From 6734370d93d395aea33da854948de73030d7847e Mon Sep 17 00:00:00 2001
From: FlightControl-User The Defender Default Settings over all Squadrons.
The Defender Default Settings over all Squadrons.
- - - -The Defender Default Settings over all Squadrons.
- - - -The Defender Default Settings over all Squadrons.
- - - -Aircraft is on a depoly mission.
-Aircraft is on a pickup mission.
-Aircraft is on a depoly mission.
-Aircraft is on a pickup mission.
-Aircraft is on a depoly mission.
-Aircraft is on a pickup mission.
-Aircraft is on a depoly mission.
-Aircraft is on a pickup mission.
-This table contains the targets detected during patrol.
- @@ -6225,9 +6222,6 @@ Note that this method is required, as triggers the next route when patrolling fo - -This table contains the targets detected during patrol.
- @@ -6972,9 +6966,6 @@ Note that this method is required, as triggers the next route when patrolling fo - -This table contains the targets detected during patrol.
- @@ -8612,9 +8603,6 @@ Note that this method is required, as triggers the next route when patrolling fo - -This table contains the targets detected during patrol.
- diff --git a/Documentation/Cargo.CargoCrate.html b/Documentation/Cargo.CargoCrate.html index ea99b1414..69a9e9973 100644 --- a/Documentation/Cargo.CargoCrate.html +++ b/Documentation/Cargo.CargoCrate.html @@ -1629,6 +1629,17 @@ Controls a network of SAM sites.Now we spawn the new group based on the template created.
-Now we spawn the new group based on the template created.
-the y coordinate in meters.
- - - -the y coordinate in meters.
- - - -the y coordinate in meters.
- - - -Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.
+ @@ -3360,17 +3363,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - - - -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.
@@ -8572,6 +8553,9 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups. Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning. + @@ -8732,17 +8716,6 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups. - - -Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.
diff --git a/Documentation/Core.Spot.html b/Documentation/Core.Spot.html index e05e8c26a..089c40079 100644 --- a/Documentation/Core.Spot.html +++ b/Documentation/Core.Spot.html @@ -2541,6 +2541,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + + + +Contains the counter how many units are currently alive
- -Contains the counter how many units are currently alive
- -Set current case.
+Set case of f
Decrease stack/flag. Human player needs to take care himself.
+Also decrease flag for section members of flight.
Pushing Task on the queue from the controllable.
+CLIENT:RelocateGroundRandomInRadius(speed, radius, onroad, shortcut)
(GROUND) Relocate controllable to a random point within a given radius; use e.g.for evasive actions; Note that not all ground controllables can actually drive, also the alarm state of the controllable might stop it from moving.
(GROUND) Relocate controllable to a random point within a given radius; use e.g.for evasive actions; Note that not all ground controllables can actually drive, also the alarm state of the controllable might stop it from moving.
+ ++ #number + speed +
+Speed of the controllable, default 20
+ ++ #number + radius +
+Radius of the relocation zone, default 500
+ ++ #boolean + onroad +
+If true, route on road (less problems with AI way finding), default true
+ ++ #boolean + shortcut +
+If true and onroad is set, take a shorter route - if available - off road, default false
+ +Pushing Task on the queue from the controllable.
+CONTROLLABLE:RelocateGroundRandomInRadius(speed, radius, onroad, shortcut)
(GROUND) Relocate controllable to a random point within a given radius; use e.g.for evasive actions; Note that not all ground controllables can actually drive, also the alarm state of the controllable might stop it from moving.
(GROUND) Relocate controllable to a random point within a given radius; use e.g.for evasive actions; Note that not all ground controllables can actually drive, also the alarm state of the controllable might stop it from moving.
+ +CONTROLLABLE
++ #number + speed +
+Speed of the controllable, default 20
+ ++ #number + radius +
+Radius of the relocation zone, default 500
+ ++ #boolean + onroad +
+If true, route on road (less problems with AI way finding), default true
+ ++ #boolean + shortcut +
+If true and onroad is set, take a shorter route - if available - off road, default false
+ +Pushing Task on the queue from the controllable.
+GROUP:RelocateGroundRandomInRadius(speed, radius, onroad, shortcut)
(GROUND) Relocate controllable to a random point within a given radius; use e.g.for evasive actions; Note that not all ground controllables can actually drive, also the alarm state of the controllable might stop it from moving.
(GROUND) Relocate controllable to a random point within a given radius; use e.g.for evasive actions; Note that not all ground controllables can actually drive, also the alarm state of the controllable might stop it from moving.
+ ++ #number + speed +
+Speed of the controllable, default 20
+ ++ #number + radius +
+Radius of the relocation zone, default 500
+ ++ #boolean + onroad +
+If true, route on road (less problems with AI way finding), default true
+ ++ #boolean + shortcut +
+If true and onroad is set, take a shorter route - if available - off road, default false
+ +Pushing Task on the queue from the controllable.
+UNIT:RelocateGroundRandomInRadius(speed, radius, onroad, shortcut)
(GROUND) Relocate controllable to a random point within a given radius; use e.g.for evasive actions; Note that not all ground controllables can actually drive, also the alarm state of the controllable might stop it from moving.
(GROUND) Relocate controllable to a random point within a given radius; use e.g.for evasive actions; Note that not all ground controllables can actually drive, also the alarm state of the controllable might stop it from moving.
+ ++ #number + speed +
+Speed of the controllable, default 20
+ ++ #number + radius +
+Radius of the relocation zone, default 500
+ ++ #boolean + onroad +
+If true, route on road (less problems with AI way finding), default true
+ ++ #boolean + shortcut +
+If true and onroad is set, take a shorter route - if available - off road, default false
+ +