diff --git a/Moose Development/Moose/Functional/ATC_Ground.lua b/Moose Development/Moose/Functional/ATC_Ground.lua index 42857c031..0c025b286 100644 --- a/Moose Development/Moose/Functional/ATC_Ground.lua +++ b/Moose Development/Moose/Functional/ATC_Ground.lua @@ -1,5 +1,6 @@ ---- **Functional** -- The ATC\_GROUND classes monitor airbase traffic and regulate speed while taxiing. +--- **Functional** -- Monitor airbase traffic and regulate speed while taxiing. -- +-- === -- -- ### Features: -- diff --git a/Moose Development/Moose/Functional/CleanUp.lua b/Moose Development/Moose/Functional/CleanUp.lua index c818a9f1b..fc6def74d 100644 --- a/Moose Development/Moose/Functional/CleanUp.lua +++ b/Moose Development/Moose/Functional/CleanUp.lua @@ -1,24 +1,17 @@ ---- **Functional** -- The CLEANUP_AIRBASE class keeps an area clean of crashing or colliding airplanes. It also prevents airplanes from firing within this area. +--- **Functional** -- Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases. -- -- === -- --- ### Author: **FlightControl** --- ### Contributions: +-- ### Features: +-- +-- +-- * Try to keep the airbase clean and operational. +-- * Prevent airplanes from crashing. +-- * Clean up obstructing airplanes from the runway that are standing still for a period of time. +-- * Prevent airplanes firing missiles within the airbase zone. -- -- === -- --- @module Functional.CleanUp --- @image CleanUp_Airbases.JPG - ---- @type CLEANUP_AIRBASE.__ Methods which are not intended for mission designers, but which are used interally by the moose designer :-) --- @field #map<#string,Wrapper.Airbase#AIRBASE> Airbases Map of Airbases. --- @extends Core.Base#BASE - ---- @type CLEANUP_AIRBASE --- @extends #CLEANUP_AIRBASE.__ - ---- Keeps airbases clean, and tries to guarantee continuous airbase operations, even under combat. --- -- Specific airbases need to be provided that need to be guarded. Each airbase registered, will be guarded within a zone of 8 km around the airbase. -- Any unit that fires a missile, or shoots within the zone of an airbase, will be monitored by CLEANUP_AIRBASE. -- Within the 8km zone, units cannot fire any missile, which prevents the airbase runway to receive missile or bomb hits. @@ -43,7 +36,32 @@ -- -- By following the above guidelines, you can add airbase cleanup with acceptable CPU overhead. -- --- ## 1. CLEANUP_AIRBASE Constructor +-- === +-- +-- ### Missions: +-- +-- [](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/CLA%20-%20CleanUp%20Airbase) +-- +-- === +-- +-- ### Author: **FlightControl** +-- ### Contributions: +-- +-- === +-- +-- @module Functional.CleanUp +-- @image CleanUp_Airbases.JPG + +--- @type CLEANUP_AIRBASE.__ Methods which are not intended for mission designers, but which are used interally by the moose designer :-) +-- @field #map<#string,Wrapper.Airbase#AIRBASE> Airbases Map of Airbases. +-- @extends Core.Base#BASE + +--- @type CLEANUP_AIRBASE +-- @extends #CLEANUP_AIRBASE.__ + +--- Keeps airbases clean, and tries to guarantee continuous airbase operations, even under combat. +-- +-- # 1. CLEANUP_AIRBASE Constructor -- -- Creates the main object which is preventing the airbase to get polluted with debris on the runway, which halts the airbase. -- @@ -54,12 +72,12 @@ -- CleanUpTbilisi = CLEANUP_AIRBASE:New( AIRBASE.Caucasus.Tbilisi ) -- CleanUpKutaisi = CLEANUP_AIRBASE:New( AIRBASE.Caucasus.Kutaisi ) -- --- ## 2. Add or Remove airbases +-- # 2. Add or Remove airbases -- -- The method @{#CLEANUP_AIRBASE.AddAirbase}() to add an airbase to the cleanup validation process. -- The method @{#CLEANUP_AIRBASE.RemoveAirbase}() removes an airbase from the cleanup validation process. -- --- ## 3. Clean missiles and bombs within the airbase zone. +-- # 3. Clean missiles and bombs within the airbase zone. -- -- When missiles or bombs hit the runway, the airbase operations stop. -- Use the method @{#CLEANUP_AIRBASE.SetCleanMissiles}() to control the cleaning of missiles, which will prevent airbases to stop. diff --git a/Moose Development/Moose/Functional/Designate.lua b/Moose Development/Moose/Functional/Designate.lua index 3d120744b..92082a0ca 100644 --- a/Moose Development/Moose/Functional/Designate.lua +++ b/Moose Development/Moose/Functional/Designate.lua @@ -2,32 +2,181 @@ -- -- === -- --- Orchestrate the designation of potential targets executed by a Recce group, --- and communicates these to a dedicated attacking group of players, --- so that following a dynamically generated menu system, --- each detected set of potential targets can be lased or smoked... +-- ### Features: -- --- Targets can be: +-- * Faciliate the communication of detected targets to players. +-- * Designate targets using lasers, through a menu system. +-- * Designate targets using smoking, through a menu system. +-- * Designate targets using illumination, through a menu system. +-- * Auto lase targets. +-- * Refresh detection upon specified time intervals. +-- * Prioritization on threat levels. +-- * Reporting system of threats. +-- +-- === +-- +-- Targets detected by recce will be communicated to a group of attacking players. +-- A menu system is made available that allows to: -- -- * **Lased** for a period of time. -- * **Smoked**. Artillery or airplanes with Illuminatino ordonance need to be present. (WIP, but early demo ready.) -- * **Illuminated** through an illumination bomb. Artillery or airplanes with Illuminatino ordonance need to be present. (WIP, but early demo ready. -- +-- The following terminology is being used throughout this document: +-- +-- * The **DesignateObject** is the object of the DESIGNATE class, which is this class explained in the document. +-- * The **DetectionObject** is the object of a DETECTION_ class (DETECTION_TYPES, DETECTION_AREAS, DETECTION_UNITS), which is executing the detection and grouping of Targets into _DetectionItems_. +-- * **TargetGroups** is the list of detected target groupings by the _DetectionObject_. Each _TargetGroup_ contains a _TargetSet_. +-- * **TargetGroup** is one element of the __TargetGroups__ list, and contains a _TargetSet_. +-- * The **TargetSet** is a SET_UNITS collection of _Targets_, that have been detected by the _DetectionObject_. +-- * A **Target** is a detected UNIT object by the _DetectionObject_. +-- * A **Threat Level** is a number from 0 to 10 that is calculated based on the threat of the Target in an Air to Ground battle scenario. +-- * The **RecceSet** is a SET_GROUP collection that contains the **RecceGroups**. +-- * A **RecceGroup** is a GROUP object containing the **Recces**. +-- * A **Recce** is a UNIT object executing the reconnaissance as part the _DetectionObject_. A Recce can be of any UNIT type. +-- * An **AttackGroup** is a GROUP object that contain _Players_. +-- * A **Player** is an active CLIENT object containing a human player. +-- * A **Designate Menu** is the menu that is dynamically created during the designation process for each _AttackGroup_. +-- +-- # Player Manual +-- +-- ![Banner Image](..\Presentations\DESIGNATE\Dia3.JPG) +-- +-- A typical mission setup would require Recce (a @{Set} of Recce) to be detecting potential targets. +-- The DetectionObject will group the detected targets based on the detection method being used. +-- Possible detection methods could be by Area, by Type or by Unit. +-- Each grouping will result in a **TargetGroup**, for terminology and clarity we will use this term throughout the document. +-- +-- **Recce** require to have Line of Sight (LOS) towards the targets. +-- The **Recce** will report any detected targets to the Players (on the picture Observers). +-- When targets are detected, a menu will be made available that allows those **TargetGroups** to be designated. +-- Designation can be done by Lasing, Smoking and Illumination. +-- Smoking is useful during the day, while illumination is recommended to be used during the night. +-- Smoking can designate specific targets, but not very precise, while lasing is very accurate and allows to +-- players to attack the targets using laser guided bombs or rockets. +-- Illumination will lighten up the Target Area. +-- +-- **Recce** can be ground based or airborne. Airborne **Recce** (AFAC) can be really useful to designate a large amount of targets +-- in a wide open area, as airborne **Recce** has a large LOS. +-- However, ground based **Recce** are very useful to smoke or illuminate targets, as they can be much closer +-- to the Target Area. +-- +-- It is recommended to make the **Recce** invisible and immortal using the Mission Editor in DCS World. +-- This will ensure that the detection process won't be interrupted and that targets can be designated. +-- However, you don't have to, so to simulate a more real-word situation or simulation, **Recce can also be destroyed**! +-- +-- ## 1. Player View (Observer) +-- +-- ![Banner Image](..\Presentations\DESIGNATE\Dia4.JPG) +-- +-- The RecceSet is continuously detecting for potential Targets, +-- executing its task as part of the DetectionObject. +-- Once Targets have been detected, the DesignateObject will trigger the **Detect Event**. +-- +-- In order to prevent an overflow in the DesignateObject of detected targets, +-- there is a maximum amount of TargetGroups +-- that can be put in **scope** of the DesignateObject. +-- We call this the **MaximumDesignations** term. +-- +-- ## 2. Designate Menu +-- +-- ![Banner Image](..\Presentations\DESIGNATE\Dia5.JPG) +-- +-- For each detected TargetGroup, there is: +-- +-- * A **Designate Menu** are created and continuously refreshed, containing the **DesignationID** and the **Designation Status**. +-- * The RecceGroups are reporting to each AttackGroup, sending **Messages** containing the Threat Level and the TargetSet composition. +-- +-- A Player can then select an action from the **Designate Menu**. +-- The Designation Status is shown between the ( ). +-- +-- It indicates for each TargetGroup the current active designation action applied: +-- +-- * An "I" for Illumnation designation. +-- * An "S" for Smoking designation. +-- * An "L" for Lasing designation. +-- +-- Note that multiple designation methods can be active at the same time! +-- Note the **Auto Lase** option. When switched on, the available **Recce** will lase +-- Targets when detected. +-- +-- Targets are designated per **Threat Level**. +-- The most threatening targets from an Air to Ground perspective, are designated first! +-- This is for all designation methods. +-- +-- ![Banner Image](..\Presentations\DESIGNATE\Dia6.JPG) +-- +-- Each Designate Menu has a sub menu structure, which allows specific actions to be triggered: +-- +-- * Lase Targets using a specific laser code. +-- * Smoke Targets using a specific smoke color. +-- * Illuminate areas. +-- +-- ## 3. Lasing Targets +-- +-- ![Banner Image](..\Presentations\DESIGNATE\Dia7.JPG) +-- +-- Lasing targets is done as expected. Each available Recce can lase only ONE target through! +-- +-- ![Banner Image](..\Presentations\DESIGNATE\Dia8.JPG) +-- +-- Lasing can be done for specific laser codes. The Su-25T requires laser code 1113, while the A-10A requires laser code 1680. +-- For those, specific menu options can be made available for players to lase with these codes. +-- Auto Lase (as explained above), will ensure continuous lasing of available targets. +-- The status report shows which targets are being designated. +-- +-- The following logic is executed when a TargetGroup is selected to be *lased* from the Designation Menu: +-- +-- * The RecceSet is searched for any Recce that is within *designation distance* from a Target in the TargetGroup that is currently not being designated. +-- * If there is a Recce found that is currently no designating a target, and is within designation distance from the Target, then that Target will be designated. +-- * During designation, any Recce that does not have Line of Sight (LOS) and is not within disignation distance from the Target, will stop designating the Target, and a report is given. +-- * When a Recce is designating a Target, and that Target is destroyed, then the Recce will stop designating the Target, and will report the event. +-- * When a Recce is designating a Target, and that Recce is destroyed, then the Recce will be removed from the RecceSet and designation will stop without reporting. +-- * When all RecceGroups are destroyed from the RecceSet, then the DesignationObject will stop functioning, and nothing will be reported. +-- +-- In this way, DESIGNATE assists players to designate ground targets for a coordinated attack! +-- +-- ## 4. Illuminating Targets +-- +-- ![Banner Image](..\Presentations\DESIGNATE\Dia9.JPG) +-- +-- Illumination bombs are fired between 500 and 700 meters altitude and will burn about 2 minutes, while slowly decending. +-- Each available recce within range will fire an illumination bomb. +-- Illumination bombs can be fired in while lasing targets. +-- When illumination bombs are fired, it will take about 2 minutes until a sequent bomb run can be requested using the menus. +-- +-- ## 5. Smoking Targets +-- +-- ![Banner Image](..\Presentations\DESIGNATE\Dia10.JPG) +-- +-- Smoke will fire for 5 minutes. +-- Each available recce within range will smoke a target. +-- Smoking can be requested while lasing targets. +-- Smoke will appear "around" the targets, because of accuracy limitations. +-- +-- +-- Have FUN! +-- -- === -- --- # **AUTHORS and CONTRIBUTIONS** +-- ### Missions: +-- +-- [](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/DES%20-%20Designation) +-- +-- === -- -- ### Contributions: -- -- * [**Ciribob**](https://forums.eagle.ru/member.php?u=112175): Showing the way how to lase targets + how laser codes work!!! Explained the autolase script. -- * [**EasyEB**](https://forums.eagle.ru/member.php?u=112055): Ideas and Beta Testing -- * [**Wingthor**](https://forums.eagle.ru/member.php?u=123698): Beta Testing --- -- -- ### Authors: -- -- * **FlightControl**: Design & Programming -- +-- === +-- -- @module Functional.Designate -- @image Designation.JPG @@ -38,161 +187,20 @@ do -- DESIGNATE --- Manage the designation of detected targets. -- - -- Targets detected by recce will be communicated to a group of attacking players. - -- A menu system is made available that allows to: -- - -- * **Lased** for a period of time. - -- * **Smoked**. Artillery or airplanes with Illuminatino ordonance need to be present. (WIP, but early demo ready.) - -- * **Illuminated** through an illumination bomb. Artillery or airplanes with Illuminatino ordonance need to be present. (WIP, but early demo ready. - -- - -- The following terminology is being used throughout this document: - -- - -- * The **DesignateObject** is the object of the DESIGNATE class, which is this class explained in the document. - -- * The **DetectionObject** is the object of a DETECTION_ class (DETECTION_TYPES, DETECTION_AREAS, DETECTION_UNITS), which is executing the detection and grouping of Targets into _DetectionItems_. - -- * **TargetGroups** is the list of detected target groupings by the _DetectionObject_. Each _TargetGroup_ contains a _TargetSet_. - -- * **TargetGroup** is one element of the __TargetGroups__ list, and contains a _TargetSet_. - -- * The **TargetSet** is a SET_UNITS collection of _Targets_, that have been detected by the _DetectionObject_. - -- * A **Target** is a detected UNIT object by the _DetectionObject_. - -- * A **Threat Level** is a number from 0 to 10 that is calculated based on the threat of the Target in an Air to Ground battle scenario. - -- * The **RecceSet** is a SET_GROUP collection that contains the **RecceGroups**. - -- * A **RecceGroup** is a GROUP object containing the **Recces**. - -- * A **Recce** is a UNIT object executing the reconnaissance as part the _DetectionObject_. A Recce can be of any UNIT type. - -- * An **AttackGroup** is a GROUP object that contain _Players_. - -- * A **Player** is an active CLIENT object containing a human player. - -- * A **Designate Menu** is the menu that is dynamically created during the designation process for each _AttackGroup_. - -- - -- ## 0. Player Manual - -- - -- ![Banner Image](..\Presentations\DESIGNATE\Dia3.JPG) - -- - -- A typical mission setup would require Recce (a @{Set} of Recce) to be detecting potential targets. - -- The DetectionObject will group the detected targets based on the detection method being used. - -- Possible detection methods could be by Area, by Type or by Unit. - -- Each grouping will result in a **TargetGroup**, for terminology and clarity we will use this term throughout the document. - -- - -- **Recce** require to have Line of Sight (LOS) towards the targets. - -- The **Recce** will report any detected targets to the Players (on the picture Observers). - -- When targets are detected, a menu will be made available that allows those **TargetGroups** to be designated. - -- Designation can be done by Lasing, Smoking and Illumination. - -- Smoking is useful during the day, while illumination is recommended to be used during the night. - -- Smoking can designate specific targets, but not very precise, while lasing is very accurate and allows to - -- players to attack the targets using laser guided bombs or rockets. - -- Illumination will lighten up the Target Area. - -- - -- **Recce** can be ground based or airborne. Airborne **Recce** (AFAC) can be really useful to designate a large amount of targets - -- in a wide open area, as airborne **Recce** has a large LOS. - -- However, ground based **Recce** are very useful to smoke or illuminate targets, as they can be much closer - -- to the Target Area. - -- - -- It is recommended to make the **Recce** invisible and immortal using the Mission Editor in DCS World. - -- This will ensure that the detection process won't be interrupted and that targets can be designated. - -- However, you don't have to, so to simulate a more real-word situation or simulation, **Recce can also be destroyed**! - -- - -- ### 0.1. Player View (Observer) - -- - -- ![Banner Image](..\Presentations\DESIGNATE\Dia4.JPG) - -- - -- The RecceSet is continuously detecting for potential Targets, - -- executing its task as part of the DetectionObject. - -- Once Targets have been detected, the DesignateObject will trigger the **Detect Event**. - -- - -- In order to prevent an overflow in the DesignateObject of detected targets, - -- there is a maximum amount of TargetGroups - -- that can be put in **scope** of the DesignateObject. - -- We call this the **MaximumDesignations** term. - -- - -- ### 0.2. Designate Menu - -- - -- ![Banner Image](..\Presentations\DESIGNATE\Dia5.JPG) - -- - -- For each detected TargetGroup, there is: - -- - -- * A **Designate Menu** are created and continuously refreshed, containing the **DesignationID** and the **Designation Status**. - -- * The RecceGroups are reporting to each AttackGroup, sending **Messages** containing the Threat Level and the TargetSet composition. - -- - -- A Player can then select an action from the **Designate Menu**. - -- The Designation Status is shown between the ( ). - -- - -- It indicates for each TargetGroup the current active designation action applied: - -- - -- * An "I" for Illumnation designation. - -- * An "S" for Smoking designation. - -- * An "L" for Lasing designation. - -- - -- Note that multiple designation methods can be active at the same time! - -- Note the **Auto Lase** option. When switched on, the available **Recce** will lase - -- Targets when detected. - -- - -- Targets are designated per **Threat Level**. - -- The most threatening targets from an Air to Ground perspective, are designated first! - -- This is for all designation methods. - -- - -- ![Banner Image](..\Presentations\DESIGNATE\Dia6.JPG) - -- - -- Each Designate Menu has a sub menu structure, which allows specific actions to be triggered: - -- - -- * Lase Targets using a specific laser code. - -- * Smoke Targets using a specific smoke color. - -- * Illuminate areas. - -- - -- ### 0.3. Lasing Targets - -- - -- ![Banner Image](..\Presentations\DESIGNATE\Dia7.JPG) - -- - -- Lasing targets is done as expected. Each available Recce can lase only ONE target through! - -- - -- ![Banner Image](..\Presentations\DESIGNATE\Dia8.JPG) - -- - -- Lasing can be done for specific laser codes. The Su-25T requires laser code 1113, while the A-10A requires laser code 1680. - -- For those, specific menu options can be made available for players to lase with these codes. - -- Auto Lase (as explained above), will ensure continuous lasing of available targets. - -- The status report shows which targets are being designated. - -- - -- The following logic is executed when a TargetGroup is selected to be *lased* from the Designation Menu: - -- - -- * The RecceSet is searched for any Recce that is within *designation distance* from a Target in the TargetGroup that is currently not being designated. - -- * If there is a Recce found that is currently no designating a target, and is within designation distance from the Target, then that Target will be designated. - -- * During designation, any Recce that does not have Line of Sight (LOS) and is not within disignation distance from the Target, will stop designating the Target, and a report is given. - -- * When a Recce is designating a Target, and that Target is destroyed, then the Recce will stop designating the Target, and will report the event. - -- * When a Recce is designating a Target, and that Recce is destroyed, then the Recce will be removed from the RecceSet and designation will stop without reporting. - -- * When all RecceGroups are destroyed from the RecceSet, then the DesignationObject will stop functioning, and nothing will be reported. - -- - -- In this way, DESIGNATE assists players to designate ground targets for a coordinated attack! - -- - -- ### 0.4. Illuminating Targets - -- - -- ![Banner Image](..\Presentations\DESIGNATE\Dia9.JPG) - -- - -- Illumination bombs are fired between 500 and 700 meters altitude and will burn about 2 minutes, while slowly decending. - -- Each available recce within range will fire an illumination bomb. - -- Illumination bombs can be fired in while lasing targets. - -- When illumination bombs are fired, it will take about 2 minutes until a sequent bomb run can be requested using the menus. - -- - -- ### 0.5. Smoking Targets - -- - -- ![Banner Image](..\Presentations\DESIGNATE\Dia10.JPG) - -- - -- Smoke will fire for 5 minutes. - -- Each available recce within range will smoke a target. - -- Smoking can be requested while lasing targets. - -- Smoke will appear "around" the targets, because of accuracy limitations. - -- - -- - -- Have FUN! - -- - -- ## 1. DESIGNATE constructor + -- # 1. DESIGNATE constructor -- -- * @{#DESIGNATE.New}(): Creates a new DESIGNATE object. -- - -- ## 2. DESIGNATE is a FSM + -- # 2. DESIGNATE is a FSM -- -- Designate is a finite state machine, which allows for controlled transitions of states. -- - -- ### 2.1 DESIGNATE States + -- ## 2.1 DESIGNATE States -- -- * **Designating** ( Group ): The designation process. -- - -- ### 2.2 DESIGNATE Events + -- ## 2.2 DESIGNATE Events -- -- * **@{#DESIGNATE.Detect}**: Detect targets. -- * **@{#DESIGNATE.LaseOn}**: Lase the targets with the specified Index. @@ -200,7 +208,7 @@ do -- DESIGNATE -- * **@{#DESIGNATE.Smoke}**: Smoke the targets with the specified Index. -- * **@{#DESIGNATE.Status}**: Report designation status. -- - -- ## 3. Maximum Designations + -- # 3. Maximum Designations -- -- In order to prevent an overflow of designations due to many Detected Targets, there is a -- Maximum Designations scope that is set in the DesignationObject. @@ -208,9 +216,9 @@ do -- DESIGNATE -- The method @{#DESIGNATE.SetMaximumDesignations}() will put a limit on the amount of designations put in scope of the DesignationObject. -- Using the menu system, the player can "forget" a designation, so that gradually a new designation can be put in scope when detected. -- - -- ## 4. Laser codes + -- # 4. Laser codes -- - -- ### 4.1. Set possible laser codes + -- ## 4.1. Set possible laser codes -- -- An array of laser codes can be provided, that will be used by the DESIGNATE when lasing. -- The laser code is communicated by the Recce when it is lasing a larget. @@ -228,11 +236,11 @@ do -- DESIGNATE -- -- The above sets a collection of possible laser codes that can be assigned. **Note the { } notation!** -- - -- ### 4.2. Auto generate laser codes + -- ## 4.2. Auto generate laser codes -- -- Use the method @{#DESIGNATE.GenerateLaserCodes}() to generate all possible laser codes. Logic implemented and advised by Ciribob! -- - -- ### 4.3. Add specific lase codes to the lase menu + -- ## 4.3. Add specific lase codes to the lase menu -- -- Certain plane types can only drop laser guided ordonnance when targets are lased with specific laser codes. -- The SU-25T needs targets to be lased using laser code 1113. @@ -241,7 +249,7 @@ do -- DESIGNATE -- The method @{#DESIGNATE.AddMenuLaserCode}() to allow a player to lase a target using a specific laser code. -- Remove such a lase menu option using @{#DESIGNATE.RemoveMenuLaserCode}(). -- - -- ## 5. Autolase to automatically lase detected targets. + -- # 5. Autolase to automatically lase detected targets. -- -- DetectionItems can be auto lased once detected by Recces. As such, there is almost no action required from the Players using the Designate Menu. -- The **auto lase** function can be activated through the Designation Menu. @@ -252,7 +260,7 @@ do -- DESIGNATE -- -- Activate the auto lasing. -- - -- ## 6. Target prioritization on threat level + -- # 6. Target prioritization on threat level -- -- Targets can be detected of different types in one DetectionItem. Depending on the type of the Target, a different threat level applies in an Air to Ground combat context. -- SAMs are of a higher threat than normal tanks. So, if the Target type was recognized, the Recces will select those targets that form the biggest threat first, @@ -265,12 +273,12 @@ do -- DESIGNATE -- -- The example will activate the threat level prioritization for this the Designate object. Threats will be marked based on the threat level of the Target. -- - -- ## 6. Designate Menu Location for a Mission + -- # 7. Designate Menu Location for a Mission -- -- You can make DESIGNATE work for a @{Tasking.Mission#MISSION} object. In this way, the designate menu will not appear in the root of the radio menu, but in the menu of the Mission. -- Use the method @{#DESIGNATE.SetMission}() to set the @{Mission} object for the designate function. -- - -- ## 7. Status Report + -- # 8. Status Report -- -- A status report is available that displays the current Targets detected, grouped per DetectionItem, and a list of which Targets are currently being marked. --