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

@@ -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>

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

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@@ -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>

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@@ -822,6 +822,12 @@ and any spaces before and after the resulting name are removed.</p>
<td class="name" nowrap="nowrap"><a href="##(SPAWN)._TranslateRotate">SPAWN:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SPAWN).uncontrolled">SPAWN.uncontrolled</a></td>
<td class="summary">
</td>
</tr>
</table>
@@ -2194,6 +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>

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@@ -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>