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Documentation
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@ -173,13 +173,13 @@ do -- AI_A2A_DISPATCHER
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--
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-- # Demo Missions
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--
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-- ### [AI\_A2A\_DISPATCHER Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/release-2-2-pre/AID%20-%20AI%20Dispatching/AID-100%20-%20AI_A2A%20-%20Demonstration)
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-- ### [AI\_A2A\_DISPATCHER Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/release-2-2-pre/AID%20-%20AI%20Dispatching)
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--
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-- ====
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--
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-- # YouTube Channel
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--
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-- ### [---]()
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-- ### [DCS WORLD - MOOSE - A2A GCICAP - Build an automatic A2A Defense System](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl0S4KMNUUJpaUs6zZHjLKNx)
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--
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-- ===
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--
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@ -316,6 +316,8 @@ do -- AI_A2A_DISPATCHER
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-- Use the method @{#AI_A2A_DISPATCHER.SetGciRadius}() to set a specific controlled ground intercept radius.
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-- **The Ground Controlled Intercept radius is defined for ALL squadrons which are operational.**
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--
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-- Demonstration Mission: [AID-013 - AI_A2A - Intercept Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/release-2-2-pre/AID%20-%20AI%20Dispatching/AID-013%20-%20AI_A2A%20-%20Intercept%20Test)
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--
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-- In these examples, the Gci Radius is set to various values:
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--
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-- -- Now Setup the A2A dispatcher, and initialize it using the Detection object.
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@ -347,6 +349,8 @@ do -- AI_A2A_DISPATCHER
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-- it makes it easier sometimes for the mission maker to envisage where the red and blue territories roughly are.
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-- In a hot war the borders are effectively defined by the ground based radar coverage of a coalition.
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--
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-- Demonstration Mission: [AID-009 - AI_A2A - Border Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/release-2-2-pre/AID%20-%20AI%20Dispatching/AID-009 - AI_A2A - Border Test)
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--
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-- In this example a border is set for the CCCP A2A dispatcher:
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--
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-- 
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@ -1103,6 +1107,8 @@ do -- AI_A2A_DISPATCHER
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-- Use the method @{#AI_A2A_DISPATCHER.SetGciRadius}() to set a specific controlled ground intercept radius.
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-- **The Ground Controlled Intercept radius is defined for ALL squadrons which are operational.**
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--
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-- Demonstration Mission: [AID-013 - AI_A2A - Intercept Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/release-2-2-pre/AID%20-%20AI%20Dispatching/AID-013%20-%20AI_A2A%20-%20Intercept%20Test)
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--
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-- @param #AI_A2A_DISPATCHER self
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-- @param #number GciRadius (Optional, Default = 200000) The radius to ground control intercept detected targets from the nearest airbase.
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-- @return #AI_A2A_DISPATCHER
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@ -3088,7 +3094,7 @@ do
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--
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-- # YouTube Channel
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--
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-- ### [---]()
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-- ### [DCS WORLD - MOOSE - A2A GCICAP - Build an automatic A2A Defense System](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl0S4KMNUUJpaUs6zZHjLKNx)
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--
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-- ===
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--
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@ -969,13 +969,13 @@ Per one, two, three, four?</p>
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<h1>Demo Missions</h1>
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<h3><a href="https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/release-2-2-pre/AID%20-%20AI%20Dispatching/AID-100%20-%20AI_A2A%20-%20Demonstration">AI_A2A_DISPATCHER Demo Missions</a></h3>
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<h3><a href="https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/release-2-2-pre/AID%20-%20AI%20Dispatching">AI_A2A_DISPATCHER Demo Missions</a></h3>
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<hr/>
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<h1>YouTube Channel</h1>
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<h3><a href="">---</a></h3>
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<h3><a href="https://www.youtube.com/playlist?list=PL7ZUrU4zZUl0S4KMNUUJpaUs6zZHjLKNx">DCS WORLD - MOOSE - A2A GCICAP - Build an automatic A2A Defense System</a></h3>
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<hr/>
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@ -1117,6 +1117,8 @@ when you don't want to let the AI<em>A2A</em>DISPATCHER react immediately when a
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<p>Use the method <a href="##(AI_A2A_DISPATCHER).SetGciRadius">AI<em>A2A</em>DISPATCHER.SetGciRadius</a>() to set a specific controlled ground intercept radius.
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<strong>The Ground Controlled Intercept radius is defined for ALL squadrons which are operational.</strong></p>
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<p>Demonstration Mission: <a href="https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/release-2-2-pre/AID%20-%20AI%20Dispatching/AID-013%20-%20AI_A2A%20-%20Intercept%20Test">AID-013 - AI_A2A - Intercept Test</a></p>
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<p>In these examples, the Gci Radius is set to various values:</p>
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<pre><code>-- Now Setup the A2A dispatcher, and initialize it using the Detection object.
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@ -1149,6 +1151,8 @@ If a hot war is chosen then <strong>no borders</strong> actually need to be defi
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it makes it easier sometimes for the mission maker to envisage where the red and blue territories roughly are.
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In a hot war the borders are effectively defined by the ground based radar coverage of a coalition.</p>
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<p>Demonstration Mission: <a href="https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/release-2-2-pre/AID%20-%20AI%20Dispatching/AID-009 - AI_A2A - Border Test">AID-009 - AI_A2A - Border Test</a></p>
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<p>In this example a border is set for the CCCP A2A dispatcher:</p>
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<p><img src="..\Presentations\AI_A2A_DISPATCHER\AI_A2A_DISPATCHER-ME_4.JPG" alt="Banner Image"/></p>
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@ -1672,7 +1676,7 @@ Therefore if F4s are wanted as a coalition’s CAP or GCI aircraft Germany will
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<h1>YouTube Channel</h1>
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<h3><a href="">---</a></h3>
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<h3><a href="https://www.youtube.com/playlist?list=PL7ZUrU4zZUl0S4KMNUUJpaUs6zZHjLKNx">DCS WORLD - MOOSE - A2A GCICAP - Build an automatic A2A Defense System</a></h3>
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<hr/>
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@ -4067,6 +4071,8 @@ when you don't want to let the AI<em>A2A</em>DISPATCHER react immediately when a
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<p>Use the method <a href="##(AI_A2A_DISPATCHER).SetGciRadius">AI<em>A2A</em>DISPATCHER.SetGciRadius</a>() to set a specific controlled ground intercept radius.
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<strong>The Ground Controlled Intercept radius is defined for ALL squadrons which are operational.</strong></p>
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<p>Demonstration Mission: <a href="https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/release-2-2-pre/AID%20-%20AI%20Dispatching/AID-013%20-%20AI_A2A%20-%20Intercept%20Test">AID-013 - AI_A2A - Intercept Test</a></p>
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<h3>Parameter</h3>
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<ul>
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@ -926,9 +926,6 @@ Use the method <a href="##(AI_PATROL_ZONE).ManageDamage">AI<em>PATROL</em>ZONE.M
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<p> This table contains the targets detected during patrol.</p>
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</dd>
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</dl>
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<dl class="function">
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@ -3417,6 +3417,7 @@ The range till cargo will board.</p>
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<dl class="function">
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<dt>
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<em></em>
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<a id="#(CARGO_UNIT).CargoCarrier" >
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<strong>CARGO_UNIT.CargoCarrier</strong>
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</a>
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@ -3542,6 +3543,7 @@ The range till cargo will board.</p>
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<dl class="function">
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<dt>
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<em>#number</em>
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<a id="#(CARGO_UNIT).RunCount" >
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<strong>CARGO_UNIT.RunCount</strong>
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</a>
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@ -923,7 +923,6 @@ function below will use the range 1-7 just in case</p>
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<dl class="function">
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<dt>
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<em></em>
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<a id="#(DESIGNATE).LaserCodes" >
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<strong>DESIGNATE.LaserCodes</strong>
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</a>
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@ -2464,7 +2464,6 @@ The index of the DetectedItem.</p>
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<dl class="function">
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<dt>
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<em>#number</em>
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<a id="#(DETECTION_BASE).DetectedItemCount" >
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<strong>DETECTION_BASE.DetectedItemCount</strong>
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</a>
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@ -2478,7 +2477,6 @@ The index of the DetectedItem.</p>
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<dl class="function">
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<dt>
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<em>#number</em>
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<a id="#(DETECTION_BASE).DetectedItemMax" >
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<strong>DETECTION_BASE.DetectedItemMax</strong>
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</a>
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@ -1598,7 +1598,7 @@ A string defining the start state.</p>
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<dl class="function">
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<dt>
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<em>#string</em>
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<em></em>
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<a id="#(FSM)._StartState" >
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<strong>FSM._StartState</strong>
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</a>
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@ -1897,6 +1897,7 @@ A string defining the start state.</p>
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<dl class="function">
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<dt>
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<em></em>
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<a id="#(FSM).current" >
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<strong>FSM.current</strong>
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</a>
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@ -227,6 +227,7 @@ on defined intervals (currently every minute).</p>
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<dl class="function">
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<dt>
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<em>#number</em>
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<a id="#(MOVEMENT).AliveUnits" >
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<strong>MOVEMENT.AliveUnits</strong>
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</a>
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@ -235,6 +236,9 @@ on defined intervals (currently every minute).</p>
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<p> Contains the counter how many units are currently alive</p>
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</dd>
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</dl>
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<dl class="function">
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@ -2746,9 +2746,6 @@ when nothing was spawned.</p>
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<p> By default, no InitLimit</p>
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</dd>
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</dl>
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<dl class="function">
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@ -2784,7 +2781,7 @@ when nothing was spawned.</p>
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<dl class="function">
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<dt>
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<em>#number</em>
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<em></em>
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<a id="#(SPAWN).SpawnMaxGroups" >
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<strong>SPAWN.SpawnMaxGroups</strong>
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</a>
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@ -2801,7 +2798,7 @@ when nothing was spawned.</p>
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<dl class="function">
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<dt>
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<em>#number</em>
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<em></em>
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<a id="#(SPAWN).SpawnMaxUnitsAlive" >
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<strong>SPAWN.SpawnMaxUnitsAlive</strong>
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</a>
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@ -3153,7 +3150,7 @@ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):Schedule( 600, 0.5 )
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<p> Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.</p>
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<p> When the first Spawn executes, all the Groups need to be made visible before start.</p>
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</dd>
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</dl>
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