diff --git a/Documentation/AI.AI_A2A_Dispatcher.html b/Documentation/AI.AI_A2A_Dispatcher.html index e44efdf66..176574160 100644 --- a/Documentation/AI.AI_A2A_Dispatcher.html +++ b/Documentation/AI.AI_A2A_Dispatcher.html @@ -4833,11 +4833,14 @@ 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
+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.
-Set destination airbase for next :Route() command.
+ +Set destination airbase for next :Route() command.
+ +Set destination airbase for next :Route() command.
+ +Set destination airbase for next :Route() command.
+ +self.CargoObject:Destroy()
+ +self.CargoObject:Destroy()
+ +Set cargo object.
+Set cargo object.
+Create a new CONDITION object.
+Remove a condition function.
+Remove all non-persistant condition functions.
Set that general condition functions return true if any function returns true.
Set whether condition functions are persistent, i.e. are removed.
Set whether true or false is returned, if no conditions at all were specified.
Create conditon function object.
Check if any of the given conditions is true.
+Default persistence of condition functions.
+ +Running number to determine the unique ID of condition functions.
All condition functions.
-Negeate result of evaluation.
+Negate result of evaluation.
+Boolean that is returned if no condition functions at all were specified.
Callback function to check for a condition. Should return a #boolean.
Callback function to check for a condition. Must return a #boolean.
If true, this is persistent.
Type of the condition function: "gen", "any", "all".
+Unique ID of the condition function.
Default persistence of condition functions.
+ + +Running number to determine the unique ID of condition functions.
+ +All condition functions.
-Negeate result of evaluation.
+Negate result of evaluation.
+ +Boolean that is returned if no condition functions at all were specified.
self
+Condition function table.
self
+Condition function table.
self
+Condition function table.
Remove a condition function.
+ +CONDITION
++ #CONDITION.Function + ConditionFunction +
+The condition function to be removed.
+ +self
+ +Remove all non-persistant condition functions.
+ +Set whether condition functions are persistent, i.e. are removed.
+ +CONDITION
++ #boolean + IsPersistent +
+If true, condition functions are persistent.
self
+ +Set whether true or false is returned, if no conditions at all were specified.
By default false is returned.
CONDITION
++ #boolean + ReturnValue +
+Returns this boolean.
+ +self
+ +Create conditon function object.
@@ -3006,6 +3264,19 @@ Technically, a random number between 0 and 100 is created. If the given successCONDITION
+ #number + Ftype +
+Function type: 0=Gen, 1=All, 2=Any.
+ +@@ -3148,6 +3419,29 @@ Technically, a random number between 0 and 100 is created. If the given success
Default persistence of condition functions.
+ + +Running number to determine the unique ID of condition functions.
+ +All condition functions.
-Negeate result of evaluation.
+Negate result of evaluation.
+ + + + +Boolean that is returned if no condition functions at all were specified.
Callback function to check for a condition. Should return a #boolean.
Callback function to check for a condition. Must return a #boolean.
If true, this is persistent.
Type of the condition function: "gen", "any", "all".
+ +Unique ID of the condition function.
the y coordinate in meters.
-the y coordinate in meters.
- - - -the y coordinate in meters.
- - - -The AI is on by default when spawning a group.
-The AI is on by default when spawning a group.
-The #DETECTION_AREAS object for AWACS
- - - -switch alarm state RED
+ @@ -8210,17 +8202,6 @@ E.g. `mymantis:SetAdvancedMode(true, 90)`The #DETECTION_AREAS object for AWACS
- - - -switch alarm state RED
+ diff --git a/Documentation/Functional.Movement.html b/Documentation/Functional.Movement.html index 2459e34ff..ab68d6d2a 100644 --- a/Documentation/Functional.Movement.html +++ b/Documentation/Functional.Movement.html @@ -2232,20 +2232,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defauContains the counter how many units are currently alive.
- -Contains the counter how many units are currently alive.
- -Create the CSV file.
-Create the CSV file.
-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 current case.
- @@ -39661,6 +39592,17 @@ 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 section lead of player flight.
- @@ -39855,7 +39794,7 @@ When moose is loading dynamically (for moose class development), tracing is swit -Set new time stamp.
+Set time stamp.
diff --git a/Documentation/Ops.CTLD.html b/Documentation/Ops.CTLD.html index 74ae04a74..2ef5a01a8 100644 --- a/Documentation/Ops.CTLD.html +++ b/Documentation/Ops.CTLD.html @@ -7314,7 +7314,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defautime to repairor build a unit/group
+noob catch
time to repairor build a unit/group
+noob catch
time to repairor build a unit/group
+noob catch
Can transport crate.
+Flag for direct loading.
+Flag for direct loading.
+ + + +Coordinate of the mark.
-Coordinate of the mark.
-Coordinate of the mark.
-