diff --git a/Documentation/AI.AI_A2A_Dispatcher.html b/Documentation/AI.AI_A2A_Dispatcher.html index d803cc84d..a6a473546 100644 --- a/Documentation/AI.AI_A2A_Dispatcher.html +++ b/Documentation/AI.AI_A2A_Dispatcher.html @@ -4882,14 +4882,11 @@ 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.
- - - -flash messages to players
-The Defender Default Settings over all Squadrons.
- - - -flash messages to players
-The Defender Default Settings over all Squadrons.
- - - -flash messages to players
-The Defender Default Settings over all Squadrons.
- - - -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.
- - - -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.
-This table contains the targets detected during patrol.
-This table contains the targets detected during patrol.
-This table contains the targets detected during patrol.
-Then we register the new group in the database
-SPAWN:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)
The AI is on by default when spawning a group.
+Overwrite unit names by default with group name.
-By default, no InitLimit
- - - - -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
+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.
The AI is on by default when spawning a group.
+Overwrite unit names by default with group name.
-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
+Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.
Function to get the HQ object for further use
+The #DETECTION_AREAS object for AWACS
- - - -The ME name of the HQ object
- - - -Prefix for logging
-switch alarm state RED
+self.SAMCheckRanges = {}
-The #DETECTION_AREAS object for AWACS
-The ME name of the HQ object
- - - -Prefix for logging
-switch alarm state RED
+self.SAMCheckRanges = {}
-Contains the counter how many units are currently alive.
+ +Contains the counter how many units are currently alive.
+ +Type of terminal to be used when spawning at an airbase.
-RAT:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)
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 to that of lead.
+Set case of f
Also decrease flag for section members of flight.
- -Data table at each position in the groove. Elements are of type AIRBOSS.GrooveData.
+Make player section lead if he was not before.
+Set Stable Hover
+ @@ -40832,6 +40901,9 @@ When moose is loading dynamically (for moose class development), tracing is swit + +Set time stamp.
+ @@ -40990,6 +41062,17 @@ When moose is loading dynamically (for moose class development), tracing is switBand modulation.
+ + + +counter for saved pilots
- -counter for successful rescue landings at FARP/AFB/MASH
- -counter for saved pilots
- -counter for successful rescue landings at FARP/AFB/MASH
- -counter for saved pilots
- -counter for successful rescue landings at FARP/AFB/MASH
- -Name of the class.
-use as counter
- -Beacons
-Folderpath.
+noob catch
+time to repairor build a unit/group
Name of the class.
-use as counter
- -Beacons
-Folderpath.
+noob catch
+time to repairor build a unit/group
Name of the class.
-use as counter
- -Beacons
-Folderpath.
+noob catch
+time to repairor build a unit/group
Location (if set) where to get this cargo item.
-Location (if set) where to get this cargo item.
- - - -template for a group of 10 paratroopers
+ + + +template for a group of 10 paratroopers
+ + + +68: Hardened Air Shelter. Currently only on Caucaus map.
+100: Tight spots for smaller type fixed wing aircraft, like the F-16. Example of these spots: 04, 05, 06 on Muwaffaq_Salti. A Viper sized plane can spawn here, but an A-10 or Strike Eagle can't
+68: Hardened Air Shelter. Currently only on Caucaus map.
+100: Tight spots for smaller type fixed wing aircraft, like the F-16. Example of these spots: 04, 05, 06 on Muwaffaq_Salti. A Viper sized plane can spawn here, but an A-10 or Strike Eagle can't
+ +