Dispatcher:GetDefaultLanding( AI_A2A_Dispatcher.Landing.NearAirbase )
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if LandingMethod == AI_A2A_Dispatcher.Landing.NearAirbase then
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...
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end
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</code></pre>
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</dd>
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</dl>
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<dl class="function">
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<dt>
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<a id="#(AI_A2A_DISPATCHER).GetDefaultTakeoff" >
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<strong>AI_A2A_DISPATCHER:GetDefaultTakeoff()</strong>
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</a>
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</dt>
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<dd>
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<p>Gets the default method at which new flights will spawn and take-off as part of the defense system.</p>
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<h3>Return value</h3>
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<p><em>#number:</em>
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Takeoff From the airbase hot, from the airbase cold, in the air, from the runway.</p>
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<h3>Usage:</h3>
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<pre class="example"><code>
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local Dispatcher = AI_A2A_DISPATCHER:New( ... )
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-- Let new flights by default take-off in the air.
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local TakeoffMethod = Dispatcher:GetDefaultTakeoff()
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if TakeOffMethod == , AI_A2A_Dispatcher.Takeoff.InAir then
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...
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end
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</code></pre>
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</dd>
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</dl>
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<dl class="function">
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@@ -2325,7 +2520,7 @@ Landing The landing method which can be NearAirbase, AtRunway, AtEngineShutdown<
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local Dispatcher = AI_A2A_DISPATCHER:New( ... )
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-- Let new flights take-off in the air.
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-- Let new flights despawn near the airbase when returning.
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local LandingMethod = Dispatcher:GetSquadronLanding( "SquadronName", AI_A2A_Dispatcher.Landing.NearAirbase )
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if LandingMethod == AI_A2A_Dispatcher.Landing.NearAirbase then
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...
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@@ -2887,6 +3082,380 @@ or
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<dl class="function">
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<dt>
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<a id="#(AI_A2A_DISPATCHER).SetDefaultGrouping" >
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<strong>AI_A2A_DISPATCHER:SetDefaultGrouping(Grouping)</strong>
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</a>
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</dt>
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<dd>
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<p>Sets the default grouping of new airplanes spawned.</p>
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<p>Grouping will trigger how new airplanes will be grouped if more than one airplane is spawned for defense.</p>
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<h3>Parameter</h3>
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<ul>
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<li>
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<p><code><em>#number Grouping </em></code>:
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The level of grouping that will be applied of the CAP or GCI defenders. </p>
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</li>
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</ul>
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<h3>Return value</h3>
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<p><em><a href="##(AI_A2A_DISPATCHER)">#AI<em>A2A</em>DISPATCHER</a>:</em></p>
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<h3>Usage:</h3>
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|
<pre class="example"><code>
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local Dispatcher = AI_A2A_DISPATCHER:New( ... )
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-- Set a grouping by default per 2 airplanes.
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Dispatcher:SetDefaultGrouping( 2 )
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</code></pre>
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</dd>
|
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</dl>
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|
<dl class="function">
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|
|
<dt>
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|
<a id="#(AI_A2A_DISPATCHER).SetDefaultLanding" >
|
|
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|
|
<strong>AI_A2A_DISPATCHER:SetDefaultLanding(Landing)</strong>
|
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|
|
</a>
|
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|
</dt>
|
|
|
|
|
<dd>
|
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|
<p>Defines the default method at which flights will land and despawn as part of the defense system.</p>
|
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|
|
<h3>Parameter</h3>
|
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|
<ul>
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<li>
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<p><code><em>#number Landing </em></code>:
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The landing method which can be NearAirbase, AtRunway, AtEngineShutdown</p>
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</li>
|
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</ul>
|
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|
|
<h3>Return value</h3>
|
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|
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|
<p><em><a href="##(AI_A2A_DISPATCHER)">#AI<em>A2A</em>DISPATCHER</a>:</em></p>
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|
<h3>Usage:</h3>
|
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|
|
<pre class="example"><code>
|
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|
local Dispatcher = AI_A2A_DISPATCHER:New( ... )
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-- Let new flights by default despawn near the airbase when returning.
|
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Dispatcher:SetDefaultLanding( AI_A2A_Dispatcher.Landing.NearAirbase )
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-- Let new flights by default despawn after landing land at the runway.
|
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Dispatcher:SetDefaultLanding( AI_A2A_Dispatcher.Landing.AtRunway )
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-- Let new flights by default despawn after landing and parking, and after engine shutdown.
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Dispatcher:SetDefaultLanding( AI_A2A_Dispatcher.Landing.AtEngineShutdown )
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</code></pre>
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</dd>
|
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|
</dl>
|
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|
<dl class="function">
|
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|
|
<dt>
|
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|
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|
<a id="#(AI_A2A_DISPATCHER).SetDefaultLandingAtEngineShutdown" >
|
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<strong>AI_A2A_DISPATCHER:SetDefaultLandingAtEngineShutdown()</strong>
|
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</a>
|
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</dt>
|
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|
<dd>
|
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|
<p>Sets flights by default to land and despawn at engine shutdown, as part of the defense system.</p>
|
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|
|
|
|
<h3>Return value</h3>
|
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|
|
|
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|
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|
|
<p><em><a href="##(AI_A2A_DISPATCHER)">#AI<em>A2A</em>DISPATCHER</a>:</em></p>
|
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|
|
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|
|
<h3>Usage:</h3>
|
|
|
|
|
<pre class="example"><code>
|
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|
|
|
|
|
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|
|
local Dispatcher = AI_A2A_DISPATCHER:New( ... )
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-- Let flights by default land and despawn at engine shutdown.
|
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Dispatcher:SetDefaultLandingAtEngineShutdown()
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</code></pre>
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|
</dd>
|
|
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|
|
</dl>
|
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|
<dl class="function">
|
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|
|
<dt>
|
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|
|
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|
|
<a id="#(AI_A2A_DISPATCHER).SetDefaultLandingAtRunway" >
|
|
|
|
|
<strong>AI_A2A_DISPATCHER:SetDefaultLandingAtRunway()</strong>
|
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</a>
|
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</dt>
|
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|
|
<dd>
|
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|
<p>Sets flights by default to land and despawn at the runway, as part of the defense system.</p>
|
|
|
|
|
|
|
|
|
|
<h3>Return value</h3>
|
|
|
|
|
|
|
|
|
|
<p><em><a href="##(AI_A2A_DISPATCHER)">#AI<em>A2A</em>DISPATCHER</a>:</em></p>
|
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|
|
|
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|
<h3>Usage:</h3>
|
|
|
|
|
<pre class="example"><code>
|
|
|
|
|
|
|
|
|
|
local Dispatcher = AI_A2A_DISPATCHER:New( ... )
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|
|
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-- Let flights by default land at the runway and despawn.
|
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|
Dispatcher:SetDefaultLandingAtRunway()
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|
</code></pre>
|
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|
</dd>
|
|
|
|
|
</dl>
|
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|
|
|
<dl class="function">
|
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|
|
<dt>
|
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|
|
|
|
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|
|
<a id="#(AI_A2A_DISPATCHER).SetDefaultLandingNearAirbase" >
|
|
|
|
|
<strong>AI_A2A_DISPATCHER:SetDefaultLandingNearAirbase()</strong>
|
|
|
|
|
</a>
|
|
|
|
|
</dt>
|
|
|
|
|
<dd>
|
|
|
|
|
|
|
|
|
|
<p>Sets flights by default to land and despawn near the airbase in the air, as part of the defense system.</p>
|
|
|
|
|
|
|
|
|
|
<h3>Return value</h3>
|
|
|
|
|
|
|
|
|
|
<p><em><a href="##(AI_A2A_DISPATCHER)">#AI<em>A2A</em>DISPATCHER</a>:</em></p>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
<h3>Usage:</h3>
|
|
|
|
|
<pre class="example"><code>
|
|
|
|
|
|
|
|
|
|
local Dispatcher = AI_A2A_DISPATCHER:New( ... )
|
|
|
|
|
|
|
|
|
|
-- Let flights by default to land near the airbase and despawn.
|
|
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|
|
Dispatcher:SetDefaultLandingNearAirbase()
|
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|
|
|
</code></pre>
|
|
|
|
|
|
|
|
|
|
</dd>
|
|
|
|
|
</dl>
|
|
|
|
|
<dl class="function">
|
|
|
|
|
<dt>
|
|
|
|
|
|
|
|
|
|
<a id="#(AI_A2A_DISPATCHER).SetDefaultOverhead" >
|
|
|
|
|
<strong>AI_A2A_DISPATCHER:SetDefaultOverhead(Overhead)</strong>
|
|
|
|
|
</a>
|
|
|
|
|
</dt>
|
|
|
|
|
<dd>
|
|
|
|
|
|
|
|
|
|
<p>Defines the default amount of extra planes that will take-off as part of the defense system.</p>
|
|
|
|
|
|
|
|
|
|
<h3>Parameter</h3>
|
|
|
|
|
<ul>
|
|
|
|
|
<li>
|
|
|
|
|
|
|
|
|
|
<p><code><em>#number Overhead </em></code>:
|
|
|
|
|
The %-tage of Units that dispatching command will allocate to intercept in surplus of detected amount of units.
|
|
|
|
|
The default overhead is 1, so equal balance. The <a href="##(AI_A2A_DISPATCHER).SetOverhead">AI<em>A2A</em>DISPATCHER.SetOverhead</a>() method can be used to tweak the defense strength,
|
|
|
|
|
taking into account the plane types of the squadron. For example, a MIG-31 with full long-distance A2A missiles payload, may still be less effective than a F-15C with short missiles...
|
|
|
|
|
So in this case, one may want to use the Overhead method to allocate more defending planes as the amount of detected attacking planes.
|
|
|
|
|
The overhead must be given as a decimal value with 1 as the neutral value, which means that Overhead values: </p>
|
|
|
|
|
|
|
|
|
|
<ul>
|
|
|
|
|
<li>Higher than 1, will increase the defense unit amounts.</li>
|
|
|
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|
<li>Lower than 1, will decrease the defense unit amounts.</li>
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</ul>
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<p>The amount of defending units is calculated by multiplying the amount of detected attacking planes as part of the detected group
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multiplied by the Overhead and rounded up to the smallest integer. </p>
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<p>The Overhead value set for a Squadron, can be programmatically adjusted (by using this SetOverhead method), to adjust the defense overhead during mission execution.</p>
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<p>See example below.
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</p>
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</li>
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</ul>
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<h3>Return value</h3>
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<p><em><a href="##(AI_A2A_DISPATCHER)">#AI<em>A2A</em>DISPATCHER</a>:</em></p>
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<h3>Usage:</h3>
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<pre class="example"><code>
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local Dispatcher = AI_A2A_DISPATCHER:New( ... )
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-- An overhead of 1,5 with 1 planes detected, will allocate 2 planes ( 1 * 1,5 ) = 1,5 => rounded up gives 2.
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-- An overhead of 1,5 with 2 planes detected, will allocate 3 planes ( 2 * 1,5 ) = 3 => rounded up gives 3.
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-- An overhead of 1,5 with 3 planes detected, will allocate 5 planes ( 3 * 1,5 ) = 4,5 => rounded up gives 5 planes.
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-- An overhead of 1,5 with 4 planes detected, will allocate 6 planes ( 4 * 1,5 ) = 6 => rounded up gives 6 planes.
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Dispatcher:SetDefaultOverhead( 1.5 )
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</code></pre>
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</dd>
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</dl>
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<dl class="function">
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<dt>
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<a id="#(AI_A2A_DISPATCHER).SetDefaultTakeoff" >
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<strong>AI_A2A_DISPATCHER:SetDefaultTakeoff(Takeoff)</strong>
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</a>
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</dt>
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<dd>
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<p>Defines the default method at which new flights will spawn and take-off as part of the defense system.</p>
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<h3>Parameter</h3>
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<ul>
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<li>
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<p><code><em>#number Takeoff </em></code>:
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From the airbase hot, from the airbase cold, in the air, from the runway.</p>
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</li>
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</ul>
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<h3>Return value</h3>
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<p><em><a href="##(AI_A2A_DISPATCHER)">#AI<em>A2A</em>DISPATCHER</a>:</em></p>
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<h3>Usage:</h3>
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<pre class="example"><code>
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local Dispatcher = AI_A2A_DISPATCHER:New( ... )
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-- Let new flights by default take-off in the air.
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Dispatcher:SetDefaultTakeoff( AI_A2A_Dispatcher.Takeoff.Air )
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-- Let new flights by default take-off from the runway.
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Dispatcher:SetDefaultTakeoff( AI_A2A_Dispatcher.Takeoff.Runway )
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-- Let new flights by default take-off from the airbase hot.
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Dispatcher:SetDefaultTakeoff( AI_A2A_Dispatcher.Takeoff.Hot )
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-- Let new flights by default take-off from the airbase cold.
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Dispatcher:SetDefaultTakeoff( AI_A2A_Dispatcher.Takeoff.Cold )
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</code></pre>
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</dd>
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</dl>
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|
<dl class="function">
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|
|
<dt>
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<a id="#(AI_A2A_DISPATCHER).SetDefaultTakeoffFromParkingCold" >
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<strong>AI_A2A_DISPATCHER:SetDefaultTakeoffFromParkingCold()</strong>
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</a>
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</dt>
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<dd>
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<p>Sets flights to by default take-off from the airbase at a cold location, as part of the defense system.</p>
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|
|
|
|
<h3>Return value</h3>
|
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|
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|
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|
<p><em><a href="##(AI_A2A_DISPATCHER)">#AI<em>A2A</em>DISPATCHER</a>:</em></p>
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|
|
<h3>Usage:</h3>
|
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|
|
<pre class="example"><code>
|
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|
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|
|
local Dispatcher = AI_A2A_DISPATCHER:New( ... )
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-- Let new flights take-off from a cold parking spot.
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Dispatcher:SetDefaultTakeoffFromParkingCold()
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</code></pre>
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|
</dd>
|
|
|
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|
</dl>
|
|
|
|
|
<dl class="function">
|
|
|
|
|
<dt>
|
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|
|
|
|
|
|
|
|
<a id="#(AI_A2A_DISPATCHER).SetDefaultTakeoffFromParkingHot" >
|
|
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|
|
<strong>AI_A2A_DISPATCHER:SetDefaultTakeoffFromParkingHot()</strong>
|
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|
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</a>
|
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|
|
</dt>
|
|
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|
|
<dd>
|
|
|
|
|
|
|
|
|
|
<p>Sets flights by default to take-off from the airbase at a hot location, as part of the defense system.</p>
|
|
|
|
|
|
|
|
|
|
<h3>Return value</h3>
|
|
|
|
|
|
|
|
|
|
<p><em><a href="##(AI_A2A_DISPATCHER)">#AI<em>A2A</em>DISPATCHER</a>:</em></p>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
<h3>Usage:</h3>
|
|
|
|
|
<pre class="example"><code>
|
|
|
|
|
|
|
|
|
|
local Dispatcher = AI_A2A_DISPATCHER:New( ... )
|
|
|
|
|
|
|
|
|
|
-- Let new flights by default take-off at a hot parking spot.
|
|
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|
|
Dispatcher:SetDefaultTakeoffFromParkingHot()
|
|
|
|
|
</code></pre>
|
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|
|
|
|
|
|
|
</dd>
|
|
|
|
|
</dl>
|
|
|
|
|
<dl class="function">
|
|
|
|
|
<dt>
|
|
|
|
|
|
|
|
|
|
<a id="#(AI_A2A_DISPATCHER).SetDefaultTakeoffFromRunway" >
|
|
|
|
|
<strong>AI_A2A_DISPATCHER:SetDefaultTakeoffFromRunway()</strong>
|
|
|
|
|
</a>
|
|
|
|
|
</dt>
|
|
|
|
|
<dd>
|
|
|
|
|
|
|
|
|
|
<p>Sets flights by default to take-off from the runway, as part of the defense system.</p>
|
|
|
|
|
|
|
|
|
|
<h3>Return value</h3>
|
|
|
|
|
|
|
|
|
|
<p><em><a href="##(AI_A2A_DISPATCHER)">#AI<em>A2A</em>DISPATCHER</a>:</em></p>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
<h3>Usage:</h3>
|
|
|
|
|
<pre class="example"><code>
|
|
|
|
|
|
|
|
|
|
local Dispatcher = AI_A2A_DISPATCHER:New( ... )
|
|
|
|
|
|
|
|
|
|
-- Let new flights by default take-off from the runway.
|
|
|
|
|
Dispatcher:SetDefaultTakeoffFromRunway()
|
|
|
|
|
</code></pre>
|
|
|
|
|
|
|
|
|
|
</dd>
|
|
|
|
|
</dl>
|
|
|
|
|
<dl class="function">
|
|
|
|
|
<dt>
|
|
|
|
|
|
|
|
|
|
<a id="#(AI_A2A_DISPATCHER).SetDefaultTakeoffInAir" >
|
|
|
|
|
<strong>AI_A2A_DISPATCHER:SetDefaultTakeoffInAir()</strong>
|
|
|
|
|
</a>
|
|
|
|
|
</dt>
|
|
|
|
|
<dd>
|
|
|
|
|
|
|
|
|
|
<p>Sets flights to default take-off in the air, as part of the defense system.</p>
|
|
|
|
|
|
|
|
|
|
<h3>Return value</h3>
|
|
|
|
|
|
|
|
|
|
<p><em><a href="##(AI_A2A_DISPATCHER)">#AI<em>A2A</em>DISPATCHER</a>:</em></p>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
<h3>Usage:</h3>
|
|
|
|
|
<pre class="example"><code>
|
|
|
|
|
|
|
|
|
|
local Dispatcher = AI_A2A_DISPATCHER:New( ... )
|
|
|
|
|
|
|
|
|
|
-- Let new flights by default take-off in the air.
|
|
|
|
|
Dispatcher:SetDefaultTakeoffInAir()
|
|
|
|
|
</code></pre>
|
|
|
|
|
|
|
|
|
|
</dd>
|
|
|
|
|
</dl>
|
|
|
|
|
<dl class="function">
|
|
|
|
|
<dt>
|
|
|
|
|
|
|
|
|
|
<a id="#(AI_A2A_DISPATCHER).SetDefenderTask" >
|
|
|
|
|
<strong>AI_A2A_DISPATCHER:SetDefenderTask(Defender, Type, Fsm, Target)</strong>
|
|
|
|
|
</a>
|
|
|
|
|
@@ -3362,7 +3931,10 @@ The maximum speed at which the gci can be executed.</p>
|
|
|
|
|
</dt>
|
|
|
|
|
<dd>
|
|
|
|
|
|
|
|
|
|
<p>Sets the grouping of new airplanes spawned.</p>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
<p>Grouping will trigger how new airplanes will be grouped if more than one airplane is spawned for defense.</p>
|
|
|
|
|
|
|
|
|
|
<h3>Parameters</h3>
|
|
|
|
|
<ul>
|
|
|
|
|
@@ -3388,6 +3960,8 @@ The level of grouping that will be applied of the CAP or GCI defenders. </p>
|
|
|
|
|
<pre class="example"><code>
|
|
|
|
|
|
|
|
|
|
local Dispatcher = AI_A2A_DISPATCHER:New( ... )
|
|
|
|
|
|
|
|
|
|
-- Set a grouping per 2 airplanes.
|
|
|
|
|
Dispatcher:SetSquadronGrouping( "SquadronName", 2 )
|
|
|
|
|
|
|
|
|
|
</code></pre>
|
|
|
|
|
@@ -3430,13 +4004,13 @@ The landing method which can be NearAirbase, AtRunway, AtEngineShutdown</p>
|
|
|
|
|
|
|
|
|
|
local Dispatcher = AI_A2A_DISPATCHER:New( ... )
|
|
|
|
|
|
|
|
|
|
-- Let new flights take-off in the air.
|
|
|
|
|
-- Let new flights despawn near the airbase when returning.
|
|
|
|
|
Dispatcher:SetSquadronLanding( "SquadronName", AI_A2A_Dispatcher.Landing.NearAirbase )
|
|
|
|
|
|
|
|
|
|
-- Let new flights take-off from the runway.
|
|
|
|
|
-- Let new flights despawn after landing land at the runway.
|
|
|
|
|
Dispatcher:SetSquadronLanding( "SquadronName", AI_A2A_Dispatcher.Landing.AtRunway )
|
|
|
|
|
|
|
|
|
|
-- Let new flights take-off from the airbase hot.
|
|
|
|
|
-- Let new flights despawn after landing and parking, and after engine shutdown.
|
|
|
|
|
Dispatcher:SetSquadronLanding( "SquadronName", AI_A2A_Dispatcher.Landing.AtEngineShutdown )
|
|
|
|
|
</code></pre>
|
|
|
|
|
|
|
|
|
|
@@ -3544,7 +4118,7 @@ The name of the squadron.</p>
|
|
|
|
|
|
|
|
|
|
local Dispatcher = AI_A2A_DISPATCHER:New( ... )
|
|
|
|
|
|
|
|
|
|
-- Let flights land in the air and despawn.
|
|
|
|
|
-- Let flights to land near the airbase and despawn.
|
|
|
|
|
Dispatcher:SetSquadronLandingNearAirbase( "SquadronName" )
|
|
|
|
|
</code></pre>
|
|
|
|
|
|
|
|
|
|
@@ -3608,8 +4182,7 @@ multiplied by the Overhead and rounded up to the smallest integer. </p>
|
|
|
|
|
-- An overhead of 1,5 with 3 planes detected, will allocate 5 planes ( 3 * 1,5 ) = 4,5 => rounded up gives 5 planes.
|
|
|
|
|
-- An overhead of 1,5 with 4 planes detected, will allocate 6 planes ( 4 * 1,5 ) = 6 => rounded up gives 6 planes.
|
|
|
|
|
|
|
|
|
|
Dispatcher:SetSquadronOverhead( 1,5 )
|
|
|
|
|
|
|
|
|
|
Dispatcher:SetSquadronOverhead( "SquadronName", 1.5 )
|
|
|
|
|
</code></pre>
|
|
|
|
|
|
|
|
|
|
</dd>
|
|
|
|
|
@@ -3696,7 +4269,7 @@ The name of the squadron.</p>
|
|
|
|
|
|
|
|
|
|
local Dispatcher = AI_A2A_DISPATCHER:New( ... )
|
|
|
|
|
|
|
|
|
|
-- Let new flights take-off in the air.
|
|
|
|
|
-- Let new flights take-off from a cold parking spot.
|
|
|
|
|
Dispatcher:SetSquadronTakeoffFromParkingCold( "SquadronName" )
|
|
|
|
|
</code></pre>
|
|
|
|
|
|
|
|
|
|
@@ -3768,7 +4341,7 @@ The name of the squadron.</p>
|
|
|
|
|
|
|
|
|
|
local Dispatcher = AI_A2A_DISPATCHER:New( ... )
|
|
|
|
|
|
|
|
|
|
-- Let new flights take-off in the air.
|
|
|
|
|
-- Let new flights take-off from the runway.
|
|
|
|
|
Dispatcher:SetSquadronTakeoffFromRunway( "SquadronName" )
|
|
|
|
|
</code></pre>
|
|
|
|
|
|
|
|
|
|
|