diff --git a/Documentation/AI.AI_A2A_Dispatcher.html b/Documentation/AI.AI_A2A_Dispatcher.html index bc838081d..d0dfc86f4 100644 --- a/Documentation/AI.AI_A2A_Dispatcher.html +++ b/Documentation/AI.AI_A2A_Dispatcher.html @@ -5038,11 +5038,14 @@ 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
+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.
- - - -No loading happened, so we need to pickup something else.
- @@ -4993,9 +4990,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -No loading happened, so we need to pickup something else.
- @@ -5608,9 +5602,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -No loading happened, so we need to pickup something else.
- @@ -7111,9 +7102,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -No loading happened, so we need to pickup something else.
- diff --git a/Documentation/AI.AI_Cargo_Airplane.html b/Documentation/AI.AI_Cargo_Airplane.html index 639ea7e3d..4aecd2645 100644 --- a/Documentation/AI.AI_Cargo_Airplane.html +++ b/Documentation/AI.AI_Cargo_Airplane.html @@ -2909,17 +2909,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defauAircraft is on a pickup mission.
+Aircraft is on a pickup mission.
+Aircraft is on a pickup mission.
+Aircraft is on a pickup mission.
+The AI is on by default when spawning a group.
-Overwrite unit names by default with group name.
- @@ -4332,29 +4337,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defauself:T2( { self.SpawnTemplatePrefix, Vec2} )
+Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.
+When the first Spawn executes, all the Groups need to be made visible before start.
@@ -4733,7 +4727,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defauThe AI is on by default when spawning a group.
-When the first Spawn executes, all the Groups need to be made visible before start.
@@ -11276,7 +11264,7 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups. -SPAWN.modulation +SPAWN.skill @@ -11287,7 +11275,7 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups. -SPAWN.skill +SPAWN.uncontrolled diff --git a/Documentation/Core.SpawnStatic.html b/Documentation/Core.SpawnStatic.html index 1e396fc7b..c65d2cd66 100644 --- a/Documentation/Core.SpawnStatic.html +++ b/Documentation/Core.SpawnStatic.html @@ -2134,24 +2134,6 @@ such as position and heading.Spawns a new static using a given template.
-Kickspeed
-Kickspeed
-Function to get the HQ object for further use
+The #DETECTION_AREAS object for AWACS
+ + + +Table of Core.Zone#ZONE Zones Consider SAM groups in this zone(s) only for this MANTIS instance, must be handed as #table of Zone objects.
+ + + +switch alarm state RED
+The #DETECTION_AREAS object for AWACS
+Table of Core.Zone#ZONE Zones Consider SAM groups in this zone(s) only for this MANTIS instance, must be handed as #table of Zone objects.
+switch alarm state RED
+Contains the counter how many units are currently alive.
+ +Contains the counter how many units are currently alive.
+ +VNAO Edit - Added
+VNAO Edit - Added
VNAO Edit - Added
+VNAO Edit - Added
VNAO Edit - Added
+VNAO Edit - Added
Set stack flag.
+ +Set section lead of player flight.
+Make player section lead if he was not before.
Set time stamp.
+Replacement woundedGroups
+ +contain a table for each SAR with all units he has with the original names
- - - -Replacement woundedGroups
+ +contain a table for each SAR with all units he has with the original names
- - - -Replacement woundedGroups
+ +contain a table for each SAR with all units he has with the original names
- - - -Name of the class.
+ + + +Beacons
+tables
+Folderpath.
-Smokes and Flares
-enfore engineer build only?
- - - -time to repairor build a unit/group
+noob catch
@@ -20724,6 +20716,17 @@ However, if you create a new folder inside the miz file, which contains the sounName of the class.
+ + + +Beacons
+tables
+Folderpath.
-Smokes and Flares
-enfore engineer build only?
- - - -time to repairor build a unit/group
+noob catch
@@ -23254,6 +23238,17 @@ However, if you create a new folder inside the miz file, which contains the sounName of the class.
+ + + +Beacons
+tables
+Folderpath.
-Smokes and Flares
-enfore engineer build only?
- - - -time to repairor build a unit/group
+noob catch
@@ -28760,6 +28736,17 @@ When moose is loading dynamically (for moose class development), tracing is switCan transport crate.
+ + + +template for a group of 10 paratroopers
+ + + +template for a group of 10 paratroopers
+ + + +Spawns a new FARP of a defined type and coalition and functional statics (fuel depot, ammo storage, tent, windsock) around that FARP to make it operational.
+UTILS.SpawnMASHStatics(Name, Coordinate, Country, ADF, Livery, Templates)
Spawn a MASH at a given coordinate, optionally, add an ADF Beacon.
Spawn a MASH at a given coordinate, optionally, add an ADF Beacon.
+ +UTILS
++ #string + Name +
+Unique Name of the Mash.
+ ++ Core.Point#COORDINATE + Coordinate +
+Coordinate where to spawn the MASH. Can be given as a Core.Zone#ZONE object, in this case we take the center coordinate.
+ ++ #number + Country +
+Country ID the MASH belongs to, e.g. country.id.USA or country.id.RUSSIA.
+ ++ #number + ADF +
+(Optional) ADF Frequency in kHz (Kilohertz), if given activate an ADF Beacon at the location of the MASH.
+ ++ #string + Livery +
+(Optional) The livery of the static CH-47, defaults to dark green.
+ ++ #table + Templates +
+(Optional) You can hand in your own template table of numbered(!) entries. Each entry consist of a relative(!) x,y position and data of a +static, shape_name is optional. Also, livery_id is optional, but is applied to the helicopter static only.
+ + -- MASH Template example, this one is the built in one used in the function:
+ MASHTemplates = {
+ [1]={category='Infantry',type='Soldier M4',shape_name='none',heading=0,x=0.000000,y=0.000000,},
+ [2]={category='Infantry',type='Soldier M4',shape_name='none',heading=0,x=0.313533,y=8.778935,},
+ [3]={category='Infantry',type='Soldier M4',shape_name='none',heading=0,x=16.303737,y=20.379671,},
+ [4]={category='Helicopters',type='CH-47Fbl1',shape_name='none',heading=0,x=-20.047735,y=-63.166179,livery_id = "us army dark green",},
+ [5]={category='Infantry',type='Soldier M4',shape_name='none',heading=0,x=26.650339,y=20.066138,},
+ [6]={category='Heliports',type='FARP_SINGLE_01',shape_name='FARP_SINGLE_01',heading=0,x=-25.432292,y=9.077099,},
+ [7]={category='Heliports',type='FARP_SINGLE_01',shape_name='FARP_SINGLE_01',heading=0,x=-12.717421,y=-3.216114,},
+ [8]={category='Heliports',type='FARP_SINGLE_01',shape_name='FARP_SINGLE_01',heading=0,x=-25.439281,y=-3.216114,},
+ [9]={category='Heliports',type='FARP_SINGLE_01',shape_name='FARP_SINGLE_01',heading=0,x=-12.717421,y=9.155603,},
+ [10]={category='Fortifications',type='TACAN_beacon',shape_name='none',heading=0,x=-2.329847,y=-16.579903,},
+ [11]={category='Fortifications',type='FARP Fuel Depot',shape_name='GSM Rus',heading=0,x=2.222011,y=4.487030,},
+ [12]={category='Fortifications',type='APFC fuel',shape_name='M92_APFCfuel',heading=0,x=3.614927,y=0.367838,},
+ [13]={category='Fortifications',type='Camouflage03',shape_name='M92_Camouflage03',heading=0,x=21.544148,y=21.998879,},
+ [14]={category='Fortifications',type='Container_generator',shape_name='M92_Container_generator',heading=0,x=20.989192,y=37.314334,},
+ [15]={category='Fortifications',type='FireExtinguisher02',shape_name='M92_FireExtinguisher02',heading=0,x=3.988003,y=8.362333,},
+ [16]={category='Fortifications',type='FireExtinguisher02',shape_name='M92_FireExtinguisher02',heading=0,x=-3.953195,y=12.945844,},
+ [17]={category='Fortifications',type='Windsock',shape_name='H-Windsock_RW',heading=0,x=-18.944173,y=-33.042196,},
+ [18]={category='Fortifications',type='Tent04',shape_name='M92_Tent04',heading=0,x=21.220671,y=30.247529,},
+ }
+
+
+The DCS controllable class.
+ + + +The DCS controllable class.
+The DCS controllable class.
+The DCS controllable class.
+The DCS controllable class.
+Coordinate of the mark.
+Text displayed in the mark panel.
- - - -Coordinate of the mark.
+ + + +Text displayed in the mark panel.
- - - -Coordinate of the mark.
+ + + +Text displayed in the mark panel.
- - - -