diff --git a/Documentation/AI.AI_A2A_Dispatcher.html b/Documentation/AI.AI_A2A_Dispatcher.html index 8bd2f0ecc..d5a995275 100644 --- a/Documentation/AI.AI_A2A_Dispatcher.html +++ b/Documentation/AI.AI_A2A_Dispatcher.html @@ -4862,14 +4862,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
Flash messages to player
-Flash messages to player
-Flash messages to player
-Flash messages to player
-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.
+ + + +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.
+ + + +No loading happened, so we need to pickup something else.
-No loading happened, so we need to pickup something else.
-No loading happened, so we need to pickup something else.
-No loading happened, so we need to pickup something else.
-Aircraft is on a pickup mission.
-Aircraft is on a pickup mission.
-Aircraft is on a pickup mission.
-Aircraft is on a pickup mission.
-This table contains the targets detected during patrol.
+ @@ -6501,6 +6504,9 @@ Note that this method is required, as triggers the next route when patrolling fo + +This table contains the targets detected during patrol.
+ @@ -7245,6 +7251,9 @@ Note that this method is required, as triggers the next route when patrolling fo + +This table contains the targets detected during patrol.
+ @@ -8877,6 +8886,9 @@ 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 0b70e4414..582c954df 100644 --- a/Documentation/Cargo.CargoCrate.html +++ b/Documentation/Cargo.CargoCrate.html @@ -1859,17 +1859,6 @@Then we register the new group in the database
-Now we spawn the new group based on the template created.
-Then we register the new group in the database
- @@ -3297,20 +3277,6 @@ This works for ground only groups. - - - -Now we spawn the new group based on the template created.
-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.
- @@ -3602,6 +3578,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + + + +Overwrite unit names by default with group name.
-The AI is on by default when spawning a group.
-Overwrite unit names by default with group name.
-Spawns a new static using a given template.
-The #DETECTION_AREAS object for AWACS
+Prefix for logging
-switch alarm state RED
+The #DETECTION_AREAS object for AWACS
+Prefix for logging
-switch alarm state RED
+Type of terminal to be used when spawning at an airbase.
+Type of terminal to be used when spawning at an airbase.
+ + + +Type of terminal to be used when spawning at an airbase.
+ + + +Create the CSV file.
-Create the CSV file.
-Set current case.
+Data table at each position in the groove. Elements are of type AIRBOSS.GrooveData.
-Set Stable Hover
- diff --git a/Documentation/Ops.CSAR.html b/Documentation/Ops.CSAR.html index d24e35494..d53222576 100644 --- a/Documentation/Ops.CSAR.html +++ b/Documentation/Ops.CSAR.html @@ -2586,6 +2586,12 @@ Dropped troop noMessage and forcedesc parameters aren't saved.contain a table for each SAR with all units he has with the original names
+ + + +contain a table for each SAR with all units he has with the original names
+ + + +contain a table for each SAR with all units he has with the original names
+ + + + my_ctld.useprefix = true -- (DO NOT SWITCH THIS OFF UNLESS YOU KNOW WHAT YOU ARE DOING!) Adjust **before** starting CTLD. If set to false, *all* choppers of the coalition side will be enabled for CTLD.
my_ctld.CrateDistance = 35 -- List and Load crates in this radius only.
my_ctld.dropcratesanywhere = false -- Option to allow crates to be dropped anywhere.
+ my_ctld.dropAsCargoCrate = false -- Parachuted herc cargo is not unpacked automatically but placed as crate to be unpacked. Needs a cargo with the same name defined like the cargo that was dropped.
my_ctld.maximumHoverHeight = 15 -- Hover max this high to load.
my_ctld.minimumHoverHeight = 4 -- Hover min this low to load.
my_ctld.forcehoverload = true -- Crates (not: troops) can **only** be loaded while hovering.
@@ -2050,6 +2051,20 @@ not achieve anything here. If you just want to unload on the ground, use the nor
["Hercules"] = {type="Hercules", crates=true, troops=true, cratelimit = 7, trooplimit = 64}, -- 19t cargo, 64 paratroopers
+5.3 Don't automatically unpack dropped cargo but drop as CTLD_CARGO
+
+Cargo can be defined to be automatically dropped as crates.
+ my_ctld.dropAsCargoCrate = true -- default is false
+
+
+The idea is, to have those crate behave like brought in with a helo. So any unpack restictions apply.
+To enable those cargo drops, the cargo types must be added manually in the CTLD configuration. So when the above defined template for "Vulcan" should be used
+as CTLD_Cargo, the following line has to be added. NoCrates, PerCrateMass, Stock, SubCategory can be configured freely.
+ my_ctld:AddCratesCargo("Vulcan", {"Vulcan"}, CTLD_CARGO.Enum.VEHICLE, 6, 2000, nil, "SAM/AAA")
+
+
+So if the Vulcan in the example now needs six crates to complete, you have to bring two Hercs with three Vulcan crates each and drop them very close together...
+
6. Save and load back units - persistance
You can save and later load back units dropped or build to make your mission persistent.
@@ -3267,6 +3282,12 @@ for FARP vehicles, so -- services are goin to work (e.g. for the blue side: an u
+
+ [Internal] Function to initialize dropped cargo
+CTLD_HERCULES:Cargo_SpawnDroppedAsCargo(Cargo_Type_name, Cargo_Drop_Position, _name, _pos)
[Internal] Function to spawn cargo by type at position
Name of the class.
+ + + +holds #CTLD_ENGINEERING objects
+Beacons
-tables
+Parachuted herc cargo is not unpacked automatically but placed as crate to be unpacked
+#1570
+noob catch
+time to repairor build a unit/group
@@ -17065,6 +17131,17 @@ However, if you create a new folder inside the miz file, which contains the sounName of the class.
+ + + +holds #CTLD_ENGINEERING objects
+Beacons
-tables
+Parachuted herc cargo is not unpacked automatically but placed as crate to be unpacked
+#1570
+noob catch
+time to repairor build a unit/group
@@ -19531,6 +19636,17 @@ However, if you create a new folder inside the miz file, which contains the sounName of the class.
+ + + +holds #CTLD_ENGINEERING objects
+Beacons
-tables
+Parachuted herc cargo is not unpacked automatically but placed as crate to be unpacked
+#1570
+noob catch
+time to repairor build a unit/group
@@ -32851,6 +32995,79 @@ When moose is loading dynamically (for moose class development), tracing is swit + + + +[Internal] Function to spawn cargo by type at position
+ +CTLD_HERCULES
++ #string + Cargo_Type_name +
++ Core.Point#POINT_VEC3 + Cargo_Drop_Position +
++ _name +
++ _pos +
+self
+ +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
-