From d691b35feb8f8a9e97e6282cd5c621e2b843f50a Mon Sep 17 00:00:00 2001 From: Applevangelist Date: Wed, 1 Dec 2021 08:23:55 +0000 Subject: [PATCH] MOOSE generated documentation [skip ci] --- Documentation/AI.AI_A2G_Dispatcher.html | 387 +++++++++--------- Documentation/AI.AI_Air.html | 44 ++ Documentation/AI.AI_Cargo.html | 8 +- Documentation/AI.AI_Cargo_Airplane.html | 80 ---- Documentation/AI.AI_Cargo_Helicopter.html | 40 +- Documentation/Cargo.CargoGroup.html | 28 -- Documentation/Core.Fsm.html | 4 +- Documentation/Core.Settings.html | 30 +- Documentation/Core.Spawn.html | 238 ++--------- Documentation/Core.SpawnStatic.html | 84 ++++ Documentation/Functional.Designate.html | 30 +- Documentation/Functional.Detection.html | 66 +++ Documentation/Functional.Mantis.html | 28 ++ Documentation/Functional.Rat.html | 24 -- Documentation/Ops.Airboss.html | 96 ++++- Documentation/Ops.CSAR.html | 171 ++------ Documentation/Ops.CTLD.html | 39 +- Documentation/Tasking.Task_Cargo.html | 8 +- .../Tasking.Task_Cargo_Dispatcher.html | 220 ++-------- Documentation/Wrapper.Marker.html | 72 +++- Documentation/Wrapper.Positionable.html | 44 ++ 21 files changed, 788 insertions(+), 953 deletions(-) diff --git a/Documentation/AI.AI_A2G_Dispatcher.html b/Documentation/AI.AI_A2G_Dispatcher.html index 04175f6b1..a708282bb 100644 --- a/Documentation/AI.AI_A2G_Dispatcher.html +++ b/Documentation/AI.AI_A2G_Dispatcher.html @@ -1503,14 +1503,14 @@ Controls a network of short range air/missile defense groups.

  • Setup quickly an A2G defense system for a coalition.
  • Setup multiple defense zones to defend specific coordinates in your battlefield.
  • Setup (SEAD) Suppression of Air Defense squadrons, to gain control in the air of enemy grounds.
  • -
  • Setup (CAS) Controlled Air Support squadrons, to attack closeby enemy ground units near friendly installations.
  • Setup (BAI) Battleground Air Interdiction squadrons to attack remote enemy ground units and targets.
  • +
  • Setup (CAS) Controlled Air Support squadrons, to attack close by enemy ground units near friendly installations.
  • Define and use a detection network controlled by recce.
  • -
  • Define A2G defense squadrons at airbases, farps and carriers.
  • +
  • Define A2G defense squadrons at airbases, FARPs and carriers.
  • Enable airbases for A2G defenses.
  • Add different planes and helicopter templates to squadrons.
  • Assign squadrons to execute a specific engagement type depending on threat level of the detected ground enemy unit composition.
  • -
  • Add multiple squadrons to different airbases, farps or carriers.
  • +
  • Add multiple squadrons to different airbases, FARPs or carriers.
  • Define different ranges to engage upon.
  • Establish an automatic in air refuel process for planes using refuel tankers.
  • Setup default settings for all squadrons and A2G defenses.
  • @@ -1537,10 +1537,10 @@ Controls a network of short range air/missile defense groups.

    AI_A2G_DISPATCHER is the main A2G defense class that models the A2G defense system.

    -

    Before you start using the AI_A2G_DISPATCHER, ask youself the following questions.

    +

    Before you start using the AI_A2G_DISPATCHER, ask yourself the following questions:

    -

    1. Which coalition am I modeling an A2G defense system for? blue or red?

    +

    1. Which coalition am I modeling an A2G defense system for? Blue or red?

    One AI_A2G_DISPATCHER object can create a defense system for one coalition, which is blue or red. If you want to create a mutual defense system, for both blue and red, then you need to create two AI_A2G_DISPATCHER objects, @@ -1549,7 +1549,7 @@ each governing their defense system for one coalition.

    2. Which type of detection will I setup? Grouping based per AREA, per TYPE or per UNIT? (Later others will follow).

    -

    The MOOSE framework leverages the Functional.Detection classes to perform the reconnaissance, detecting enemy units +

    The MOOSE framework leverages the Functional.Detection classes to perform the reconnaissance, detecting enemy units and reporting them to the head quarters. Several types of Functional.Detection classes exist, and the most common characteristics of these classes is that they:

    @@ -1572,10 +1572,10 @@ If you succeed to position recce at higher level terrain providing a broad and f the recce will be very effective at detecting approaching enemy targets. Therefore, always use the terrain very carefully!

    Airborne recce (AFAC) are also very effective. The are capable of patrolling at a functional detection altitude, -having an overview of the whole battlefield. However, airborne recce can be vulnerable to air to ground attacks, +having an overview of the whole battlefield. However, airborne recce can be vulnerable to air to ground attacks, so you need air superiority to make them effective. Airborne recce will also have varying ground detection technology, which plays a big role in the effectiveness of the reconnaissance. -Certain helicopter or plane types have ground searching radars or advanced ground scanning technology, and are very effective +Certain helicopter or plane types have ground searching radars or advanced ground scanning technology, and are very effective compared to air units having only visual detection capabilities. For example, for the red coalition, the Mi-28N and the Su-34; and for the blue side, the reaper, are such effective airborne recce units.

    @@ -1587,7 +1587,7 @@ to set the ROE for these recce to hold weapons, and make them invisible from the

    4. How do the defenses decide when and where to engage on approaching enemy units?

    -

    The A2G dispacher needs you to setup (various) defense coordinates, which are strategic positions in the battle field to be defended. +

    The A2G dispatcher needs you to setup (various) defense coordinates, which are strategic positions in the battle field to be defended. Any ground based enemy approaching within the proximity of such a defense point, may trigger for a defensive action by friendly air units.

    There are 2 important parameters that play a role in the defensive decision making: defensiveness and reactivity.

    @@ -1607,7 +1607,7 @@ the higher the probability will be that a defense action will be launched!

    5. Are defense coordinates and defense reactivity the only parameters?

    No, depending on the target type, and the threat level of the target, the probability of defense will be higher. -In other words, when a SAM-10 radar emitter is detected, its probabilty for defense will be much higher than when a BMP-1 vehicle is +In other words, when a SAM-10 radar emitter is detected, its probability for defense will be much higher than when a BMP-1 vehicle is detected, even when both enemies are at the same distance from a defense coordinate. This will ensure optimal defenses, SEAD tasks will be launched much more quicker against engaging radar emitters, to ensure air superiority. Approaching main battle tanks will be engaged much faster, than a group of approaching trucks.

    @@ -1616,25 +1616,26 @@ Approaching main battle tanks will be engaged much faster, than a group of appro

    6. Which Squadrons will I create and which name will I give each Squadron?

    The A2G defense system works with Squadrons. Each Squadron must be given a unique name, that forms the key to the squadron. -Several options and activities can be set per Squadron. A free format name can be given, but always ensure that the name is meaningfull +Several options and activities can be set per Squadron. A free format name can be given, but always ensure that the name is meaningful for your mission, and remember that squadron names are used for communication to the players of your mission.

    -

    There are mainly 3 types of defenses: SEAD, CAS and BAI.

    +

    There are mainly 3 types of defenses: SEAD, BAI, and CAS.

    -

    Suppression of Air Defenses (SEAD) are effective agains radar emitters. Close Air Support (CAS) is launched when the enemy is close near friendly units. -Battleground Air Interdiction (BAI) tasks are launched when there are no friendlies around.

    +

    Suppression of Air Defenses (SEAD) are effective against radar emitters. +Battleground Air Interdiction (BAI) tasks are launched when there are no friendlies around. +Close Air Support (CAS) is launched when the enemy is close near friendly units.

    Depending on the defense type, different payloads will be needed. See further points on squadron definition.

    -

    7. Where will the Squadrons be located? On Airbases? On Carrier Ships? On Farps?

    +

    7. Where will the Squadrons be located? On Airbases? On Carriers? On FARPs?

    -

    Squadrons are placed at the home base on an airfield, carrier or farp. +

    Squadrons are placed at the home base on an airfield, carrier or FARP. Carefully plan where each Squadron will be located as part of the defense system required for mission effective defenses. If the home base of the squadron is too far from assumed enemy positions, then the defenses will be too late. The home bases must be behind enemy lines, you want to prevent your home bases to be engaged by enemies! Depending on the units applied for defenses, the home base can be further or closer to the enemies. -Any airbase, farp or carrier can act as the launching platform for A2G defenses. +Any airbase, FARP, or carrier can act as the launching platform for A2G defenses. Carefully plan which airbases will take part in the coalition. Color each airbase in the color of the coalition, using the mission editor, or your air units will not return for landing at the airbase!

    @@ -1645,7 +1646,7 @@ or your air units will not return for landing at the airbase!

    These are late activated groups with one airplane or helicopter that start with a specific name, called the template prefix. The A2G defense system will select from the given templates a random template to spawn a new plane (group).

    -

    A squadron will perform specific task types (SEAD, CAS or BAI). So, squadrons will require specific templates for the +

    A squadron will perform specific task types (SEAD, BAI or CAS). So, squadrons will require specific templates for the task types it will perform. A squadron executing SEAD defenses, will require a payload with long range anti-radar seeking missiles.

    @@ -1659,7 +1660,7 @@ The A2G defense system will select from the given templates a random template to

    10. How do squadrons engage in a defensive action?

    There are two ways how squadrons engage and execute your A2G defenses. -Squadrons can start the defense directly from the airbase, farp or carrier. When a squadron launches a defensive group, that group +Squadrons can start the defense directly from the airbase, FARP or carrier. When a squadron launches a defensive group, that group will start directly from the airbase. The other way is to launch early on in the mission a patrolling mechanism. Squadrons will launch air units to patrol in specific zone(s), so that when ground enemy targets are detected, that the airborne A2G defenses can come immediately into action.

    @@ -1681,7 +1682,7 @@ A2G defenses can come immediately into action.

    12. Are moving defense coordinates possible?

    Yes, different COORDINATE types are possible to be used. -The COORDINATE_UNIT will help you to specify a defense coodinate that is attached to a moving unit.

    +The COORDINATE_UNIT will help you to specify a defense coordinate that is attached to a moving unit.

    13. How many defense coordinates do I need to create?

    @@ -1702,7 +1703,7 @@ closer distance from the defense coordinate than the defense radius.

  • How frequent you want the defense mechanism to check whether to start a new patrol?
  • -

    Other considerations:

    +

    Other considerations:

    The default landing method is to despawn when near the airbase when returning. -This landing method is the most useful if you want to avoid airplane clutter at airbases, but it is the least realistic one.

    +This landing method is the most useful if you want to avoid aircraft clutter at airbases, but it is the least realistic one.

    19. For each Squadron, which defense overhead will I use?

    For each Squadron, depending on the helicopter or airplane type (modern, old) and payload, which overhead is required to provide any defense?

    -

    In other words, if X enemy ground units are detected, how many Y defense helicpters or airplanes need to engage (per squadron)? -The Y is dependent on the type of airplane (era), payload, fuel levels, skills etc. +

    In other words, if X enemy ground units are detected, how many Y defense helicopters or airplanes need to engage (per squadron)? +The Y is dependent on the type of aircraft (era), payload, fuel levels, skills etc. But the most important factor is the payload, which is the amount of A2G weapons the defense can carry to attack the enemy ground units. -For example, a Ka-50 can carry 16 vikrs, that means, that it potentially can destroy at least 8 ground units without a reload of ammunication. -That means, that one defender can destroy more enemy ground units. +For example, a Ka-50 can carry 16 Vikhrs, this means that it potentially can destroy at least 8 ground units without a reload of ammunition. +That means, that one defender can destroy more enemy ground units. Thus, the overhead is a factor that will calculate dynamically how many Y defenses will be required based on X attackers detected.

    *The default overhead is 1. A smaller value than 1, like 0.25 will decrease the overhead to a 1 / 4 ratio, meaning, @@ -1796,7 +1797,7 @@ The defense system work through the definition of defense coordinates, which are Multiple defense coordinates can be setup. Defense coordinates can be strategic or tactical positions or references to strategic units or scenery. The A2G dispatcher will evaluate every x seconds the tactical situation around each defense coordinate. When a defense coordinate is under threat, it will communicate through the command center that defensive actions need to be taken and will launch groups of air units for defense. -The level of threat to the defense coordinate varyies upon the strength and types of the enemy units, the distance to the defense point, and the defensiveness parameters. +The level of threat to the defense coordinate varies upon the strength and types of the enemy units, the distance to the defense point, and the defensiveness parameters. Defensive actions are taken through probability, but the closer and the more threat the enemy poses to the defense coordinate, the faster it will be attacked by friendly A2G units.

    Please study carefully the underlying explanations how to setup and use this module, as it has many features. @@ -1807,6 +1808,7 @@ defense for your missions.

    USAGE GUIDE

    +

    1. AI_A2G_DISPATCHER constructor:

    Banner Image

    @@ -1814,6 +1816,7 @@ defense for your missions.

    The AI_A2G_DISPATCHER.New() method creates a new AI_A2G_DISPATCHER instance.

    +

    1.1. Define the reconnaissance network:

    As part of the AI_A2G_DISPATCHER :New() constructor, a reconnaissance network must be given as the first parameter. @@ -1845,17 +1848,17 @@ when these groups are spawned in or destroyed during the ongoing battle. By spawning in dynamically additional recce, you can ensure that there is sufficient reconnaissance coverage so the defense mechanism is continuously alerted of new enemy ground targets.

    -

    The following example defens a new reconnaissance network using a Functional.Detection#DETECTION_AREAS object.

    +

    The following is an example defense of a new reconnaissance network using a Functional.Detection#DETECTION_AREAS object.

       -- Define a SET_GROUP object that builds a collection of groups that define the recce network.
        -- Here we build the network with all the groups that have a name starting with CCCP Recce.
    -   DetectionSetGroup = SET_GROUP:New() -- Defene a set of group objects, caled DetectionSetGroup.
    +   DetectionSetGroup = SET_GROUP:New() -- Define a set of group objects, called DetectionSetGroup.
     
        DetectionSetGroup:FilterPrefixes( { "CCCP Recce" } ) -- The DetectionSetGroup will search for groups that start with the name "CCCP Recce".
     
    -   -- This command will start the dynamic filtering, so when groups spawn in or are destroyed, 
    +   -- This command will start the dynamic filtering, so when groups spawn in or are destroyed,
        -- which have a group name starting with "CCCP Recce", then these will be automatically added or removed from the set.
    -   DetectionSetGroup:FilterStart() 
    +   DetectionSetGroup:FilterStart()
     
        -- This command defines the reconnaissance network.
        -- It will group any detected ground enemy targets within a radius of 1km.
    @@ -1869,14 +1872,15 @@ alerted of new enemy ground targets.

    The above example creates a SET_GROUP instance, and stores this in the variable (object) DetectionSetGroup. DetectionSetGroup is then being configured to filter all active groups with a group name starting with "CCCP Recce" to be included in the set. -DetectionSetGroup is then calling FilterStart(), which is starting the dynamic filtering or inclusion of these groups. +DetectionSetGroup is then calling FilterStart(), which is starting the dynamic filtering or inclusion of these groups. Note that any destroy or new spawn of a group having a name, starting with the above prefix, will be removed or added to the set.

    -

    Then a new detection object is created from the class DETECTION_AREAS. A grouping radius of 1000 meters (1km) is choosen.

    +

    Then a new detection object is created from the class DETECTION_AREAS. A grouping radius of 1000 meters (1km) is chosen.

    -

    The Detection object is then passed to the AI_A2G_DISPATCHER.New() method to indicate the reconnaissance network +

    The Detection object is then passed to the AI_A2G_DISPATCHER.New() method to indicate the reconnaissance network configuration and setup the A2G defense detection mechanism.

    +

    1.2. Setup the A2G dispatcher for both a red and blue coalition.

    Following the above described procedure, you'll need to create for each coalition an separate detection network, and a separate A2G dispatcher. @@ -1894,19 +1898,20 @@ Ensure that while doing so, that you name the objects differently both for red a A2GDispatcherBlue = AI_A2G_DISPATCHER:New( DetectionBlue )

    -

    Note: Also the SET_GROUP objects should be created for each coalition separately, containing each red and blue recce respectively!

    +

    1.3. Define the enemy ground target grouping radius, in case you use DETECTION_AREAS:

    -

    The target grouping radius is a property of the DETECTION_AREAS class, that was passed to the AI_A2G_DISPATCHER:New() method, +

    The target grouping radius is a property of the DETECTION_AREAS class, that was passed to the AI_A2G_DISPATCHER:New() method but can be changed. The grouping radius should not be too small, but also depends on the types of ground forces and the way you want your mission to evolve. A large radius will mean large groups of enemy ground targets, while making smaller groups will result in a more fragmented defense system. Typically I suggest a grouping radius of 1km. This is the right balance to create efficient defenses.

    -

    Note that detected targets are constantly re-grouped, that is, when certain detected enemy ground units are moving further than the group radius, -then these units will become a separate area being detected. This may result in additional defenses being started by the dispatcher! -So don't make this value too small! Again, I advise about 1km or 1000 meters.

    +

    Note that detected targets are constantly re-grouped, that is, when certain detected enemy ground units are moving further than the group radius +then these units will become a separate area being detected. This may result in additional defenses being started by the dispatcher, +so don't make this value too small! Again, about 1km, or 1000 meters, is recommended.

    +

    2. Setup (a) Defense Coordinate(s).

    @@ -1927,7 +1932,7 @@ The first parameter is the key of the defense coordinate, the second the coordin

    Later, a COORDINATE_UNIT will be added to the framework, which can be used to assign "moving" coordinates to an A2G dispatcher.

    -

    REMEMBER!

    +

    REMEMBER!

    The method AI_A2G_DISPATCHER.SetSquadron() defines for you a new squadron. -The provided parameters are the squadron name, airbase name and a list of template prefixe, and a number that indicates the amount of resources.

    +The provided parameters are the squadron name, airbase name and a list of template prefixes, and a number that indicates the amount of resources.

    For example, this defines 3 new squadrons:

    @@ -2020,17 +2027,18 @@ The provided parameters are the squadron name, airbase name and a list of templa

    You need to configure each squadron which task types you want it to perform. Read on ...

    +

    3.2. Squadrons enemy ground target engagement types.

    -

    There are two ways how targets can be engaged: directly on call from the airfield, farp or carrier, or through a patrol.

    +

    There are two ways how targets can be engaged: directly on call from the airfield, FARP or carrier, or through a patrol.

    -

    Patrols are extremely handy, as these will airborne your helicopters or airplanes in advance. They will patrol in defined zones outlined, +

    Patrols are extremely handy, as these will get your helicopters or airplanes airborne in advance. They will patrol in defined zones outlined, and will engage with the targets once commanded. If the patrol zone is close enough to the enemy ground targets, then the time required to engage is heavily minimized!

    @@ -2038,14 +2046,15 @@ to engage is heavily minimized!

    The mission designer needs to carefully balance the need for patrols or the need for engagement on call from the airfields.

    +

    3.3. Squadron on call engagement.

    So to make squadrons engage targets from the airfields, use the following methods:

    Note that for the tasks, specific helicopter or airplane templates are required to be used, which you can configure using your mission editor. @@ -2056,13 +2065,14 @@ Especially the payload (weapons configuration) is important to get right.

       A2GDispatcher:SetSquadron( "Maykop SEAD", AIRBASE.Caucasus.Maykop_Khanskaya, { "CCCP KA-50 SEAD" }, 10 )
        A2GDispatcher:SetSquadronSead( "Maykop SEAD", 120, 250 )
     
    -   A2GDispatcher:SetSquadron( "Maykop CAS", "CAS", { "CCCP KA-50 CAS" }, 10 )
    -   A2GDispatcher:SetSquadronCas( "Maykop CAS", 120, 250 )
    -
        A2GDispatcher:SetSquadron( "Maykop BAI", "BAI", { "CCCP KA-50 BAI" }, 10 )
        A2GDispatcher:SetSquadronBai( "Maykop BAI", 120, 250 )
    +
    +   A2GDispatcher:SetSquadron( "Maykop CAS", "CAS", { "CCCP KA-50 CAS" }, 10 )
    +   A2GDispatcher:SetSquadronCas( "Maykop CAS", 120, 250 )
     
    +

    3.4. Squadron on patrol engagement.

    Squadrons can be setup to patrol in the air near the engagement hot zone. @@ -2072,16 +2082,16 @@ When needed, the A2G defense units will be close to the battle area, and can eng

    Because a patrol requires more parameters, the following methods must be used to fine-tune the patrols for each squadron.

    Here an example to setup patrols of various task types:

    @@ -2090,17 +2100,17 @@ When needed, the A2G defense units will be close to the battle area, and can eng A2GDispatcher:SetSquadronSeadPatrol( "Maykop SEAD", PatrolZone, 300, 500, 50, 80, 250, 300 ) A2GDispatcher:SetSquadronPatrolInterval( "Maykop SEAD", 2, 30, 60, 1, "SEAD" ) - A2GDispatcher:SetSquadron( "Maykop CAS", "CAS", { "CCCP KA-50 CAS" }, 10 ) - A2GDispatcher:SetSquadronCasPatrol( "Maykop CAS", PatrolZone, 600, 700, 50, 80, 250, 300 ) - A2GDispatcher:SetSquadronPatrolInterval( "Maykop CAS", 2, 30, 60, 1, "CAS" ) - A2GDispatcher:SetSquadron( "Maykop BAI", "BAI", { "CCCP KA-50 BAI" }, 10 ) A2GDispatcher:SetSquadronBaiPatrol( "Maykop BAI", PatrolZone, 800, 900, 50, 80, 250, 300 ) A2GDispatcher:SetSquadronPatrolInterval( "Maykop BAI", 2, 30, 60, 1, "BAI" ) + + A2GDispatcher:SetSquadron( "Maykop CAS", "CAS", { "CCCP KA-50 CAS" }, 10 ) + A2GDispatcher:SetSquadronCasPatrol( "Maykop CAS", PatrolZone, 600, 700, 50, 80, 250, 300 ) + A2GDispatcher:SetSquadronPatrolInterval( "Maykop CAS", 2, 30, 60, 1, "CAS" ) -

    3.5. Set squadron take-off methods

    +

    3.5. Set squadron takeoff methods

    Use the various SetSquadronTakeoff... methods to control how squadrons are taking-off from the home airfield, FARP or ship.

    @@ -2125,22 +2135,22 @@ The more and the longer aircraft need to taxi at an airfield, the more risk ther

    Currently within the DCS engine, the airfield traffic coordination is erroneous and contains a lot of bugs. -If you experience while testing problems with aircraft take-off or landing, please use one of the above methods as a solution to workaround these issues!

    +If you experience while testing problems with aircraft takeoff or landing, please use one of the above methods as a solution to workaround these issues!

    This example sets the default takeoff method to be from the runway. And for a couple of squadrons overrides this default method.

    -
     -- Setup the Takeoff methods
    +
     -- Setup the takeoff methods
     
    - -- The default takeoff
    - A2GDispatcher:SetDefaultTakeOffFromRunway()
    + -- Set the default takeoff method
    + A2GDispatcher:SetDefaultTakeoffFromRunway()
     
    - -- The individual takeoff per squadron
    + -- Set the individual squadrons takeoff method
      A2GDispatcher:SetSquadronTakeoff( "Mineralnye", AI_A2G_DISPATCHER.Takeoff.Air )
      A2GDispatcher:SetSquadronTakeoffInAir( "Sochi" )
      A2GDispatcher:SetSquadronTakeoffFromRunway( "Mozdok" )
      A2GDispatcher:SetSquadronTakeoffFromParkingCold( "Maykop" )
    - A2GDispatcher:SetSquadronTakeoffFromParkingHot( "Novo" )  
    + A2GDispatcher:SetSquadronTakeoffFromParkingHot( "Novo" )
     
    @@ -2153,6 +2163,7 @@ The default takeoff altitude can be modified or set using the method AI_A2G_DISPATCHER.SetSquadronTakeoffInAir() a parameter can be specified to set the takeoff altitude. If this parameter is not specified, then the default altitude will be used for the squadron.

    +

    3.5.2. Set Squadron takeoff interval.

    The different types of available airfields have different amounts of available launching platforms:

    @@ -2166,9 +2177,9 @@ If this parameter is not specified, then the default altitude will be used for t

    Depending on the demand of requested takeoffs by the A2G dispatcher, an airfield can become overloaded. Too many aircraft need to be taken off at the same time, which will result in clutter as described above. In order to better control this behaviour, a takeoff scheduler is implemented, which can be used to control how many aircraft are ordered for takeoff between specific time intervals. -The takeff intervals can be specified per squadron, which make sense, as each squadron have a "home" airfield.

    +The takeoff intervals can be specified per squadron, which make sense, as each squadron have a "home" airfield.

    -

    For this purpose, the method AI_A2G_DISPATCHER.SetSquadronTakeOffInterval() can be used to specify the takeoff intervals of +

    For this purpose, the method AI_A2G_DISPATCHER.SetSquadronTakeoffInterval() can be used to specify the takeoff intervals of aircraft groups per squadron to avoid cluttering of aircraft at airbases. This is especially useful for FARPs and ships. Each takeoff dispatch is queued by the dispatcher and when the interval time has been reached, a new group will be spawned or activated for takeoff.

    @@ -2181,8 +2192,8 @@ the way how the aircraft are starting up. Cold starts take the longest duration,
     -- Imagine a squadron launched from a FARP, with a grouping of 4.
      -- Aircraft will cold start from the FARP, and thus, a maximum of 4 aircraft can be launched at the same time.
      -- Additionally, depending on the group composition of the aircraft, defending units will be ordered for takeoff together.
    - -- It takes about 3 to 4 minutes to takeoff helicopters from FARPs in cold start.
    - A2GDispatcher:SetSquadronTakeOffInterval( "Mineralnye", 60 * 4 )
    + -- It takes about 3 to 4 minutes for helicopters to takeoff from FARPs in cold start.
    + A2GDispatcher:SetSquadronTakeoffInterval( "Mineralnye", 60 * 4 )
     
    @@ -2197,7 +2208,7 @@ the way how the aircraft are starting up. Cold starts take the longest duration,
  • AI_A2G_DISPATCHER.SetSquadronLandingAtEngineShutdown() will despawn the returning aircraft when the aircraft has returned to its parking spot and has turned off its engines.
  • -

    You can use these methods to minimize the airbase coodination overhead and to increase the airbase efficiency. +

    You can use these methods to minimize the airbase coordination overhead and to increase the airbase efficiency. When there are lots of aircraft returning for landing, at the same airbase, the takeoff process will be halted, which can cause a complete failure of the A2G defense system, as no new SEAD, BAI or CAS planes can takeoff. Note that the method AI_A2G_DISPATCHER.SetSquadronLandingNearAirbase() will only work for returning aircraft, not for damaged or out of fuel aircraft. @@ -2226,7 +2237,7 @@ And for a couple of squadrons overrides this default method.

    Banner Image

    -

    In the case of on call engagement, the AI_A2G_DISPATCHER.SetSquadronGrouping() method has additional behaviour. +

    In the case of on call engagement, the AI_A2G_DISPATCHER.SetSquadronGrouping() method has additional behaviour. When there aren't enough patrol flights airborne, a on call will be initiated for the remaining targets to be engaged. Depending on the grouping parameter, the spawned flights for on call aircraft are grouped into this setting.
    For example with a group setting of 2, if 3 targets are detected and cannot be engaged by the available patrols or any airborne flight, @@ -2248,15 +2259,15 @@ taking into account the plane types of the squadron.

    For example, a A-10C with full long-distance A2G missiles payload, may still be less effective than a Su-23 with short range A2G missiles... So in this case, one may want to use the AI_A2G_DISPATCHER.SetOverhead() method to allocate more defending planes as the amount of detected attacking ground units. -The overhead must be given as a decimal value with 1 as the neutral value, which means that overhead values:

    +The overhead must be given as a decimal value with 1 as the neutral value, which means that overhead values:

    • Higher than 1.0, for example 1.5, will increase the defense unit amounts. For 4 attacking ground units detected, 6 aircraft will be spawned.
    • Lower than 1, for example 0.75, will decrease the defense unit amounts. For 4 attacking ground units detected, only 3 aircraft will be spawned.
    -

    The amount of defending units is calculated by multiplying the amount of detected attacking ground units as part of the detected group -multiplied by the overhead parameter, and rounded up to the smallest integer.

    +

    The amount of defending units is calculated by multiplying the amount of detected attacking ground units as part of the detected group +multiplied by the overhead parameter, and rounded up to the smallest integer.

    Typically, for A2G defenses, values small than 1 will be used. Here are some good values for a couple of aircraft to support CAS operations:

    @@ -2267,7 +2278,7 @@ multiplied by the overhead parameter, and rounded up to the smallest integer. SU-25T: 0.10 -

    So generically, the amount of missiles that an aircraft can take will determine its attacking effectiveness. The longer the range of the missiles, +

    So generically, the amount of missiles that an aircraft can take will determine its attacking effectiveness. The longer the range of the missiles, the less risk that the defender may be destroyed by the enemy, thus, the less aircraft needs to be activated in a defense.

    The overhead value is set for a Squadron, and can be dynamically adjusted during mission execution, so to adjust the defense overhead when the tactical situation changes.

    @@ -2279,13 +2290,13 @@ This limit will avoid an extensive amount of aircraft to engage with the enemy i

    Use the method AI_A2G_DISPATCHER.SetSquadronEngageLimit() to limit the amount of aircraft that will engage with the enemy, per squadron.

    -

    4. Set the fuel treshold.

    +

    4. Set the fuel threshold.

    -

    When aircraft get out of fuel to a certain %-tage, which is by default 15% (0.15), there are two possible actions that can be taken: +

    When an aircraft gets out of fuel with only a certain % of fuel left, which is 15% (0.15) by default, there are two possible actions that can be taken: - The aircraft will go RTB, and will be replaced with a new aircraft if possible. - The aircraft will refuel at a tanker, if a tanker has been specified for the squadron.

    -

    Use the method AI_A2G_DISPATCHER.SetSquadronFuelThreshold() to set the squadron fuel treshold of the aircraft for all squadrons.

    +

    Use the method AI_A2G_DISPATCHER.SetSquadronFuelThreshold() to set the squadron fuel threshold of the aircraft for all squadrons.

    6. Other configuration options

    @@ -2297,7 +2308,7 @@ Note that there may be some performance impact if this panel is shown.

    10. Default settings.

    -

    Default settings configure the standard behaviour of the squadrons. +

    Default settings configure the standard behaviour of the squadrons. This section a good overview of the different parameters that setup the behaviour of ALL the squadrons by default. Note that default behaviour can be tweaked, and thus, this will change the behaviour of all the squadrons. Unless there is a specific behaviour set for a specific squadron, the default configured behaviour will be followed.

    @@ -2318,7 +2329,7 @@ Unless there is a specific behaviour set for a specific squadron, the default co

    10.2. Default landing behaviour.

    -

    The default landing behaviour is set to near the airbase, which means that returning airplanes will be despawned directly in the air by default.

    +

    The default landing behaviour is set to near the airbase, which means that returning aircraft will be despawned directly in the air by default.

    The default landing method can be set for ALL squadrons that don't have an individual landing method configured.

    @@ -2339,23 +2350,23 @@ Unless there is a specific behaviour set for a specific squadron, the default co

    10.4. Default grouping.

    -

    The default grouping is set to one airplane. That essentially means that there won't be any grouping applied by default.

    +

    The default grouping is set to one aircraft. That essentially means that there won't be any grouping applied by default.

    The default grouping value can be set for ALL squadrons that don't have an individual grouping value configured.

    -

    Use the method AI_A2G_DISPATCHER.SetDefaultGrouping() to set the default grouping of spawned airplanes for all squadrons.

    +

    Use the method AI_A2G_DISPATCHER.SetDefaultGrouping() to set the default grouping of spawned aircraft for all squadrons.

    -

    10.5. Default RTB fuel treshold.

    +

    10.5. Default RTB fuel threshold.

    -

    When an airplane gets out of fuel to a certain %-tage, which is 15% (0.15), it will go RTB, and will be replaced with a new airplane when applicable.

    +

    When an aircraft gets out of fuel with only a certain % of fuel left, which is 15% (0.15) by default, it will go RTB, and will be replaced with a new aircraft when applicable.

    -

    Use the method AI_A2G_DISPATCHER.SetDefaultFuelThreshold() to set the default fuel treshold of spawned airplanes for all squadrons.

    +

    Use the method AI_A2G_DISPATCHER.SetDefaultFuelThreshold() to set the default fuel threshold of spawned aircraft for all squadrons.

    -

    10.6. Default RTB damage treshold.

    +

    10.6. Default RTB damage threshold.

    -

    When an airplane is damaged to a certain %-tage, which is 40% (0.40), it will go RTB, and will be replaced with a new airplane when applicable.

    +

    When an aircraft is damaged to a certain %, which is 40% (0.40) by default, it will go RTB, and will be replaced with a new aircraft when applicable.

    -

    Use the method AI_A2G_DISPATCHER.SetDefaultDamageThreshold() to set the default damage treshold of spawned airplanes for all squadrons.

    +

    Use the method AI_A2G_DISPATCHER.SetDefaultDamageThreshold() to set the default damage threshold of spawned aircraft for all squadrons.

    10.7. Default settings for patrol.

    @@ -2381,14 +2392,14 @@ So, ensure that you set the default patrol limit before you def Note that you can still change the patrol limit and patrol time intervals for each patrol individually using the AI_A2G_DISPATCHER.SetSquadronPatrolTimeInterval() method.

    -

    10.7.3. Default tanker for refuelling when executing SEAD, BAI and CAS.

    +

    10.7.3. Default tanker for refuelling when executing SEAD, BAI and CAS operations.

    -

    Instead of sending SEAD, BAI and CAS to RTB when out of fuel, you can let SEAD, BAI and CAS refuel in mid air using a tanker. +

    Instead of sending SEAD, BAI and CAS aircraft to RTB when out of fuel, you can let SEAD, BAI and CAS aircraft refuel in mid air using a tanker. This greatly increases the efficiency of your SEAD, BAI and CAS operations.

    In the mission editor, setup a group with task Refuelling. A tanker unit of the correct coalition will be automatically selected. Then, use the method AI_A2G_DISPATCHER.SetDefaultTanker() to set the tanker for the dispatcher. -Use the method AI_A2G_DISPATCHER.SetDefaultFuelThreshold() to set the %-tage left in the defender airplane tanks when a refuel action is needed.

    +Use the method AI_A2G_DISPATCHER.SetDefaultFuelThreshold() to set the % left in the defender aircraft tanks when a refuel action is needed.

    When the tanker specified is alive and in the air, the tanker will be used for refuelling.

    @@ -2396,9 +2407,9 @@ Use the method AI_A2G_DI

    Banner Image

    -
     -- Set the default tanker for refuelling to "Tanker", when the default fuel treshold has reached 90% fuel left.
    - A2ADispatcher:SetDefaultFuelThreshold( 0.9 )
    - A2ADispatcher:SetDefaultTanker( "Tanker" )
    +
     -- Set the default tanker for refuelling to "Tanker", when the default fuel threshold has reached 90% fuel left.
    + A2GDispatcher:SetDefaultFuelThreshold( 0.9 )
    + A2GDispatcher:SetDefaultTanker( "Tanker" )
     

    10.8. Default settings for GCI.

    @@ -2437,9 +2448,9 @@ The default Disengage Radius is 300km (300000 meters). Note tha

    Different squadrons can be located at one airbase. If the airbase gets captured, that is when there is an enemy unit near the airbase and there are no friendlies at the airbase, the airbase will change coalition ownership. -As a result, the SEAD, BAI and CAS will stop. -However, the squadron will still stay alive. Any airplane that is airborne will continue its operations until all airborne airplanes -of the squadron will be destroyed. This to keep consistency of air operations not to confuse the players.

    +As a result, further SEAD, BAI, and CAS operations from that airbase will stop. +However, the squadron will still stay alive. Any aircraft that is airborne will continue its operations until all airborne aircraft +of the squadron are destroyed. This is to keep consistency of air operations and avoid confusing players.

    @@ -2664,7 +2675,7 @@ of the squadron will be destroyed. This to keep consistency of air operations no

    AI_A2G_DISPATCHER:GetDefaultTakeoff()

    -

    Gets the default method at which new flights will spawn and take-off as part of the defense system.

    +

    Gets the default method at which new flights will spawn and takeoff as part of the defense system.

    @@ -2748,7 +2759,7 @@ of the squadron will be destroyed. This to keep consistency of air operations no

    AI_A2G_DISPATCHER:GetSquadronTakeoff(SquadronName)

    -

    Gets the method at which new flights will spawn and take-off as part of the defense system.

    +

    Gets the method at which new flights will spawn and takeoff as part of the defense system.

    @@ -2928,7 +2939,7 @@ of the squadron will be destroyed. This to keep consistency of air operations no

    AI_A2G_DISPATCHER:SetDefaultDamageThreshold(DamageThreshold)

    -

    Set the default damage treshold when defenders will RTB.

    +

    Set the default damage threshold when defenders will RTB.

    @@ -2946,7 +2957,7 @@ of the squadron will be destroyed. This to keep consistency of air operations no

    AI_A2G_DISPATCHER:SetDefaultGrouping(Grouping)

    -

    Sets the default grouping of new airplanes spawned.

    +

    Sets the default grouping of new aircraft spawned.

    @@ -2976,7 +2987,7 @@ of the squadron will be destroyed. This to keep consistency of air operations no

    AI_A2G_DISPATCHER:SetDefaultOverhead(Overhead)

    -

    Defines the default amount of extra planes that will take-off as part of the defense system.

    +

    Defines the default amount of extra planes that will takeoff as part of the defense system.

    @@ -2994,37 +3005,37 @@ of the squadron will be destroyed. This to keep consistency of air operations no

    AI_A2G_DISPATCHER:SetDefaultTakeoff(Takeoff)

    -

    Defines the default method at which new flights will spawn and take-off as part of the defense system.

    +

    Defines the default method at which new flights will spawn and takeoff as part of the defense system.

    AI_A2G_DISPATCHER:SetDefaultTakeoffFromParkingCold()

    -

    Sets flights to by default take-off from the airbase at a cold location, as part of the defense system.

    +

    Sets flights to by default takeoff from the airbase at a cold location, as part of the defense system.

    AI_A2G_DISPATCHER:SetDefaultTakeoffFromParkingHot()

    -

    Sets flights by default to take-off from the airbase at a hot location, as part of the defense system.

    +

    Sets flights by default to takeoff from the airbase at a hot location, as part of the defense system.

    AI_A2G_DISPATCHER:SetDefaultTakeoffFromRunway()

    -

    Sets flights by default to take-off from the runway, as part of the defense system.

    +

    Sets flights by default to takeoff from the runway, as part of the defense system.

    AI_A2G_DISPATCHER:SetDefaultTakeoffInAir()

    -

    Sets flights to default take-off in the air, as part of the defense system.

    +

    Sets flights to default takeoff in the air, as part of the defense system.

    AI_A2G_DISPATCHER:SetDefaultTakeoffInAirAltitude(TakeoffAltitude)

    -

    Defines the default altitude where airplanes will spawn in the air and take-off as part of the defense system, when the take-off in the air method has been selected.

    +

    Defines the default altitude where aircraft will spawn in the air and takeoff as part of the defense system, when the takeoff in the air method has been selected.

    @@ -3060,7 +3071,7 @@ of the squadron will be destroyed. This to keep consistency of air operations no

    AI_A2G_DISPATCHER:SetDefenseRadius(DefenseRadius)

    -

    Define the defense radius to check if a target can be engaged by a squadron group for SEAD, CAS or BAI for defense.

    +

    Define the defense radius to check if a target can be engaged by a squadron group for SEAD, BAI, or CAS for defense.

    @@ -3192,7 +3203,7 @@ of the squadron will be destroyed. This to keep consistency of air operations no

    AI_A2G_DISPATCHER:SetSquadronGrouping(SquadronName, Grouping)

    -

    Sets the grouping of new airplanes spawned.

    +

    Sets the Squadron grouping of new aircraft spawned.

    @@ -3222,7 +3233,7 @@ of the squadron will be destroyed. This to keep consistency of air operations no

    AI_A2G_DISPATCHER:SetSquadronOverhead(SquadronName, Overhead)

    -

    Defines the amount of extra planes that will take-off as part of the defense system.

    +

    Defines the amount of extra planes that will takeoff as part of the defense system.

    @@ -3276,37 +3287,37 @@ of the squadron will be destroyed. This to keep consistency of air operations no

    AI_A2G_DISPATCHER:SetSquadronTakeoff(SquadronName, Takeoff)

    -

    Defines the method at which new flights will spawn and take-off as part of the defense system.

    +

    Defines the method at which new flights will spawn and takeoff as part of the defense system.

    AI_A2G_DISPATCHER:SetSquadronTakeoffFromParkingCold(SquadronName)

    -

    Sets flights to take-off from the airbase at a cold location, as part of the defense system.

    +

    Sets flights to takeoff from the airbase at a cold location, as part of the defense system.

    AI_A2G_DISPATCHER:SetSquadronTakeoffFromParkingHot(SquadronName)

    -

    Sets flights to take-off from the airbase at a hot location, as part of the defense system.

    +

    Sets flights to takeoff from the airbase at a hot location, as part of the defense system.

    AI_A2G_DISPATCHER:SetSquadronTakeoffFromRunway(SquadronName)

    -

    Sets flights to take-off from the runway, as part of the defense system.

    +

    Sets flights to takeoff from the runway, as part of the defense system.

    AI_A2G_DISPATCHER:SetSquadronTakeoffInAir(SquadronName, TakeoffAltitude)

    -

    Sets flights to take-off in the air, as part of the defense system.

    +

    Sets flights to takeoff in the air, as part of the defense system.

    AI_A2G_DISPATCHER:SetSquadronTakeoffInAirAltitude(SquadronName, TakeoffAltitude)

    -

    Defines the default altitude where airplanes will spawn in the air and take-off as part of the defense system, when the take-off in the air method has been selected.

    +

    Defines the default altitude where aircraft will spawn in the air and takeoff as part of the defense system, when the takeoff in the air method has been selected.

    @@ -5439,7 +5450,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    AI_A2G_DISPATCHER:GetDefaultTakeoff()

    -

    Gets the default method at which new flights will spawn and take-off as part of the defense system.

    +

    Gets the default method at which new flights will spawn and takeoff as part of the defense system.

    @@ -5463,9 +5474,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau local A2GDispatcher = AI_A2G_DISPATCHER:New( ... ) - -- Let new flights by default take-off in the air. + -- Let new flights by default takeoff in the air. local TakeoffMethod = A2GDispatcher:GetDefaultTakeoff() - if TakeOffMethod == , AI_A2G_Dispatcher.Takeoff.InAir then + if TakeoffMethod == , AI_A2G_Dispatcher.Takeoff.InAir then ... end
    @@ -6000,7 +6011,7 @@ multiplied by the Overhead and rounded up to the smallest integer.

    AI_A2G_DISPATCHER:GetSquadronTakeoff(SquadronName)

    -

    Gets the method at which new flights will spawn and take-off as part of the defense system.

    +

    Gets the method at which new flights will spawn and takeoff as part of the defense system.

    @@ -6038,9 +6049,9 @@ multiplied by the Overhead and rounded up to the smallest integer.

    local A2GDispatcher = AI_A2G_DISPATCHER:New( ... ) - -- Let new flights take-off in the air. + -- Let new flights takeoff in the air. local TakeoffMethod = A2GDispatcher:GetSquadronTakeoff( "SquadronName" ) - if TakeOffMethod == , AI_A2G_Dispatcher.Takeoff.InAir then + if TakeoffMethod == , AI_A2G_Dispatcher.Takeoff.InAir then ... end
    @@ -6212,9 +6223,9 @@ multiplied by the Overhead and rounded up to the smallest integer.

    AI_A2G_DISPATCHER constructor.

    -

    This is defining the A2G DISPATCHER for one coaliton. +

    This is defining the A2G DISPATCHER for one coalition. The Dispatcher works with a Functional.Detection#DETECTION_BASE object that is taking of the detection of targets using the EWR units. -The Detection object is polymorphic, depending on the type of detection object choosen, the detection will work differently.

    +The Detection object is polymorphic, depending on the type of detection object chosen, the detection will work differently.

    -

    Set the default damage treshold when defenders will RTB.

    +

    Set the default damage threshold when defenders will RTB.

    -

    The default damage treshold is by default set to 40%, which means that when the airplane is 40% damaged, it will go RTB.

    +

    The default damage threshold is by default set to 40%, which means that when the aircraft is 40% damaged, it will go RTB.

    @@ -7435,7 +7446,7 @@ or
    -

    A decimal number between 0 and 1, that expresses the %-tage of the damage treshold before going RTB.

    +

    A decimal number between 0 and 1, that expresses the % of damage when the aircraft will go RTB.

    @@ -7455,8 +7466,8 @@ or -- Now Setup the A2G dispatcher, and initialize it using the Detection object. A2GDispatcher = AI_A2G_DISPATCHER:New( Detection ) - -- Now Setup the default damage treshold. - A2GDispatcher:SetDefaultDamageThreshold( 0.90 ) -- Go RTB when the airplane 90% damaged. + -- Now Setup the default damage threshold. + A2GDispatcher:SetDefaultDamageThreshold( 0.90 ) -- Go RTB when the aircraft is 90% damaged.
    @@ -7529,7 +7540,7 @@ or

    Set the default fuel treshold when defenders will RTB or Refuel in the air.

    -

    The fuel treshold is by default set to 15%, which means that an airplane will stay in the air until 15% of its fuel has been consumed.

    +

    The fuel treshold is by default set to 15%, which means that an aircraft will stay in the air until 15% of its fuel is remaining.

    @@ -7547,7 +7558,7 @@ or
    -

    A decimal number between 0 and 1, that expresses the %-tage of the treshold of fuel remaining in the tank when the plane will go RTB or Refuel.

    +

    A decimal number between 0 and 1, that expresses the % of the treshold of fuel remaining in the tank when the plane will go RTB or Refuel.

    @@ -7582,10 +7593,10 @@ or

    AI_A2G_DISPATCHER:SetDefaultGrouping(Grouping)

    -

    Sets the default grouping of new airplanes spawned.

    +

    Sets the default grouping of new aircraft spawned.

    -

    Grouping will trigger how new airplanes will be grouped if more than one airplane is spawned for defense.

    +

    Grouping will trigger how new aircraft will be grouped if more than one aircraft is spawned for defense.

    @@ -7603,7 +7614,7 @@ or
    -

    The level of grouping that will be applied of the Patrol or GCI defenders.

    +

    The level of grouping that will be applied for the Patrol.

    @@ -7623,7 +7634,7 @@ or local A2GDispatcher = AI_A2G_DISPATCHER:New( ... ) - -- Set a grouping by default per 2 airplanes. + -- Set a grouping by default per 2 aircraft. A2GDispatcher:SetDefaultGrouping( 2 ) @@ -7815,7 +7826,7 @@ or

    AI_A2G_DISPATCHER:SetDefaultOverhead(Overhead)

    -

    Defines the default amount of extra planes that will take-off as part of the defense system.

    +

    Defines the default amount of extra planes that will takeoff as part of the defense system.

    @@ -8014,7 +8025,7 @@ multiplied by the Overhead and rounded up to the smallest integer.

    AI_A2G_DISPATCHER:SetDefaultTakeoff(Takeoff)

    -

    Defines the default method at which new flights will spawn and take-off as part of the defense system.

    +

    Defines the default method at which new flights will spawn and takeoff as part of the defense system.

    @@ -8052,16 +8063,16 @@ multiplied by the Overhead and rounded up to the smallest integer.

    local A2GDispatcher = AI_A2G_DISPATCHER:New( ... ) - -- Let new flights by default take-off in the air. + -- Let new flights by default takeoff in the air. A2GDispatcher:SetDefaultTakeoff( AI_A2G_Dispatcher.Takeoff.Air ) - -- Let new flights by default take-off from the runway. + -- Let new flights by default takeoff from the runway. A2GDispatcher:SetDefaultTakeoff( AI_A2G_Dispatcher.Takeoff.Runway ) - -- Let new flights by default take-off from the airbase hot. + -- Let new flights by default takeoff from the airbase hot. A2GDispatcher:SetDefaultTakeoff( AI_A2G_Dispatcher.Takeoff.Hot ) - -- Let new flights by default take-off from the airbase cold. + -- Let new flights by default takeoff from the airbase cold. A2GDispatcher:SetDefaultTakeoff( AI_A2G_Dispatcher.Takeoff.Cold ) @@ -8077,7 +8088,7 @@ multiplied by the Overhead and rounded up to the smallest integer.

    AI_A2G_DISPATCHER:SetDefaultTakeoffFromParkingCold()

    -

    Sets flights to by default take-off from the airbase at a cold location, as part of the defense system.

    +

    Sets flights to by default takeoff from the airbase at a cold location, as part of the defense system.

    @@ -8101,7 +8112,7 @@ multiplied by the Overhead and rounded up to the smallest integer.

    local A2GDispatcher = AI_A2G_DISPATCHER:New( ... ) - -- Let new flights take-off from a cold parking spot. + -- Let new flights takeoff from a cold parking spot. A2GDispatcher:SetDefaultTakeoffFromParkingCold() @@ -8116,7 +8127,7 @@ multiplied by the Overhead and rounded up to the smallest integer.

    AI_A2G_DISPATCHER:SetDefaultTakeoffFromParkingHot()

    -

    Sets flights by default to take-off from the airbase at a hot location, as part of the defense system.

    +

    Sets flights by default to takeoff from the airbase at a hot location, as part of the defense system.

    @@ -8140,7 +8151,7 @@ multiplied by the Overhead and rounded up to the smallest integer.

    local A2GDispatcher = AI_A2G_DISPATCHER:New( ... ) - -- Let new flights by default take-off at a hot parking spot. + -- Let new flights by default takeoff at a hot parking spot. A2GDispatcher:SetDefaultTakeoffFromParkingHot() @@ -8155,7 +8166,7 @@ multiplied by the Overhead and rounded up to the smallest integer.

    AI_A2G_DISPATCHER:SetDefaultTakeoffFromRunway()

    -

    Sets flights by default to take-off from the runway, as part of the defense system.

    +

    Sets flights by default to takeoff from the runway, as part of the defense system.

    @@ -8179,7 +8190,7 @@ multiplied by the Overhead and rounded up to the smallest integer.

    local A2GDispatcher = AI_A2G_DISPATCHER:New( ... ) - -- Let new flights by default take-off from the runway. + -- Let new flights by default takeoff from the runway. A2GDispatcher:SetDefaultTakeoffFromRunway() @@ -8194,7 +8205,7 @@ multiplied by the Overhead and rounded up to the smallest integer.

    AI_A2G_DISPATCHER:SetDefaultTakeoffInAir()

    -

    Sets flights to default take-off in the air, as part of the defense system.

    +

    Sets flights to default takeoff in the air, as part of the defense system.

    @@ -8218,7 +8229,7 @@ multiplied by the Overhead and rounded up to the smallest integer.

    local A2GDispatcher = AI_A2G_DISPATCHER:New( ... ) - -- Let new flights by default take-off in the air. + -- Let new flights by default takeoff in the air. A2GDispatcher:SetDefaultTakeoffInAir() @@ -8233,7 +8244,7 @@ multiplied by the Overhead and rounded up to the smallest integer.

    AI_A2G_DISPATCHER:SetDefaultTakeoffInAirAltitude(TakeoffAltitude)

    -

    Defines the default altitude where airplanes will spawn in the air and take-off as part of the defense system, when the take-off in the air method has been selected.

    +

    Defines the default altitude where aircraft will spawn in the air and takeoff as part of the defense system, when the takeoff in the air method has been selected.

    @@ -8251,7 +8262,7 @@ multiplied by the Overhead and rounded up to the smallest integer.

    -

    The altitude in meters above the ground.

    +

    The altitude in meters above ground level (AGL).

    @@ -8539,7 +8550,7 @@ The default defense approach is AI_A2G_DISPATCHER.DefenseApproach.Random.

    AI_A2G_DISPATCHER:SetDefenseRadius(DefenseRadius)

    -

    Define the defense radius to check if a target can be engaged by a squadron group for SEAD, CAS or BAI for defense.

    +

    Define the defense radius to check if a target can be engaged by a squadron group for SEAD, BAI, or CAS for defense.

    When targets are detected that are still really far off, you don't want the AI_A2G_DISPATCHER to launch defenders, as they might need to travel too far. @@ -8704,7 +8715,7 @@ when you don't want to let the AI_A2G_DISPATCHER react immediately when a certai A2GDispatcher:SetDisengageRadius( 50000 ) -- Set 100km as the Disengage Radius. - A2GDispatcher:SetDisngageRadius() -- 300000 is the default value. + A2GDispatcher:SetDisengageRadius() -- 300000 is the default value.

    @@ -9579,7 +9590,7 @@ If you have only one prefix name for a squadron, you don't need to use the
    -

    (optional) The maximum amount of Patrol groups to be spawned. Note that a Patrol is a group, so can consist out of 1 to 4 airplanes. The default is 1 Patrol group.

    +

    (optional) The maximum amount of Patrol groups to be spawned. Each Patrol group can consist of 1 to 4 aircraft. The default is 1 Patrol group.

    @@ -9592,7 +9603,7 @@ If you have only one prefix name for a squadron, you don't need to use the
    -

    (optional) The minimum time boundary in seconds when a new Patrol will be spawned. The default is 180 seconds.

    +

    (optional) The minimum time in seconds between new Patrols being spawned. The default is 180 seconds.

    @@ -9605,7 +9616,7 @@ If you have only one prefix name for a squadron, you don't need to use the
    -

    (optional) The maximum time boundary in seconds when a new Patrol will be spawned. The default is 600 seconds.

    +

    (optional) The maximum time in seconds between new Patrols being spawned. The default is 600 seconds.

    @@ -10331,7 +10342,7 @@ If you have only one prefix name for a squadron, you don't need to use the
    -

    (optional) The maximum amount of Patrol groups to be spawned. Note that a Patrol is a group, so can consist out of 1 to 4 airplanes. The default is 1 Patrol group.

    +

    (optional) The maximum amount of Patrol groups to be spawned. Each Patrol group can consist of 1 to 4 aircraft. The default is 1 Patrol group.

    @@ -10344,7 +10355,7 @@ If you have only one prefix name for a squadron, you don't need to use the
    -

    (optional) The minimum time boundary in seconds when a new Patrol will be spawned. The default is 180 seconds.

    +

    (optional) The minimum time in seconds between new Patrols being spawned. The default is 180 seconds.

    @@ -10357,7 +10368,7 @@ If you have only one prefix name for a squadron, you don't need to use the
    -

    (optional) The maximum time boundary in seconds when a new Patrol will be spawned. The default is 600 seconds.

    +

    (optional) The maximum time in seconds between new Patrols being spawned. The default is 600 seconds.

    @@ -10565,7 +10576,7 @@ If you have only one prefix name for a squadron, you don't need to use the Set the fuel treshold for the squadron when defenders will RTB or Refuel in the air.

    -

    The fuel treshold is by default set to 15%, which means that an airplane will stay in the air until 15% of its fuel has been consumed.

    +

    The fuel treshold is by default set to 15%, which means that an aircraft will stay in the air until 15% of its fuel is remaining.

    @@ -10596,7 +10607,7 @@ If you have only one prefix name for a squadron, you don't need to use the
    -

    A decimal number between 0 and 1, that expresses the %-tage of the treshold of fuel remaining in the tank when the plane will go RTB or Refuel.

    +

    A decimal number between 0 and 1, that expresses the % of the treshold of fuel remaining in the tank when the plane will go RTB or Refuel.

    @@ -10631,10 +10642,10 @@ If you have only one prefix name for a squadron, you don't need to use the AI_A2G_DISPATCHER:SetSquadronGrouping(SquadronName, Grouping)
    -

    Sets the grouping of new airplanes spawned.

    +

    Sets the Squadron grouping of new aircraft spawned.

    -

    Grouping will trigger how new airplanes will be grouped if more than one airplane is spawned for defense.

    +

    Grouping will trigger how new aircraft will be grouped if more than one aircraft is spawned for defense.

    @@ -10665,7 +10676,7 @@ If you have only one prefix name for a squadron, you don't need to use the
    -

    The level of grouping that will be applied of the Patrol or GCI defenders.

    +

    The level of grouping that will be applied for a Patrol from the Squadron.

    @@ -10685,7 +10696,7 @@ If you have only one prefix name for a squadron, you don't need to use the @@ -10932,7 +10943,7 @@ If you have only one prefix name for a squadron, you don't need to use the AI_A2G_DISPATCHER:SetSquadronOverhead(SquadronName, Overhead)
    -

    Defines the amount of extra planes that will take-off as part of the defense system.

    +

    Defines the amount of extra planes that will takeoff as part of the defense system.

    @@ -11060,7 +11071,7 @@ multiplied by the Overhead and rounded up to the smallest integer.

    -

    (optional) The maximum amount of Patrol groups to be spawned. Note that a Patrol is a group, so can consist out of 1 to 4 airplanes. The default is 1 Patrol group.

    +

    (optional) The maximum amount of Patrol groups to be spawned. Note that each Patrol is a group, and can consist of 1 to 4 aircraft. The default is 1 Patrol group.

    @@ -11897,7 +11908,7 @@ multiplied by the Overhead and rounded up to the smallest integer.

    -

    (optional) The maximum amount of Patrol groups to be spawned. Note that a Patrol is a group, so can consist out of 1 to 4 airplanes. The default is 1 Patrol group.

    +

    (optional) The maximum amount of Patrol groups to be spawned. Each Patrol group can consist of 1 to 4 aircraft. The default is 1 Patrol group.

    @@ -11910,7 +11921,7 @@ multiplied by the Overhead and rounded up to the smallest integer.

    -

    (optional) The minimum time boundary in seconds when a new Patrol will be spawned. The default is 180 seconds.

    +

    (optional) The minimum time in seconds between new Patrols being spawned. The default is 180 seconds.

    @@ -11923,7 +11934,7 @@ multiplied by the Overhead and rounded up to the smallest integer.

    -

    (optional) The maximum time boundary in seconds when a new Patrol will be spawned. The default is 600 seconds.

    +

    (optional) The maximum ttime in seconds between new Patrols being spawned. The default is 600 seconds.

    @@ -11970,7 +11981,7 @@ multiplied by the Overhead and rounded up to the smallest integer.

    AI_A2G_DISPATCHER:SetSquadronTakeoff(SquadronName, Takeoff)

    -

    Defines the method at which new flights will spawn and take-off as part of the defense system.

    +

    Defines the method at which new flights will spawn and takeoff as part of the defense system.

    @@ -12021,16 +12032,16 @@ multiplied by the Overhead and rounded up to the smallest integer.

    local A2GDispatcher = AI_A2G_DISPATCHER:New( ... ) - -- Let new flights take-off in the air. + -- Let new flights takeoff in the air. A2GDispatcher:SetSquadronTakeoff( "SquadronName", AI_A2G_Dispatcher.Takeoff.Air ) - -- Let new flights take-off from the runway. + -- Let new flights takeoff from the runway. A2GDispatcher:SetSquadronTakeoff( "SquadronName", AI_A2G_Dispatcher.Takeoff.Runway ) - -- Let new flights take-off from the airbase hot. + -- Let new flights takeoff from the airbase hot. A2GDispatcher:SetSquadronTakeoff( "SquadronName", AI_A2G_Dispatcher.Takeoff.Hot ) - -- Let new flights take-off from the airbase cold. + -- Let new flights takeoff from the airbase cold. A2GDispatcher:SetSquadronTakeoff( "SquadronName", AI_A2G_Dispatcher.Takeoff.Cold )
    @@ -12046,7 +12057,7 @@ multiplied by the Overhead and rounded up to the smallest integer.

    AI_A2G_DISPATCHER:SetSquadronTakeoffFromParkingCold(SquadronName)

    -

    Sets flights to take-off from the airbase at a cold location, as part of the defense system.

    +

    Sets flights to takeoff from the airbase at a cold location, as part of the defense system.

    @@ -12084,7 +12095,7 @@ multiplied by the Overhead and rounded up to the smallest integer.

    local A2GDispatcher = AI_A2G_DISPATCHER:New( ... ) - -- Let new flights take-off from a cold parking spot. + -- Let new flights takeoff from a cold parking spot. A2GDispatcher:SetSquadronTakeoffFromParkingCold( "SquadronName" )
    @@ -12099,7 +12110,7 @@ multiplied by the Overhead and rounded up to the smallest integer.

    AI_A2G_DISPATCHER:SetSquadronTakeoffFromParkingHot(SquadronName)

    -

    Sets flights to take-off from the airbase at a hot location, as part of the defense system.

    +

    Sets flights to takeoff from the airbase at a hot location, as part of the defense system.

    @@ -12137,7 +12148,7 @@ multiplied by the Overhead and rounded up to the smallest integer.

    local A2GDispatcher = AI_A2G_DISPATCHER:New( ... ) - -- Let new flights take-off in the air. + -- Let new flights takeoff in the air. A2GDispatcher:SetSquadronTakeoffFromParkingHot( "SquadronName" )
    @@ -12152,7 +12163,7 @@ multiplied by the Overhead and rounded up to the smallest integer.

    AI_A2G_DISPATCHER:SetSquadronTakeoffFromRunway(SquadronName)

    -

    Sets flights to take-off from the runway, as part of the defense system.

    +

    Sets flights to takeoff from the runway, as part of the defense system.

    @@ -12190,7 +12201,7 @@ multiplied by the Overhead and rounded up to the smallest integer.

    local A2GDispatcher = AI_A2G_DISPATCHER:New( ... ) - -- Let new flights take-off from the runway. + -- Let new flights takeoff from the runway. A2GDispatcher:SetSquadronTakeoffFromRunway( "SquadronName" )
    @@ -12205,7 +12216,7 @@ multiplied by the Overhead and rounded up to the smallest integer.

    AI_A2G_DISPATCHER:SetSquadronTakeoffInAir(SquadronName, TakeoffAltitude)

    -

    Sets flights to take-off in the air, as part of the defense system.

    +

    Sets flights to takeoff in the air, as part of the defense system.

    @@ -12256,7 +12267,7 @@ multiplied by the Overhead and rounded up to the smallest integer.

    local A2GDispatcher = AI_A2G_DISPATCHER:New( ... ) - -- Let new flights take-off in the air. + -- Let new flights takeoff in the air. A2GDispatcher:SetSquadronTakeoffInAir( "SquadronName" )
    @@ -12271,7 +12282,7 @@ multiplied by the Overhead and rounded up to the smallest integer.

    AI_A2G_DISPATCHER:SetSquadronTakeoffInAirAltitude(SquadronName, TakeoffAltitude)

    -

    Defines the default altitude where airplanes will spawn in the air and take-off as part of the defense system, when the take-off in the air method has been selected.

    +

    Defines the default altitude where aircraft will spawn in the air and takeoff as part of the defense system, when the takeoff in the air method has been selected.

    @@ -12302,7 +12313,7 @@ multiplied by the Overhead and rounded up to the smallest integer.

    -

    The altitude in meters above the ground.

    +

    The altitude in meters above ground level (AGL).

    @@ -12323,7 +12334,7 @@ multiplied by the Overhead and rounded up to the smallest integer.

    local A2GDispatcher = AI_A2G_DISPATCHER:New( ... ) -- Set the default takeoff altitude when taking off in the air. - A2GDispatcher:SetSquadronTakeoffInAirAltitude( "SquadronName", 2000 ) -- This makes planes start at 2000 meters above the ground. + A2GDispatcher:SetSquadronTakeoffInAirAltitude( "SquadronName", 2000 ) -- This makes aircraft start at 2000 meters above ground level (AGL).
    diff --git a/Documentation/AI.AI_Air.html b/Documentation/AI.AI_Air.html index 76ec477bd..9c0432b48 100644 --- a/Documentation/AI.AI_Air.html +++ b/Documentation/AI.AI_Air.html @@ -2935,6 +2935,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau +
    + +
    +
    +
    + + #number +AI_AIR.IdleCount + + +
    @@ -5679,6 +5690,17 @@ Once the time is finished, the old AI will return to the base.

    +
    + +
    +
    +
    + + #number +AI_AIR.IdleCount + + +
    @@ -6404,6 +6426,17 @@ Once the time is finished, the old AI will return to the base.

    + + + +
    +
    + + #number +AI_AIR.IdleCount + + +
    @@ -8021,6 +8054,17 @@ Once the time is finished, the old AI will return to the base.

    + + + +
    +
    + + #number +AI_AIR.IdleCount + + +
    diff --git a/Documentation/AI.AI_Cargo.html b/Documentation/AI.AI_Cargo.html index 7f2ad28a8..692f19461 100644 --- a/Documentation/AI.AI_Cargo.html +++ b/Documentation/AI.AI_Cargo.html @@ -2634,7 +2634,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - Wrapper.Group#GROUP + AI_CARGO.CargoCarrier @@ -4664,7 +4664,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - Wrapper.Group#GROUP + AI_CARGO.CargoCarrier @@ -5276,7 +5276,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - Wrapper.Group#GROUP + AI_CARGO.CargoCarrier @@ -6780,7 +6780,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - Wrapper.Group#GROUP + AI_CARGO.CargoCarrier diff --git a/Documentation/AI.AI_Cargo_Airplane.html b/Documentation/AI.AI_Cargo_Airplane.html index c0106868f..b192b6c3a 100644 --- a/Documentation/AI.AI_Cargo_Airplane.html +++ b/Documentation/AI.AI_Cargo_Airplane.html @@ -2621,20 +2621,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    Field(s)

    -
    -
    - - -AI_CARGO_AIRPLANE.Airbase - - - - -

    Set destination airbase for next :Route() command.

    - -
    - -
    @@ -2665,9 +2651,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -

    Aircraft is on a depoly mission.

    -
    @@ -2693,9 +2676,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -

    Aircraft is on a pickup mission.

    -
    @@ -4414,20 +4394,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    Field(s)

    -
    -
    - - -AI_CARGO_AIRPLANE.Airbase - - - - -

    Set destination airbase for next :Route() command.

    - -
    - -
    @@ -4458,9 +4424,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -

    Aircraft is on a depoly mission.

    -
    @@ -4486,9 +4449,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -

    Aircraft is on a pickup mission.

    -
    @@ -5049,20 +5009,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    Field(s)

    -
    -
    - - -AI_CARGO_AIRPLANE.Airbase - - - - -

    Set destination airbase for next :Route() command.

    - -
    - -
    @@ -5093,9 +5039,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -

    Aircraft is on a depoly mission.

    -
    @@ -5121,9 +5064,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -

    Aircraft is on a pickup mission.

    -
    @@ -6576,20 +6516,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    Field(s)

    -
    -
    - - -AI_CARGO_AIRPLANE.Airbase - - - - -

    Set destination airbase for next :Route() command.

    - -
    - -
    @@ -6620,9 +6546,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -

    Aircraft is on a depoly mission.

    -
    @@ -6648,9 +6571,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -

    Aircraft is on a pickup mission.

    -
    diff --git a/Documentation/AI.AI_Cargo_Helicopter.html b/Documentation/AI.AI_Cargo_Helicopter.html index 96fdac3ad..60b95fde7 100644 --- a/Documentation/AI.AI_Cargo_Helicopter.html +++ b/Documentation/AI.AI_Cargo_Helicopter.html @@ -2786,28 +2786,22 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - #number + AI_CARGO_HELICOPTER.landingheight - -

    meter

    -
    - #number + AI_CARGO_HELICOPTER.landingspeed - -

    kph

    -
    @@ -4710,28 +4704,22 @@ Adjust if necessary.
    - #number + AI_CARGO_HELICOPTER.landingheight - -

    meter

    -
    - #number + AI_CARGO_HELICOPTER.landingspeed - -

    kph

    -
    @@ -5386,28 +5374,22 @@ Adjust if necessary.
    - #number + AI_CARGO_HELICOPTER.landingheight - -

    meter

    -
    - #number + AI_CARGO_HELICOPTER.landingspeed - -

    kph

    -
    @@ -6954,28 +6936,22 @@ Adjust if necessary.
    - #number + AI_CARGO_HELICOPTER.landingheight - -

    meter

    -
    - #number + AI_CARGO_HELICOPTER.landingspeed - -

    kph

    -
    diff --git a/Documentation/Cargo.CargoGroup.html b/Documentation/Cargo.CargoGroup.html index c150e910e..29dd77ef8 100644 --- a/Documentation/Cargo.CargoGroup.html +++ b/Documentation/Cargo.CargoGroup.html @@ -1820,20 +1820,6 @@ Controls a network of short range air/missile defense groups.

    -CARGO_GROUP.CargoCarrier - - - - -

    self.CargoObject:Destroy()

    - -
    - - -
    -
    - - CARGO_GROUP.CargoGroup @@ -3138,20 +3124,6 @@ This works for ground only groups.

    -CARGO_GROUP.CargoCarrier - - - - -

    self.CargoObject:Destroy()

    - -
    - -
    -
    -
    - - CARGO_GROUP.CargoGroup diff --git a/Documentation/Core.Fsm.html b/Documentation/Core.Fsm.html index 252bb98ff..6a2ec2e6e 100644 --- a/Documentation/Core.Fsm.html +++ b/Documentation/Core.Fsm.html @@ -5656,7 +5656,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - + #string FSM._StartState @@ -7259,7 +7259,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - + #string FSM._StartState diff --git a/Documentation/Core.Settings.html b/Documentation/Core.Settings.html index 6cb88ada1..42831d1a0 100644 --- a/Documentation/Core.Settings.html +++ b/Documentation/Core.Settings.html @@ -2726,7 +2726,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - + #string SETTINGS.A2GSystem @@ -2770,22 +2770,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - + #boolean SETTINGS.Metric -
    - -
    -
    -
    - - -SETTINGS.PlayerMenu - - -
    @@ -4831,7 +4820,7 @@ It is advised to use this method at the start of the mission.

    - + #string SETTINGS.A2GSystem @@ -4875,22 +4864,11 @@ It is advised to use this method at the start of the mission.

    - + #boolean SETTINGS.Metric -
    - -
    -
    -
    - - -SETTINGS.PlayerMenu - - -
    diff --git a/Documentation/Core.Spawn.html b/Documentation/Core.Spawn.html index 26a9705cb..4cb9e6857 100644 --- a/Documentation/Core.Spawn.html +++ b/Documentation/Core.Spawn.html @@ -2730,30 +2730,6 @@ and any spaces before and after the resulting name are removed.

    SPAWN:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)

    - - - -

    SPAWN.communication

    - - - - - -

    SPAWN.frequency

    - - - - - -

    SPAWN.modulation

    - - - - - -

    SPAWN.skill

    - - @@ -3386,6 +3362,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

    Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.

    +
    @@ -3513,17 +3492,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -
    - -
    -
    -
    @@ -3637,38 +3605,8 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -
    - -
    -
    - - -
    -
    -
    - - -SPAWN.SpawnInitModu - - - -
    - -
    -
    -
    - - #string -SPAWN.SpawnInitSkill - - +

    By default, no InitLimit

    @@ -3701,7 +3639,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - + #number SPAWN.SpawnMaxGroups @@ -3715,7 +3653,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - + #number SPAWN.SpawnMaxUnitsAlive @@ -3861,6 +3799,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau +
    + +
    +
    +
    + + #boolean +SPAWN.SpawnUnControlled + + +
    @@ -3873,7 +3822,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -

    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.

    @@ -3925,50 +3874,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    When working in UnControlled mode, all planes are Spawned in UnControlled mode before the scheduler starts.

    -
    - -
    -
    -
    - - -SPAWN.communication - - - -
    - -
    -
    -
    - - -SPAWN.frequency - - - -
    - -
    -
    -
    - - -SPAWN.modulation - - - -
    - -
    -
    -
    - - -SPAWN.skill - - -
    @@ -8788,6 +8693,9 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

    Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.

    +
    @@ -8915,17 +8823,6 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

    - -
    -
    -
    @@ -9039,38 +8936,8 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

    - -
    -
    - - -
    -
    -
    - - -SPAWN.SpawnInitModu - - - -
    - -
    -
    -
    - - #string -SPAWN.SpawnInitSkill - - +

    By default, no InitLimit

    @@ -9103,7 +8970,7 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

    - + #number SPAWN.SpawnMaxGroups @@ -9117,7 +8984,7 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

    - + #number SPAWN.SpawnMaxUnitsAlive @@ -9263,6 +9130,17 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

    + +
    +
    +
    + + #boolean +SPAWN.SpawnUnControlled + + +
    @@ -9275,7 +9153,7 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

    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.

    @@ -9327,50 +9205,6 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

    When working in UnControlled mode, all planes are Spawned in UnControlled mode before the scheduler starts.

    -
    - -
    -
    -
    - - -SPAWN.communication - - - -
    - -
    -
    -
    - - -SPAWN.frequency - - - -
    - -
    -
    -
    - - -SPAWN.modulation - - - -
    - -
    -
    -
    - - -SPAWN.skill - - -
    diff --git a/Documentation/Core.SpawnStatic.html b/Documentation/Core.SpawnStatic.html index db52a7d8f..3b4bd5359 100644 --- a/Documentation/Core.SpawnStatic.html +++ b/Documentation/Core.SpawnStatic.html @@ -1865,6 +1865,24 @@ such as position and heading.

    SPAWNSTATIC:_SpawnStatic(Template, CountryID)

    Spawns a new static using a given template.

    + + + +

    SPAWNSTATIC.heliport_callsign_id

    + + + + + +

    SPAWNSTATIC.heliport_frequency

    + + + + + +

    SPAWNSTATIC.heliport_modulation

    + + @@ -2772,6 +2790,39 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + + + +
    + + +
    +
    + + +
    +
    +
    @@ -3993,6 +4044,39 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + + + +
    + + +
    +
    + + +
    +
    +
    diff --git a/Documentation/Functional.Designate.html b/Documentation/Functional.Designate.html index cd7b7efae..4c32169c9 100644 --- a/Documentation/Functional.Designate.html +++ b/Documentation/Functional.Designate.html @@ -3430,7 +3430,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    -DESIGNATE.LaseDuration +DESIGNATE.LaseStart @@ -3440,8 +3440,8 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - -DESIGNATE.LaseStart + #table +DESIGNATE.LaserCodes @@ -6598,7 +6598,7 @@ Designate:SetFlashStatusMenu( false )
    -DESIGNATE.LaseDuration +DESIGNATE.LaseStart @@ -6608,8 +6608,8 @@ Designate:SetFlashStatusMenu( false )
    - -DESIGNATE.LaseStart + #table +DESIGNATE.LaserCodes @@ -7408,7 +7408,7 @@ Designate:SetFlashStatusMenu( false )
    -DESIGNATE.LaseDuration +DESIGNATE.LaseStart @@ -7418,8 +7418,8 @@ Designate:SetFlashStatusMenu( false )
    - -DESIGNATE.LaseStart + #table +DESIGNATE.LaserCodes @@ -8188,7 +8188,7 @@ Designate:SetFlashStatusMenu( false )
    -DESIGNATE.LaseDuration +DESIGNATE.LaseStart @@ -8198,8 +8198,8 @@ Designate:SetFlashStatusMenu( false )
    - -DESIGNATE.LaseStart + #table +DESIGNATE.LaserCodes @@ -9860,7 +9860,7 @@ Designate:SetFlashStatusMenu( false )
    -DESIGNATE.LaseDuration +DESIGNATE.LaseStart @@ -9870,8 +9870,8 @@ Designate:SetFlashStatusMenu( false )
    - -DESIGNATE.LaseStart + #table +DESIGNATE.LaserCodes diff --git a/Documentation/Functional.Detection.html b/Documentation/Functional.Detection.html index 89db36d85..8bd66b46a 100644 --- a/Documentation/Functional.Detection.html +++ b/Documentation/Functional.Detection.html @@ -18775,6 +18775,17 @@ BASE:TraceOnOff( false ) +
    + +
    +
    +
    + + #number +DETECTION_BASE.DetectedItemMax + + +
    @@ -18924,7 +18935,18 @@ BASE:TraceOnOff( false )
    + #boolean +DETECTION_BASE.Locking + + +
    + +
    +
    +
    + + #number DETECTION_BASE.RefreshTimeInterval @@ -23466,6 +23488,17 @@ zones that reflect cloudy areas where detected units may not be so easily visual +
    + +
    +
    +
    + + #number +DETECTION_BASE.DetectedItemMax + + +
    @@ -23615,7 +23648,18 @@ zones that reflect cloudy areas where detected units may not be so easily visual
    + #boolean +DETECTION_BASE.Locking + + +
    + +
    +
    +
    + + #number DETECTION_BASE.RefreshTimeInterval @@ -25212,6 +25256,17 @@ zones that reflect cloudy areas where detected units may not be so easily visual +
    + +
    +
    +
    + + #number +DETECTION_BASE.DetectedItemMax + + +
    @@ -25361,7 +25416,18 @@ zones that reflect cloudy areas where detected units may not be so easily visual
    + #boolean +DETECTION_BASE.Locking + + +
    + +
    +
    +
    + + #number DETECTION_BASE.RefreshTimeInterval diff --git a/Documentation/Functional.Mantis.html b/Documentation/Functional.Mantis.html index bab5f4a6f..86a3753fe 100644 --- a/Documentation/Functional.Mantis.html +++ b/Documentation/Functional.Mantis.html @@ -2900,6 +2900,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    The #DETECTION_AREAS object for AWACS

    +
    + +
    +
    +
    + + +MANTIS.AWACS_Prefix + + +
    @@ -3335,6 +3346,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

    switch alarm state RED

    +
    @@ -6551,6 +6565,17 @@ E.g. `mymantis:SetAdvancedMode(true, 90)`

    The #DETECTION_AREAS object for AWACS

    +
    + +
    +
    +
    + + +MANTIS.AWACS_Prefix + + +
    @@ -6986,6 +7011,9 @@ E.g. `mymantis:SetAdvancedMode(true, 90)` + +

    switch alarm state RED

    +
    diff --git a/Documentation/Functional.Rat.html b/Documentation/Functional.Rat.html index 0ab879435..be556463f 100644 --- a/Documentation/Functional.Rat.html +++ b/Documentation/Functional.Rat.html @@ -4318,30 +4318,6 @@ and any spaces before and after the resulting name are removed.

    RAT:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)

    - - - -

    RAT.communication

    - - - - - -

    RAT.frequency

    - - - - - -

    RAT.modulation

    - - - - - -

    RAT.skill

    - - diff --git a/Documentation/Ops.Airboss.html b/Documentation/Ops.Airboss.html index 227c6b211..277e97bdd 100644 --- a/Documentation/Ops.Airboss.html +++ b/Documentation/Ops.Airboss.html @@ -9211,6 +9211,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    Radio queue of LSO.

    +
    + +
    +
    +
    + + +AIRBOSS.RQLid + + +
    @@ -9222,6 +9233,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    Radio queue of marshal.

    +
    + +
    +
    +
    + + +AIRBOSS.RQMid + + +
    @@ -28405,6 +28427,17 @@ If removed flight is the section lead, we try to find a new leader.

    Radio queue of LSO.

    +
    + +
    +
    +
    + + +AIRBOSS.RQLid + + +
    @@ -28416,6 +28449,17 @@ If removed flight is the section lead, we try to find a new leader.

    Radio queue of marshal.

    +
    + + +
    +
    + + +AIRBOSS.RQMid + + +
    @@ -31386,6 +31430,17 @@ If removed flight is the section lead, we try to find a new leader.

    Radio queue of LSO.

    + + + +
    +
    + + +AIRBOSS.RQLid + + +
    @@ -31397,6 +31452,17 @@ If removed flight is the section lead, we try to find a new leader.

    Radio queue of marshal.

    + + + +
    +
    + + +AIRBOSS.RQMid + + +
    @@ -38717,7 +38783,7 @@ BASE:TraceOnOff( false )
    -

    Set case to that of lead.

    +

    Set current case.

    @@ -38776,6 +38842,20 @@ BASE:TraceOnOff( false )
    + +
    +
    + + +AIRBOSS.PlayerData.flag + + + + +

    Decrease stack/flag. Human player needs to take care himself.

    + +
    +
    @@ -38785,6 +38865,17 @@ BASE:TraceOnOff( false )

    Data table at each position in the groove. Elements are of type AIRBOSS.GrooveData.

    +
    + +
    +
    +
    + + #boolean +AIRBOSS.PlayerData.holding + + +
    @@ -38942,9 +39033,6 @@ BASE:TraceOnOff( false ) - -

    Set Stable Hover

    - diff --git a/Documentation/Ops.CSAR.html b/Documentation/Ops.CSAR.html index db3d6febb..77b2e89f0 100644 --- a/Documentation/Ops.CSAR.html +++ b/Documentation/Ops.CSAR.html @@ -2264,6 +2264,12 @@ Create a late-activated single infantry unit as template in the mission editor a

    CSAR.inTransitGroups

    + + + +

    CSAR.index

    + + @@ -3828,25 +3834,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - #table + CSAR.downedPilots - -

    Replacement woundedGroups

    - -
    - -
    -
    -
    - - #number -CSAR.downedpilotcounter - - -
    @@ -3945,6 +3937,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    contain a table for each SAR with all units he has with the original names

    + + + +
    +
    + + +CSAR.index + + +
    @@ -4142,20 +4145,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -
    -
    - - #number -CSAR.rescuedpilots - - - - -

    counter for saved pilots

    - -
    -
    @@ -4181,20 +4170,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    -
    -
    -
    - - #number -CSAR.rescues - - - - -

    counter for successful rescue landings at FARP/AFB/MASH

    - -
    -
    @@ -8576,25 +8551,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - #table + CSAR.downedPilots - -

    Replacement woundedGroups

    - -
    - -
    -
    -
    - - #number -CSAR.downedpilotcounter - - -
    @@ -8693,6 +8654,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    contain a table for each SAR with all units he has with the original names

    +
    + +
    +
    +
    + + +CSAR.index + + +
    @@ -8890,20 +8862,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -
    -
    - - #number -CSAR.rescuedpilots - - - - -

    counter for saved pilots

    - -
    -
    @@ -8929,20 +8887,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    -
    -
    -
    - - #number -CSAR.rescues - - - - -

    counter for successful rescue landings at FARP/AFB/MASH

    - -
    -
    @@ -10856,25 +10800,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - #table + CSAR.downedPilots - -

    Replacement woundedGroups

    - -
    - -
    -
    -
    - - #number -CSAR.downedpilotcounter - - -
    @@ -10973,6 +10903,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    contain a table for each SAR with all units he has with the original names

    +
    + +
    +
    +
    + + +CSAR.index + + +
    @@ -11170,20 +11111,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -
    -
    - - #number -CSAR.rescuedpilots - - - - -

    counter for saved pilots

    - -
    -
    @@ -11209,20 +11136,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    -
    -
    -
    - - #number -CSAR.rescues - - - - -

    counter for successful rescue landings at FARP/AFB/MASH

    - -
    -
    diff --git a/Documentation/Ops.CTLD.html b/Documentation/Ops.CTLD.html index b8f8a3063..95543972f 100644 --- a/Documentation/Ops.CTLD.html +++ b/Documentation/Ops.CTLD.html @@ -5706,7 +5706,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - + #table CTLD.FreeVHFFrequencies @@ -12756,7 +12756,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - + #table CTLD.FreeVHFFrequencies @@ -15024,7 +15024,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - + #table CTLD.FreeVHFFrequencies @@ -19347,17 +19347,6 @@ BASE:TraceOnOff( false )

    Can transport crate.

    -
    - -
    -
    -
    - - #number -CTLD.UnitCapabilities.length - - -
    @@ -23065,17 +23054,6 @@ BASE:TraceOnOff( false ) -
    - -
    - @@ -23729,17 +23707,6 @@ BASE:TraceOnOff( false ) -
    - -
    -
    -
    diff --git a/Documentation/Tasking.Task_Cargo.html b/Documentation/Tasking.Task_Cargo.html index 264875b6d..f7b435fd5 100644 --- a/Documentation/Tasking.Task_Cargo.html +++ b/Documentation/Tasking.Task_Cargo.html @@ -3113,7 +3113,7 @@ based on the tasking capabilities defined in
    - Cargo.Cargo#CARGO + FSM_PROCESS.Cargo @@ -3161,7 +3161,7 @@ based on the tasking capabilities defined in
    - + #number TASK_CARGO.CargoLimit @@ -4583,7 +4583,7 @@ based on the tasking capabilities defined in
    - + #number TASK_CARGO.CargoLimit @@ -9115,7 +9115,7 @@ If the Unit is part of the Task, true is returned.

    - + #number TASK_CARGO.CargoLimit diff --git a/Documentation/Tasking.Task_Cargo_Dispatcher.html b/Documentation/Tasking.Task_Cargo_Dispatcher.html index 281abab81..8cd139994 100644 --- a/Documentation/Tasking.Task_Cargo_Dispatcher.html +++ b/Documentation/Tasking.Task_Cargo_Dispatcher.html @@ -3088,50 +3088,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    Field(s)

    - - - -
    -
    - - #boolean -TASK_CARGO_DISPATCHER.CSARTasks - - - -
    - -
    @@ -3151,6 +3107,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau +
    + +
    + @@ -4211,50 +4178,6 @@ This method can only be used once!

    Field(s)

    - - - -
    -
    - - #boolean -TASK_CARGO_DISPATCHER.CSARTasks - - - -
    - -
    @@ -4274,6 +4197,17 @@ This method can only be used once!

    +
    + +
    + @@ -5113,50 +5047,6 @@ This method can only be used once!

    Field(s)

    - - - -
    -
    - - #boolean -TASK_CARGO_DISPATCHER.CSARTasks - - - -
    - -
    @@ -5176,6 +5066,17 @@ This method can only be used once!

    +
    + +
    + @@ -6650,50 +6551,6 @@ This method can only be used once!

    Field(s)

    - - - -
    -
    - - #boolean -TASK_CARGO_DISPATCHER.CSARTasks - - - -
    - -
    @@ -6713,6 +6570,17 @@ This method can only be used once!

    +
    + +
    + diff --git a/Documentation/Wrapper.Marker.html b/Documentation/Wrapper.Marker.html index d67bf3716..0f64f0629 100644 --- a/Documentation/Wrapper.Marker.html +++ b/Documentation/Wrapper.Marker.html @@ -2899,6 +2899,28 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    Coordinate of the mark.

    +
    + +
    +
    +
    + + +MARKER.groupid + + + +
    + +
    +
    +
    + + +MARKER.groupname + + +
    @@ -2983,7 +3005,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    #boolean -MARKER.toall +MARKER.togroup @@ -4983,6 +5005,28 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    Coordinate of the mark.

    +
    + +
    +
    +
    + + +MARKER.groupid + + + +
    + +
    +
    +
    + + +MARKER.groupname + + +
    @@ -5067,7 +5111,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    #boolean -MARKER.toall +MARKER.togroup @@ -6575,6 +6619,28 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    Coordinate of the mark.

    +
    + +
    +
    +
    + + +MARKER.groupid + + + +
    + +
    +
    +
    + + +MARKER.groupname + + +
    @@ -6659,7 +6725,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    #boolean -MARKER.toall +MARKER.togroup diff --git a/Documentation/Wrapper.Positionable.html b/Documentation/Wrapper.Positionable.html index 3c32031c6..71da5a0be 100644 --- a/Documentation/Wrapper.Positionable.html +++ b/Documentation/Wrapper.Positionable.html @@ -3517,6 +3517,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau +
    + +
    +
    +
    @@ -6934,6 +6945,17 @@ Coordinates are dependent on the position of the maps origin.

    +
    + +
    +
    +
    @@ -7511,6 +7533,17 @@ If the Identifiable is alive, true is returned.

    + + + +
    +
    @@ -7694,6 +7727,17 @@ If the Identifiable is alive, true is returned.

    + + + +
    +