mirror of
https://github.com/FlightControl-Master/MOOSE.git
synced 2025-08-15 10:47:21 +00:00
First working version
This commit is contained in:
@@ -146,6 +146,12 @@
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<td class="name" nowrap="nowrap"><a href="##(AI_A2A).ClearTargetDistance">AI_A2A:ClearTargetDistance()</a></td>
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<td class="summary">
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(AI_A2A).DisengageRadius">AI_A2A.DisengageRadius</a></td>
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<td class="summary">
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</td>
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</tr>
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<tr>
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@@ -338,6 +344,12 @@
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<td class="name" nowrap="nowrap"><a href="##(AI_A2A).SetDamageThreshold">AI_A2A:SetDamageThreshold(PatrolDamageThreshold)</a></td>
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<td class="summary">
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<p>When the AI is damaged beyond a certain treshold, it is required that the AI returns to the home base.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(AI_A2A).SetDisengageRadius">AI_A2A:SetDisengageRadius(DisengageRadius)</a></td>
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<td class="summary">
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<p>Sets the disengage range, that when engaging a target beyond the specified range, the engagement will be cancelled and the plane will RTB.</p>
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</td>
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</tr>
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<tr>
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@@ -543,6 +555,20 @@
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</dd>
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</dl>
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<dl class="function">
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<dt>
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<em></em>
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<a id="#(AI_A2A).DisengageRadius" >
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<strong>AI_A2A.DisengageRadius</strong>
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</a>
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</dt>
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<dd>
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</dd>
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</dl>
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<dl class="function">
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@@ -575,6 +601,7 @@
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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="#(AI_A2A).IdleCount" >
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<strong>AI_A2A.IdleCount</strong>
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</a>
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@@ -1397,6 +1424,33 @@ self</p>
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<dl class="function">
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<dt>
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<a id="#(AI_A2A).SetDisengageRadius" >
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<strong>AI_A2A:SetDisengageRadius(DisengageRadius)</strong>
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</a>
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</dt>
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<dd>
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<p>Sets the disengage range, that when engaging a target beyond the specified range, the engagement will be cancelled and the plane will RTB.</p>
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<h3>Parameter</h3>
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<ul>
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<li>
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<p><code><em>#number DisengageRadius </em></code>:
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The disengage range.</p>
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</li>
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</ul>
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<h3>Return value</h3>
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<p><em><a href="##(AI_A2A)">#AI_A2A</a>:</em>
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self</p>
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</dd>
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</dl>
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<dl class="function">
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<dt>
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<a id="#(AI_A2A).SetDispatcher" >
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<strong>AI_A2A:SetDispatcher(Dispatcher)</strong>
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</a>
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@@ -386,6 +386,12 @@ Per one, two, three, four?</p>
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<td class="name" nowrap="nowrap"><a href="##(AI_A2A_DISPATCHER).Detection">AI_A2A_DISPATCHER.Detection</a></td>
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<td class="summary">
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(AI_A2A_DISPATCHER).DisengageRadius">AI_A2A_DISPATCHER.DisengageRadius</a></td>
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<td class="summary">
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</td>
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</tr>
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<tr>
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@@ -401,7 +407,7 @@ Per one, two, three, four?</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(AI_A2A_DISPATCHER).EvaluateGCI">AI_A2A_DISPATCHER:EvaluateGCI(DetectedItem, Target)</a></td>
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<td class="name" nowrap="nowrap"><a href="##(AI_A2A_DISPATCHER).EvaluateGCI">AI_A2A_DISPATCHER:EvaluateGCI(DetectedItem)</a></td>
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<td class="summary">
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<p>Creates an GCI task when there are targets for it.</p>
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</td>
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@@ -704,6 +710,12 @@ Per one, two, three, four?</p>
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<td class="name" nowrap="nowrap"><a href="##(AI_A2A_DISPATCHER).SetDefenderTaskTarget">AI_A2A_DISPATCHER:SetDefenderTaskTarget(AIGroup, Defender, Target)</a></td>
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<td class="summary">
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(AI_A2A_DISPATCHER).SetDisengageRadius">AI_A2A_DISPATCHER:SetDisengageRadius(DisengageRadius)</a></td>
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<td class="summary">
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<p>Define the radius to disengage any target when the distance to the home base is larger than the specified meters.</p>
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</td>
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</tr>
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<tr>
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@@ -716,6 +728,12 @@ Per one, two, three, four?</p>
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<td class="name" nowrap="nowrap"><a href="##(AI_A2A_DISPATCHER).SetGciRadius">AI_A2A_DISPATCHER:SetGciRadius(GciRadius)</a></td>
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<td class="summary">
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<p>Define the radius to check if a target can be engaged by an ground controlled intercept.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(AI_A2A_DISPATCHER).SetIntercept">AI_A2A_DISPATCHER:SetIntercept(InterceptDelay)</a></td>
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<td class="summary">
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</td>
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</tr>
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<tr>
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@@ -863,7 +881,7 @@ Per one, two, three, four?</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(AI_A2A_DISPATCHER).onafterGCI">AI_A2A_DISPATCHER:onafterGCI(From, Event, To, Target, DefendersMissing, AIGroups)</a></td>
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<td class="name" nowrap="nowrap"><a href="##(AI_A2A_DISPATCHER).onafterGCI">AI_A2A_DISPATCHER:onafterGCI(From, Event, To, DetectedItem, DefendersMissing, Friendlies)</a></td>
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<td class="summary">
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</td>
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@@ -1419,7 +1437,9 @@ For some default settings, a method is available that allows you to tweak the de
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<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>
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<h2>10.7. Default CAP Time Interval.</h2>
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<h2>10.7. Default settings for CAP.</h2>
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<h3>10.7.1. Default CAP Time Interval.</h3>
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<p>CAP is time driven, and will evaluate in random time intervals if a new CAP needs to be spawned.
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The <strong>default CAP time interval</strong> is between <strong>180</strong> and <strong>600</strong> seconds.</p>
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@@ -1427,7 +1447,7 @@ The <strong>default CAP time interval</strong> is between <strong>180</strong> a
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<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/>
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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>
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<h2>10.8. Default CAP limit.</h2>
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<h3>10.7.2. Default CAP limit.</h3>
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<p>Multiple CAP can be airborne at the same time for one squadron, which is controlled by the <strong>CAP limit</strong>.
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The <strong>default CAP limit</strong> is 1 CAP per squadron to be airborne at the same time.
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@@ -1437,6 +1457,31 @@ So, ensure that you set the default CAP limit <strong>before</strong> you spawn
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<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/>
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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>
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<h2>10.8. Default settings for GCI.</h2>
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<h2>10.8.1. Optimal intercept point.</h2>
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<p>When intruders are detected, the intrusion path of the attackers can be monitored by the EWR. <br/>
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Although defender planes might be on standby at the airbase, it can still take some time to get the defenses up in the air if there aren't any defenses airborne.
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This time can easily take 2 to 3 minutes, and even then the defenders still need to fly towards the target, which takes also time.</p>
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<p>Therefore, an optimal <strong>intercept point</strong> is calculated which takes a couple of parameters:</p>
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<ul>
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<li>The average bearing of the intruders for an amount of seconds.</li>
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<li>The average speed of the intruders for an amount of seconds.</li>
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<li>The altitude of the intruders.</li>
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<li>An assumed time it takes to get planes operational at the airbase.</li>
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<li>The intercept speed, which is given as a parameter for each squadron or set by default for all squadrons.</li>
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</ul>
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<p>The <strong>intercept point</strong> will determine:</p>
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<ul>
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<li>If there are any friendlies close to engage the target. These can be defenders performing CAP or defenders in RTB.</li>
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<li>The optimal airbase from where defenders will takeoff for gci.</li>
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</ul>
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<h2>11. Q & A:</h2>
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<h3>11.1. Which countries will be selected for each coalition?</h3>
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@@ -2050,6 +2095,20 @@ DefenderSquadron</p>
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</dd>
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</dl>
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<dl class="function">
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<dt>
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<em></em>
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<a id="#(AI_A2A_DISPATCHER).DisengageRadius" >
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<strong>AI_A2A_DISPATCHER.DisengageRadius</strong>
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</a>
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</dt>
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<dd>
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</dd>
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</dl>
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<dl class="function">
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@@ -2105,24 +2164,19 @@ If there are no targets to be set.</p>
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<dt>
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<a id="#(AI_A2A_DISPATCHER).EvaluateGCI" >
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<strong>AI_A2A_DISPATCHER:EvaluateGCI(DetectedItem, Target)</strong>
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<strong>AI_A2A_DISPATCHER:EvaluateGCI(DetectedItem)</strong>
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</a>
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</dt>
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<dd>
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<p>Creates an GCI task when there are targets for it.</p>
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<h3>Parameters</h3>
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<h3>Parameter</h3>
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<ul>
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<li>
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<p><code><em><a href="Functional.Detection.html##(DETECTION_BASE.DetectedItem)">Functional.Detection#DETECTION_BASE.DetectedItem</a> DetectedItem </em></code>: </p>
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</li>
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<li>
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<p><code><em> Target </em></code>: </p>
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</li>
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</ul>
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<h3>Return values</h3>
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@@ -3692,6 +3746,42 @@ From the airbase hot, from the airbase cold, in the air, from the runway.</p>
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<dl class="function">
|
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<dt>
|
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|
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<a id="#(AI_A2A_DISPATCHER).SetDisengageRadius" >
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<strong>AI_A2A_DISPATCHER:SetDisengageRadius(DisengageRadius)</strong>
|
||||
</a>
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</dt>
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<dd>
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<p>Define the radius to disengage any target when the distance to the home base is larger than the specified meters.</p>
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<h3>Parameter</h3>
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<ul>
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||||
<li>
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<p><code><em>#number DisengageRadius </em></code>:
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(Optional, Default = 100000) The radius to disengage a target when too far from the home base.</p>
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|
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</li>
|
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</ul>
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<h3>Return value</h3>
|
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<p><em><a href="##(AI_A2A_DISPATCHER)">#AI<em>A2A</em>DISPATCHER</a>:</em></p>
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<h3>Usage:</h3>
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<pre class="example"><code>
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-- Set 50km as the disengage radius.
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Dispatcher:SetDisengageRadius( 50000 )
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-- Set 100km as the disengage radius.
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Dispatcher:SetDisngageRadius() -- 100000 is the default value.
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||||
</code></pre>
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|
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</dd>
|
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</dl>
|
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<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(AI_A2A_DISPATCHER).SetEngageRadius" >
|
||||
<strong>AI_A2A_DISPATCHER:SetEngageRadius(EngageRadius)</strong>
|
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</a>
|
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@@ -3787,6 +3877,27 @@ If too large, intercept missions may be triggered when the detected target is to
|
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<dl class="function">
|
||||
<dt>
|
||||
|
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<a id="#(AI_A2A_DISPATCHER).SetIntercept" >
|
||||
<strong>AI_A2A_DISPATCHER:SetIntercept(InterceptDelay)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> InterceptDelay </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(AI_A2A_DISPATCHER).SetSquadron" >
|
||||
<strong>AI_A2A_DISPATCHER:SetSquadron(SquadronName, AirbaseName, SpawnTemplates, Resources)</strong>
|
||||
</a>
|
||||
@@ -4766,7 +4877,7 @@ Provide a value of <strong>true</strong> to display every 30 seconds a tactical
|
||||
<dt>
|
||||
|
||||
<a id="#(AI_A2A_DISPATCHER).onafterGCI" >
|
||||
<strong>AI_A2A_DISPATCHER:onafterGCI(From, Event, To, Target, DefendersMissing, AIGroups)</strong>
|
||||
<strong>AI_A2A_DISPATCHER:onafterGCI(From, Event, To, DetectedItem, DefendersMissing, Friendlies)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
@@ -4792,7 +4903,7 @@ Provide a value of <strong>true</strong> to display every 30 seconds a tactical
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> Target </em></code>: </p>
|
||||
<p><code><em> DetectedItem </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
@@ -4802,7 +4913,7 @@ Provide a value of <strong>true</strong> to display every 30 seconds a tactical
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> AIGroups </em></code>: </p>
|
||||
<p><code><em> Friendlies </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
@@ -926,9 +926,6 @@ Use the method <a href="##(AI_PATROL_ZONE).ManageDamage">AI<em>PATROL</em>ZONE.M
|
||||
|
||||
|
||||
|
||||
|
||||
<p> This table contains the targets detected during patrol.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
|
||||
@@ -184,6 +184,12 @@ DETECTION uses the in-built detection capabilities of DCS World, but adds new fu
|
||||
<td class="name" nowrap="nowrap"><a href="##(DETECTION_AREAS).BoundDetectedZones">DETECTION_AREAS:BoundDetectedZones()</a></td>
|
||||
<td class="summary">
|
||||
<p>Bound the detected zones</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DETECTION_AREAS).CalculateIntercept">DETECTION_AREAS:CalculateIntercept(DetectedItem)</a></td>
|
||||
<td class="summary">
|
||||
<p>Calculate the optimal intercept point of the DetectedItem.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@@ -612,7 +618,7 @@ The different values of Unit.Category can be:</p>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).GetFriendliesDistance">DETECTION_BASE:GetFriendliesDistance(DetectedItem)</a></td>
|
||||
<td class="summary">
|
||||
<p>Returns friendly units nearby the FAC units sorted per distance ...</p>
|
||||
<p>Returns the distance used to identify friendlies near the deteted item ...</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@@ -667,6 +673,18 @@ The different values of Unit.Category can be:</p>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).InitDetectVisual">DETECTION_BASE:InitDetectVisual(DetectVisual)</a></td>
|
||||
<td class="summary">
|
||||
<p>Detect Visual.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).Intercept">DETECTION_BASE.Intercept</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).InterceptDelay">DETECTION_BASE.InterceptDelay</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@@ -841,6 +859,12 @@ The different values of Unit.Category can be:</p>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).SetFriendliesRange">DETECTION_BASE:SetFriendliesRange(FriendliesRange)</a></td>
|
||||
<td class="summary">
|
||||
<p>Set the radius in meters to validate if friendlies are nearby.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).SetIntercept">DETECTION_BASE:SetIntercept(Intercept, IntereptDelay, InterceptDelay)</a></td>
|
||||
<td class="summary">
|
||||
<p>Set the parameters to calculate to optimal intercept point.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@@ -959,6 +983,12 @@ The different values of Unit.Category can be:</p>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE.DetectedItem).ID">DETECTION_BASE.DetectedItem.ID</a></td>
|
||||
<td class="summary">
|
||||
<p>-- The identifier of the detected area.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE.DetectedItem).InterceptCoord">DETECTION_BASE.DetectedItem.InterceptCoord</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@@ -1566,6 +1596,27 @@ self</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(DETECTION_AREAS).CalculateIntercept" >
|
||||
<strong>DETECTION_AREAS:CalculateIntercept(DetectedItem)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Calculate the optimal intercept point of the DetectedItem.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="##(DETECTION_BASE.DetectedItem)">#DETECTION_BASE.DetectedItem</a> DetectedItem </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(DETECTION_AREAS).CalculateThreatLevelA2G" >
|
||||
<strong>DETECTION_AREAS:CalculateThreatLevelA2G(DetectedItem)</strong>
|
||||
</a>
|
||||
@@ -2414,6 +2465,7 @@ The index of the DetectedItem.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#number</em>
|
||||
<a id="#(DETECTION_BASE).DetectedItemMax" >
|
||||
<strong>DETECTION_BASE.DetectedItemMax</strong>
|
||||
</a>
|
||||
@@ -2579,7 +2631,7 @@ The group to generate the report for.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<em>#number</em>
|
||||
<a id="#(DETECTION_BASE).DetectionInterval" >
|
||||
<strong>DETECTION_BASE.DetectionInterval</strong>
|
||||
</a>
|
||||
@@ -3002,7 +3054,7 @@ DetectedSet</p>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Returns friendly units nearby the FAC units sorted per distance ...</p>
|
||||
<p>Returns the distance used to identify friendlies near the deteted item ...</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
@@ -3014,8 +3066,8 @@ DetectedSet</p>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(map)">#map</a>:</em></p>
|
||||
<h1>number,Wrapper.Unit#UNIT> The map of Friendly UNITs.</h1>
|
||||
<p><em>#number:</em>
|
||||
The distance. </p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
@@ -3246,6 +3298,34 @@ self</p>
|
||||
<p><em><a href="##(DETECTION_BASE)">#DETECTION_BASE</a>:</em>
|
||||
self</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(DETECTION_BASE).Intercept" >
|
||||
<strong>DETECTION_BASE.Intercept</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(DETECTION_BASE).InterceptDelay" >
|
||||
<strong>DETECTION_BASE.InterceptDelay</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@@ -4117,6 +4197,44 @@ self</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(DETECTION_BASE).SetIntercept" >
|
||||
<strong>DETECTION_BASE:SetIntercept(Intercept, IntereptDelay, InterceptDelay)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Set the parameters to calculate to optimal intercept point.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#boolean Intercept </em></code>:
|
||||
Intercept is true if an intercept point is calculated. Intercept is false if it is disabled. The default Intercept is false.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#number IntereptDelay </em></code>:
|
||||
If Intercept is true, then InterceptDelay is the average time it takes to get airplanes airborne.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> InterceptDelay </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(DETECTION_BASE)">#DETECTION_BASE</a>:</em>
|
||||
self</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(DETECTION_BASE).SetRejectZones" >
|
||||
<strong>DETECTION_BASE:SetRejectZones(RejectZones)</strong>
|
||||
</a>
|
||||
@@ -4540,6 +4658,20 @@ The To State string.</p>
|
||||
|
||||
<p>-- The identifier of the detected area.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(DETECTION_BASE.DetectedItem).InterceptCoord" >
|
||||
<strong>DETECTION_BASE.DetectedItem.InterceptCoord</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
|
||||
@@ -1598,7 +1598,7 @@ A string defining the start state.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<em></em>
|
||||
<a id="#(FSM)._StartState" >
|
||||
<strong>FSM._StartState</strong>
|
||||
</a>
|
||||
@@ -1897,6 +1897,7 @@ A string defining the start state.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(FSM).current" >
|
||||
<strong>FSM.current</strong>
|
||||
</a>
|
||||
|
||||
@@ -2200,9 +2200,6 @@ 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">
|
||||
@@ -2752,9 +2749,6 @@ when nothing was spawned.</p>
|
||||
|
||||
|
||||
|
||||
|
||||
<p> By default, no InitLimit</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@@ -2790,7 +2784,7 @@ when nothing was spawned.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#number</em>
|
||||
<em></em>
|
||||
<a id="#(SPAWN).SpawnMaxGroups" >
|
||||
<strong>SPAWN.SpawnMaxGroups</strong>
|
||||
</a>
|
||||
@@ -2807,7 +2801,7 @@ when nothing was spawned.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#number</em>
|
||||
<em></em>
|
||||
<a id="#(SPAWN).SpawnMaxUnitsAlive" >
|
||||
<strong>SPAWN.SpawnMaxUnitsAlive</strong>
|
||||
</a>
|
||||
@@ -3135,7 +3129,7 @@ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):Schedule( 600, 0.5 )
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#boolean</em>
|
||||
<em></em>
|
||||
<a id="#(SPAWN).SpawnUnControlled" >
|
||||
<strong>SPAWN.SpawnUnControlled</strong>
|
||||
</a>
|
||||
|
||||
@@ -552,7 +552,7 @@ based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TA
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em><a href="Core.Cargo.html##(CARGO_GROUP)">Core.Cargo#CARGO_GROUP</a></em>
|
||||
<em></em>
|
||||
<a id="#(FSM_PROCESS).Cargo" >
|
||||
<strong>FSM_PROCESS.Cargo</strong>
|
||||
</a>
|
||||
@@ -566,7 +566,6 @@ 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>
|
||||
@@ -631,7 +630,7 @@ based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TA
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<em>#number</em>
|
||||
<a id="#(TASK_CARGO).CargoLimit" >
|
||||
<strong>TASK_CARGO.CargoLimit</strong>
|
||||
</a>
|
||||
|
||||
Reference in New Issue
Block a user