diff --git a/Documentation/AI.AI_A2A_Dispatcher.html b/Documentation/AI.AI_A2A_Dispatcher.html index c632a2c31..5705186f2 100644 --- a/Documentation/AI.AI_A2A_Dispatcher.html +++ b/Documentation/AI.AI_A2A_Dispatcher.html @@ -4868,11 +4868,14 @@ 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.
- - - -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 depoly mission.
+Aircraft is on a pickup mission.
+ @@ -4522,17 +4517,6 @@ 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.
+ @@ -5148,17 +5138,6 @@ 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.
+ @@ -6662,17 +6647,6 @@ 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.CargoCrate.html b/Documentation/Cargo.CargoCrate.html index 5bf1c8eee..54581ef5a 100644 --- a/Documentation/Cargo.CargoCrate.html +++ b/Documentation/Cargo.CargoCrate.html @@ -1859,6 +1859,17 @@Now we spawn the new group based on the template created.
+Now we spawn the new group based on the template created.
+Set cargo object.
+ + + +Set cargo object.
+ + + +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.
-Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.
- @@ -3767,6 +3755,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + + + +The AI is on by default when spawning a group.
-Spawns a new static using a given template.
-Known SAM types at the time of writing are:
Avenger
Chaparrel
Hawk
Linebacker
NASAMS
Patriot
Rapier
Roland
Silkworm (though strictly speaking this is a surface to ship missile)
SA-2, SA-3, SA-5, SA-6, SA-7, SA-8, SA-9, SA-10, SA-11, SA-13, SA-15, SA-19
From HDS (see note on HDS below): SA-2, SA-3, SA-10B, SA-10C, SA-12, SA-17, SA-20A, SA-20B, SA-23, HQ-2
From SMA: RBS98M, RBS70, RBS90, RBS90M, RBS103A, RBS103B, RBS103AM, RBS103BM, Lvkv9040M + NOTE If you are using the Swedish Military Assets (SMA), please note that the group name for RBS-SAM types also needs to contain the keyword "SMA"
From CH: 2S38, PantsirS1, PantsirS2, PGL-625, HQ-17A, M903PAC2, M903PAC3, TorM2, TorM2K, TorM2M, NASAMS3-AMRAAMER, NASAMS3-AIM9X2, C-RAM, PGZ-09, S350-9M100, S350-9M96D + NOTE If you are using the Military Assets by Currenthill (CH), please note that the group name for CH-SAM types also needs to contain the keyword "CHM"
Following the example started above, an SA-6 site group name should start with "Red SAM SA-6" then, or a blue Patriot installation with e.g. "Blue SAM Patriot". @@ -2135,6 +2137,12 @@ in the mission editor are absolute maximum ranges; in-game this is rather 50-75%
[Internal] Function to get SAM firing data from units types.
| Fields and Methods inherited from MANTIS.SamDataCH | +Description | +
|---|---|
| + | + + | +
| + |
+ no-firing range (green circle) + |
+
| + | + + | +
| + | + + | +
| + |
+ Max firing height in km + |
+
| + | + + | +
| + | + + | +
| + | + + | +
| + | + + | +
| + | + + | +
| + | + + | +
| + | + + | +
| + | + + | +
| + |
+ Radar typename on unit level (used as key) + |
+
| + |
+ Max firing range in km + |
+
| + | + + | +
| + | + + | +
| + | + + | +
| + | + + | +
| + | + + | +
| + |
+MANTIS.SamType of SAM, i.e. SHORT, MEDIUM or LONG (range) |
switch alarm state RED
- @@ -6733,7 +6888,7 @@ E.g. `mymantis:SetAdvancedMode(true, 90)`[Internal] Function to get SAM firing data from units types.
@@ -6782,6 +6937,19 @@ E.g. `mymantis:SetAdvancedMode(true, 90)`SMA mod flag
++ #boolean + chm +
+CH mod flag
+switch alarm state RED
- @@ -12684,6 +12860,257 @@ When moose is loading dynamically (for moose class development), tracing is swit + +SAM data CH
+ +units from CH (Military Assets by Currenthill) + https://www.currenthill.com/ + group name MUST contain CHM to ID launcher type correctly!
+ +no-firing range (green circle)
+ +Max firing height in km
+ +Radar typename on unit level (used as key)
+ +Max firing range in km
+ +Create the CSV file.
-Create the CSV file.
-Set case to that of lead.
+Set case of f
Decrease stack/flag. Human player needs to take care himself.
+ +Data table at each position in the groove. Elements are of type AIRBOSS.GrooveData.
+Set section lead of player flight.
+Set time stamp.
+Replacement woundedGroups
+Replacement woundedGroups
+Replacement woundedGroups
+Name of the class.
+Beacons
-Name of the class.
+Beacons
-Name of the class.
+Beacons
-Can transport crate.
-Flag for direct loading.
+Flag for direct loading.
+template for a group of 10 paratroopers
+template for a group of 10 paratroopers
+