diff --git a/Documentation/AI.AI_A2A_Dispatcher.html b/Documentation/AI.AI_A2A_Dispatcher.html index 48828a3c0..701ab2f32 100644 --- a/Documentation/AI.AI_A2A_Dispatcher.html +++ b/Documentation/AI.AI_A2A_Dispatcher.html @@ -5036,11 +5036,14 @@ 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
+flash messages to players
-flash messages to players
-flash messages to players
-flash messages to players
-Aircraft is on a depoly mission.
-Aircraft is on a pickup mission.
- @@ -4686,6 +4691,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defauAircraft is on a depoly mission.
-Aircraft is on a pickup mission.
- @@ -5307,6 +5317,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defauAircraft is on a depoly mission.
-Aircraft is on a pickup mission.
- @@ -6816,6 +6831,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defauAircraft is on a depoly mission.
-Aircraft is on a pickup mission.
- diff --git a/Documentation/Cargo.CargoGroup.html b/Documentation/Cargo.CargoGroup.html index 2f7c9dbd6..52771a534 100644 --- a/Documentation/Cargo.CargoGroup.html +++ b/Documentation/Cargo.CargoGroup.html @@ -2015,20 +2015,6 @@ Therefore, this class is considered to be deprecated - - - -Now we spawn the new group based on the template created.
-Set cargo object.
-Set cargo object.
-BASE:E( {PlayerUnit:GetName(), A2GSystem } )
-BASE:E( {PlayerUnit:GetName(), A2GSystem } )
-Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.
- @@ -4092,6 +4089,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + + + +Overwrite unit names by default with group name.
- @@ -4285,8 +4301,38 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + + + +By default, no InitLimit
+SPAWN.SpawnInitModex + + + +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
-By default, no InitLimit
+SPAWN.SpawnInitModex + + + +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
-Set up your SAM sites in the mission editor. Name the groups using a systematic approach like above. Set up your EWR system in the mission editor. Name the groups using a systematic approach like above. Can be e.g. AWACS or a combination of AWACS and Search Radars like e.g. EWR 1L13 etc. Search Radars usually have "SR" or "STR" in their names. Use the encyclopedia in the mission editor to inform yourself. -Set up your SHORAD systems. They need to be close to (i.e. around) the SAM sites to be effective. Use one group per SAM location. SA-15 TOR systems offer a good missile defense.
+Set up your SHORAD systems. They need to be close to (i.e. around) the SAM sites to be effective. Use *one unit * per group (multiple groups) for the SAM location. +Else, evasive manoevers might club up all defenders in one place. Red SA-15 TOR systems offer a good missile defense.[optional] Set up your HQ. Can be any group, e.g. a command vehicle.
@@ -1877,7 +1877,7 @@ in the mission editor are absolute maximum ranges; in-game this is rather 50-75% -- Parameters are tables of Core.Zone#ZONE objects!
-- This is effectively a 3-stage filter allowing for zone overlap. A coordinate is accepted first when
@@ -1897,10 +1897,7 @@ in the mission editor are absolute maximum ranges; in-game this is rather 50-75%
2.1.4 Advanced features
- -- Option to switch off auto mode **before** you start MANTIS (not recommended)
- mybluemantis.automode = false
-
- -- Option to set the scale of the activation range, i.e. don't activate at the fringes of max range, defaults below.
+ -- Option to set the scale of the activation range, i.e. don't activate at the fringes of max range, defaults below.
-- also see engagerange below.
self.radiusscale[MANTIS.SamType.LONG] = 1.1
self.radiusscale[MANTIS.SamType.MEDIUM] = 1.2
@@ -1914,6 +1911,13 @@ in the mission editor are absolute maximum ranges; in-game this is rather 50-75%
mybluemantis.checkforfriendlies = true
+2.1.6 Shoot & Scoot
+
+ -- Option to make the (driveable) SHORAD units drive around and shuffle positions
+ -- We use a SET_ZONE for that, number of zones to consider defaults to three, Random is true for random coordinates and Formation is e.g. "Vee".
+ mybluemantis:AddScootZones(ZoneSet, Number, Random, Formation)
+
+
3. Default settings [both modes unless stated otherwise]
By default, the following settings are active:
@@ -1938,27 +1942,7 @@ in the mission editor are absolute maximum ranges; in-game this is rather 50-75%
Use this option if you want to make use of or allow advanced SEAD tactics.
-5. Integrate SHORAD [classic mode, not necessary in automode, not recommended for manual setup]
-
- You can also choose to integrate Mantis with Functional.Shorad#SHORAD for protection against HARMs and AGMs manually. When SHORAD detects a missile fired at one of MANTIS' SAM sites, it will activate SHORAD systems in
- the given defense checkradius around that SAM site. Create a SHORAD object first, then integrate with MANTIS like so:
-
- local SamSet = SET_GROUP:New():FilterPrefixes("Blue SAM"):FilterCoalitions("blue"):FilterStart()
- myshorad = SHORAD:New("BlueShorad", "Blue SHORAD", SamSet, 22000, 600, "blue")
- -- now set up MANTIS
- mymantis = MANTIS:New("BlueMantis","Blue SAM","Blue EWR",nil,"blue",false,"Blue Awacs")
- mymantis:AddShorad(myshorad,720)
- mymantis:Start()
-
-
- If you systematically name your SHORAD groups starting with "Blue SHORAD" you'll need exactly one SHORAD instance to manage all SHORAD groups.
-
- (Optionally) you can remove the link later on with
-
- mymantis:RemoveShorad()
-
-
-6. Integrated SEAD
+5. Integrated SEAD
MANTIS is using Functional.Sead#SEAD internally to both detect and evade HARM attacks. No extra efforts needed to set this up!
Once a HARM attack is detected, MANTIS (via SEAD) will shut down the radars of the attacked SAM site and take evasive action by moving the SAM
@@ -5086,9 +5070,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
-
-
switch alarm state RED
-
@@ -9891,9 +9872,6 @@ E.g. `mymantis:SetAdvancedMode(true, 90)`
-
- switch alarm state RED
-
diff --git a/Documentation/Functional.RAT.html b/Documentation/Functional.RAT.html
index 8fcf9cb61..06ef0d5c9 100644
--- a/Documentation/Functional.RAT.html
+++ b/Documentation/Functional.RAT.html
@@ -3551,6 +3551,12 @@ manager:Stop(7200)
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.
+ + + +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 of f
- @@ -41401,6 +41464,20 @@ When moose is loading dynamically (for moose class development), tracing is switDecrease stack/flag. Human player needs to take care himself.
+ +Set Stable Hover
-Replacement woundedGroups
+Replacement woundedGroups
+Replacement woundedGroups
+Folderpath.
-enfore engineer build only?
+Folderpath.
-enfore engineer build only?
+Folderpath.
-enfore engineer build only?
+Can transport crate.
+Stack by pointer.
-Stack by pointer.
-The DCS controllable class.
-The DCS controllable class.
-The DCS controllable class.
-The DCS controllable class.
-The DCS controllable class.
- - - -