diff --git a/Documentation/AI.AI_A2G_Dispatcher.html b/Documentation/AI.AI_A2G_Dispatcher.html index 1f7400e0a..7c3918c4d 100644 --- a/Documentation/AI.AI_A2G_Dispatcher.html +++ b/Documentation/AI.AI_A2G_Dispatcher.html @@ -4895,11 +4895,14 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
flash messages to players
+flash messages to players
+flash messages to players
+flash messages to players
+Aircraft is on a pickup mission.
+Aircraft is on a pickup mission.
+Aircraft is on a pickup mission.
+Aircraft is on a pickup mission.
+meter
-kph
-meter
-kph
-meter
-kph
-meter
-kph
-Now we spawn the new group based on the template created.
+SPAWN:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)
The AI is on by default when spawning a group.
-Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.
-The internal counter of the amount of spawning the has happened since SpawnStart.
-we arrived here seeing that self.SpawnInitSADL == nil, but now that we have a SADL (num), we also need to set it to self.SpawnInitSADL in case - we need to get the next SADL from _DATABASE, or else UTILS.OctalToDecimal() will fail in GetNextSADL
+SPAWN.SpawnInitModexPrefix + + + +Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.
+When the first Spawn executes, all the Groups need to be made visible before start.
The AI is on by default when spawning a group.
-The internal counter of the amount of spawning the has happened since SpawnStart.
-we arrived here seeing that self.SpawnInitSADL == nil, but now that we have a SADL (num), we also need to set it to self.SpawnInitSADL in case - we need to get the next SADL from _DATABASE, or else UTILS.OctalToDecimal() will fail in GetNextSADL
+SPAWN.SpawnInitModexPrefix + + + +When the first Spawn executes, all the Groups need to be made visible before start.
@@ -10500,6 +10664,72 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups. + + +The #DETECTION_AREAS object for AWACS
+The ME name of the HQ object
+ + + +Prefix for logging
+switch alarm state RED
-self.SAMCheckRanges = {}
+The #DETECTION_AREAS object for AWACS
+ + + +The ME name of the HQ object
+ + + +Prefix for logging
+switch alarm state RED
-self.SAMCheckRanges = {}
+RAT:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)
Radio queue of LSO.
-Radio queue of marshal.
-Radio queue of LSO.
- - - -Radio queue of marshal.
- - - -Radio queue of LSO.
- - - -Radio queue of marshal.
- - - -Set case to that of lead.
+ @@ -40678,7 +40615,7 @@ When moose is loading dynamically (for moose class development), tracing is swit -Decrease stack/flag. Human player needs to take care himself.
+Also decrease flag for section members of flight.
@@ -40705,17 +40642,6 @@ When moose is loading dynamically (for moose class development), tracing is switData table at each position in the groove. Elements are of type AIRBOSS.GrooveData.
- - - -Set Stable Hover
- @@ -41067,17 +40990,6 @@ When moose is loading dynamically (for moose class development), tracing is switBand modulation.
- - - -Replacement woundedGroups
+Replacement woundedGroups
+Replacement woundedGroups
+Name of the class.
+ + + +use as counter
+ +holds #CTLD_ENGINEERING objects
+Beacons
+tables
+Folderpath.
-#1570
+Name of the class.
+use as counter
+ +holds #CTLD_ENGINEERING objects
+Beacons
+tables
+Folderpath.
-#1570
+Name of the class.
+use as counter
+ +holds #CTLD_ENGINEERING objects
+Beacons
+tables
+Folderpath.
-#1570
+Location (if set) where to get this cargo item.
+Location (if set) where to get this cargo item.
+set to false to suppress flash messages
+set to false to suppress flash messages
+set to false to suppress flash messages
+set to false to suppress flash messages
+NET:IsAnyBlocked(UCID, Name, PlayerID, PlayerSide, PlayerSlot)
[Internal] Check any blockers
+Converts a JSON string to a lua value.
Converts a JSON string to a lua value.
+ +NET
++ #string + Json +
+Anything JSON
+ +#table:
+Lua
+ +