Added default CAP methods

* Added method :SetDefaultCapTimeInterval( CapMinSeconds, CapMaxSeconds
) for AI_A2A_DISPATCHER and AI_A2A_GCICAP.
* Added method :SetDefaultCapLimit( CapLimit ) for AI_A2A_DISPATCHER and
AI_A2A_GCICAP.

Added documentation in chapter 10.7 and chapter 1.8.
Changed Treshold to Threshold
This commit is contained in:
FlightControl_Master 2017-07-30 20:54:24 +02:00
parent 5107366e57
commit 87634969b3
14 changed files with 321 additions and 119 deletions

View File

@ -70,8 +70,8 @@ function AI_A2A:New( AIGroup )
self:SetControllable( AIGroup )
self:SetFuelTreshold( .2, 60 )
self:SetDamageTreshold( 0.4 )
self:SetFuelThreshold( .2, 60 )
self:SetDamageThreshold( 0.4 )
self:SetStartState( "Stopped" )
@ -311,13 +311,13 @@ end
-- When the fuel treshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_A2A.
-- Once the time is finished, the old AI will return to the base.
-- @param #AI_A2A self
-- @param #number PatrolFuelTresholdPercentage The treshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.
-- @param #number PatrolFuelThresholdPercentage The treshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.
-- @param #number PatrolOutOfFuelOrbitTime The amount of seconds the out of fuel AIControllable will orbit before returning to the base.
-- @return #AI_A2A self
function AI_A2A:SetFuelTreshold( PatrolFuelTresholdPercentage, PatrolOutOfFuelOrbitTime )
function AI_A2A:SetFuelThreshold( PatrolFuelThresholdPercentage, PatrolOutOfFuelOrbitTime )
self.PatrolManageFuel = true
self.PatrolFuelTresholdPercentage = PatrolFuelTresholdPercentage
self.PatrolFuelThresholdPercentage = PatrolFuelThresholdPercentage
self.PatrolOutOfFuelOrbitTime = PatrolOutOfFuelOrbitTime
self.Controllable:OptionRTBBingoFuel( false )
@ -332,12 +332,12 @@ end
-- Note that for groups, the average damage of the complete group will be calculated.
-- So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage treshold will be 0.25.
-- @param #AI_A2A self
-- @param #number PatrolDamageTreshold The treshold in percentage (between 0 and 1) when the AI is considered to be damaged.
-- @param #number PatrolDamageThreshold The treshold in percentage (between 0 and 1) when the AI is considered to be damaged.
-- @return #AI_A2A self
function AI_A2A:SetDamageTreshold( PatrolDamageTreshold )
function AI_A2A:SetDamageThreshold( PatrolDamageThreshold )
self.PatrolManageDamage = true
self.PatrolDamageTreshold = PatrolDamageTreshold
self.PatrolDamageThreshold = PatrolDamageThreshold
return self
end
@ -380,7 +380,7 @@ function AI_A2A:onafterStatus()
local Fuel = self.Controllable:GetUnit(1):GetFuel()
self:F({Fuel=Fuel})
if Fuel < self.PatrolFuelTresholdPercentage then
if Fuel < self.PatrolFuelThresholdPercentage then
self:E( self.Controllable:GetName() .. " is out of fuel: " .. Fuel .. " ... RTB!" )
local OldAIControllable = self.Controllable
local AIControllableTemplate = self.Controllable:GetTemplate()
@ -397,8 +397,8 @@ function AI_A2A:onafterStatus()
-- TODO: Check GROUP damage function.
local Damage = self.Controllable:GetLife()
local InitialLife = self.Controllable:GetLife0()
self:F( { Damage = Damage, InitialLife = InitialLife, DamageTreshold = self.PatrolDamageTreshold } )
if ( Damage / InitialLife ) < self.PatrolDamageTreshold then
self:F( { Damage = Damage, InitialLife = InitialLife, DamageThreshold = self.PatrolDamageThreshold } )
if ( Damage / InitialLife ) < self.PatrolDamageThreshold then
self:E( self.Controllable:GetName() .. " is damaged: " .. Damage .. " ... RTB!" )
self:Damaged()
RTB = true

View File

@ -629,18 +629,35 @@ do -- AI_A2A_DISPATCHER
--
-- Use the method @{#AI_A2A_DISPATCHER.SetDefaultGrouping}() to set the **default grouping** of spawned airplanes for all squadrons.
--
-- ## 10.5. RTB fuel treshold.
-- ## 10.5. Default RTB fuel treshold.
--
-- When an airplane gets **out of fuel** to a certain %-tage, which is **15% (0.15)**, it will go RTB, and will be replaced with a new airplane when applicable.
--
-- Use the method @{#AI_A2A_DISPATCHER.SetDefaultFuelTreshold}() to set the **default fuel treshold** of spawned airplanes for all squadrons.
-- Use the method @{#AI_A2A_DISPATCHER.SetDefaultFuelThreshold}() to set the **default fuel treshold** of spawned airplanes for all squadrons.
--
-- ## 10.6. RTB damage treshold.
-- ## 10.6. Default RTB damage treshold.
--
-- When an airplane is **damaged** to a certain %-tage, which is **40% (0.40)**, it will go RTB, and will be replaced with a new airplane when applicable.
--
-- Use the method @{#AI_A2A_DISPATCHER.SetDefaultDamageTreshold}() to set the **default damage treshold** of spawned airplanes for all squadrons.
-- Use the method @{#AI_A2A_DISPATCHER.SetDefaultDamageThreshold}() to set the **default damage treshold** of spawned airplanes for all squadrons.
--
-- ## 10.7. Default CAP Time Interval.
--
-- CAP is time driven, and will evaluate in random time intervals if a new CAP needs to be spawned.
-- The **default CAP time interval** is between **180** and **600** seconds.
--
-- Use the method @{#AI_A2A_DISPATCHER.SetDefaultCapTimeInterval}() to set the **default CAP time interval** of spawned airplanes for all squadrons.
-- Note that you can still change the CAP limit and CAP time intervals for each CAP individually using the @{#AI_A2A_DISPATCHER.SetSquadronCapTimeInterval}() method.
--
-- ## 10.8. Default CAP limit.
--
-- Multiple CAP can be airborne at the same time for one squadron, which is controlled by the **CAP limit**.
-- The **default CAP limit** is 1 CAP per squadron to be airborne at the same time.
-- Note that the default CAP limit is used when a Squadron CAP is defined, and cannot be changed afterwards.
-- So, ensure that you set the default CAP limit **before** you spawn the Squadron CAP.
--
-- Use the method @{#AI_A2A_DISPATCHER.SetDefaultCapTimeInterval}() to set the **default CAP time interval** of spawned airplanes for all squadrons.
-- Note that you can still change the CAP limit and CAP time intervals for each CAP individually using the @{#AI_A2A_DISPATCHER.SetSquadronCapTimeInterval}() method.
--
-- ## 11. Q & A:
--
@ -730,8 +747,10 @@ do -- AI_A2A_DISPATCHER
self:SetDefaultLanding( AI_A2A_DISPATCHER.Landing.NearAirbase )
self:SetDefaultOverhead( 1 )
self:SetDefaultGrouping( 1 )
self:SetDefaultFuelTreshold( 0.15, 0 ) -- 15% of fuel remaining in the tank will trigger the airplane to return to base or refuel.
self:SetDefaultDamageTreshold( 0.4 ) -- When 40% of damage, go RTB.
self:SetDefaultFuelThreshold( 0.15, 0 ) -- 15% of fuel remaining in the tank will trigger the airplane to return to base or refuel.
self:SetDefaultDamageThreshold( 0.4 ) -- When 40% of damage, go RTB.
self:SetDefaultCapTimeInterval( 180, 600 ) -- Between 180 and 600 seconds.
self:SetDefaultCapLimit( 1 ) -- Maximum one CAP per squadron.
self:AddTransition( "Started", "Assign", "Started" )
@ -1014,7 +1033,7 @@ do -- AI_A2A_DISPATCHER
--- Set the default fuel treshold when defenders will RTB or Refuel in the air.
-- The fuel treshold is by default set to 15%, which means that an airplane will stay in the air until 15% of its fuel has been consumed.
-- @param #AI_A2A_DISPATCHER self
-- @param #number FuelTreshold A decimal number between 0 and 1, that expresses the %-tage of the treshold of fuel remaining in the tank when the plane will go RTB or Refuel.
-- @param #number FuelThreshold A decimal number between 0 and 1, that expresses the %-tage of the treshold of fuel remaining in the tank when the plane will go RTB or Refuel.
-- @return #AI_A2A_DISPATCHER
-- @usage
--
@ -1022,11 +1041,11 @@ do -- AI_A2A_DISPATCHER
-- A2ADispatcher = AI_A2A_DISPATCHER:New( Detection )
--
-- -- Now Setup the default fuel treshold.
-- A2ADispatcher:SetDefaultRefuelTreshold( 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
-- A2ADispatcher:SetDefaultRefuelThreshold( 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
--
function AI_A2A_DISPATCHER:SetDefaultFuelTreshold( FuelTreshold )
function AI_A2A_DISPATCHER:SetDefaultFuelThreshold( FuelThreshold )
self.DefenderDefault.FuelTreshold = FuelTreshold
self.DefenderDefault.FuelThreshold = FuelThreshold
return self
end
@ -1035,7 +1054,7 @@ do -- AI_A2A_DISPATCHER
--- Set the default damage treshold when defenders will RTB.
-- The default damage treshold is by default set to 40%, which means that when the airplane is 40% damaged, it will go RTB.
-- @param #AI_A2A_DISPATCHER self
-- @param #number DamageTreshold A decimal number between 0 and 1, that expresses the %-tage of the damage treshold before going RTB.
-- @param #number DamageThreshold A decimal number between 0 and 1, that expresses the %-tage of the damage treshold before going RTB.
-- @return #AI_A2A_DISPATCHER
-- @usage
--
@ -1043,11 +1062,55 @@ do -- AI_A2A_DISPATCHER
-- A2ADispatcher = AI_A2A_DISPATCHER:New( Detection )
--
-- -- Now Setup the default damage treshold.
-- A2ADispatcher:SetDefaultDamageTreshold( 0.90 ) -- Go RTB when the airplane 90% damaged.
-- A2ADispatcher:SetDefaultDamageThreshold( 0.90 ) -- Go RTB when the airplane 90% damaged.
--
function AI_A2A_DISPATCHER:SetDefaultDamageTreshold( DamageTreshold )
function AI_A2A_DISPATCHER:SetDefaultDamageThreshold( DamageThreshold )
self.DefenderDefault.DamageTreshold = DamageTreshold
self.DefenderDefault.DamageThreshold = DamageThreshold
return self
end
--- Set the default CAP time interval for squadrons, which will be used to determine a random CAP timing.
-- The default CAP time interval is between 180 and 600 seconds.
-- @param #AI_A2A_DISPATCHER self
-- @param #number CapMinSeconds The minimum amount of seconds for the random time interval.
-- @param #number CapMaxSeconds The maximum amount of seconds for the random time interval.
-- @return #AI_A2A_DISPATCHER
-- @usage
--
-- -- Now Setup the A2A dispatcher, and initialize it using the Detection object.
-- A2ADispatcher = AI_A2A_DISPATCHER:New( Detection )
--
-- -- Now Setup the default CAP time interval.
-- A2ADispatcher:SetDefaultCapTimeInterval( 300, 1200 ) -- Between 300 and 1200 seconds.
--
function AI_A2A_DISPATCHER:SetDefaultCapTimeInterval( CapMinSeconds, CapMaxSeconds )
self.DefenderDefault.CapMinSeconds = CapMinSeconds
self.DefenderDefault.CapMaxSeconds = CapMaxSeconds
return self
end
--- Set the default CAP limit for squadrons, which will be used to determine how many CAP can be airborne at the same time for the squadron.
-- The default CAP time interval is 1 CAP.
-- @param #AI_A2A_DISPATCHER self
-- @param #number CapLimit The maximum amount of CAP that can be airborne at the same time for the squadron.
-- @return #AI_A2A_DISPATCHER
-- @usage
--
-- -- Now Setup the A2A dispatcher, and initialize it using the Detection object.
-- A2ADispatcher = AI_A2A_DISPATCHER:New( Detection )
--
-- -- Now Setup the default CAP limit.
-- A2ADispatcher:SetDefaultCapLimit( 2 ) -- Maximum 2 CAP per squadron.
--
function AI_A2A_DISPATCHER:SetDefaultCapLimit( CapLimit )
self.DefenderDefault.CapLimit = CapLimit
return self
end
@ -1313,7 +1376,7 @@ do -- AI_A2A_DISPATCHER
Cap.EngageMaxSpeed = EngageMaxSpeed
Cap.AltType = AltType
self:SetSquadronCapInterval( SquadronName, 2, 180, 600, 1 )
self:SetSquadronCapInterval( SquadronName, self.DefenderDefault.CapLimit, self.DefenderDefault.CapMinSeconds, self.DefenderDefault.CapMaxSeconds, 1 )
return self
end
@ -2205,8 +2268,8 @@ do -- AI_A2A_DISPATCHER
local Fsm = AI_A2A_CAP:New( DefenderCAP, Cap.Zone, Cap.FloorAltitude, Cap.CeilingAltitude, Cap.PatrolMinSpeed, Cap.PatrolMaxSpeed, Cap.EngageMinSpeed, Cap.EngageMaxSpeed, Cap.AltType )
Fsm:SetDispatcher( self )
Fsm:SetHomeAirbase( DefenderSquadron.Airbase )
Fsm:SetFuelTreshold( self.DefenderDefault.FuelTreshold, 60 )
Fsm:SetDamageTreshold( self.DefenderDefault.DamageTreshold )
Fsm:SetFuelThreshold( self.DefenderDefault.FuelThreshold, 60 )
Fsm:SetDamageThreshold( self.DefenderDefault.DamageThreshold )
Fsm:Start()
Fsm:__Patrol( 2 )
@ -2337,8 +2400,8 @@ do -- AI_A2A_DISPATCHER
local Fsm = AI_A2A_GCI:New( DefenderGCI, Gci.EngageMinSpeed, Gci.EngageMaxSpeed )
Fsm:SetDispatcher( self )
Fsm:SetHomeAirbase( DefenderSquadron.Airbase )
Fsm:SetFuelTreshold( self.DefenderDefault.FuelTreshold, 60 )
Fsm:SetDamageTreshold( self.DefenderDefault.DamageTreshold )
Fsm:SetFuelThreshold( self.DefenderDefault.FuelThreshold, 60 )
Fsm:SetDamageThreshold( self.DefenderDefault.DamageThreshold )
Fsm:Start()
Fsm:__Engage( 2, Target.Set ) -- Engage on the TargetSetUnit

View File

@ -151,22 +151,22 @@ end
--- Returns the AI to the nearest friendly @{Airbase#AIRBASE}.
-- @param #AI_BALANCER self
-- @param Dcs.DCSTypes#Distance ReturnTresholdRange If there is an enemy @{Client#CLIENT} within the ReturnTresholdRange given in meters, the AI will not return to the nearest @{Airbase#AIRBASE}.
-- @param Dcs.DCSTypes#Distance ReturnThresholdRange If there is an enemy @{Client#CLIENT} within the ReturnThresholdRange given in meters, the AI will not return to the nearest @{Airbase#AIRBASE}.
-- @param Core.Set#SET_AIRBASE ReturnAirbaseSet The SET of @{Set#SET_AIRBASE}s to evaluate where to return to.
function AI_BALANCER:ReturnToNearestAirbases( ReturnTresholdRange, ReturnAirbaseSet )
function AI_BALANCER:ReturnToNearestAirbases( ReturnThresholdRange, ReturnAirbaseSet )
self.ToNearestAirbase = true
self.ReturnTresholdRange = ReturnTresholdRange
self.ReturnThresholdRange = ReturnThresholdRange
self.ReturnAirbaseSet = ReturnAirbaseSet
end
--- Returns the AI to the home @{Airbase#AIRBASE}.
-- @param #AI_BALANCER self
-- @param Dcs.DCSTypes#Distance ReturnTresholdRange If there is an enemy @{Client#CLIENT} within the ReturnTresholdRange given in meters, the AI will not return to the nearest @{Airbase#AIRBASE}.
function AI_BALANCER:ReturnToHomeAirbase( ReturnTresholdRange )
-- @param Dcs.DCSTypes#Distance ReturnThresholdRange If there is an enemy @{Client#CLIENT} within the ReturnThresholdRange given in meters, the AI will not return to the nearest @{Airbase#AIRBASE}.
function AI_BALANCER:ReturnToHomeAirbase( ReturnThresholdRange )
self.ToHomeAirbase = true
self.ReturnTresholdRange = ReturnTresholdRange
self.ReturnThresholdRange = ReturnThresholdRange
end
--- @param #AI_BALANCER self
@ -246,12 +246,12 @@ function AI_BALANCER:onenterMonitoring( SetGroup )
if self.ToNearestAirbase == false and self.ToHomeAirbase == false then
self:Destroy( Client.UnitName, AIGroup )
else
-- We test if there is no other CLIENT within the self.ReturnTresholdRange of the first unit of the AI group.
-- We test if there is no other CLIENT within the self.ReturnThresholdRange of the first unit of the AI group.
-- If there is a CLIENT, the AI stays engaged and will not return.
-- If there is no CLIENT within the self.ReturnTresholdRange, then the unit will return to the Airbase return method selected.
-- If there is no CLIENT within the self.ReturnThresholdRange, then the unit will return to the Airbase return method selected.
local PlayerInRange = { Value = false }
local RangeZone = ZONE_RADIUS:New( 'RangeZone', AIGroup:GetVec2(), self.ReturnTresholdRange )
local RangeZone = ZONE_RADIUS:New( 'RangeZone', AIGroup:GetVec2(), self.ReturnThresholdRange )
self:T2( RangeZone )

View File

@ -591,13 +591,13 @@ end
-- When the fuel treshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_PATROL_ZONE.
-- Once the time is finished, the old AI will return to the base.
-- @param #AI_PATROL_ZONE self
-- @param #number PatrolFuelTresholdPercentage The treshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.
-- @param #number PatrolFuelThresholdPercentage The treshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.
-- @param #number PatrolOutOfFuelOrbitTime The amount of seconds the out of fuel AIControllable will orbit before returning to the base.
-- @return #AI_PATROL_ZONE self
function AI_PATROL_ZONE:ManageFuel( PatrolFuelTresholdPercentage, PatrolOutOfFuelOrbitTime )
function AI_PATROL_ZONE:ManageFuel( PatrolFuelThresholdPercentage, PatrolOutOfFuelOrbitTime )
self.PatrolManageFuel = true
self.PatrolFuelTresholdPercentage = PatrolFuelTresholdPercentage
self.PatrolFuelThresholdPercentage = PatrolFuelThresholdPercentage
self.PatrolOutOfFuelOrbitTime = PatrolOutOfFuelOrbitTime
return self
@ -610,12 +610,12 @@ end
-- Note that for groups, the average damage of the complete group will be calculated.
-- So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage treshold will be 0.25.
-- @param #AI_PATROL_ZONE self
-- @param #number PatrolDamageTreshold The treshold in percentage (between 0 and 1) when the AI is considered to be damaged.
-- @param #number PatrolDamageThreshold The treshold in percentage (between 0 and 1) when the AI is considered to be damaged.
-- @return #AI_PATROL_ZONE self
function AI_PATROL_ZONE:ManageDamage( PatrolDamageTreshold )
function AI_PATROL_ZONE:ManageDamage( PatrolDamageThreshold )
self.PatrolManageDamage = true
self.PatrolDamageTreshold = PatrolDamageTreshold
self.PatrolDamageThreshold = PatrolDamageThreshold
return self
end
@ -831,7 +831,7 @@ function AI_PATROL_ZONE:onafterStatus()
local RTB = false
local Fuel = self.Controllable:GetUnit(1):GetFuel()
if Fuel < self.PatrolFuelTresholdPercentage then
if Fuel < self.PatrolFuelThresholdPercentage then
self:E( self.Controllable:GetName() .. " is out of fuel:" .. Fuel .. ", RTB!" )
local OldAIControllable = self.Controllable
local AIControllableTemplate = self.Controllable:GetTemplate()
@ -846,7 +846,7 @@ function AI_PATROL_ZONE:onafterStatus()
-- TODO: Check GROUP damage function.
local Damage = self.Controllable:GetLife()
if Damage <= self.PatrolDamageTreshold then
if Damage <= self.PatrolDamageThreshold then
self:E( self.Controllable:GetName() .. " is damaged:" .. Damage .. ", RTB!" )
RTB = true
end

View File

@ -269,7 +269,7 @@
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_A2A).PatrolDamageTreshold">AI_A2A.PatrolDamageTreshold</a></td>
<td class="name" nowrap="nowrap"><a href="##(AI_A2A).PatrolDamageThreshold">AI_A2A.PatrolDamageThreshold</a></td>
<td class="summary">
</td>
@ -281,7 +281,7 @@
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_A2A).PatrolFuelTresholdPercentage">AI_A2A.PatrolFuelTresholdPercentage</a></td>
<td class="name" nowrap="nowrap"><a href="##(AI_A2A).PatrolFuelThresholdPercentage">AI_A2A.PatrolFuelThresholdPercentage</a></td>
<td class="summary">
</td>
@ -335,7 +335,7 @@
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_A2A).SetDamageTreshold">AI_A2A:SetDamageTreshold(PatrolDamageTreshold)</a></td>
<td class="name" nowrap="nowrap"><a href="##(AI_A2A).SetDamageThreshold">AI_A2A:SetDamageThreshold(PatrolDamageThreshold)</a></td>
<td class="summary">
<p>When the AI is damaged beyond a certain treshold, it is required that the AI returns to the home base.</p>
</td>
@ -347,7 +347,7 @@
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_A2A).SetFuelTreshold">AI_A2A:SetFuelTreshold(PatrolFuelTresholdPercentage, PatrolOutOfFuelOrbitTime)</a></td>
<td class="name" nowrap="nowrap"><a href="##(AI_A2A).SetFuelThreshold">AI_A2A:SetFuelThreshold(PatrolFuelThresholdPercentage, PatrolOutOfFuelOrbitTime)</a></td>
<td class="summary">
<p>When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.</p>
</td>
@ -1185,8 +1185,8 @@ Return false to cancel Transition.</p>
<dt>
<em></em>
<a id="#(AI_A2A).PatrolDamageTreshold" >
<strong>AI_A2A.PatrolDamageTreshold</strong>
<a id="#(AI_A2A).PatrolDamageThreshold" >
<strong>AI_A2A.PatrolDamageThreshold</strong>
</a>
</dt>
<dd>
@ -1213,8 +1213,8 @@ Return false to cancel Transition.</p>
<dt>
<em></em>
<a id="#(AI_A2A).PatrolFuelTresholdPercentage" >
<strong>AI_A2A.PatrolFuelTresholdPercentage</strong>
<a id="#(AI_A2A).PatrolFuelThresholdPercentage" >
<strong>AI_A2A.PatrolFuelThresholdPercentage</strong>
</a>
</dt>
<dd>
@ -1363,8 +1363,8 @@ self</p>
<dl class="function">
<dt>
<a id="#(AI_A2A).SetDamageTreshold" >
<strong>AI_A2A:SetDamageTreshold(PatrolDamageTreshold)</strong>
<a id="#(AI_A2A).SetDamageThreshold" >
<strong>AI_A2A:SetDamageThreshold(PatrolDamageThreshold)</strong>
</a>
</dt>
<dd>
@ -1382,7 +1382,7 @@ So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage treshold
<ul>
<li>
<p><code><em>#number PatrolDamageTreshold </em></code>:
<p><code><em>#number PatrolDamageThreshold </em></code>:
The treshold in percentage (between 0 and 1) when the AI is considered to be damaged.</p>
</li>
@ -1418,8 +1418,8 @@ self</p>
<dl class="function">
<dt>
<a id="#(AI_A2A).SetFuelTreshold" >
<strong>AI_A2A:SetFuelTreshold(PatrolFuelTresholdPercentage, PatrolOutOfFuelOrbitTime)</strong>
<a id="#(AI_A2A).SetFuelThreshold" >
<strong>AI_A2A:SetFuelThreshold(PatrolFuelThresholdPercentage, PatrolOutOfFuelOrbitTime)</strong>
</a>
</dt>
<dd>
@ -1435,7 +1435,7 @@ Once the time is finished, the old AI will return to the base.</p>
<ul>
<li>
<p><code><em>#number PatrolFuelTresholdPercentage </em></code>:
<p><code><em>#number PatrolFuelThresholdPercentage </em></code>:
The treshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.</p>
</li>

View File

@ -605,13 +605,25 @@ Per one, two, three, four?</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_A2A_DISPATCHER).SetDefaultDamageTreshold">AI_A2A_DISPATCHER:SetDefaultDamageTreshold(DamageTreshold)</a></td>
<td class="name" nowrap="nowrap"><a href="##(AI_A2A_DISPATCHER).SetDefaultCapLimit">AI_A2A_DISPATCHER:SetDefaultCapLimit(CapLimit)</a></td>
<td class="summary">
<p>Set the default CAP limit for squadrons, which will be used to determine how many CAP can be airborne at the same time for the squadron.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_A2A_DISPATCHER).SetDefaultCapTimeInterval">AI_A2A_DISPATCHER:SetDefaultCapTimeInterval(CapMinSeconds, CapMaxSeconds)</a></td>
<td class="summary">
<p>Set the default CAP time interval for squadrons, which will be used to determine a random CAP timing.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_A2A_DISPATCHER).SetDefaultDamageThreshold">AI_A2A_DISPATCHER:SetDefaultDamageThreshold(DamageThreshold)</a></td>
<td class="summary">
<p>Set the default damage treshold when defenders will RTB.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_A2A_DISPATCHER).SetDefaultFuelTreshold">AI_A2A_DISPATCHER:SetDefaultFuelTreshold(FuelTreshold)</a></td>
<td class="name" nowrap="nowrap"><a href="##(AI_A2A_DISPATCHER).SetDefaultFuelThreshold">AI_A2A_DISPATCHER:SetDefaultFuelThreshold(FuelThreshold)</a></td>
<td class="summary">
<p>Set the default fuel treshold when defenders will RTB or Refuel in the air.</p>
</td>
@ -1395,18 +1407,35 @@ For some default settings, a method is available that allows you to tweak the de
<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>
<h2>10.5. RTB fuel treshold.</h2>
<h2>10.5. Default RTB fuel treshold.</h2>
<p>When an airplane gets <strong>out of fuel</strong> to a certain %-tage, which is <strong>15% (0.15)</strong>, it will go RTB, and will be replaced with a new airplane when applicable.</p>
<p>Use the method <a href="##(AI_A2A_DISPATCHER).SetDefaultFuelTreshold">AI<em>A2A</em>DISPATCHER.SetDefaultFuelTreshold</a>() to set the <strong>default fuel treshold</strong> of spawned airplanes for all squadrons.</p>
<p>Use the method <a href="##(AI_A2A_DISPATCHER).SetDefaultFuelThreshold">AI<em>A2A</em>DISPATCHER.SetDefaultFuelThreshold</a>() to set the <strong>default fuel treshold</strong> of spawned airplanes for all squadrons.</p>
<h2>10.6. RTB damage treshold.</h2>
<h2>10.6. Default RTB damage treshold.</h2>
<p>When an airplane is <strong>damaged</strong> to a certain %-tage, which is <strong>40% (0.40)</strong>, it will go RTB, and will be replaced with a new airplane when applicable.</p>
<p>Use the method <a href="##(AI_A2A_DISPATCHER).SetDefaultDamageTreshold">AI<em>A2A</em>DISPATCHER.SetDefaultDamageTreshold</a>() to set the <strong>default damage treshold</strong> of spawned airplanes for all squadrons.</p>
<p>Use the method <a href="##(AI_A2A_DISPATCHER).SetDefaultDamageThreshold">AI<em>A2A</em>DISPATCHER.SetDefaultDamageThreshold</a>() to set the <strong>default damage treshold</strong> of spawned airplanes for all squadrons.</p>
<h2>10.7. Default CAP Time Interval.</h2>
<p>CAP is time driven, and will evaluate in random time intervals if a new CAP needs to be spawned.
The <strong>default CAP time interval</strong> is between <strong>180</strong> and <strong>600</strong> seconds.</p>
<p>Use the method <a href="##(AI_A2A_DISPATCHER).SetDefaultCapTimeInterval">AI<em>A2A</em>DISPATCHER.SetDefaultCapTimeInterval</a>() to set the <strong>default CAP time interval</strong> of spawned airplanes for all squadrons. <br/>
Note that you can still change the CAP limit and CAP time intervals for each CAP individually using the <a href="##(AI_A2A_DISPATCHER).SetSquadronCapTimeInterval">AI<em>A2A</em>DISPATCHER.SetSquadronCapTimeInterval</a>() method.</p>
<h2>10.8. Default CAP limit.</h2>
<p>Multiple CAP can be airborne at the same time for one squadron, which is controlled by the <strong>CAP limit</strong>.
The <strong>default CAP limit</strong> is 1 CAP per squadron to be airborne at the same time.
Note that the default CAP limit is used when a Squadron CAP is defined, and cannot be changed afterwards.
So, ensure that you set the default CAP limit <strong>before</strong> you spawn the Squadron CAP.</p>
<p>Use the method <a href="##(AI_A2A_DISPATCHER).SetDefaultCapTimeInterval">AI<em>A2A</em>DISPATCHER.SetDefaultCapTimeInterval</a>() to set the <strong>default CAP time interval</strong> of spawned airplanes for all squadrons. <br/>
Note that you can still change the CAP limit and CAP time intervals for each CAP individually using the <a href="##(AI_A2A_DISPATCHER).SetSquadronCapTimeInterval">AI<em>A2A</em>DISPATCHER.SetSquadronCapTimeInterval</a>() method.</p>
<h2>11. Q &amp; A:</h2>
@ -3060,8 +3089,92 @@ or
<dl class="function">
<dt>
<a id="#(AI_A2A_DISPATCHER).SetDefaultDamageTreshold" >
<strong>AI_A2A_DISPATCHER:SetDefaultDamageTreshold(DamageTreshold)</strong>
<a id="#(AI_A2A_DISPATCHER).SetDefaultCapLimit" >
<strong>AI_A2A_DISPATCHER:SetDefaultCapLimit(CapLimit)</strong>
</a>
</dt>
<dd>
<p>Set the default CAP limit for squadrons, which will be used to determine how many CAP can be airborne at the same time for the squadron.</p>
<p>The default CAP time interval is 1 CAP.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#number CapLimit </em></code>:
The maximum amount of CAP that can be airborne at the same time for the squadron.</p>
</li>
</ul>
<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>
-- Now Setup the A2A dispatcher, and initialize it using the Detection object.
A2ADispatcher = AI_A2A_DISPATCHER:New( Detection )
-- Now Setup the default CAP limit.
A2ADispatcher:SetDefaultCapLimit( 2 ) -- Maximum 2 CAP per squadron.
</code></pre>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(AI_A2A_DISPATCHER).SetDefaultCapTimeInterval" >
<strong>AI_A2A_DISPATCHER:SetDefaultCapTimeInterval(CapMinSeconds, CapMaxSeconds)</strong>
</a>
</dt>
<dd>
<p>Set the default CAP time interval for squadrons, which will be used to determine a random CAP timing.</p>
<p>The default CAP time interval is between 180 and 600 seconds.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#number CapMinSeconds </em></code>:
The minimum amount of seconds for the random time interval.</p>
</li>
<li>
<p><code><em>#number CapMaxSeconds </em></code>:
The maximum amount of seconds for the random time interval.</p>
</li>
</ul>
<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>
-- Now Setup the A2A dispatcher, and initialize it using the Detection object.
A2ADispatcher = AI_A2A_DISPATCHER:New( Detection )
-- Now Setup the default CAP time interval.
A2ADispatcher:SetDefaultCapTimeInterval( 300, 1200 ) -- Between 300 and 1200 seconds.
</code></pre>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(AI_A2A_DISPATCHER).SetDefaultDamageThreshold" >
<strong>AI_A2A_DISPATCHER:SetDefaultDamageThreshold(DamageThreshold)</strong>
</a>
</dt>
<dd>
@ -3075,7 +3188,7 @@ or
<ul>
<li>
<p><code><em>#number DamageTreshold </em></code>:
<p><code><em>#number DamageThreshold </em></code>:
A decimal number between 0 and 1, that expresses the %-tage of the damage treshold before going RTB.</p>
</li>
@ -3091,7 +3204,7 @@ A decimal number between 0 and 1, that expresses the %-tage of the damage tresho
A2ADispatcher = AI_A2A_DISPATCHER:New( Detection )
-- Now Setup the default damage treshold.
A2ADispatcher:SetDefaultDamageTreshold( 0.90 ) -- Go RTB when the airplane 90% damaged.
A2ADispatcher:SetDefaultDamageThreshold( 0.90 ) -- Go RTB when the airplane 90% damaged.
</code></pre>
</dd>
@ -3099,8 +3212,8 @@ A decimal number between 0 and 1, that expresses the %-tage of the damage tresho
<dl class="function">
<dt>
<a id="#(AI_A2A_DISPATCHER).SetDefaultFuelTreshold" >
<strong>AI_A2A_DISPATCHER:SetDefaultFuelTreshold(FuelTreshold)</strong>
<a id="#(AI_A2A_DISPATCHER).SetDefaultFuelThreshold" >
<strong>AI_A2A_DISPATCHER:SetDefaultFuelThreshold(FuelThreshold)</strong>
</a>
</dt>
<dd>
@ -3114,7 +3227,7 @@ A decimal number between 0 and 1, that expresses the %-tage of the damage tresho
<ul>
<li>
<p><code><em>#number FuelTreshold </em></code>:
<p><code><em>#number FuelThreshold </em></code>:
A decimal number between 0 and 1, that expresses the %-tage of the treshold of fuel remaining in the tank when the plane will go RTB or Refuel.</p>
</li>
@ -3130,7 +3243,7 @@ A decimal number between 0 and 1, that expresses the %-tage of the treshold of f
A2ADispatcher = AI_A2A_DISPATCHER:New( Detection )
-- Now Setup the default fuel treshold.
A2ADispatcher:SetDefaultRefuelTreshold( 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
A2ADispatcher:SetDefaultRefuelThreshold( 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
</code></pre>
</dd>

View File

@ -187,21 +187,21 @@ CLIENTS in a SET</em>CLIENT collection, which are not occupied by human players.
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_BALANCER).ReturnToHomeAirbase">AI_BALANCER:ReturnToHomeAirbase(ReturnTresholdRange)</a></td>
<td class="name" nowrap="nowrap"><a href="##(AI_BALANCER).ReturnThresholdRange">AI_BALANCER.ReturnThresholdRange</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_BALANCER).ReturnToHomeAirbase">AI_BALANCER:ReturnToHomeAirbase(ReturnThresholdRange)</a></td>
<td class="summary">
<p>Returns the AI to the home <a href="Airbase.html##(AIRBASE)">Airbase#AIRBASE</a>.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_BALANCER).ReturnToNearestAirbases">AI_BALANCER:ReturnToNearestAirbases(ReturnTresholdRange, ReturnAirbaseSet)</a></td>
<td class="name" nowrap="nowrap"><a href="##(AI_BALANCER).ReturnToNearestAirbases">AI_BALANCER:ReturnToNearestAirbases(ReturnThresholdRange, ReturnAirbaseSet)</a></td>
<td class="summary">
<p>Returns the AI to the nearest friendly <a href="Airbase.html##(AIRBASE)">Airbase#AIRBASE</a>.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_BALANCER).ReturnTresholdRange">AI_BALANCER.ReturnTresholdRange</a></td>
<td class="summary">
</td>
</tr>
<tr>
@ -451,13 +451,27 @@ The default Spawn object to spawn new AI Groups when needed.</p>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(AI_BALANCER).ReturnThresholdRange" >
<strong>AI_BALANCER.ReturnThresholdRange</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(AI_BALANCER).ReturnToHomeAirbase" >
<strong>AI_BALANCER:ReturnToHomeAirbase(ReturnTresholdRange)</strong>
<strong>AI_BALANCER:ReturnToHomeAirbase(ReturnThresholdRange)</strong>
</a>
</dt>
<dd>
@ -468,8 +482,8 @@ The default Spawn object to spawn new AI Groups when needed.</p>
<ul>
<li>
<p><code><em><a href="Dcs.DCSTypes.html##(Distance)">Dcs.DCSTypes#Distance</a> ReturnTresholdRange </em></code>:
If there is an enemy <a href="Client.html##(CLIENT)">Client#CLIENT</a> within the ReturnTresholdRange given in meters, the AI will not return to the nearest <a href="Airbase.html##(AIRBASE)">Airbase#AIRBASE</a>.</p>
<p><code><em><a href="Dcs.DCSTypes.html##(Distance)">Dcs.DCSTypes#Distance</a> ReturnThresholdRange </em></code>:
If there is an enemy <a href="Client.html##(CLIENT)">Client#CLIENT</a> within the ReturnThresholdRange given in meters, the AI will not return to the nearest <a href="Airbase.html##(AIRBASE)">Airbase#AIRBASE</a>.</p>
</li>
</ul>
@ -479,7 +493,7 @@ If there is an enemy <a href="Client.html##(CLIENT)">Client#CLIENT</a> within th
<dt>
<a id="#(AI_BALANCER).ReturnToNearestAirbases" >
<strong>AI_BALANCER:ReturnToNearestAirbases(ReturnTresholdRange, ReturnAirbaseSet)</strong>
<strong>AI_BALANCER:ReturnToNearestAirbases(ReturnThresholdRange, ReturnAirbaseSet)</strong>
</a>
</dt>
<dd>
@ -490,8 +504,8 @@ If there is an enemy <a href="Client.html##(CLIENT)">Client#CLIENT</a> within th
<ul>
<li>
<p><code><em><a href="Dcs.DCSTypes.html##(Distance)">Dcs.DCSTypes#Distance</a> ReturnTresholdRange </em></code>:
If there is an enemy <a href="Client.html##(CLIENT)">Client#CLIENT</a> within the ReturnTresholdRange given in meters, the AI will not return to the nearest <a href="Airbase.html##(AIRBASE)">Airbase#AIRBASE</a>.</p>
<p><code><em><a href="Dcs.DCSTypes.html##(Distance)">Dcs.DCSTypes#Distance</a> ReturnThresholdRange </em></code>:
If there is an enemy <a href="Client.html##(CLIENT)">Client#CLIENT</a> within the ReturnThresholdRange given in meters, the AI will not return to the nearest <a href="Airbase.html##(AIRBASE)">Airbase#AIRBASE</a>.</p>
</li>
<li>
@ -501,20 +515,6 @@ The SET of <a href="Set.html##(SET_AIRBASE)">Set#SET_AIRBASE</a>s to evaluate wh
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(AI_BALANCER).ReturnTresholdRange" >
<strong>AI_BALANCER.ReturnTresholdRange</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">

View File

@ -236,13 +236,13 @@
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_PATROL_ZONE).ManageDamage">AI_PATROL_ZONE:ManageDamage(PatrolDamageTreshold)</a></td>
<td class="name" nowrap="nowrap"><a href="##(AI_PATROL_ZONE).ManageDamage">AI_PATROL_ZONE:ManageDamage(PatrolDamageThreshold)</a></td>
<td class="summary">
<p>When the AI is damaged beyond a certain treshold, it is required that the AI returns to the home base.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_PATROL_ZONE).ManageFuel">AI_PATROL_ZONE:ManageFuel(PatrolFuelTresholdPercentage, PatrolOutOfFuelOrbitTime)</a></td>
<td class="name" nowrap="nowrap"><a href="##(AI_PATROL_ZONE).ManageFuel">AI_PATROL_ZONE:ManageFuel(PatrolFuelThresholdPercentage, PatrolOutOfFuelOrbitTime)</a></td>
<td class="summary">
<p>When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.</p>
</td>
@ -404,7 +404,7 @@
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_PATROL_ZONE).PatrolDamageTreshold">AI_PATROL_ZONE.PatrolDamageTreshold</a></td>
<td class="name" nowrap="nowrap"><a href="##(AI_PATROL_ZONE).PatrolDamageThreshold">AI_PATROL_ZONE.PatrolDamageThreshold</a></td>
<td class="summary">
</td>
@ -416,7 +416,7 @@
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_PATROL_ZONE).PatrolFuelTresholdPercentage">AI_PATROL_ZONE.PatrolFuelTresholdPercentage</a></td>
<td class="name" nowrap="nowrap"><a href="##(AI_PATROL_ZONE).PatrolFuelThresholdPercentage">AI_PATROL_ZONE.PatrolFuelThresholdPercentage</a></td>
<td class="summary">
</td>
@ -957,7 +957,7 @@ The list of <a href="Unit.html##(UNIT)">Unit#UNIT</a>s</p>
<dt>
<a id="#(AI_PATROL_ZONE).ManageDamage" >
<strong>AI_PATROL_ZONE:ManageDamage(PatrolDamageTreshold)</strong>
<strong>AI_PATROL_ZONE:ManageDamage(PatrolDamageThreshold)</strong>
</a>
</dt>
<dd>
@ -975,7 +975,7 @@ So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage treshold
<ul>
<li>
<p><code><em>#number PatrolDamageTreshold </em></code>:
<p><code><em>#number PatrolDamageThreshold </em></code>:
The treshold in percentage (between 0 and 1) when the AI is considered to be damaged.</p>
</li>
@ -991,7 +991,7 @@ self</p>
<dt>
<a id="#(AI_PATROL_ZONE).ManageFuel" >
<strong>AI_PATROL_ZONE:ManageFuel(PatrolFuelTresholdPercentage, PatrolOutOfFuelOrbitTime)</strong>
<strong>AI_PATROL_ZONE:ManageFuel(PatrolFuelThresholdPercentage, PatrolOutOfFuelOrbitTime)</strong>
</a>
</dt>
<dd>
@ -1007,7 +1007,7 @@ Once the time is finished, the old AI will return to the base.</p>
<ul>
<li>
<p><code><em>#number PatrolFuelTresholdPercentage </em></code>:
<p><code><em>#number PatrolFuelThresholdPercentage </em></code>:
The treshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.</p>
</li>
@ -2035,8 +2035,8 @@ Return false to cancel Transition.</p>
<dt>
<em></em>
<a id="#(AI_PATROL_ZONE).PatrolDamageTreshold" >
<strong>AI_PATROL_ZONE.PatrolDamageTreshold</strong>
<a id="#(AI_PATROL_ZONE).PatrolDamageThreshold" >
<strong>AI_PATROL_ZONE.PatrolDamageThreshold</strong>
</a>
</dt>
<dd>
@ -2063,8 +2063,8 @@ Return false to cancel Transition.</p>
<dt>
<em></em>
<a id="#(AI_PATROL_ZONE).PatrolFuelTresholdPercentage" >
<strong>AI_PATROL_ZONE.PatrolFuelTresholdPercentage</strong>
<a id="#(AI_PATROL_ZONE).PatrolFuelThresholdPercentage" >
<strong>AI_PATROL_ZONE.PatrolFuelThresholdPercentage</strong>
</a>
</dt>
<dd>

View File

@ -3542,6 +3542,7 @@ The range till cargo will board.</p>
<dl class="function">
<dt>
<em>#number</em>
<a id="#(CARGO_UNIT).RunCount" >
<strong>CARGO_UNIT.RunCount</strong>
</a>

View File

@ -2579,7 +2579,7 @@ The group to generate the report for.</p>
<dl class="function">
<dt>
<em>#number</em>
<em></em>
<a id="#(DETECTION_BASE).DetectionInterval" >
<strong>DETECTION_BASE.DetectionInterval</strong>
</a>

View File

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

View File

@ -1838,7 +1838,6 @@ self</p>
<dl class="function">
<dt>
<em><a href="Core.Spot.html##(SPOT)">Core.Spot#SPOT</a></em>
<a id="#(POSITIONABLE).Spot" >
<strong>POSITIONABLE.Spot</strong>
</a>

View File

@ -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>
@ -2194,6 +2200,9 @@ 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">
@ -2726,6 +2735,9 @@ when nothing was spawned.</p>
<p> Overwrite unit names by default with group name.</p>
</dd>
</dl>
<dl class="function">
@ -3727,6 +3739,20 @@ 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

@ -566,6 +566,7 @@ 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>