diff --git a/docs/Documentation/AI_Cap.html b/docs/Documentation/AI_Cap.html index 5dbbfed57..c71293951 100644 --- a/docs/Documentation/AI_Cap.html +++ b/docs/Documentation/AI_Cap.html @@ -72,45 +72,45 @@
Single-Player:Yes / Mulit-Player:Yes / AI:Yes / Human:No / Types:Air -- Execute Combat Air Patrol (CAP).
-The #AICAPZONE class implements the core functions to patrol a Zone by an AI Controllable or Group and automatically engage any airborne enemies that are within a certain range or within a certain zone.
-The AICAPZONE is assigned a Group and this must be done before the AICAPZONE process can be started using the Start event.
-The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits. Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
-This cycle will continue.
-During the patrol, the AI will detect enemy targets, which are reported through the Detected event.
-When enemies are detected, the AI will automatically engage the enemy.
-Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB. When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
-An optional range can be set in meters, that will define when the AI will engage with the detected airborne enemy targets. The range can be beyond or smaller than the range of the Patrol Zone. The range is applied at the position of the AI. -Use the method AI.AICap#AICAP_ZONE.SetEngageRange() to define that range.
+Use the method AI.AICAP#AICAP_ZONE.SetEngageRange() to define that range.An optional Zone can be set, that will define when the AI will engage with the detected airborne enemy targets. diff --git a/docs/Documentation/AI_Cas.html b/docs/Documentation/AI_Cas.html index a61bd6217..5089134a9 100644 --- a/docs/Documentation/AI_Cas.html +++ b/docs/Documentation/AI_Cas.html @@ -72,7 +72,7 @@
Single-Player:Yes / Mulit-Player:Yes / AI:Yes / Human:No / Types:Air -- Provide Close Air Support to friendly ground troops.
-The AICASZONE is assigned a Group and this must be done before the AICASZONE process can be started through the Start event.
-Upon started, The AI will Route itself towards the random 3D point within a patrol zone, using a random speed within the given altitude and speed limits. Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits. This cycle will continue until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
-When the AI is commanded to provide Close Air Support (through the event Engage), the AI will fly towards the Engage Zone. Any target that is detected in the Engage Zone will be reported and will be destroyed by the AI.
-The AI will detect the targets and will only destroy the targets within the Engage Zone.
-Every target that is destroyed, is reported< by the AI.
-Note that the AI does not know when the Engage Zone is cleared, and therefore will keep circling in the zone.
-Until it is notified through the event Accomplish, which is to be triggered by an observing party:
@@ -126,18 +126,18 @@ Any target that is detected in the Engage Zone will be reported and will be destWhen the AI has accomplished the CAS, it will fly back to the Patrol Zone.
-It will keep patrolling there, until it is notified to RTB or move to another CAS Zone. It can be notified to go RTB through the RTB event.
When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
-Single-Player:Yes / Mulit-Player:Yes / AI:Yes / Human:No / Types:Air -- Air Patrolling or Staging.
-The AIPATROLZONE is assigned a Group and this must be done before the AIPATROLZONE process can be started using the Start event.
-The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits. Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
-This cycle will continue.
-During the patrol, the AI will detect enemy targets, which are reported through the Detected event.
--- Note that the enemy is not engaged! To model enemy engagement, either tailor the Detected event, or use derived AI_ classes to model AI offensive or defensive behaviour.
-Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB. When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
-When the first Spawn executes, all the Groups need to be made visible before start.
+Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.
Single-Player:Yes / Mulit-Player:Yes / AI:Yes / Human:No / Types:Air -- Execute Combat Air Patrol (CAP).
-The #AICAPZONE class implements the core functions to patrol a Zone by an AI Controllable or Group and automatically engage any airborne enemies that are within a certain range or within a certain zone.
@@ -109,7 +109,7 @@ and automatically engage any airborne enemies that are within a certain range orSingle-Player:Yes / Mulit-Player:Yes / AI:Yes / Human:No / Types:Air -- Provide Close Air Support to friendly ground troops.
-Single-Player:Yes / Mulit-Player:Yes / AI:Yes / Human:No / Types:Air -- Air Patrolling or Staging.
-