diff --git a/Documentation/AI.AI_A2A_Dispatcher.html b/Documentation/AI.AI_A2A_Dispatcher.html index 8bd2f0ecc..d5a995275 100644 --- a/Documentation/AI.AI_A2A_Dispatcher.html +++ b/Documentation/AI.AI_A2A_Dispatcher.html @@ -4862,14 +4862,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
Flash messages to player
-Flash messages to player
-Flash messages to player
-Flash messages to player
-The Defender Default Settings over all Squadrons.
+ + + +The Defender Default Settings over all Squadrons.
+ + + +The Defender Default Settings over all Squadrons.
+ + + +The Defender Default Settings over all Squadrons.
+ + + +No loading happened, so we need to pickup something else.
+ @@ -4819,6 +4822,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +No loading happened, so we need to pickup something else.
+ @@ -5431,6 +5437,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +No loading happened, so we need to pickup something else.
+ @@ -6931,6 +6940,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +No loading happened, so we need to pickup something else.
+ diff --git a/Documentation/AI.AI_Cargo_Airplane.html b/Documentation/AI.AI_Cargo_Airplane.html index da53a9db9..6665c88fe 100644 --- a/Documentation/AI.AI_Cargo_Airplane.html +++ b/Documentation/AI.AI_Cargo_Airplane.html @@ -2804,9 +2804,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -Aircraft is on a pickup mission.
- @@ -4591,9 +4588,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -Aircraft is on a pickup mission.
- @@ -5220,9 +5214,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -Aircraft is on a pickup mission.
- @@ -6737,9 +6728,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -Aircraft is on a pickup mission.
- diff --git a/Documentation/Cargo.CargoCrate.html b/Documentation/Cargo.CargoCrate.html index 582c954df..0b70e4414 100644 --- a/Documentation/Cargo.CargoCrate.html +++ b/Documentation/Cargo.CargoCrate.html @@ -1859,6 +1859,17 @@Now we spawn the new group based on the template created.
-Now we spawn the new group based on the template created.
-Respawn group after landing.
+Spawn the UNITs of this group with individual absolute positions and individual headings.
+Spawn the UNITs of this group with individual relative positions to unit #1 and individual headings.
Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.
+ @@ -3554,6 +3599,20 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + + + +The internal counter of the amount of spawning the has happened since SpawnStart.
+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.
@@ -4043,6 +4102,28 @@ When Moose is loaded statically, (as one file), tracing is switched off by defauWhen working in UnControlled mode, all planes are Spawned in UnControlled mode before the scheduler starts.
+ + + +
-- NATO helicopters engaging in the battle field.
- -- The KA-50 has waypoints Start point ( =0 or SP ), 1, 2, 3, 4, End point (= 5 or DP).
- -- Waypoints 2 and 3 will only be randomized. The others will remain on their original position with each new spawn of the helicopter.
- -- The randomization of waypoint 2 and 3 will take place within a radius of 2000 meters.
- Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):InitRandomizeRoute( 2, 2, 2000 )
+ -- UNIT positions of this group will be randomized around the base unit #1 in a circle of 50 to 500 meters.
+ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):InitRandomizeUnits( true, 500, 50 )
Spawn the UNITs of this group with individual absolute positions and individual headings.
+ +SPAWN
++ #table + Positions +
+Table of positions, needs to one entry per unit in the group(!). The table contains one table each for each unit, with x,y, and optionally z +absolute positions, and optionally an individual heading.
+ +
+ -- NATO helicopter group of three units engaging in the battle field.
+ local Positions = { [1] = {x = 0, y = 0, heading = 0}, [2] = {x = 50, y = 50, heading = 90}, [3] = {x = -50, y = 50, heading = 180} }
+ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):InitSetUnitAbsolutePositions(Positions)
+
+
+Spawn the UNITs of this group with individual relative positions to unit #1 and individual headings.
+ +SPAWN
++ #table + Positions +
+Table of positions, needs to one entry per unit in the group(!). The table contains one table each for each unit, with x,y, and optionally z +relative positions, and optionally an individual heading.
+ +
+ -- NATO helicopter group of three units engaging in the battle field.
+ local Positions = { [1] = {x = 0, y = 0, heading = 0}, [2] = {x = 50, y = 50, heading = 90}, [3] = {x = -50, y = 50, heading = 180} }
+ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):InitSetUnitRelativePositions(Positions)
+
+
+The internal counter of the amount of spawning the has happened since SpawnStart.
+Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.
@@ -9453,6 +9664,28 @@ 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. + + + +Spawns a new static using a given template.
+Kickspeed
+Kickspeed
+The #DETECTION_AREAS object for AWACS
-Prefix for logging
+The #DETECTION_AREAS object for AWACS
-Prefix for logging
+Type of terminal to be used when spawning at an airbase.
+Respawn group after landing.
+Spawn the UNITs of this group with individual absolute positions and individual headings.
+Spawn the UNITs of this group with individual relative positions to unit #1 and individual headings.
Type of terminal to be used when spawning at an airbase.
+ + + +Type of terminal to be used when spawning at an airbase.
+ + + +
-- NATO helicopters engaging in the battle field.
- -- The KA-50 has waypoints Start point ( =0 or SP ), 1, 2, 3, 4, End point (= 5 or DP).
- -- Waypoints 2 and 3 will only be randomized. The others will remain on their original position with each new spawn of the helicopter.
- -- The randomization of waypoint 2 and 3 will take place within a radius of 2000 meters.
- Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):InitRandomizeRoute( 2, 2, 2000 )
+ -- UNIT positions of this group will be randomized around the base unit #1 in a circle of 50 to 500 meters.
+ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):InitRandomizeUnits( true, 500, 50 )
@@ -16850,6 +16918,110 @@ So ensure that the routes for groups that respawn, always return to the original
+
+
+
+ Spawn the UNITs of this group with individual absolute positions and individual headings.
+ ++ #table + Positions +
+Table of positions, needs to one entry per unit in the group(!). The table contains one table each for each unit, with x,y, and optionally z +absolute positions, and optionally an individual heading.
+ +
+ -- NATO helicopter group of three units engaging in the battle field.
+ local Positions = { [1] = {x = 0, y = 0, heading = 0}, [2] = {x = 50, y = 50, heading = 90}, [3] = {x = -50, y = 50, heading = 180} }
+ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):InitSetUnitAbsolutePositions(Positions)
+
+
+Spawn the UNITs of this group with individual relative positions to unit #1 and individual headings.
+ ++ #table + Positions +
+Table of positions, needs to one entry per unit in the group(!). The table contains one table each for each unit, with x,y, and optionally z +relative positions, and optionally an individual heading.
+ +
+ -- NATO helicopter group of three units engaging in the battle field.
+ local Positions = { [1] = {x = 0, y = 0, heading = 0}, [2] = {x = 50, y = 50, heading = 90}, [3] = {x = -50, y = 50, heading = 180} }
+ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):InitSetUnitRelativePositions(Positions)
+
+
+Create the CSV file.
-Create the CSV file.
-Set case to that of lead.
-Decrease stack/flag. Human player needs to take care himself.
- -Set section lead of player flight.
+table of CSAR unit names
+Replacement woundedGroups
- -contain a table for each SAR with all units he has with the original names
+ + + +table of CSAR unit names
+Replacement woundedGroups
- -contain a table for each SAR with all units he has with the original names
+ + + +table of CSAR unit names
+Replacement woundedGroups
- -contain a table for each SAR with all units he has with the original names
+ + + +template for a group of 10 paratroopers
-template for a group of 10 paratroopers
-Stack by pointer.
+Stack by pointer.
+Coordinate of the mark.
-Text displayed in the mark panel.
+Coordinate of the mark.
- - - -Text displayed in the mark panel.
+ + + +Coordinate of the mark.
- - - -Text displayed in the mark panel.
+ + + +