diff --git a/Documentation/AI.AI_A2A_Dispatcher.html b/Documentation/AI.AI_A2A_Dispatcher.html index b64c40576..297a66a07 100644 --- a/Documentation/AI.AI_A2A_Dispatcher.html +++ b/Documentation/AI.AI_A2A_Dispatcher.html @@ -1946,7 +1946,7 @@ will be considered to receive the command to engage that target area.
Use the method AI_A2A_DISPATCHER.SetEngageRadius() to set a specific Engage Radius. The Engage Radius is defined for ALL squadrons which are operational. -Demonstration Mission: AID-019 - AI_A2A - Engage Range Test
+Demonstration Mission: AID-019 - AI_A2A - Engage Range Test
In this example an Engage Radius is set to various values.
@@ -1970,7 +1970,7 @@ when you don't want to let the AI_A2A_DISPATCHER react immediately when a certaiUse the method AI_A2A_DISPATCHER.SetGciRadius() to set a specific controlled ground intercept radius. The Ground Controlled Intercept radius is defined for ALL squadrons which are operational.
-Demonstration Mission: AID-013 - AI_A2A - Intercept Test
+Demonstration Mission: AID-013 - AI_A2A - Intercept Test
In these examples, the Gci Radius is set to various values:
@@ -2004,7 +2004,7 @@ If a hot war is chosen then no borders actually need to be defi it makes it easier sometimes for the mission maker to envisage where the red and blue territories roughly are. In a hot war the borders are effectively defined by the ground based radar coverage of a coalition. -Demonstration Mission: AID-009 - AI_A2A - Border Test
+Demonstration Mission: AID-009 - AI_A2A - Border Test
In this example a border is set for the CCCP A2A dispatcher:
@@ -4876,11 +4876,14 @@ When Moose is loaded statically, (as one file), tracing is switched off by defauFlash messages to player
+Flash messages to player
+Flash messages to player
+Flash messages to player
+The AI_A2G_DISPATCHER.New() method creates a new AI_A2G_DISPATCHER instance.
@@ -1944,8 +1942,6 @@ The most effective reconnaissance for the A2G dispatcher would be to use the A reconnaissance network, is used to detect enemy ground targets, potentially group them into areas, and to understand the position, level of threat of the enemy. -As explained in the introduction, depending on the type of mission you want to achieve, different types of units can be applied to detect ground enemy targets. Ground based units are very useful to act as a reconnaissance, but they lack sometimes the visibility to detect targets at greater range. Recce are very useful to acquire the position of enemy ground targets when spread out over the battlefield at strategic positions. @@ -2353,8 +2349,6 @@ And for a couple of squadrons overrides this default method.
Use the method AI_A2G_DISPATCHER.SetSquadronGrouping() to set the grouping of aircraft when spawned in.
-In the case of on call engagement, the AI_A2G_DISPATCHER.SetSquadronGrouping() method has additional behaviour.
When there aren't enough patrol flights airborne, a on call will be initiated for the remaining
targets to be engaged. Depending on the grouping parameter, the spawned flights for on call aircraft are grouped into this setting.
@@ -2368,8 +2362,6 @@ an additional on call flight needs to be started.
The effectiveness can be set with the overhead parameter. This is a number that is used to calculate the amount of Units that dispatching command will allocate to GCI in surplus of detected amount of units. The default value of the overhead parameter is 1.0, which means equal balance.
-However, depending on the (type of) aircraft (strength and payload) in the squadron and the amount of resources available, this parameter can be changed.
The AI_A2G_DISPATCHER.SetSquadronOverhead() method can be used to tweak the defense strength,
@@ -2523,8 +2515,6 @@ Use the method AI_A2G_DI
For example, the following setup will set the default refuel tanker to "Tanker": The Defender Default Settings over all Squadrons. -- Set the default tanker for refuelling to "Tanker", when the default fuel threshold has reached 90% fuel left.
A2GDispatcher:SetDefaultFuelThreshold( 0.9 )
A2GDispatcher:SetDefaultTanker( "Tanker" )
@@ -4766,6 +4756,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
The Defender Default Settings over all Squadrons.
+ + + +The Defender Default Settings over all Squadrons.
+ + + +The Defender Default Settings over all Squadrons.
+ + + +Set destination airbase for next :Route() command.
- -Aircraft is on a depoly mission.
-Set destination airbase for next :Route() command.
- -Aircraft is on a depoly mission.
-Set destination airbase for next :Route() command.
- -Aircraft is on a depoly mission.
-Set destination airbase for next :Route() command.
- -Aircraft is on a depoly mission.
-meter
+kph
+meter
+kph
+meter
+kph
+meter
+kph
+The instance of the SCHEDULER class.
@@ -9943,7 +9943,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defauThe instance of the SCHEDULER class.
@@ -10226,7 +10226,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defauThe instance of the SCHEDULER class.
@@ -11792,7 +11792,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defauThe instance of the SCHEDULER class.
diff --git a/Documentation/Actions.Act_Assign.html b/Documentation/Actions.Act_Assign.html index 54b23720b..1f1a385d6 100644 --- a/Documentation/Actions.Act_Assign.html +++ b/Documentation/Actions.Act_Assign.html @@ -1674,7 +1674,7 @@ Therefore, this class is considered to be deprecatedThe ACT_ASSIGN_ACCEPT class accepts by default a task for a player. No player intervention is allowed to reject the task.
@@ -1686,7 +1686,7 @@ Therefore, this class is considered to be deprecatedThe ACT_ASSIGN_MENU_ACCEPT class accepts a task when the player accepts the task through an added menu option. This assignment type is useful to conditionally allow the player to choose whether or not he would accept the task. diff --git a/Documentation/Cargo.Cargo.html b/Documentation/Cargo.Cargo.html index 3bb8f76e7..ddd349041 100644 --- a/Documentation/Cargo.Cargo.html +++ b/Documentation/Cargo.Cargo.html @@ -5702,7 +5702,7 @@ The cargo must be in the UnLoaded state.
- Utils#UTILS.FlareColor + Utilities.Utils#UTILS.FlareColor FlareColor
- Utils#UTILS.SmokeColor + Utilities.Utils#UTILS.SmokeColor SmokeColor
self.CargoObject:Destroy()
+ +Then we register the new group in the database
+Now we spawn the new group based on the template created.
+self.CargoObject:Destroy()
+ +Then we register the new group in the database
+Now we spawn the new group based on the template created.
+Set cargo object.
-Set cargo object.
-Finally, we have to calculate the path. This is done by the ASTAR.GetPath(ExcludeStart, ExcludeEnd) function. This function returns a table of nodes, which +
Finally, we have to calculate the path. This is done by the #GetPath(ExcludeStart, ExcludeEnd) function. This function returns a table of nodes, which describe the optimal path from the start node to the end node.
By default, the start and end node are include in the table that is returned.
diff --git a/Documentation/Core.Event.html b/Documentation/Core.Event.html index e253640cb..0539a7926 100644 --- a/Documentation/Core.Event.html +++ b/Documentation/Core.Event.html @@ -4041,7 +4041,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau- Core.Functional#ZONE_GOAL + Functional.ZoneGoal#ZONE_GOAL ZoneGoal
The zone object.
diff --git a/Documentation/Core.Fsm.html b/Documentation/Core.Fsm.html index 84bcbeb5c..32719ff03 100644 --- a/Documentation/Core.Fsm.html +++ b/Documentation/Core.Fsm.html @@ -5796,7 +5796,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defauList of points.
+List of points.
SPAWN:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)
Overwrite unit names by default with group name.
+By default, no InitLimit
+Overwrite unit names by default with group name.
+Kickspeed
- @@ -4469,9 +4466,6 @@ An airbase can be specified to set the maximum kick speed for. - -Kickspeed
- diff --git a/Documentation/Functional.Designate.html b/Documentation/Functional.Designate.html index 5c2148852..c5f210763 100644 --- a/Documentation/Functional.Designate.html +++ b/Documentation/Functional.Designate.html @@ -3565,6 +3565,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + + + +(old, to be revised ) Detect units within the battle zone for a list of Core.Zones detecting targets following (a) detection method(s), - and will build a list (table) of Core.Set#SET_UNITs containing the Wrapper.Unit#UNITs detected.
+(old, to be revised ) Detect units within the battle zone for a list of Core.Zones detecting targets following (a) detection method(s), +and will build a list (table) of Core.Set#SET_UNITs containing the Wrapper.Unit#UNITs detected.
(old, to be revised ) Detect units within the battle zone for a list of Core.Zones detecting targets following (a) detection method(s), - and will build a list (table) of Core.Set#SET_UNITs containing the Wrapper.Unit#UNITs detected.
+(old, to be revised ) Detect units within the battle zone for a list of Core.Zones detecting targets following (a) detection method(s), +and will build a list (table) of Core.Set#SET_UNITs containing the Wrapper.Unit#UNITs detected.
-The class is group the detected units within zones given a DetectedZoneRange parameter. - A set with multiple detected zones will be created as there are groups of units detected.
+The class is group the detected units within zones given a DetectedZoneRange parameter. +A set with multiple detected zones will be created as there are groups of units detected.
-## 4.1) Retrieve the Detected Unit Sets and Detected Zones
+The methods to manage the DetectedItems[].Set(s) are implemented in Functional.Detection#DECTECTION_BASE and - the methods to manage the DetectedItems[].Zone(s) is implemented in Functional.Detection#DETECTION_ZONES.
+The methods to manage the DetectedItems[].Set(s) are implemented in Functional.Detection#DECTECTION_BASE and +the methods to manage the DetectedItems[].Zone(s) is implemented in Functional.Detection#DETECTION_ZONES.
-Retrieve the DetectedItems[].Set with the method Functional.Detection#DETECTION_BASE.GetDetectedSet(). A Core.Set#SET_UNIT object will be returned.
+Retrieve the DetectedItems[].Set with the method Functional.Detection#DETECTION_BASE.GetDetectedSet(). A Core.Set#SET_UNIT object will be returned.
-Retrieve the formed Zones as a result of the grouping the detected units within the DetectionZoneRange, use the method Functional.Detection#DETECTION_BASE.GetDetectionZones(). - To understand the amount of zones created, use the method Functional.Detection#DETECTION_BASE.GetDetectionZoneCount(). - If you want to obtain a specific zone from the DetectedZones, use the method Functional.Detection#DETECTION_BASE.GetDetectionZone() with a given index.
+Retrieve the formed Core.Zone#ZONE_UNITs as a result of the grouping the detected units within the DetectionZoneRange, use the method Functional.Detection#DETECTION_BASE.GetDetectionZones(). +To understand the amount of zones created, use the method Functional.Detection#DETECTION_BASE.GetDetectionZoneCount(). +If you want to obtain a specific zone from the DetectedZones, use the method Functional.Detection#DETECTION_BASE.GetDetectionZone() with a given index.
-## 4.4) Flare or Smoke detected units
+Use the methods Functional.Detection#DETECTION_ZONES.FlareDetectedUnits() or Functional.Detection#DETECTION_ZONES.SmokeDetectedUnits() to flare or smoke the detected units when a new detection has taken place.
+Use the methods Functional.Detection#DETECTION_ZONES.FlareDetectedUnits() or Functional.Detection#DETECTION_ZONES.SmokeDetectedUnits() to flare or smoke the detected units when a new detection has taken place.
-## 4.5) Flare or Smoke or Bound detected zones
+Use the methods:
+Use the methods:
the detected zones when a new detection has taken place. -
+the detected zones when a new detection has taken place.
+Prefix for logging
+Prefix for logging
+ + + +Contains the counter how many units are currently alive.
- -Contains the counter how many units are currently alive.
- -RAT:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)
Set Stable Hover
+Set time stamp.
-

Name of the class.
+ + + +use as counter
+ +Beacons
+#1570
+ + + +Name of the class.
+ + + +use as counter
+ +Beacons
+#1570
+ + + +Name of the class.
+ + + +use as counter
+ +Beacons
+#1570
+ + + +Can transport crate.
- - - -template for a group of 10 paratroopers
+ + + +template for a group of 10 paratroopers
+ + + +Methods to set relevant parameters for both a Wrapper.Unit#UNIT or a Wrapper.Group#GROUP or any other Wrapper.Positionable#POSITIONABLE
diff --git a/Documentation/Sound.SRS.html b/Documentation/Sound.SRS.html index 25db5cca2..cc15e83cf 100644 --- a/Documentation/Sound.SRS.html +++ b/Documentation/Sound.SRS.html @@ -3959,7 +3959,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau