From d99593df6b11cc0aa0d2ad27ea2c3cf645fe0412 Mon Sep 17 00:00:00 2001 From: Applevangelist Date: Tue, 28 Dec 2021 10:09:15 +0000 Subject: [PATCH] MOOSE generated documentation [skip ci] --- Documentation/AI.AI_A2A_Cap.html | 22 +- Documentation/AI.AI_A2A_Dispatcher.html | 307 +++++++++--------- Documentation/AI.AI_A2A_GCI.html | 6 +- Documentation/AI.AI_A2A_Patrol.html | 12 +- Documentation/AI.AI_A2G_Dispatcher.html | 68 +--- Documentation/AI.AI_A2G_SEAD.html | 4 +- Documentation/AI.AI_AIR_Dispatcher.html | 105 +++--- Documentation/AI.AI_Air.html | 60 +--- Documentation/AI.AI_Air_Engage.html | 4 +- Documentation/AI.AI_Air_Patrol.html | 22 +- Documentation/AI.AI_Air_Squadron.html | 22 -- Documentation/AI.AI_Bai.html | 22 +- Documentation/AI.AI_Cap.html | 24 +- Documentation/AI.AI_Cargo_Airplane.html | 24 -- Documentation/AI.AI_Cargo_Helicopter.html | 40 +-- Documentation/AI.AI_Cas.html | 22 +- Documentation/AI.AI_Patrol.html | 42 +-- Documentation/Cargo.Cargo.html | 4 +- Documentation/Cargo.CargoGroup.html | 62 ++++ Documentation/Core.Database.html | 12 +- Documentation/Core.Event.html | 42 +-- Documentation/Core.Fsm.html | 28 +- Documentation/Core.Point.html | 33 -- Documentation/Core.Settings.html | 4 +- Documentation/Core.Spawn.html | 78 +++-- Documentation/Core.SpawnStatic.html | 84 ----- Documentation/Core.Zone.html | 56 ++-- Documentation/Functional.Arty.html | 10 +- Documentation/Functional.Designate.html | 55 ++++ Documentation/Functional.Detection.html | 6 +- Documentation/Functional.Mantis.html | 28 ++ Documentation/Functional.Rat.html | 51 ++- Documentation/Functional.Scoring.html | 90 +++-- Documentation/Functional.Warehouse.html | 14 +- .../Functional.ZoneCaptureCoalition.html | 32 +- Documentation/Functional.ZoneGoal.html | 24 +- Documentation/Functional.ZoneGoalCargo.html | 24 +- .../Functional.ZoneGoalCoalition.html | 30 +- Documentation/Ops.Airboss.html | 16 +- Documentation/Ops.CSAR.html | 105 +++++- Documentation/Ops.CTLD.html | 60 ++-- Documentation/Tasking.Mission.html | 2 +- Documentation/Tasking.Task.html | 2 +- .../Tasking.Task_A2G_Dispatcher.html | 20 +- Documentation/Tasking.Task_Cargo.html | 6 +- .../Tasking.Task_Cargo_Dispatcher.html | 220 +++---------- Documentation/Utils.html | 2 +- Documentation/Wrapper.Client.html | 57 ++-- Documentation/Wrapper.Controllable.html | 67 ++-- Documentation/Wrapper.Group.html | 135 ++++++-- Documentation/Wrapper.Marker.html | 53 ++- Documentation/Wrapper.Positionable.html | 44 --- Documentation/Wrapper.Unit.html | 57 ++-- 53 files changed, 1174 insertions(+), 1245 deletions(-) diff --git a/Documentation/AI.AI_A2A_Cap.html b/Documentation/AI.AI_A2A_Cap.html index ec8370a7d..b31c0faf3 100644 --- a/Documentation/AI.AI_A2A_Cap.html +++ b/Documentation/AI.AI_A2A_Cap.html @@ -1549,8 +1549,8 @@ Upon arrival at the 3D point, a new random 3D point will be selected within the

Process

-

Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB. -When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.

+

Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB. +When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.

Process

@@ -1585,7 +1585,7 @@ When the fuel treshold has been reached, the airplane will fly towards the neare
  • **AI.AI_Patrol#AI_PATROL_ZONE.Detected**: The AI has detected new targets.
  • **AI_A2A_CAP.Destroy**: The AI has destroyed a bogey Wrapper.Unit.
  • **AI_A2A_CAP.Destroyed**: The AI has destroyed all bogeys Wrapper.Units assigned in the CAS task.
  • -
  • Status ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
  • +
  • Status ( Group ): The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.
  • 3. Set the Range of Engagement

    @@ -2127,7 +2127,7 @@ Use the method AI.AI_Cap#AI

    AI_A2A_CAP:SetDamageThreshold(PatrolDamageThreshold)

    -

    When the AI is damaged beyond a certain treshold, it is required that the AI returns to the home base.

    +

    When the AI is damaged beyond a certain threshold, it is required that the AI returns to the home base.

    @@ -6387,14 +6387,14 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    AI_A2A_CAP:SetDamageThreshold(PatrolDamageThreshold)

    -

    When the AI is damaged beyond a certain treshold, it is required that the AI returns to the home base.

    +

    When the AI is damaged beyond a certain threshold, it is required that the AI returns to the home base.

    However, damage cannot be foreseen early on. -Therefore, when the damage treshold is reached, +Therefore, when the damage threshold is reached, the AI will return immediately to the home base (RTB). Note that for groups, the average damage of the complete group will be calculated. -So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage treshold will be 0.25.

    +So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage threshold will be 0.25.

    @@ -6412,7 +6412,7 @@ So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage treshold
    -

    The treshold in percentage (between 0 and 1) when the AI is considered to be damaged.

    +

    The threshold in percentage (between 0 and 1) when the AI is considered to be damaged.

    @@ -6515,8 +6515,8 @@ So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage treshold

    When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.

    -

    Therefore, with a parameter and a calculation of the distance to the home base, the fuel treshold is calculated. -When the fuel treshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_AIR. +

    Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated. +When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_AIR. Once the time is finished, the old AI will return to the base.

    @@ -6535,7 +6535,7 @@ Once the time is finished, the old AI will return to the base.

    -

    The treshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.

    +

    The threshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.

    diff --git a/Documentation/AI.AI_A2A_Dispatcher.html b/Documentation/AI.AI_A2A_Dispatcher.html index 46d125381..91c42f903 100644 --- a/Documentation/AI.AI_A2A_Dispatcher.html +++ b/Documentation/AI.AI_A2A_Dispatcher.html @@ -1537,7 +1537,7 @@ Controls a network of short range air/missile defense groups.

    AI_A2A_DISPATCHER is the main A2A defense class that models the A2A defense system. AI_A2A_GCICAP derives or inherits from AI_A2A_DISPATCHER and is a more noob user friendly class, but is less flexible.

    -

    Before you start using the AI_A2A_DISPATCHER or AI_A2A_GCICAP ask youself the following questions.

    +

    Before you start using the AI_A2A_DISPATCHER or AI_A2A_GCICAP ask yourself the following questions.

    0. Do I need AI_A2A_DISPATCHER or do I need AI_A2A_GCICAP?

    @@ -1581,7 +1581,7 @@ if the border is crossed by enemy units.

    A good functioning defense will have a "maximum range" evaluated to the enemy when CAP will be engaged or GCI will be spawned.

    -

    6. Which Airbases, Carrier Ships, Farps will take part in the defense system for the Coalition?

    +

    6. Which Airbases, Carrier Ships, FARPs will take part in the defense system for the Coalition?

    Carefully plan which airbases will take part in the coalition. Color each airbase in the color of the coalition.

    @@ -1590,7 +1590,7 @@ if the border is crossed by enemy units.

    The defense system works with Squadrons. Each Squadron must be given a unique name, that forms the key to the defense system. Several options and activities can be set per Squadron.

    -

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

    +

    8. Where will the Squadrons be located? On Airbases? On Carrier Ships? On FARPs?

    Squadrons are placed as the "home base" on an airfield, carrier or farp. Carefully plan where each Squadron will be located as part of the defense system.

    @@ -1654,7 +1654,7 @@ Not all Squadrons need to perform GCI.

  • From a parking spot with cold engines
  • -

    The default takeoff method is staight in the air.

    +

    The default takeoff method is straight in the air.

    17. For each Squadron, which landing method will I use?

    @@ -1784,7 +1784,7 @@ A2ADispatcher = AI_A2A_DISPATCHER:New( Detection ) DetectionSetGroup is then being configured to filter all active groups with a group name starting with DF CCCP AWACS or DF CCCP EWR to be included in the Set. DetectionSetGroup is then being ordered to start the dynamic filtering. Note that any destroy or new spawn of a group with the above names will be removed or added to the Set.

    -

    Then a new Detection object is created from the class DETECTION_AREAS. A grouping radius of 30000 is choosen, which is 30km. +

    Then a new Detection object is created from the class DETECTION_AREAS. A grouping radius of 30000 is chosen, which is 30km. The Detection object is then passed to the AI_A2A_DISPATCHER.New() method to indicate the EWR network configuration and setup the A2A defense detection mechanism.

    You could build a mutual defense system like this:

    @@ -2010,7 +2010,7 @@ If this parameter is not specified, then the default altitude will be used for t
  • AI_A2A_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 A2A defense system, as no new CAP or GCI planes can takeoff. Note that the method AI_A2A_DISPATCHER.SetSquadronLandingNearAirbase() will only work for returning aircraft, not for damaged or out of fuel aircraft. @@ -2039,7 +2039,7 @@ And for a couple of squadrons overrides this default method.

    Banner Image

    -

    In the case of GCI, the AI_A2A_DISPATCHER.SetSquadronGrouping() method has additional behaviour. When there aren't enough CAP flights airborne, a GCI will be initiated for the remaining +

    In the case of GCI, the AI_A2A_DISPATCHER.SetSquadronGrouping() method has additional behavior. When there aren't enough CAP flights airborne, a GCI will be initiated for the remaining targets to be engaged. Depending on the grouping parameter, the spawned flights for GCI are grouped into this setting. For example with a group setting of 2, if 3 targets are detected and cannot be engaged by CAP or any airborne flight, a GCI needs to be started, the GCI flights will be grouped as follows: Group 1 of 2 flights and Group 2 of one flight!

    @@ -2076,13 +2076,13 @@ multiplied by the Overhead and rounded up to the smallest integer.

    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.

    -

    6.5. Squadron fuel treshold.

    +

    6.5. Squadron fuel threshold.

    -

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

    -

    Use the method AI_A2A_DISPATCHER.SetSquadronFuelThreshold() to set the squadron fuel treshold of spawned airplanes for all squadrons.

    +

    Use the method AI_A2A_DISPATCHER.SetSquadronFuelThreshold() to set the squadron fuel threshold of spawned airplanes for all squadrons.

    7. Setup a squadron for CAP

    @@ -2149,7 +2149,7 @@ Zones can be circles, can be setup in the mission editor using trigger zones, bu
  • The type of altitude measurement
  • -

    These define how the squadron will perform the CAP while partrolling. Different terrain types requires different types of CAP.

    +

    These define how the squadron will perform the CAP while patrolling. Different terrain types requires different types of CAP.

    The AI_A2A_DISPATCHER.SetSquadronCapInterval() method specifies how much and when CAP flights will takeoff.

    @@ -2223,7 +2223,7 @@ whole pattern lies within the patrol zone.

    Essentially this controls how many flights of GCI aircraft can be active at any time. Note allowing large numbers of active GCI flights can adversely impact mission performance on low or medium specification hosts/servers. GCI needs to be setup at strategic airbases. Too far will mean that the aircraft need to fly a long way to reach the intruders, -too short will mean that the intruders may have alraedy passed the ideal interception point!

    +too short will mean that the intruders may have already passed the ideal interception point!

    For example, the following setup will create a GCI for squadron "Sochi":

    @@ -2286,17 +2286,17 @@ For some default settings, a method is available that allows you to tweak the de

    Use the method AI_A2A_DISPATCHER.SetDefaultGrouping() to set the default grouping of spawned airplanes 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 airplane gets out of fuel to a certain %, which is 15% (0.15), it will go RTB, and will be replaced with a new airplane when applicable.

    -

    Use the method AI_A2A_DISPATCHER.SetDefaultFuelThreshold() to set the default fuel treshold of spawned airplanes for all squadrons.

    +

    Use the method AI_A2A_DISPATCHER.SetDefaultFuelThreshold() to set the default fuel threshold of spawned airplanes 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 airplane is damaged to a certain %, which is 40% (0.40), it will go RTB, and will be replaced with a new airplane when applicable.

    -

    Use the method AI_A2A_DISPATCHER.SetDefaultDamageThreshold() to set the default damage treshold of spawned airplanes for all squadrons.

    +

    Use the method AI_A2A_DISPATCHER.SetDefaultDamageThreshold() to set the default damage threshold of spawned airplanes for all squadrons.

    10.7. Default settings for CAP.

    @@ -2325,7 +2325,7 @@ This greatly increases the efficiency of your CAP 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_A2A_DISPATCHER.SetDefaultTanker() to set the tanker for the dispatcher. -Use the method AI_A2A_DISPATCHER.SetDefaultFuelThreshold() to set the %-tage left in the defender airplane tanks when a refuel action is needed.

    +Use the method AI_A2A_DISPATCHER.SetDefaultFuelThreshold() to set the % left in the defender airplane tanks when a refuel action is needed.

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

    @@ -2339,7 +2339,7 @@ Use the method AI_A2A_DI A2ADispatcher:SetSquadronCapInterval("Sochi", 2, 30, 600, 1 ) A2ADispatcher:SetSquadronGci( "Sochi", 900, 1200 ) - -- Set the default tanker for refuelling to "Tanker", when the default fuel treshold has reached 90% fuel left. + -- Set the default tanker for refuelling to "Tanker", when the default fuel threshold has reached 90% fuel left. A2ADispatcher:SetDefaultFuelThreshold( 0.9 ) A2ADispatcher:SetDefaultTanker( "Tanker" ) @@ -2516,13 +2516,13 @@ without a route, and should only have ONE unit.

    Mission Editor Action

    -

    All airplane or helicopter groups that are starting with any of the choosen Template Prefixes will result in a squadron created at the airbase.

    +

    All airplane or helicopter groups that are starting with any of the chosen Template Prefixes will result in a squadron created at the airbase.

    1.4) Place floating helicopters to create the CAP zones defined by its route points.

    Mission Editor Action

    -

    All airplane or helicopter groups that are starting with any of the choosen Template Prefixes will result in a squadron created at the airbase.

    +

    All airplane or helicopter groups that are starting with any of the chosen Template Prefixes will result in a squadron created at the airbase.

    The helicopter indicates the start of the CAP zone. The route points define the form of the CAP zone polygon.

    @@ -2535,7 +2535,7 @@ The route points define the form of the CAP zone polygon.

    2.1) Planes are taking off in the air from the airbases.

    -

    This prevents airbases to get cluttered with airplanes taking off, it also reduces the risk of human players colliding with taxiiing airplanes, +

    This prevents airbases to get cluttered with airplanes taking off, it also reduces the risk of human players colliding with taxiing airplanes, resulting in the airbase to halt operations.

    You can change the way how planes take off by using the inherited methods from AI_A2A_DISPATCHER:

    @@ -2563,7 +2563,7 @@ If you experience while testing problems with aircraft take-off or landing, plea

    2.2) Planes return near the airbase or will land if damaged.

    -

    When damaged airplanes return to the airbase, they will be routed and will dissapear in the air when they are near the airbase. +

    When damaged airplanes return to the airbase, they will be routed and will disappear in the air when they are near the airbase. There are exceptions to this rule, airplanes that aren't "listening" anymore due to damage or out of fuel, will return to the airbase and land.

    You can change the way how planes land by using the inherited methods from AI_A2A_DISPATCHER:

    @@ -2575,7 +2575,7 @@ There are exceptions to this rule, airplanes that aren't "listening" anymore due
  • AI_A2A_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 A2A defense system, as no new CAP or GCI planes can takeoff. Note that the method AI_A2A_DISPATCHER.SetSquadronLandingNearAirbase() will only work for returning aircraft, not for damaged or out of fuel aircraft. @@ -2602,7 +2602,7 @@ Damaged or out-of-fuel aircraft are returning to the nearest friendly airbase an

  • The type of altitude measurement
  • -

    These define how the squadron will perform the CAP while partrolling. Different terrain types requires different types of CAP.

    +

    These define how the squadron will perform the CAP while patrolling. Different terrain types requires different types of CAP.

    The AI_A2A_DISPATCHER.SetSquadronCapInterval() method specifies how much and when CAP flights will takeoff.

    @@ -2632,7 +2632,7 @@ Damaged or out-of-fuel aircraft are returning to the nearest friendly airbase an

    Essentially this controls how many flights of GCI aircraft can be active at any time. Note allowing large numbers of active GCI flights can adversely impact mission performance on low or medium specification hosts/servers. GCI needs to be setup at strategic airbases. Too far will mean that the aircraft need to fly a long way to reach the intruders, -too short will mean that the intruders may have alraedy passed the ideal interception point!

    +too short will mean that the intruders may have already passed the ideal interception point!

    For example, the following setup will create a GCI for squadron "Sochi":

    @@ -2673,10 +2673,9 @@ The following parameters were given to the :New method of AI_A2A_GCICAP, and mea These late activated Groups start with the name SQUADRON CCCP. Each Group object contains only one Unit, and defines the weapon payload, skin and skill level.
  • "CAP CCCP": CAP Zones are defined using floating, late activated Helicopter Group objects, where the route points define the route of the polygon of the CAP Zone. These Helicopter Group objects start with the name CAP CCCP, and will be the locations wherein CAP will be performed.
  • -
  • 2 Defines how many CAP airplanes are patrolling in each CAP zone defined simulateneously.
  • +
  • 2 Defines how many CAP airplanes are patrolling in each CAP zone defined simultaneously.
  • -

    4.2) A more advanced setup:

     -- Setup the AI_A2A_GCICAP dispatcher for the blue coalition.
    @@ -2694,7 +2693,7 @@ The following parameters were given to the :New method of AI_A2A_GCICAP, and mea
         
  • { "104th CAP" }: An array of the names of the CAP zones are defined using floating, late activated helicopter group objects, where the route points define the route of the polygon of the CAP Zone. These Helicopter Group objects start with the name 104th CAP, and will be the locations wherein CAP will be performed.
  • -
  • 4 Defines how many CAP airplanes are patrolling in each CAP zone defined simulateneously.
  • +
  • 4 Defines how many CAP airplanes are patrolling in each CAP zone defined simultaneously.
  • @@ -2952,7 +2951,7 @@ The following parameters were given to the :New method of AI_A2A_GCICAP, and mea

    AI_A2A_DISPATCHER.Landing

    -

    Defnes Landing location.

    +

    Defines Landing type/location.

    @@ -3090,13 +3089,13 @@ The following parameters were given to the :New method of AI_A2A_GCICAP, and mea

    AI_A2A_DISPATCHER:SetDefaultDamageThreshold(DamageThreshold)

    -

    Set the default damage treshold when defenders will RTB.

    +

    Set the default damage threshold when defenders will RTB.

    AI_A2A_DISPATCHER:SetDefaultFuelThreshold(FuelThreshold)

    -

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

    +

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

    @@ -3246,7 +3245,7 @@ The following parameters were given to the :New method of AI_A2A_GCICAP, and mea

    AI_A2A_DISPATCHER:SetSquadronFuelThreshold(SquadronName, FuelThreshold)

    -

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

    +

    Set the fuel threshold for the squadron when defenders will RTB or Refuel in the air.

    @@ -4541,7 +4540,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    AI_A2A_DISPATCHER.Squadron.Spawn

    -

    Table of spaws Core.Spawn#SPAWN.

    +

    Table of spawns Core.Spawn#SPAWN.

    @@ -4717,7 +4716,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau #table AI_A2A_DISPATCHER.Landing -

    Defnes Landing location.

    +

    Defines Landing type/location.

    @@ -6074,8 +6073,8 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    Usage:

    
    -       -- Set the Squadron visible before startup of dispatcher.
    -       local IsVisible = A2ADispatcher:IsSquadronVisible( "Mineralnye" )
    +  -- Set the Squadron visible before startup of dispatcher.
    +  local IsVisible = A2ADispatcher:IsSquadronVisible( "Mineralnye" )
     
    @@ -6092,9 +6091,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    AI_A2A_DISPATCHER constructor.

    -

    This is defining the A2A DISPATCHER for one coaliton. +

    This is defining the A2A 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.

    @@ -6129,18 +6128,18 @@ The Detection object is polymorphic, depending on the type of detection object c

    Usage:

    
    -  -- Setup the Detection, using DETECTION_AREAS.
    -  -- First define the SET of GROUPs that are defining the EWR network.
    -  -- Here with prefixes DF CCCP AWACS, DF CCCP EWR.
    -  DetectionSetGroup = SET_GROUP:New()
    -  DetectionSetGroup:FilterPrefixes( { "DF CCCP AWACS", "DF CCCP EWR" } )
    -  DetectionSetGroup:FilterStart()
    +    -- Setup the Detection, using DETECTION_AREAS.
    +    -- First define the SET of GROUPs that are defining the EWR network.
    +    -- Here with prefixes DF CCCP AWACS, DF CCCP EWR.
    +    DetectionSetGroup = SET_GROUP:New()
    +    DetectionSetGroup:FilterPrefixes( { "DF CCCP AWACS", "DF CCCP EWR" } )
    +    DetectionSetGroup:FilterStart()
     
    -  -- Define the DETECTION_AREAS, using the DetectionSetGroup, with a 30km grouping radius.
    -  Detection = DETECTION_AREAS:New( DetectionSetGroup, 30000 )
    +    -- Define the DETECTION_AREAS, using the DetectionSetGroup, with a 30km grouping radius.
    +    Detection = DETECTION_AREAS:New( DetectionSetGroup, 30000 )
     
    -  -- Now Setup the A2A dispatcher, and initialize it using the Detection object.
    -  A2ADispatcher = AI_A2A_DISPATCHER:New( Detection )  --
    +    -- Now Setup the A2A dispatcher, and initialize it using the Detection object.
    +    A2ADispatcher = AI_A2A_DISPATCHER:New( Detection )
     
    @@ -7381,10 +7380,10 @@ or

    AI_A2A_DISPATCHER:SetDefaultDamageThreshold(DamageThreshold)

    -

    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 airplane is 40% damaged, it will go RTB.

    @@ -7402,7 +7401,7 @@ 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 the damage threshold before going RTB.

    @@ -7422,7 +7421,7 @@ or -- Now Setup the A2A dispatcher, and initialize it using the Detection object. A2ADispatcher = AI_A2A_DISPATCHER:New( Detection ) - -- Now Setup the default damage treshold. + -- Now Setup the default damage threshold. A2ADispatcher:SetDefaultDamageThreshold( 0.90 ) -- Go RTB when the airplane 90% damaged.
    @@ -7437,10 +7436,10 @@ or

    AI_A2A_DISPATCHER:SetDefaultFuelThreshold(FuelThreshold)

    -

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

    +

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

    @@ -7458,7 +7457,7 @@ 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 threshold of fuel remaining in the tank when the plane will go RTB or Refuel.

    @@ -7478,7 +7477,7 @@ or -- Now Setup the A2A dispatcher, and initialize it using the Detection object. A2ADispatcher = AI_A2A_DISPATCHER:New( Detection ) - -- Now Setup the default fuel treshold. + -- Now Setup the default fuel threshold. A2ADispatcher:SetDefaultFuelThreshold( 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank. @@ -7536,7 +7535,6 @@ or -- Set a grouping by default per 2 airplanes. A2ADispatcher:SetDefaultGrouping( 2 ) - @@ -7744,8 +7742,18 @@ or
    -

    The %-tage of Units that dispatching command will allocate to intercept in surplus of detected amount of units. -The default overhead is 1, so equal balance. The AI_A2A_DISPATCHER.SetOverhead() method can be used to tweak the defense strength, +

    The % of Units that dispatching command will allocate to intercept in surplus of detected amount of units.

    + +
    + +

    Return value:

    +
    + +
    + +

    The default overhead is 1, so equal balance. The AI_A2A_DISPATCHER.SetOverhead() method can be used to tweak the defense strength, taking into account the plane types of the squadron. For example, a MIG-31 with full long-distance A2A missiles payload, may still be less effective than a F-15C with short missiles... So in this case, one may want to use the Overhead method to allocate more defending planes as the amount of detected attacking planes. The overhead must be given as a decimal value with 1 as the neutral value, which means that Overhead values:

    @@ -7763,17 +7771,6 @@ multiplied by the Overhead and rounded up to the smallest integer.

    See example below.

    -
    -
    -

    Return value:

    -
    - -
    - - -

    Usage:

    @@ -7831,7 +7828,6 @@ multiplied by the Overhead and rounded up to the smallest integer.

    self

    -

    Usage:

    @@ -7850,7 +7846,6 @@ multiplied by the Overhead and rounded up to the smallest integer.

    -- Let new flights by default take-off from the airbase cold. A2ADispatcher:SetDefaultTakeoff( AI_A2A_Dispatcher.Takeoff.Cold ) - @@ -7881,7 +7876,6 @@ multiplied by the Overhead and rounded up to the smallest integer.

    self

    -

    Usage:

    @@ -7921,7 +7915,6 @@ multiplied by the Overhead and rounded up to the smallest integer.

    self

    -

    Usage:

    @@ -7961,7 +7954,6 @@ multiplied by the Overhead and rounded up to the smallest integer.

    self

    -

    Usage:

    @@ -8001,7 +7993,6 @@ multiplied by the Overhead and rounded up to the smallest integer.

    self

    -

    Usage:

    @@ -8055,7 +8046,6 @@ multiplied by the Overhead and rounded up to the smallest integer.

    self

    -

    Usage:

    @@ -8116,11 +8106,12 @@ multiplied by the Overhead and rounded up to the smallest integer.

    -- Now Setup the A2A dispatcher, and initialize it using the Detection object. A2ADispatcher = AI_A2A_DISPATCHER:New( Detection ) - -- Now Setup the default fuel treshold. + -- Now Setup the default fuel threshold. A2ADispatcher:SetDefaultFuelThreshold( 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank. -- Now Setup the default tanker. - A2ADispatcher:SetDefaultTanker( "Tanker" ) -- The group name of the tanker is "Tanker" in the Mission Editor. + A2ADispatcher:SetDefaultTanker( "Tanker" ) -- The group name of the tanker is "Tanker" in the Mission Editor. + @@ -8325,7 +8316,7 @@ multiplied by the Overhead and rounded up to the smallest integer.

    A2ADispatcher:SetDisengageRadius( 50000 ) -- Set 100km as the Disengage Radius. - A2ADispatcher:SetDisngageRadius() -- 300000 is the default value. + A2ADispatcher:SetDisengageRadius() -- 300000 is the default value. @@ -8627,7 +8618,6 @@ If you have only one prefix name for a squadron, you don't need to use the (optional) A number that specifies how many resources are in stock of the squadron. If not specified, the squadron will have infinite resources available.

    -

    Return value:

    @@ -8639,6 +8629,7 @@ If you have only one prefix name for a squadron, you don't need to use the self

    +

    Usages:

    @@ -8662,7 +8653,6 @@ If you have only one prefix name for a squadron, you don't need to use the @@ -8816,18 +8806,18 @@ If you have only one prefix name for a squadron, you don't need to use the

    Usage:

    
    -       -- CAP Squadron execution.
    -       CAPZoneEast = ZONE_POLYGON:New( "CAP Zone East", GROUP:FindByName( "CAP Zone East" ) )
    -       A2ADispatcher:SetSquadronCap( "Mineralnye", CAPZoneEast, 4000, 10000, 500, 600, 800, 900 )
    -       A2ADispatcher:SetSquadronCapInterval( "Mineralnye", 2, 30, 60, 1 )
    +  -- CAP Squadron execution.
    +  CAPZoneEast = ZONE_POLYGON:New( "CAP Zone East", GROUP:FindByName( "CAP Zone East" ) )
    +  A2ADispatcher:SetSquadronCap( "Mineralnye", CAPZoneEast, 4000, 10000, 500, 600, 800, 900 )
    +  A2ADispatcher:SetSquadronCapInterval( "Mineralnye", 2, 30, 60, 1 )
     
    -       CAPZoneWest = ZONE_POLYGON:New( "CAP Zone West", GROUP:FindByName( "CAP Zone West" ) )
    -       A2ADispatcher:SetSquadronCap( "Sochi", CAPZoneWest, 4000, 8000, 600, 800, 800, 1200, "BARO" )
    -       A2ADispatcher:SetSquadronCapInterval( "Sochi", 2, 30, 120, 1 )
    +  CAPZoneWest = ZONE_POLYGON:New( "CAP Zone West", GROUP:FindByName( "CAP Zone West" ) )
    +  A2ADispatcher:SetSquadronCap( "Sochi", CAPZoneWest, 4000, 8000, 600, 800, 800, 1200, "BARO" )
    +  A2ADispatcher:SetSquadronCapInterval( "Sochi", 2, 30, 120, 1 )
     
    -       CAPZoneMiddle = ZONE:New( "CAP Zone Middle")
    -       A2ADispatcher:SetSquadronCap( "Maykop", CAPZoneMiddle, 4000, 8000, 600, 800, 800, 1200, "RADIO" )
    -       A2ADispatcher:SetSquadronCapInterval( "Sochi", 2, 30, 120, 1 )
    +  CAPZoneMiddle = ZONE:New( "CAP Zone Middle")
    +  A2ADispatcher:SetSquadronCap( "Maykop", CAPZoneMiddle, 4000, 8000, 600, 800, 800, 1200, "RADIO" )
    +  A2ADispatcher:SetSquadronCapInterval( "Sochi", 2, 30, 120, 1 )
     
    @@ -9019,24 +9009,24 @@ If you have only one prefix name for a squadron, you don't need to use the

    Usage:

    
    -       -- CAP Squadron execution.
    -       CAPZoneEast = ZONE_POLYGON:New( "CAP Zone East", GROUP:FindByName( "CAP Zone East" ) )
    -       -- Setup a CAP, engaging between 800 and 900 km/h, altitude 30 (above the sea), radio altitude measurement,
    -       -- patrolling speed between 500 and 600 km/h, altitude between 4000 and 10000 meters, barometric altitude measurement.
    -       A2ADispatcher:SetSquadronCapV2( "Mineralnye", 800, 900, 30, 30, "RADIO", CAPZoneEast, 500, 600, 4000, 10000, "BARO" )
    -       A2ADispatcher:SetSquadronCapInterval( "Mineralnye", 2, 30, 60, 1 )
    +  -- CAP Squadron execution.
    +  CAPZoneEast = ZONE_POLYGON:New( "CAP Zone East", GROUP:FindByName( "CAP Zone East" ) )
    +  -- Setup a CAP, engaging between 800 and 900 km/h, altitude 30 (above the sea), radio altitude measurement,
    +  -- patrolling speed between 500 and 600 km/h, altitude between 4000 and 10000 meters, barometric altitude measurement.
    +  A2ADispatcher:SetSquadronCapV2( "Mineralnye", 800, 900, 30, 30, "RADIO", CAPZoneEast, 500, 600, 4000, 10000, "BARO" )
    +  A2ADispatcher:SetSquadronCapInterval( "Mineralnye", 2, 30, 60, 1 )
     
    -       CAPZoneWest = ZONE_POLYGON:New( "CAP Zone West", GROUP:FindByName( "CAP Zone West" ) )
    -       -- Setup a CAP, engaging between 800 and 1200 km/h, altitude between 4000 and 10000 meters, radio altitude measurement,
    -       -- patrolling speed between 600 and 800 km/h, altitude between 4000 and 8000, barometric altitude measurement.
    -       A2ADispatcher:SetSquadronCapV2( "Sochi", 800, 1200, 2000, 3000, "RADIO", CAPZoneWest, 600, 800, 4000, 8000, "BARO" )
    -       A2ADispatcher:SetSquadronCapInterval( "Sochi", 2, 30, 120, 1 )
    +  CAPZoneWest = ZONE_POLYGON:New( "CAP Zone West", GROUP:FindByName( "CAP Zone West" ) )
    +  -- Setup a CAP, engaging between 800 and 1200 km/h, altitude between 4000 and 10000 meters, radio altitude measurement,
    +  -- patrolling speed between 600 and 800 km/h, altitude between 4000 and 8000, barometric altitude measurement.
    +  A2ADispatcher:SetSquadronCapV2( "Sochi", 800, 1200, 2000, 3000, "RADIO", CAPZoneWest, 600, 800, 4000, 8000, "BARO" )
    +  A2ADispatcher:SetSquadronCapInterval( "Sochi", 2, 30, 120, 1 )
     
    -       CAPZoneMiddle = ZONE:New( "CAP Zone Middle")
    -       -- Setup a CAP, engaging between 800 and 1200 km/h, altitude between 5000 and 8000 meters, barometric altitude measurement,
    -       -- patrolling speed between 600 and 800 km/h, altitude between 4000 and 8000, radio altitude.
    -       A2ADispatcher:SetSquadronCapV2( "Maykop", 800, 1200, 5000, 8000, "BARO", CAPZoneMiddle, 600, 800, 4000, 8000, "RADIO" )
    -       A2ADispatcher:SetSquadronCapInterval( "Maykop", 2, 30, 120, 1 )
    +  CAPZoneMiddle = ZONE:New( "CAP Zone Middle")
    +  -- Setup a CAP, engaging between 800 and 1200 km/h, altitude between 5000 and 8000 meters, barometric altitude measurement,
    +  -- patrolling speed between 600 and 800 km/h, altitude between 4000 and 8000, radio altitude.
    +  A2ADispatcher:SetSquadronCapV2( "Maykop", 800, 1200, 5000, 8000, "BARO", CAPZoneMiddle, 600, 800, 4000, 8000, "RADIO" )
    +  A2ADispatcher:SetSquadronCapInterval( "Maykop", 2, 30, 120, 1 )
     
    @@ -9137,18 +9127,18 @@ If you have only one prefix name for a squadron, you don't need to use the

    Usage:

    
    -       -- CAP Squadron execution.
    -       CAPZoneEast = ZONE_POLYGON:New( "CAP Zone East", GROUP:FindByName( "CAP Zone East" ) )
    -       A2ADispatcher:SetSquadronCap( "Mineralnye", CAPZoneEast, 4000, 10000, 500, 600, 800, 900 )
    -       A2ADispatcher:SetSquadronCapInterval( "Mineralnye", 2, 30, 60, 1 )
    +  -- CAP Squadron execution.
    +  CAPZoneEast = ZONE_POLYGON:New( "CAP Zone East", GROUP:FindByName( "CAP Zone East" ) )
    +  A2ADispatcher:SetSquadronCap( "Mineralnye", CAPZoneEast, 4000, 10000, 500, 600, 800, 900 )
    +  A2ADispatcher:SetSquadronCapInterval( "Mineralnye", 2, 30, 60, 1 )
     
    -       CAPZoneWest = ZONE_POLYGON:New( "CAP Zone West", GROUP:FindByName( "CAP Zone West" ) )
    -       A2ADispatcher:SetSquadronCap( "Sochi", CAPZoneWest, 4000, 8000, 600, 800, 800, 1200, "BARO" )
    -       A2ADispatcher:SetSquadronCapInterval( "Sochi", 2, 30, 120, 1 )
    +  CAPZoneWest = ZONE_POLYGON:New( "CAP Zone West", GROUP:FindByName( "CAP Zone West" ) )
    +  A2ADispatcher:SetSquadronCap( "Sochi", CAPZoneWest, 4000, 8000, 600, 800, 800, 1200, "BARO" )
    +  A2ADispatcher:SetSquadronCapInterval( "Sochi", 2, 30, 120, 1 )
     
    -       CAPZoneMiddle = ZONE:New( "CAP Zone Middle")
    -       A2ADispatcher:SetSquadronCap( "Maykop", CAPZoneMiddle, 4000, 8000, 600, 800, 800, 1200, "RADIO" )
    -       A2ADispatcher:SetSquadronCapInterval( "Sochi", 2, 30, 120, 1 )
    +  CAPZoneMiddle = ZONE:New( "CAP Zone Middle")
    +  A2ADispatcher:SetSquadronCap( "Maykop", CAPZoneMiddle, 4000, 8000, 600, 800, 800, 1200, "RADIO" )
    +  A2ADispatcher:SetSquadronCapInterval( "Sochi", 2, 30, 120, 1 )
     
    @@ -9297,10 +9287,10 @@ If you have only one prefix name for a squadron, you don't need to use the AI_A2A_DISPATCHER:SetSquadronFuelThreshold(SquadronName, FuelThreshold) -

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

    +

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

    @@ -9331,7 +9321,7 @@ 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 threshold of fuel remaining in the tank when the plane will go RTB or Refuel.

    @@ -9351,7 +9341,7 @@ If you have only one prefix name for a squadron, you don't need to use the @@ -9427,10 +9417,10 @@ If you have only one prefix name for a squadron, you don't need to use the

    Usage:

    
    -       -- GCI Squadron execution.
    -       A2ADispatcher:SetSquadronGci( "Mozdok", 900, 1200 )
    -       A2ADispatcher:SetSquadronGci( "Novo", 900, 2100 )
    -       A2ADispatcher:SetSquadronGci( "Maykop", 900, 1200 )
    +  -- GCI Squadron execution.
    +  A2ADispatcher:SetSquadronGci( "Mozdok", 900, 1200 )
    +  A2ADispatcher:SetSquadronGci( "Novo", 900, 2100 )
    +  A2ADispatcher:SetSquadronGci( "Maykop", 900, 1200 )
     
    @@ -9544,10 +9534,10 @@ If you have only one prefix name for a squadron, you don't need to use the

    Usage:

    
    -       -- GCI Squadron execution.
    -       A2ADispatcher:SetSquadronGci2( "Mozdok", 900, 1200, 5000, 5000, "BARO" )
    -       A2ADispatcher:SetSquadronGci2( "Novo", 900, 2100, 30, 30, "RADIO" )
    -       A2ADispatcher:SetSquadronGci2( "Maykop", 900, 1200, 100, 300, "RADIO" )
    +  -- GCI Squadron execution.
    +  A2ADispatcher:SetSquadronGci2( "Mozdok", 900, 1200, 5000, 5000, "BARO" )
    +  A2ADispatcher:SetSquadronGci2( "Novo", 900, 2100, 30, 30, "RADIO" )
    +  A2ADispatcher:SetSquadronGci2( "Maykop", 900, 1200, 100, 300, "RADIO" )
     
    @@ -9617,7 +9607,6 @@ If you have only one prefix name for a squadron, you don't need to use the @@ -9961,7 +9950,18 @@ If you have only one prefix name for a squadron, you don't need to use the
    -

    The %-tage of Units that dispatching command will allocate to intercept in surplus of detected amount of units. +

    The % of Units that dispatching command will allocate to intercept in surplus of detected amount of units.

    + +
    + +

    Return value:

    +
    + +
    + +

    self The default overhead is 1, so equal balance. The AI_A2A_DISPATCHER.SetOverhead() method can be used to tweak the defense strength, taking into account the plane types of the squadron. For example, a MIG-31 with full long-distance A2A missiles payload, may still be less effective than a F-15C with short missiles... So in this case, one may want to use the Overhead method to allocate more defending planes as the amount of detected attacking planes. @@ -9980,17 +9980,6 @@ multiplied by the Overhead and rounded up to the smallest integer.

    See example below.

    -
    -
    -

    Return value:

    -
    - -
    - -

    self

    -

    Usage:

    @@ -10133,7 +10122,6 @@ multiplied by the Overhead and rounded up to the smallest integer.

    self

    -

    Usage:

    @@ -10152,7 +10140,6 @@ multiplied by the Overhead and rounded up to the smallest integer.

    -- Let new flights take-off from the airbase cold. A2ADispatcher:SetSquadronTakeoff( "SquadronName", AI_A2A_Dispatcher.Takeoff.Cold ) -
    @@ -10197,7 +10184,6 @@ multiplied by the Overhead and rounded up to the smallest integer.

    self

    -

    Usage:

    @@ -10251,7 +10237,6 @@ multiplied by the Overhead and rounded up to the smallest integer.

    self

    -

    Usage:

    @@ -10305,7 +10290,6 @@ multiplied by the Overhead and rounded up to the smallest integer.

    self

    -

    Usage:

    @@ -10372,7 +10356,6 @@ multiplied by the Overhead and rounded up to the smallest integer.

    self

    -

    Usage:

    @@ -10439,7 +10422,6 @@ multiplied by the Overhead and rounded up to the smallest integer.

    self

    -

    Usage:

    @@ -10513,11 +10495,12 @@ multiplied by the Overhead and rounded up to the smallest integer.

    -- Now Setup the A2A dispatcher, and initialize it using the Detection object. A2ADispatcher = AI_A2A_DISPATCHER:New( Detection ) - -- Now Setup the squadron fuel treshold. + -- Now Setup the squadron fuel threshold. A2ADispatcher:SetSquadronFuelThreshold( "SquadronName", 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank. -- Now Setup the squadron tanker. - A2ADispatcher:SetSquadronTanker( "SquadronName", "Tanker" ) -- The group name of the tanker is "Tanker" in the Mission Editor.
    + A2ADispatcher:SetSquadronTanker( "SquadronName", "Tanker" ) -- The group name of the tanker is "Tanker" in the Mission Editor. +
    @@ -10569,8 +10552,8 @@ They will lock the parking spot.

    Usage:

    
    -       -- Set the Squadron visible before startup of dispatcher.
    -       A2ADispatcher:SetSquadronVisible( "Mineralnye" )
    +  -- Set the Squadron visible before startup of dispatcher.
    +  A2ADispatcher:SetSquadronVisible( "Mineralnye" )
     
    @@ -11217,7 +11200,7 @@ They will lock the parking spot.

    #table AI_A2A_DISPATCHER.Landing -

    Defnes Landing location.

    +

    Defines Landing type/location.

    @@ -12468,7 +12451,7 @@ They will lock the parking spot.

    #table AI_A2A_DISPATCHER.Landing -

    Defnes Landing location.

    +

    Defines Landing type/location.

    @@ -14025,7 +14008,7 @@ They will lock the parking spot.

    #table AI_A2A_DISPATCHER.Landing -

    Defnes Landing location.

    +

    Defines Landing type/location.

    @@ -17502,7 +17485,7 @@ When moose is loading dynamically (for moose class development), tracing is swit #table AI_A2A_DISPATCHER.Squadron.Spawn -

    Table of spaws Core.Spawn#SPAWN.

    +

    Table of spawns Core.Spawn#SPAWN.

    @@ -17804,7 +17787,7 @@ For airplanes, 6000 (6km) is recommended, and is also the default value of this -- The CAP Zone prefix is nil. No CAP is created. -- The CAP Limit is nil. -- The Grouping Radius is nil. The default range of 6km radius will be grouped as a group of targets. - -- The Engage Radius is set nil. The default Engage Radius will be used to consider a defenser being assigned to a task. + -- The Engage Radius is set nil. The default Engage Radius will be used to consider a defender being assigned to a task. -- The GCI Radius is nil. Any target detected within the default GCI Radius will be considered for GCI engagement. -- The amount of resources for each squadron is set to 30. Thus about 30 resources are allocated to each squadron created. @@ -18033,7 +18016,7 @@ For airplanes, 6000 (6km) is recommended, and is also the default value of this -- The CAP Zone prefix is nil. No CAP is created. -- The CAP Limit is nil. -- The Grouping Radius is nil. The default range of 6km radius will be grouped as a group of targets. - -- The Engage Radius is set nil. The default Engage Radius will be used to consider a defenser being assigned to a task. + -- The Engage Radius is set nil. The default Engage Radius will be used to consider a defender being assigned to a task. -- The GCI Radius is nil. Any target detected within the default GCI Radius will be considered for GCI engagement. -- The amount of resources for each squadron is set to 30. Thus about 30 resources are allocated to each squadron created. diff --git a/Documentation/AI.AI_A2A_GCI.html b/Documentation/AI.AI_A2A_GCI.html index c346805b0..115b2f2dd 100644 --- a/Documentation/AI.AI_A2A_GCI.html +++ b/Documentation/AI.AI_A2A_GCI.html @@ -1550,8 +1550,8 @@ Upon arrival at the 3D point, a new random 3D point will be selected within the

    Process

    -

    Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB. -When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.

    +

    Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB. +When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.

    Process

    @@ -1586,7 +1586,7 @@ When the fuel treshold has been reached, the airplane will fly towards the neare
  • **AI.AI_Patrol#AI_PATROL_ZONE.Detected**: The AI has detected new targets.
  • **AI_A2A_GCI.Destroy**: The AI has destroyed a bogey Wrapper.Unit.
  • **AI_A2A_GCI.Destroyed**: The AI has destroyed all bogeys Wrapper.Units assigned in the CAS task.
  • -
  • Status ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
  • +
  • Status ( Group ): The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.
  • 3. Set the Range of Engagement

    diff --git a/Documentation/AI.AI_A2A_Patrol.html b/Documentation/AI.AI_A2A_Patrol.html index 590741dc3..7a3d320e9 100644 --- a/Documentation/AI.AI_A2A_Patrol.html +++ b/Documentation/AI.AI_A2A_Patrol.html @@ -1548,8 +1548,8 @@ use derived AI_ classes to model AI offensive or defensive behaviour.

    Process

    -

    Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB. -When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.

    +

    Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB. +When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.

    Process

    @@ -1582,7 +1582,7 @@ When the fuel treshold has been reached, the airplane will fly towards the neare
  • RTB ( Group ): Route the AI to the home base.
  • Detect ( Group ): The AI is detecting targets.
  • Detected ( Group ): The AI has detected new targets.
  • -
  • Status ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
  • +
  • Status ( Group ): The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.
  • 3. Set or Get the AI controllable

    @@ -1621,8 +1621,8 @@ according the weather conditions.

    6. Manage the "out of fuel" in the AI_A2A_PATROL

    When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base. -Therefore, with a parameter and a calculation of the distance to the home base, the fuel treshold is calculated. -When the fuel treshold is reached, the AI will continue for a given time its patrol task in orbit, +Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated. +When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AI is targetted to the AI_A2A_PATROL. Once the time is finished, the old AI will return to the base. Use the method AI_A2A_PATROL.ManageFuel() to have this proces in place.

    @@ -1630,7 +1630,7 @@ Use the method AI_A2A_PATROL.ManageFuel7. Manage "damage" behaviour of the AI in the AI_A2A_PATROL

    When the AI is damaged, it is required that a new Patrol is started. However, damage cannon be foreseen early on. -Therefore, when the damage treshold is reached, the AI will return immediately to the home base (RTB). +Therefore, when the damage threshold is reached, the AI will return immediately to the home base (RTB). Use the method AI_A2A_PATROL.ManageDamage() to have this proces in place.


    diff --git a/Documentation/AI.AI_A2G_Dispatcher.html b/Documentation/AI.AI_A2G_Dispatcher.html index 1cbb4cd3f..2588bab1a 100644 --- a/Documentation/AI.AI_A2G_Dispatcher.html +++ b/Documentation/AI.AI_A2G_Dispatcher.html @@ -2951,7 +2951,7 @@ of the squadron are destroyed. This is to keep consistency of air operations and

    AI_A2G_DISPATCHER:SetDefaultFuelThreshold(FuelThreshold)

    -

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

    +

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

    @@ -3197,7 +3197,7 @@ of the squadron are destroyed. This is to keep consistency of air operations and

    AI_A2G_DISPATCHER:SetSquadronFuelThreshold(SquadronName, FuelThreshold)

    -

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

    +

    Set the fuel threshold for the squadron when defenders will RTB or Refuel in the air.

    @@ -4647,17 +4647,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    The Defender Default Settings over all Squadrons.

    - - - - @@ -7546,10 +7535,10 @@ or

    AI_A2G_DISPATCHER:SetDefaultFuelThreshold(FuelThreshold)

    -

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

    +

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

    -

    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.

    +

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

    @@ -7567,7 +7556,7 @@ or
    -

    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.

    +

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

    @@ -7587,7 +7576,7 @@ or -- Now Setup the A2G dispatcher, and initialize it using the Detection object. A2GDispatcher = AI_A2G_DISPATCHER:New( Detection ) - -- Now Setup the default fuel treshold. + -- Now Setup the default fuel threshold. A2GDispatcher:SetDefaultFuelThreshold( 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
    @@ -8344,7 +8333,7 @@ multiplied by the Overhead and rounded up to the smallest integer.

    -- Now Setup the A2G dispatcher, and initialize it using the Detection object. A2GDispatcher = AI_A2G_DISPATCHER:New( Detection ) - -- Now Setup the default fuel treshold. + -- Now Setup the default fuel threshold. A2GDispatcher:SetDefaultFuelThreshold( 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank. -- Now Setup the default tanker. @@ -10582,10 +10571,10 @@ If you have only one prefix name for a squadron, you don't need to use the AI_A2G_DISPATCHER:SetSquadronFuelThreshold(SquadronName, FuelThreshold) -

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

    +

    Set the fuel threshold 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 aircraft will stay in the air until 15% of its fuel is remaining.

    +

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

    @@ -10616,7 +10605,7 @@ 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 % 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 threshold of fuel remaining in the tank when the plane will go RTB or Refuel.

    @@ -10636,7 +10625,7 @@ If you have only one prefix name for a squadron, you don't need to use the @@ -12460,7 +12449,7 @@ multiplied by the Overhead and rounded up to the smallest integer.

    -- Now Setup the A2G dispatcher, and initialize it using the Detection object. A2GDispatcher = AI_A2G_DISPATCHER:New( Detection ) - -- Now Setup the squadron fuel treshold. + -- Now Setup the squadron fuel threshold. A2GDispatcher:SetSquadronRefuelThreshold( "SquadronName", 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank. -- Now Setup the squadron tanker. @@ -13000,17 +12989,6 @@ multiplied by the Overhead and rounded up to the smallest integer.

    The Defender Default Settings over all Squadrons.

    -
    - - - @@ -14328,17 +14306,6 @@ multiplied by the Overhead and rounded up to the smallest integer.

    The Defender Default Settings over all Squadrons.

    - - - - @@ -15962,17 +15929,6 @@ multiplied by the Overhead and rounded up to the smallest integer.

    The Defender Default Settings over all Squadrons.

    - - - - diff --git a/Documentation/AI.AI_A2G_SEAD.html b/Documentation/AI.AI_A2G_SEAD.html index 69f25f9bd..c3b55b239 100644 --- a/Documentation/AI.AI_A2G_SEAD.html +++ b/Documentation/AI.AI_A2G_SEAD.html @@ -1550,8 +1550,8 @@ Upon arrival at the 3D point, a new random 3D point will be selected within the

    Process

    -

    Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB. -When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.

    +

    Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB. +When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.

    Process

    diff --git a/Documentation/AI.AI_AIR_Dispatcher.html b/Documentation/AI.AI_AIR_Dispatcher.html index 9ed05de83..f26b08b07 100644 --- a/Documentation/AI.AI_AIR_Dispatcher.html +++ b/Documentation/AI.AI_AIR_Dispatcher.html @@ -1506,11 +1506,11 @@ Controls a network of short range air/missile defense groups.

  • 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.
  • Define and use a detection network controlled by recce.
  • -
  • Define AIR defense squadrons at airbases, farps and carriers.
  • +
  • Define AIR defense squadrons at airbases, FARPs and carriers.
  • Enable airbases for AIR 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 AIR defenses.
  • @@ -1537,7 +1537,7 @@ Controls a network of short range air/missile defense groups.

    AI_AIR_DISPATCHER is the main AIR defense class that models the AIR defense system.

    -

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

    +

    Before you start using the AI_AIR_DISPATCHER, ask yourself the following questions.

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

    @@ -1627,7 +1627,7 @@ Battleground Air Interdiction (BAI) tasks are launched when there are no friendl

    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 Carrier Ships? On FARPs?

    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. @@ -1874,7 +1874,7 @@ alerted of new enemy ground targets.

    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_AIR_DISPATCHER.New() method to indicate the reconnaissance network configuration and setup the AIR defense detection mechanism.

    @@ -2199,7 +2199,7 @@ the way how the aircraft are starting up. Cold starts take the longest duration,
  • AI_AIR_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 A2A defense system, as no new CAP or GCI planes can takeoff. Note that the method AI_AIR_DISPATCHER.SetSquadronLandingNearAirbase() will only work for returning aircraft, not for damaged or out of fuel aircraft. @@ -2281,13 +2281,13 @@ This limit will avoid an extensive amount of aircraft to engage with the enemy i

    Use the method AI_AIR_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 aircraft get out of fuel to a certain %, which is by default 15% (0.15), 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_AIR_DISPATCHER.SetSquadronFuelThreshold() to set the squadron fuel treshold of the aircraft for all squadrons.

    +

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

    6. Other configuration options

    @@ -2347,17 +2347,17 @@ Unless there is a specific behaviour set for a specific squadron, the default co

    Use the method AI_AIR_DISPATCHER.SetDefaultGrouping() to set the default grouping of spawned airplanes 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 airplane gets out of fuel to a certain %, which is 15% (0.15), it will go RTB, and will be replaced with a new airplane when applicable.

    -

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

    +

    Use the method AI_AIR_DISPATCHER.SetDefaultFuelThreshold() to set the default fuel threshold of spawned airplanes 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 airplane is damaged to a certain %, which is 40% (0.40), it will go RTB, and will be replaced with a new airplane when applicable.

    -

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

    +

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

    10.7. Default settings for patrol.

    @@ -2390,7 +2390,7 @@ This greatly increases the efficiency of your CAP 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_AIR_DISPATCHER.SetDefaultTanker() to set the tanker for the dispatcher. -Use the method AI_AIR_DISPATCHER.SetDefaultFuelThreshold() to set the %-tage left in the defender airplane tanks when a refuel action is needed.

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

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

    @@ -2404,7 +2404,7 @@ Use the method AI_AIR_DI A2ADispatcher:SetSquadronCapInterval("Sochi", 2, 30, 600, 1 ) A2ADispatcher:SetSquadronGci( "Sochi", 900, 1200 ) - -- Set the default tanker for refuelling to "Tanker", when the default fuel treshold has reached 90% fuel left. + -- Set the default tanker for refuelling to "Tanker", when the default fuel threshold has reached 90% fuel left. A2ADispatcher:SetDefaultFuelThreshold( 0.9 ) A2ADispatcher:SetDefaultTanker( "Tanker" )
    @@ -2450,9 +2450,6 @@ However, the squadron will still stay alive. Any airplane that is airborne will of the squadron will be destroyed. This to keep consistency of air operations not to confuse the players.

    - - - @@ -2852,7 +2849,7 @@ of the squadron will be destroyed. This to keep consistency of air operations no

    AI_AIR_DISPATCHER:SetDefaultDamageThreshold(DamageThreshold)

    -

    Set the default damage treshold when defenders will RTB.

    +

    Set the default damage threshold when defenders will RTB.

    @@ -2864,7 +2861,7 @@ of the squadron will be destroyed. This to keep consistency of air operations no

    AI_AIR_DISPATCHER:SetDefaultFuelThreshold(FuelThreshold)

    -

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

    +

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

    @@ -3044,7 +3041,7 @@ of the squadron will be destroyed. This to keep consistency of air operations no

    AI_AIR_DISPATCHER:SetSquadronFuelThreshold(SquadronName, FuelThreshold)

    -

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

    +

    Set the fuel threshold for the squadron when defenders will RTB or Refuel in the air.

    @@ -5469,7 +5466,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    -

    The %-tage of Units that dispatching command will allocate to intercept in surplus of detected amount of units. +

    The % of Units that dispatching command will allocate to intercept in surplus of detected amount of units. The default overhead is 1, so equal balance. The AI_AIR_DISPATCHER.SetOverhead() method can be used to tweak the defense strength, taking into account the plane types of the squadron. For example, a MIG-31 with full long-distance AIR missiles payload, may still be less effective than a F-15C with short missiles... So in this case, one may want to use the Overhead method to allocate more defending planes as the amount of detected attacking planes. @@ -5664,9 +5661,9 @@ multiplied by the Overhead and rounded up to the smallest integer.

    AI_AIR_DISPATCHER constructor.

    -

    This is defining the AIR DISPATCHER for one coaliton. +

    This is defining the AIR 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.

    @@ -5700,19 +5697,19 @@ The Detection object is polymorphic, depending on the type of detection object c

    Usage:

    -
      
    -  -- Setup the Detection, using DETECTION_AREAS.
    -  -- First define the SET of GROUPs that are defining the EWR network.
    -  -- Here with prefixes DF CCCP AWACS, DF CCCP EWR.
    -  DetectionSetGroup = SET_GROUP:New()
    -  DetectionSetGroup:FilterPrefixes( { "DF CCCP AWACS", "DF CCCP EWR" } )
    -  DetectionSetGroup:FilterStart()
    -  
    -  -- Define the DETECTION_AREAS, using the DetectionSetGroup, with a 30km grouping radius.
    -  Detection = DETECTION_AREAS:New( DetectionSetGroup, 30000 )
    +    
    
    +    -- Setup the Detection, using DETECTION_AREAS.
    +    -- First define the SET of GROUPs that are defining the EWR network.
    +    -- Here with prefixes DF CCCP AWACS, DF CCCP EWR.
    +    DetectionSetGroup = SET_GROUP:New()
    +    DetectionSetGroup:FilterPrefixes( { "DF CCCP AWACS", "DF CCCP EWR" } )
    +    DetectionSetGroup:FilterStart()
     
    -  -- Now Setup the AIR dispatcher, and initialize it using the Detection object.
    -  AIRDispatcher = AI_AIR_DISPATCHER:New( Detection )  --   
    +    -- Define the DETECTION_AREAS, using the DetectionSetGroup, with a 30km grouping radius.
    +    Detection = DETECTION_AREAS:New( DetectionSetGroup, 30000 )
    +
    +    -- Now Setup the AIR dispatcher, and initialize it using the Detection object.
    +    AIRDispatcher = AI_AIR_DISPATCHER:New( Detection )
     
    @@ -6581,10 +6578,10 @@ or

    AI_AIR_DISPATCHER:SetDefaultDamageThreshold(DamageThreshold)

    -

    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 airplane is 40% damaged, it will go RTB.

    @@ -6602,7 +6599,7 @@ 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 the damage threshold before going RTB.

    @@ -6622,7 +6619,7 @@ or -- Now Setup the AIR dispatcher, and initialize it using the Detection object. AIRDispatcher = AI_AIR_DISPATCHER:New( Detection ) - -- Now Setup the default damage treshold. + -- Now Setup the default damage threshold. AIRDispatcher:SetDefaultDamageThreshold( 0.90 ) -- Go RTB when the airplane 90% damaged.
    @@ -6693,10 +6690,10 @@ or

    AI_AIR_DISPATCHER:SetDefaultFuelThreshold(FuelThreshold)

    -

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

    +

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

    @@ -6714,7 +6711,7 @@ 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 threshold of fuel remaining in the tank when the plane will go RTB or Refuel.

    @@ -6734,7 +6731,7 @@ or -- Now Setup the AIR dispatcher, and initialize it using the Detection object. AIRDispatcher = AI_AIR_DISPATCHER:New( Detection ) - -- Now Setup the default fuel treshold. + -- Now Setup the default fuel threshold. AIRDispatcher:SetDefaultFuelThreshold( 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
    @@ -7000,7 +6997,7 @@ or
    -

    The %-tage of Units that dispatching command will allocate to intercept in surplus of detected amount of units. +

    The % of Units that dispatching command will allocate to intercept in surplus of detected amount of units. The default overhead is 1, so equal balance. The AI_AIR_DISPATCHER.SetOverhead() method can be used to tweak the defense strength, taking into account the plane types of the squadron. For example, a MIG-31 with full long-distance AIR missiles payload, may still be less effective than a F-15C with short missiles... So in this case, one may want to use the Overhead method to allocate more defending planes as the amount of detected attacking planes. @@ -7491,7 +7488,7 @@ multiplied by the Overhead and rounded up to the smallest integer.

    -- Now Setup the AIR dispatcher, and initialize it using the Detection object. AIRDispatcher = AI_AIR_DISPATCHER:New( Detection ) - -- Now Setup the default fuel treshold. + -- Now Setup the default fuel threshold. AIRDispatcher:SetDefaultFuelThreshold( 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank. -- Now Setup the default tanker. @@ -8322,10 +8319,10 @@ If you have only one prefix name for a squadron, you don't need to use the AI_AIR_DISPATCHER:SetSquadronFuelThreshold(SquadronName, FuelThreshold)
    -

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

    +

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

    @@ -8356,7 +8353,7 @@ 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 threshold of fuel remaining in the tank when the plane will go RTB or Refuel.

    @@ -8376,7 +8373,7 @@ If you have only one prefix name for a squadron, you don't need to use the @@ -8723,7 +8720,7 @@ If you have only one prefix name for a squadron, you don't need to use the
    -

    The %-tage of Units that dispatching command will allocate to intercept in surplus of detected amount of units. +

    The % of Units that dispatching command will allocate to intercept in surplus of detected amount of units. The default overhead is 1, so equal balance. The AI_AIR_DISPATCHER.SetOverhead() method can be used to tweak the defense strength, taking into account the plane types of the squadron. For example, a MIG-31 with full long-distance AIR missiles payload, may still be less effective than a F-15C with short missiles... So in this case, one may want to use the Overhead method to allocate more defending planes as the amount of detected attacking planes. @@ -9458,7 +9455,7 @@ multiplied by the Overhead and rounded up to the smallest integer.

    -- Now Setup the AIR dispatcher, and initialize it using the Detection object. AIRDispatcher = AI_AIR_DISPATCHER:New( Detection ) - -- Now Setup the squadron fuel treshold. + -- Now Setup the squadron fuel threshold. AIRDispatcher:SetSquadronRefuelThreshold( "SquadronName", 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank. -- Now Setup the squadron tanker. diff --git a/Documentation/AI.AI_Air.html b/Documentation/AI.AI_Air.html index 945b9fb3e..2a66efce2 100644 --- a/Documentation/AI.AI_Air.html +++ b/Documentation/AI.AI_Air.html @@ -1827,7 +1827,7 @@ and the resulting state will be the To state.

    AI_AIR:SetDamageThreshold(PatrolDamageThreshold)

    -

    When the AI is damaged beyond a certain treshold, it is required that the AI returns to the home base.

    +

    When the AI is damaged beyond a certain threshold, it is required that the AI returns to the home base.

    @@ -2934,17 +2934,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -
    - -
    -
    -
    - - #number -AI_AIR.IdleCount - - -
    @@ -4509,14 +4498,14 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    AI_AIR:SetDamageThreshold(PatrolDamageThreshold)

    -

    When the AI is damaged beyond a certain treshold, it is required that the AI returns to the home base.

    +

    When the AI is damaged beyond a certain threshold, it is required that the AI returns to the home base.

    However, damage cannot be foreseen early on. -Therefore, when the damage treshold is reached, +Therefore, when the damage threshold is reached, the AI will return immediately to the home base (RTB). Note that for groups, the average damage of the complete group will be calculated. -So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage treshold will be 0.25.

    +So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage threshold will be 0.25.

    @@ -4534,7 +4523,7 @@ So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage treshold
    -

    The treshold in percentage (between 0 and 1) when the AI is considered to be damaged.

    +

    The threshold in percentage (between 0 and 1) when the AI is considered to be damaged.

    @@ -4637,8 +4626,8 @@ So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage treshold

    When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.

    -

    Therefore, with a parameter and a calculation of the distance to the home base, the fuel treshold is calculated. -When the fuel treshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_AIR. +

    Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated. +When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_AIR. Once the time is finished, the old AI will return to the base.

    @@ -4657,7 +4646,7 @@ Once the time is finished, the old AI will return to the base.

    -

    The treshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.

    +

    The threshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.

    @@ -5689,17 +5678,6 @@ Once the time is finished, the old AI will return to the base.

    - - - -
    -
    - - #number -AI_AIR.IdleCount - - -
    @@ -6425,17 +6403,6 @@ Once the time is finished, the old AI will return to the base.

    - - - -
    -
    - - #number -AI_AIR.IdleCount - - -
    @@ -8053,17 +8020,6 @@ Once the time is finished, the old AI will return to the base.

    - - - -
    -
    - - #number -AI_AIR.IdleCount - - -
    diff --git a/Documentation/AI.AI_Air_Engage.html b/Documentation/AI.AI_Air_Engage.html index de783894f..abe55b179 100644 --- a/Documentation/AI.AI_Air_Engage.html +++ b/Documentation/AI.AI_Air_Engage.html @@ -1550,8 +1550,8 @@ Upon arrival at the 3D point, a new random 3D point will be selected within the

    Process

    -

    Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB. -When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.

    +

    Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB. +When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.

    Process

    diff --git a/Documentation/AI.AI_Air_Patrol.html b/Documentation/AI.AI_Air_Patrol.html index 9a1aad4b0..90cc03eed 100644 --- a/Documentation/AI.AI_Air_Patrol.html +++ b/Documentation/AI.AI_Air_Patrol.html @@ -1549,8 +1549,8 @@ Upon arrival at the 3D point, a new random 3D point will be selected within the

    Process

    -

    Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB. -When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.

    +

    Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB. +When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.

    Process

    @@ -1585,7 +1585,7 @@ When the fuel treshold has been reached, the airplane will fly towards the neare
  • **AI.AI_Patrol#AI_PATROL_ZONE.Detected**: The AI has detected new targets.
  • **AI_AIR_PATROL.Destroy**: The AI has destroyed a bogey Wrapper.Unit.
  • **AI_AIR_PATROL.Destroyed**: The AI has destroyed all bogeys Wrapper.Units assigned in the CAS task.
  • -
  • Status ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
  • +
  • Status ( Group ): The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.
  • 3. Set the Range of Engagement

    @@ -2070,7 +2070,7 @@ Use the method AI.AI_Cap

    AI_AIR_PATROL:SetDamageThreshold(PatrolDamageThreshold)

    -

    When the AI is damaged beyond a certain treshold, it is required that the AI returns to the home base.

    +

    When the AI is damaged beyond a certain threshold, it is required that the AI returns to the home base.

    @@ -5829,14 +5829,14 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    AI_AIR_PATROL:SetDamageThreshold(PatrolDamageThreshold)

    -

    When the AI is damaged beyond a certain treshold, it is required that the AI returns to the home base.

    +

    When the AI is damaged beyond a certain threshold, it is required that the AI returns to the home base.

    However, damage cannot be foreseen early on. -Therefore, when the damage treshold is reached, +Therefore, when the damage threshold is reached, the AI will return immediately to the home base (RTB). Note that for groups, the average damage of the complete group will be calculated. -So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage treshold will be 0.25.

    +So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage threshold will be 0.25.

    @@ -5854,7 +5854,7 @@ So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage treshold
    -

    The treshold in percentage (between 0 and 1) when the AI is considered to be damaged.

    +

    The threshold in percentage (between 0 and 1) when the AI is considered to be damaged.

    @@ -5957,8 +5957,8 @@ So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage treshold

    When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.

    -

    Therefore, with a parameter and a calculation of the distance to the home base, the fuel treshold is calculated. -When the fuel treshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_AIR. +

    Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated. +When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_AIR. Once the time is finished, the old AI will return to the base.

    @@ -5977,7 +5977,7 @@ Once the time is finished, the old AI will return to the base.

    -

    The treshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.

    +

    The threshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.

    diff --git a/Documentation/AI.AI_Air_Squadron.html b/Documentation/AI.AI_Air_Squadron.html index c51dafaa9..f27921cfd 100644 --- a/Documentation/AI.AI_Air_Squadron.html +++ b/Documentation/AI.AI_Air_Squadron.html @@ -2437,17 +2437,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - - - - @@ -3519,17 +3508,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - - - - diff --git a/Documentation/AI.AI_Bai.html b/Documentation/AI.AI_Bai.html index f51746389..dad91d043 100644 --- a/Documentation/AI.AI_Bai.html +++ b/Documentation/AI.AI_Bai.html @@ -1559,7 +1559,7 @@ Controls a network of short range air/missile defense groups.

    Upon started, The AI will Route itself towards the random 3D point within a patrol zone, using a random speed within the given altitude and speed limits. Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits. -This cycle will continue until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.

    +This cycle will continue until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.

    Route Event

    @@ -1599,7 +1599,7 @@ Any target that is detected in the Engage Zone will be reported and will be dest

    It will keep patrolling there, until it is notified to RTB or move to another BOMB Zone. It can be notified to go RTB through the RTB event.

    -

    When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.

    +

    When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.

    Engage Event

    @@ -1634,7 +1634,7 @@ It can be notified to go RTB through the RTB event.

  • **AI.AI_Patrol#AI_PATROL_ZONE.Detected**: The AI has detected new targets.
  • **AI_BAI_ZONE.Destroy**: The AI has destroyed a target Wrapper.Unit.
  • **AI_BAI_ZONE.Destroyed**: The AI has destroyed all target Wrapper.Units assigned in the BOMB task.
  • -
  • Status: The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
  • +
  • Status: The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.
  • 3. Modify the Engage Zone behaviour to pinpoint a map object or scenery object

    @@ -2063,7 +2063,7 @@ is the point where a map object is to be destroyed (like a bridge).

    AI_BAI_ZONE:ManageDamage(PatrolDamageThreshold)

    -

    When the AI is damaged beyond a certain treshold, it is required that the AI returns to the home base.

    +

    When the AI is damaged beyond a certain threshold, it is required that the AI returns to the home base.

    @@ -5834,14 +5834,14 @@ It is up to the mission designer to use the Wrapper.

    AI_BAI_ZONE:ManageDamage(PatrolDamageThreshold)

    -

    When the AI is damaged beyond a certain treshold, it is required that the AI returns to the home base.

    +

    When the AI is damaged beyond a certain threshold, it is required that the AI returns to the home base.

    However, damage cannot be foreseen early on. -Therefore, when the damage treshold is reached, +Therefore, when the damage threshold is reached, the AI will return immediately to the home base (RTB). Note that for groups, the average damage of the complete group will be calculated. -So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage treshold will be 0.25.

    +So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage threshold will be 0.25.

    @@ -5859,7 +5859,7 @@ So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage treshold
    -

    The treshold in percentage (between 0 and 1) when the AI is considered to be damaged.

    +

    The threshold in percentage (between 0 and 1) when the AI is considered to be damaged.

    @@ -5888,8 +5888,8 @@ So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage treshold

    When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.

    -

    Therefore, with a parameter and a calculation of the distance to the home base, the fuel treshold is calculated. -When the fuel treshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_PATROL_ZONE. +

    Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated. +When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_PATROL_ZONE. Once the time is finished, the old AI will return to the base.

    @@ -5908,7 +5908,7 @@ Once the time is finished, the old AI will return to the base.

    -

    The treshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.

    +

    The threshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.

    diff --git a/Documentation/AI.AI_Cap.html b/Documentation/AI.AI_Cap.html index f7c73dd04..6e9753574 100644 --- a/Documentation/AI.AI_Cap.html +++ b/Documentation/AI.AI_Cap.html @@ -1500,7 +1500,7 @@ Controls a network of short range air/missile defense groups.

    • Patrol AI airplanes within a given zone.
    • Trigger detected events when enemy airplanes are detected.
    • -
    • Manage a fuel treshold to RTB on time.
    • +
    • Manage a fuel threshold to RTB on time.
    • Engage the enemy when detected.
    @@ -1576,8 +1576,8 @@ Upon arrival at the 3D point, a new random 3D point will be selected within the

    Process

    -

    Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB. -When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.

    +

    Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB. +When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.

    Process

    @@ -1612,7 +1612,7 @@ When the fuel treshold has been reached, the airplane will fly towards the neare
  • **AI.AI_Patrol#AI_PATROL_ZONE.Detected**: The AI has detected new targets.
  • **AI_CAP_ZONE.Destroy**: The AI has destroyed a bogey Wrapper.Unit.
  • **AI_CAP_ZONE.Destroyed**: The AI has destroyed all bogeys Wrapper.Units assigned in the CAS task.
  • -
  • Status ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
  • +
  • Status ( Group ): The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.
  • 3. Set the Range of Engagement

    @@ -1977,7 +1977,7 @@ Use the method AI.AI_Cap#A

    AI_CAP_ZONE:ManageDamage(PatrolDamageThreshold)

    -

    When the AI is damaged beyond a certain treshold, it is required that the AI returns to the home base.

    +

    When the AI is damaged beyond a certain threshold, it is required that the AI returns to the home base.

    @@ -5489,14 +5489,14 @@ It is up to the mission designer to use the Wrapper.

    AI_CAP_ZONE:ManageDamage(PatrolDamageThreshold)

    -

    When the AI is damaged beyond a certain treshold, it is required that the AI returns to the home base.

    +

    When the AI is damaged beyond a certain threshold, it is required that the AI returns to the home base.

    However, damage cannot be foreseen early on. -Therefore, when the damage treshold is reached, +Therefore, when the damage threshold is reached, the AI will return immediately to the home base (RTB). Note that for groups, the average damage of the complete group will be calculated. -So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage treshold will be 0.25.

    +So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage threshold will be 0.25.

    @@ -5514,7 +5514,7 @@ So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage treshold
    -

    The treshold in percentage (between 0 and 1) when the AI is considered to be damaged.

    +

    The threshold in percentage (between 0 and 1) when the AI is considered to be damaged.

    @@ -5543,8 +5543,8 @@ So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage treshold

    When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.

    -

    Therefore, with a parameter and a calculation of the distance to the home base, the fuel treshold is calculated. -When the fuel treshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_PATROL_ZONE. +

    Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated. +When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_PATROL_ZONE. Once the time is finished, the old AI will return to the base.

    @@ -5563,7 +5563,7 @@ Once the time is finished, the old AI will return to the base.

    -

    The treshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.

    +

    The threshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.

    diff --git a/Documentation/AI.AI_Cargo_Airplane.html b/Documentation/AI.AI_Cargo_Airplane.html index c19959a55..09c68f6fb 100644 --- a/Documentation/AI.AI_Cargo_Airplane.html +++ b/Documentation/AI.AI_Cargo_Airplane.html @@ -2664,9 +2664,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -

    Aircraft is on a depoly mission.

    - @@ -2692,9 +2689,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -

    Aircraft is on a pickup mission.

    - @@ -4457,9 +4451,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -

    Aircraft is on a depoly mission.

    - @@ -4485,9 +4476,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -

    Aircraft is on a pickup mission.

    - @@ -5092,9 +5080,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -

    Aircraft is on a depoly mission.

    - @@ -5120,9 +5105,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -

    Aircraft is on a pickup mission.

    - @@ -6619,9 +6601,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -

    Aircraft is on a depoly mission.

    - @@ -6647,9 +6626,6 @@ 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 020f6458b..f5b87d05f 100644 --- a/Documentation/AI.AI_Cargo_Helicopter.html +++ b/Documentation/AI.AI_Cargo_Helicopter.html @@ -2785,28 +2785,22 @@ 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

    -
    @@ -4709,28 +4703,22 @@ Adjust if necessary.
    - #number + AI_CARGO_HELICOPTER.landingheight - -

    meter

    -
    - #number + AI_CARGO_HELICOPTER.landingspeed - -

    kph

    -
    @@ -5385,28 +5373,22 @@ Adjust if necessary.
    - #number + AI_CARGO_HELICOPTER.landingheight - -

    meter

    -
    - #number + AI_CARGO_HELICOPTER.landingspeed - -

    kph

    -
    @@ -6953,28 +6935,22 @@ Adjust if necessary.
    - #number + AI_CARGO_HELICOPTER.landingheight - -

    meter

    -
    - #number + AI_CARGO_HELICOPTER.landingspeed - -

    kph

    -
    diff --git a/Documentation/AI.AI_Cas.html b/Documentation/AI.AI_Cas.html index 1c2807d39..4a1264e63 100644 --- a/Documentation/AI.AI_Cas.html +++ b/Documentation/AI.AI_Cas.html @@ -1560,7 +1560,7 @@ Controls a network of short range air/missile defense groups.

    Upon started, The AI will Route itself towards the random 3D point within a patrol zone, using a random speed within the given altitude and speed limits. Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits. -This cycle will continue until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.

    +This cycle will continue until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.

    Route Event

    @@ -1600,7 +1600,7 @@ Any target that is detected in the Engage Zone will be reported and will be dest

    It will keep patrolling there, until it is notified to RTB or move to another CAS Zone. It can be notified to go RTB through the RTB event.

    -

    When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.

    +

    When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.

    Engage Event

    @@ -1635,7 +1635,7 @@ It can be notified to go RTB through the RTB event.

  • **AI.AI_Patrol#AI_PATROL_ZONE.Detected**: The AI has detected new targets.
  • **AI_CAS_ZONE.Destroy**: The AI has destroyed a target Wrapper.Unit.
  • **AI_CAS_ZONE.Destroyed**: The AI has destroyed all target Wrapper.Units assigned in the CAS task.
  • -
  • Status: The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
  • +
  • Status: The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.

  • @@ -1994,7 +1994,7 @@ It can be notified to go RTB through the RTB event.

    AI_CAS_ZONE:ManageDamage(PatrolDamageThreshold)

    -

    When the AI is damaged beyond a certain treshold, it is required that the AI returns to the home base.

    +

    When the AI is damaged beyond a certain threshold, it is required that the AI returns to the home base.

    @@ -5692,14 +5692,14 @@ It is up to the mission designer to use the Wrapper.

    AI_CAS_ZONE:ManageDamage(PatrolDamageThreshold)

    -

    When the AI is damaged beyond a certain treshold, it is required that the AI returns to the home base.

    +

    When the AI is damaged beyond a certain threshold, it is required that the AI returns to the home base.

    However, damage cannot be foreseen early on. -Therefore, when the damage treshold is reached, +Therefore, when the damage threshold is reached, the AI will return immediately to the home base (RTB). Note that for groups, the average damage of the complete group will be calculated. -So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage treshold will be 0.25.

    +So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage threshold will be 0.25.

    @@ -5717,7 +5717,7 @@ So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage treshold
    -

    The treshold in percentage (between 0 and 1) when the AI is considered to be damaged.

    +

    The threshold in percentage (between 0 and 1) when the AI is considered to be damaged.

    @@ -5746,8 +5746,8 @@ So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage treshold

    When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.

    -

    Therefore, with a parameter and a calculation of the distance to the home base, the fuel treshold is calculated. -When the fuel treshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_PATROL_ZONE. +

    Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated. +When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_PATROL_ZONE. Once the time is finished, the old AI will return to the base.

    @@ -5766,7 +5766,7 @@ Once the time is finished, the old AI will return to the base.

    -

    The treshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.

    +

    The threshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.

    diff --git a/Documentation/AI.AI_Patrol.html b/Documentation/AI.AI_Patrol.html index db9da28f0..23e860ef5 100644 --- a/Documentation/AI.AI_Patrol.html +++ b/Documentation/AI.AI_Patrol.html @@ -1500,7 +1500,7 @@ Controls a network of short range air/missile defense groups.

    • Patrol AI airplanes within a given zone.
    • Trigger detected events when enemy airplanes are detected.
    • -
    • Manage a fuel treshold to RTB on time.
    • +
    • Manage a fuel threshold to RTB on time.

    @@ -1580,8 +1580,8 @@ use derived AI_ classes to model AI offensive or defensive behaviour.

    Process

    -

    Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB. -When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.

    +

    Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB. +When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.

    Process

    @@ -1614,7 +1614,7 @@ When the fuel treshold has been reached, the airplane will fly towards the neare
  • RTB ( Group ): Route the AI to the home base.
  • Detect ( Group ): The AI is detecting targets.
  • Detected ( Group ): The AI has detected new targets.
  • -
  • Status ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
  • +
  • Status ( Group ): The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.
  • 3. Set or Get the AI controllable

    @@ -1653,8 +1653,8 @@ according the weather conditions.

    6. Manage the "out of fuel" in the AI_PATROL_ZONE

    When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base. -Therefore, with a parameter and a calculation of the distance to the home base, the fuel treshold is calculated. -When the fuel treshold is reached, the AI will continue for a given time its patrol task in orbit, +Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated. +When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AI is targetted to the AI_PATROL_ZONE. Once the time is finished, the old AI will return to the base. Use the method AI_PATROL_ZONE.ManageFuel() to have this proces in place.

    @@ -1662,7 +1662,7 @@ Use the method AI_PATROL_ZONE.ManageFuel

    7. Manage "damage" behaviour of the AI in the AI_PATROL_ZONE

    When the AI is damaged, it is required that a new AIControllable is started. However, damage cannon be foreseen early on. -Therefore, when the damage treshold is reached, the AI will return immediately to the home base (RTB). +Therefore, when the damage threshold is reached, the AI will return immediately to the home base (RTB). Use the method AI_PATROL_ZONE.ManageDamage() to have this proces in place.


    @@ -1760,7 +1760,7 @@ Use the method AI_PATROL_ZONE.ManageDa

    AI_PATROL_ZONE:ManageDamage(PatrolDamageThreshold)

    -

    When the AI is damaged beyond a certain treshold, it is required that the AI returns to the home base.

    +

    When the AI is damaged beyond a certain threshold, it is required that the AI returns to the home base.

    @@ -3136,9 +3136,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -

    This table contains the targets detected during patrol.

    - @@ -3341,14 +3338,14 @@ It is up to the mission designer to use the Wrapper.

    AI_PATROL_ZONE:ManageDamage(PatrolDamageThreshold)

    -

    When the AI is damaged beyond a certain treshold, it is required that the AI returns to the home base.

    +

    When the AI is damaged beyond a certain threshold, it is required that the AI returns to the home base.

    However, damage cannot be foreseen early on. -Therefore, when the damage treshold is reached, +Therefore, when the damage threshold is reached, the AI will return immediately to the home base (RTB). Note that for groups, the average damage of the complete group will be calculated. -So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage treshold will be 0.25.

    +So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage threshold will be 0.25.

    @@ -3366,7 +3363,7 @@ So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage treshold
    -

    The treshold in percentage (between 0 and 1) when the AI is considered to be damaged.

    +

    The threshold in percentage (between 0 and 1) when the AI is considered to be damaged.

    @@ -3395,8 +3392,8 @@ So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage treshold

    When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.

    -

    Therefore, with a parameter and a calculation of the distance to the home base, the fuel treshold is calculated. -When the fuel treshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_PATROL_ZONE. +

    Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated. +When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_PATROL_ZONE. Once the time is finished, the old AI will return to the base.

    @@ -3415,7 +3412,7 @@ Once the time is finished, the old AI will return to the base.

    -

    The treshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.

    +

    The threshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.

    @@ -6386,9 +6383,6 @@ Note that this method is required, as triggers the next route when patrolling fo - -

    This table contains the targets detected during patrol.

    - @@ -7133,9 +7127,6 @@ Note that this method is required, as triggers the next route when patrolling fo - -

    This table contains the targets detected during patrol.

    - @@ -8772,9 +8763,6 @@ Note that this method is required, as triggers the next route when patrolling fo - -

    This table contains the targets detected during patrol.

    - diff --git a/Documentation/Cargo.Cargo.html b/Documentation/Cargo.Cargo.html index ea6f8534d..ec15a2eae 100644 --- a/Documentation/Cargo.Cargo.html +++ b/Documentation/Cargo.Cargo.html @@ -1707,7 +1707,7 @@ And there is NO cargo object actually declared within the script! However, if yo
  • is of type Workmaterials
  • will report when a carrier is within 500 meters
  • will board to carriers when the carrier is within 500 meters from the cargo object
  • -
  • will dissapear when the cargo is within 25 meters from the carrier during boarding
  • +
  • will disappear when the cargo is within 25 meters from the carrier during boarding
  • So the overall syntax of the #CARGO naming tag and arguments are:

    @@ -1737,7 +1737,7 @@ And there is NO cargo object actually declared within the script! However, if yo
  • is of type Workmaterials
  • will report when a carrier is within 500 meters
  • will board to carriers when the carrier is within 500 meters from the cargo object
  • -
  • will dissapear when the cargo is within 25 meters from the carrier during boarding
  • +
  • will disappear when the cargo is within 25 meters from the carrier during boarding
  • So the overall syntax of the #CARGO naming tag and arguments are:

    diff --git a/Documentation/Cargo.CargoGroup.html b/Documentation/Cargo.CargoGroup.html index 29dd77ef8..ed75b0774 100644 --- a/Documentation/Cargo.CargoGroup.html +++ b/Documentation/Cargo.CargoGroup.html @@ -1820,10 +1820,27 @@ Controls a network of short range air/missile defense groups.

    +CARGO_GROUP.CargoCarrier + + + + +

    self.CargoObject:Destroy()

    + +
    + + +
    +
    + + CARGO_GROUP.CargoGroup + +

    Then we register the new group in the database

    +
    @@ -1835,6 +1852,20 @@ Controls a network of short range air/missile defense groups.

    + + + +
    +
    + + +CARGO_GROUP.CargoObject + + + + +

    Now we spawn the new group based on the template created.

    +
    @@ -3124,10 +3155,27 @@ This works for ground only groups.

    +CARGO_GROUP.CargoCarrier + + + + +

    self.CargoObject:Destroy()

    + +
    + + +
    +
    + + CARGO_GROUP.CargoGroup + +

    Then we register the new group in the database

    +
    @@ -3139,6 +3187,20 @@ This works for ground only groups.

    + + + +
    +
    + + +CARGO_GROUP.CargoObject + + + + +

    Now we spawn the new group based on the template created.

    +
    diff --git a/Documentation/Core.Database.html b/Documentation/Core.Database.html index 43ab37723..f909a6aa7 100644 --- a/Documentation/Core.Database.html +++ b/Documentation/Core.Database.html @@ -2037,7 +2037,7 @@ Moose refers to _DATABASE within the framework extensively, but

    DATABASE:_RegisterClients()

    -

    Private method that registers all Units of skill Client or Player within in the mission.

    +

    Private method that registers all Units of skill Client or Player within the mission.

    @@ -2049,7 +2049,7 @@ Moose refers to _DATABASE within the framework extensively, but

    DATABASE:_RegisterGroupsAndUnits()

    -

    Private method that registers all Groups and Units within in the mission.

    +

    Private method that registers all Groups and Units within the mission.

    @@ -2067,7 +2067,7 @@ Moose refers to _DATABASE within the framework extensively, but

    DATABASE:_RegisterStatics()

    - +

    Private method that registers all Statics within the mission.

    @@ -5576,7 +5576,7 @@ This method is used by the SPAWN class.

    DATABASE:_RegisterClients()

    -

    Private method that registers all Units of skill Client or Player within in the mission.

    +

    Private method that registers all Units of skill Client or Player within the mission.

    @@ -5700,7 +5700,7 @@ This method is used by the SPAWN class.

    DATABASE:_RegisterGroupsAndUnits()

    -

    Private method that registers all Groups and Units within in the mission.

    +

    Private method that registers all Groups and Units within the mission.

    @@ -5843,7 +5843,7 @@ This method is used by the SPAWN class.

    DATABASE:_RegisterStatics()

    - +

    Private method that registers all Statics within the mission.

    diff --git a/Documentation/Core.Event.html b/Documentation/Core.Event.html index e910ad3f4..4c7fec110 100644 --- a/Documentation/Core.Event.html +++ b/Documentation/Core.Event.html @@ -1529,12 +1529,12 @@ in the correct processing order.

    Objects

    -

    There are 5 levels of kind of objects that the _EVENTDISPATCHER services:

    +

    There are 5 types/levels of objects that the _EVENTDISPATCHER services:

    • _DATABASE object: The core of the MOOSE objects. Any object that is created, deleted or updated, is done in this database.
    • -
    • SET_ derived classes: Subsets of the _DATABASE object. These subsets are updated by the _EVENTDISPATCHER as the second priority.
    • -
    • UNIT objects: UNIT objects can subscribe to DCS events. Each DCS event will be directly published to teh subscribed UNIT object.
    • +
    • SET_ derived classes: These are subsets of the _DATABASE object. These subsets are updated by the _EVENTDISPATCHER as the second priority.
    • +
    • UNIT objects: UNIT objects can subscribe to DCS events. Each DCS event will be directly published to the subscribed UNIT object.
    • GROUP objects: GROUP objects can subscribe to DCS events. Each DCS event will be directly published to the subscribed GROUP object.
    • Any other object: Various other objects can subscribe to DCS events. Each DCS event triggered will be published to each subscribed object.
    @@ -1629,22 +1629,25 @@ The Event Handler received the EVENTDATA object as a parameter, and can be used There are basically 4 main categories of information stored in the EVENTDATA structure:

      -
    • Initiator Unit data: Several fields documenting the initiator unit related to the event.

    • -
    • Target Unit data: Several fields documenting the target unit related to the event.

    • -
    • Weapon data: Certain events populate weapon information.

    • -
    • Place data: Certain events populate place information.

      - -

      --- This function is an Event Handling function that will be called when Tank1 is Dead. - -- EventData is an EVENTDATA structure. - -- We use the EventData.IniUnit to smoke the tank Green. - -- @param Wrapper.Unit#UNIT self - -- @param Core.Event#EVENTDATA EventData - function Tank1:OnEventDead( EventData )

      - -

      EventData.IniUnit:SmokeGreen() - end

    • +
    • Initiator Unit data: Several fields documenting the initiator unit related to the event.
    • +
    • Target Unit data: Several fields documenting the target unit related to the event.
    • +
    • Weapon data: Certain events populate weapon information.
    • +
    • Place data: Certain events populate place information.
    +

    Example code snippet:

    + +
     --- This function is an Event Handling function that will be called when Tank1 is Dead.
    + -- EventData is an EVENTDATA structure.
    + -- We use the EventData.IniUnit to smoke the tank Green.
    + -- @param Wrapper.Unit#UNIT self
    + -- @param Core.Event#EVENTDATA EventData
    + function Tank1:OnEventDead( EventData )
    +
    +   EventData.IniUnit:SmokeGreen()
    + end
    +
    +

    Find below an overview which events populate which information categories:

    Objects

    @@ -1653,8 +1656,9 @@ There are basically 4 main categories of information stored in the EVENTDATA str In that case the initiator or target unit fields will refer to a STATIC object! In case a STATIC object is involved, the documentation indicates which fields will and won't not be populated. The fields IniObjectCategory and TgtObjectCategory contain the indicator which kind of object is involved in the event. -You can use the enumerator Object.Category.UNIT and Object.Category.STATIC to check on IniObjectCategory and TgtObjectCategory. -Example code snippet:

    +You can use the enumerator Object.Category.UNIT and Object.Category.STATIC to check on IniObjectCategory and TgtObjectCategory.

    + +

    Example code snippet:

     if Event.IniObjectCategory == Object.Category.UNIT then
       ...
    diff --git a/Documentation/Core.Fsm.html b/Documentation/Core.Fsm.html
    index 07974b0ba..0b4f29330 100644
    --- a/Documentation/Core.Fsm.html
    +++ b/Documentation/Core.Fsm.html
    @@ -1517,11 +1517,11 @@ Controls a network of short range air/missile defense groups.

    A Finite State Machine (FSM) models a process flow that transitions between various States through triggered Events.

    -

    A FSM can only be in one of a finite number of states. +

    A FSM can only be in one of a finite number of states. The machine is in only one state at a time; the state it is in at any given time is called the current state. It can change from one state to another when initiated by an internal or external triggering event, which is called a transition. -An FSM implementation is defined by a list of its states, its initial state, and the triggering events for each possible transition. -An FSM implementation is composed out of two parts, a set of state transition rules, and an implementation set of state transition handlers, implementing those transitions.

    +A FSM implementation is defined by a list of its states, its initial state, and the triggering events for each possible transition. +A FSM implementation is composed out of two parts, a set of state transition rules, and an implementation set of state transition handlers, implementing those transitions.

    The FSM class supports a hierarchical implementation of a Finite State Machine, that is, it allows to embed existing FSM implementations in a master FSM. @@ -1534,14 +1534,14 @@ orders him to destroy x targets and account the results. Other examples of ready made FSM could be:

      -
    • route a plane to a zone flown by a human
    • -
    • detect targets by an AI and report to humans
    • -
    • account for destroyed targets by human players
    • -
    • handle AI infantry to deploy from or embark to a helicopter or airplane or vehicle
    • -
    • let an AI patrol a zone
    • +
    • Route a plane to a zone flown by a human.
    • +
    • Detect targets by an AI and report to humans.
    • +
    • Account for destroyed targets by human players.
    • +
    • Handle AI infantry to deploy from or embark to a helicopter or airplane or vehicle.
    • +
    • Let an AI patrol a zone.
    -

    The MOOSE framework uses extensively the FSM class and derived FSM_ classes, +

    The MOOSE framework extensively uses the FSM class and derived FSM_ classes, because the goal of MOOSE is to simplify mission design complexity for mission building. By efficiently utilizing the FSM class and derived classes, MOOSE allows mission designers to quickly build processes. Ready made FSM-based implementations classes exist within the MOOSE framework that can easily be re-used, @@ -1549,8 +1549,8 @@ and tailored by mission designers through the implementation of Each of these FSM implementation classes start either with:

      -
    • an acronym AI_, which indicates an FSM implementation directing AI controlled GROUP and/or UNIT. These AI_ classes derive the #FSM_CONTROLLABLE class.
    • -
    • an acronym TASK_, which indicates an FSM implementation executing a TASK executed by Groups of players. These TASK_ classes derive the #FSM_TASK class.
    • +
    • an acronym AI_, which indicates a FSM implementation directing AI controlled GROUP and/or UNIT. These AI_ classes derive the #FSM_CONTROLLABLE class.
    • +
    • an acronym TASK_, which indicates a FSM implementation executing a TASK executed by Groups of players. These TASK_ classes derive the #FSM_TASK class.
    • an acronym ACT_, which indicates an Sub-FSM implementation, directing Humans actions that need to be done in a TASK, seated in a CLIENT (slot) or a UNIT (CA join). These ACT_ classes derive the #FSM_PROCESS class.
    @@ -1562,7 +1562,7 @@ The state machine can be found on #FSM_TASK: Models Finite State Machines for Tasks. @@ -5651,7 +5651,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - #string + FSM._StartState @@ -7254,7 +7254,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - #string + FSM._StartState diff --git a/Documentation/Core.Point.html b/Documentation/Core.Point.html index f2ae63f7b..8a9cf897c 100644 --- a/Documentation/Core.Point.html +++ b/Documentation/Core.Point.html @@ -16158,17 +16158,6 @@ When moose is loading dynamically (for moose class development), tracing is swit

    the y coordinate in meters.

    -
    - -
    -
    -
    - - -POINT_VEC2.z - - -
    @@ -16967,17 +16956,6 @@ When moose is loading dynamically (for moose class development), tracing is swit

    the y coordinate in meters.

    -
    - -
    -
    -
    - - -POINT_VEC2.z - - -
    @@ -24711,17 +24689,6 @@ Creates a line on the F10 map from one point to another.

    the y coordinate in meters.

    -
    - -
    -
    -
    - - -POINT_VEC2.z - - -
    diff --git a/Documentation/Core.Settings.html b/Documentation/Core.Settings.html index b793a7f13..0b2091814 100644 --- a/Documentation/Core.Settings.html +++ b/Documentation/Core.Settings.html @@ -2714,7 +2714,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - #string + SETTINGS.A2ASystem @@ -4819,7 +4819,7 @@ It is advised to use this method at the start of the mission.

    - #string + SETTINGS.A2ASystem diff --git a/Documentation/Core.Spawn.html b/Documentation/Core.Spawn.html index bbc2b14ff..21073313f 100644 --- a/Documentation/Core.Spawn.html +++ b/Documentation/Core.Spawn.html @@ -3418,6 +3418,20 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau +
    + +
    +
    +
    + + #number +SPAWN.SpawnCount + + + + +

    The internal counter of the amount of spawning the has happened since SpawnStart.

    +
    @@ -3589,6 +3603,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau +
    + +
    +
    +
    @@ -3780,17 +3805,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -
    - -
    -
    -
    - - #boolean -SPAWN.SpawnUnControlled - - -
    @@ -3803,7 +3817,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -

    Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.

    +

    When the first Spawn executes, all the Groups need to be made visible before start.

    @@ -6398,7 +6412,7 @@ You can use the following enumerations to search for the pre-defined airbases on The known AIRBASE objects are automatically imported at mission start by MOOSE. Therefore, there isn't any New() constructor defined for AIRBASE objects.

    -

    Ships and Farps are added within the mission, and are therefore not known. +

    Ships and FARPs are added within the mission, and are therefore not known. For these AIRBASE objects, there isn't an Wrapper.Airbase#AIRBASE enumeration defined. You need to provide the exact name of the airbase as the parameter to the Wrapper.Airbase#AIRBASE.FindByName() method!

    @@ -8758,6 +8772,20 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

    + + +
    +
    + + #number +SPAWN.SpawnCount + + + + +

    The internal counter of the amount of spawning the has happened since SpawnStart.

    +
    @@ -8929,6 +8957,17 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

    + + +
    +
    @@ -9120,17 +9159,6 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

    - - -
    -
    - - #boolean -SPAWN.SpawnUnControlled - - -
    @@ -9143,7 +9171,7 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

    Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.

    +

    When the first Spawn executes, all the Groups need to be made visible before start.

    diff --git a/Documentation/Core.SpawnStatic.html b/Documentation/Core.SpawnStatic.html index 72df0a835..8a531f016 100644 --- a/Documentation/Core.SpawnStatic.html +++ b/Documentation/Core.SpawnStatic.html @@ -1865,24 +1865,6 @@ 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

    - - @@ -2789,39 +2771,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - - - - -
    - - -
    - @@ -4043,39 +3992,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - - - - -
    - - -
    - diff --git a/Documentation/Core.Zone.html b/Documentation/Core.Zone.html index 2179ee089..7dd38259d 100644 --- a/Documentation/Core.Zone.html +++ b/Documentation/Core.Zone.html @@ -1505,7 +1505,7 @@ Controls a network of short range air/missile defense groups.

  • Create polygon zones.
  • Create moving zones around a unit.
  • Create moving zones around a group.
  • -
  • Provide the zone behaviour. Some zones are static, while others are moveable.
  • +
  • Provide the zone behavior. Some zones are static, while others are moveable.
  • Enquiry if a coordinate is within a zone.
  • Smoke zones.
  • Set a zone probability to control zone selection.
  • @@ -1517,11 +1517,11 @@ Controls a network of short range air/missile defense groups.

    -

    There are essentially two core functions that zones accomodate:

    +

    There are essentially two core functions that zones accommodate:

    • Test if an object is within the zone boundaries.
    • -
    • Provide the zone behaviour. Some zones are static, while others are moveable.
    • +
    • Provide the zone behavior. Some zones are static, while others are moveable.

    The object classes are using the zone classes to test the zone boundaries, which can take various forms:

    @@ -1826,7 +1826,7 @@ This class is an abstract BASE class for derived classes, and is not meant to be

    Draw zone

    @@ -12662,7 +12662,7 @@ Returns the Coalition for the given Coalition if there are units of the Coalitio

    Is All in Zone of Coalition?

    -

    Check if only the specifed coalition is inside the zone and noone else.

    +

    Check if only the specified coalition is inside the zone and noone else.

    @@ -12787,8 +12787,10 @@ Note that once a zone has been scanned, multiple evaluations can be done on the

    Usage:

    -
       self.Zone:Scan()
    -   local IsEmpty = self.Zone:IsNoneInZone()
    +
    
    +   self.Zone:Scan()
    +   local IsEmpty = self.Zone:IsNoneInZone()
    +
    @@ -12836,8 +12838,10 @@ Note that once a zone has been scanned, multiple evaluations can be done on the

    Usage:

    -
       self.Zone:Scan()
    -   local IsOccupied = self.Zone:IsNoneInZoneOfCoalition( self.Coalition )
    +
    
    +   self.Zone:Scan()
    +   local IsOccupied = self.Zone:IsNoneInZoneOfCoalition( self.Coalition )
    +
    @@ -12853,7 +12857,7 @@ Note that once a zone has been scanned, multiple evaluations can be done on the

    Is Some in Zone of Coalition?

    -

    Check if more than one coaltion is inside the zone and the specifed coalition is one of them. +

    Check if more than one coalition is inside the zone and the specified coalition is one of them. You first need to use the ZONE_RADIUS.Scan method to scan the zone before it can be evaluated! Note that once a zone has been scanned, multiple evaluations can be done on the scan result set.

    @@ -12873,7 +12877,7 @@ Note that once a zone has been scanned, multiple evaluations can be done on the
    -

    ID of the coaliton which is checked to be inside the zone.

    +

    ID of the coalition which is checked to be inside the zone.

    @@ -12889,8 +12893,10 @@ Note that once a zone has been scanned, multiple evaluations can be done on the

    Usage:

    -
       self.Zone:Scan()
    -   local IsAttacked = self.Zone:IsSomeInZoneOfCoalition( self.Coalition )
    +
    
    +   self.Zone:Scan()
    +   local IsAttacked = self.Zone:IsSomeInZoneOfCoalition( self.Coalition )
    +
    @@ -14705,7 +14711,7 @@ Returns the Coalition for the given Coalition if there are units of the Coalitio

    Is All in Zone of Coalition?

    -

    Check if only the specifed coalition is inside the zone and noone else.

    +

    Check if only the specified coalition is inside the zone and noone else.

    @@ -14830,8 +14836,10 @@ Note that once a zone has been scanned, multiple evaluations can be done on the

    Usage:

    -
       self.Zone:Scan()
    -   local IsEmpty = self.Zone:IsNoneInZone()
    +
    
    +   self.Zone:Scan()
    +   local IsEmpty = self.Zone:IsNoneInZone()
    +
    @@ -14879,8 +14887,10 @@ Note that once a zone has been scanned, multiple evaluations can be done on the

    Usage:

    -
       self.Zone:Scan()
    -   local IsOccupied = self.Zone:IsNoneInZoneOfCoalition( self.Coalition )
    +
    
    +   self.Zone:Scan()
    +   local IsOccupied = self.Zone:IsNoneInZoneOfCoalition( self.Coalition )
    +
    @@ -14896,7 +14906,7 @@ Note that once a zone has been scanned, multiple evaluations can be done on the

    Is Some in Zone of Coalition?

    -

    Check if more than one coaltion is inside the zone and the specifed coalition is one of them. +

    Check if more than one coalition is inside the zone and the specified coalition is one of them. You first need to use the ZONE_RADIUS.Scan method to scan the zone before it can be evaluated! Note that once a zone has been scanned, multiple evaluations can be done on the scan result set.

    @@ -14916,7 +14926,7 @@ Note that once a zone has been scanned, multiple evaluations can be done on the
    -

    ID of the coaliton which is checked to be inside the zone.

    +

    ID of the coalition which is checked to be inside the zone.

    @@ -14932,8 +14942,10 @@ Note that once a zone has been scanned, multiple evaluations can be done on the

    Usage:

    -
       self.Zone:Scan()
    -   local IsAttacked = self.Zone:IsSomeInZoneOfCoalition( self.Coalition )
    +
    
    +   self.Zone:Scan()
    +   local IsAttacked = self.Zone:IsSomeInZoneOfCoalition( self.Coalition )
    +
    diff --git a/Documentation/Functional.Arty.html b/Documentation/Functional.Arty.html index e7374aca4..95b49ce7f 100644 --- a/Documentation/Functional.Arty.html +++ b/Documentation/Functional.Arty.html @@ -3323,7 +3323,7 @@ normandy:Start()

    ARTY.report

    -

    Arty group sends messages about their current state or target to its coaliton.

    +

    Arty group sends messages about their current state or target to its coalition.

    @@ -5216,7 +5216,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau #boolean ARTY.report -

    Arty group sends messages about their current state or target to its coaliton.

    +

    Arty group sends messages about their current state or target to its coalition.

    @@ -14145,7 +14145,7 @@ The illumination bomb will burn for 300 seconds (5 minutes). Assuming a descent #boolean ARTY.report -

    Arty group sends messages about their current state or target to its coaliton.

    +

    Arty group sends messages about their current state or target to its coalition.

    @@ -15497,7 +15497,7 @@ The illumination bomb will burn for 300 seconds (5 minutes). Assuming a descent #boolean ARTY.report -

    Arty group sends messages about their current state or target to its coaliton.

    +

    Arty group sends messages about their current state or target to its coalition.

    @@ -17741,7 +17741,7 @@ The illumination bomb will burn for 300 seconds (5 minutes). Assuming a descent #boolean ARTY.report -

    Arty group sends messages about their current state or target to its coaliton.

    +

    Arty group sends messages about their current state or target to its coalition.

    diff --git a/Documentation/Functional.Designate.html b/Documentation/Functional.Designate.html index 05b8af552..1772f2308 100644 --- a/Documentation/Functional.Designate.html +++ b/Documentation/Functional.Designate.html @@ -3433,6 +3433,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + + + +
    +
    + + #table +DESIGNATE.LaserCodes + + +
    @@ -6590,6 +6601,17 @@ Designate:SetFlashStatusMenu( false )
    + + + +
    +
    + + #table +DESIGNATE.LaserCodes + + +
    @@ -7389,6 +7411,17 @@ Designate:SetFlashStatusMenu( false )
    + + + +
    +
    + + #table +DESIGNATE.LaserCodes + + +
    @@ -8158,6 +8191,17 @@ Designate:SetFlashStatusMenu( false )
    + + + +
    +
    + + #table +DESIGNATE.LaserCodes + + +
    @@ -9819,6 +9863,17 @@ Designate:SetFlashStatusMenu( false )
    + + + +
    +
    + + #table +DESIGNATE.LaserCodes + + +
    diff --git a/Documentation/Functional.Detection.html b/Documentation/Functional.Detection.html index 84b1a558f..d511e7689 100644 --- a/Documentation/Functional.Detection.html +++ b/Documentation/Functional.Detection.html @@ -18954,7 +18954,7 @@ When moose is loading dynamically (for moose class development), tracing is swit
    - + #number DETECTION_BASE.RefreshTimeInterval @@ -23678,7 +23678,7 @@ zones that reflect cloudy areas where detected units may not be so easily visual
    - + #number DETECTION_BASE.RefreshTimeInterval @@ -25457,7 +25457,7 @@ zones that reflect cloudy areas where detected units may not be so easily visual
    - + #number DETECTION_BASE.RefreshTimeInterval diff --git a/Documentation/Functional.Mantis.html b/Documentation/Functional.Mantis.html index b766aa5ba..be2e8ff72 100644 --- a/Documentation/Functional.Mantis.html +++ b/Documentation/Functional.Mantis.html @@ -2899,6 +2899,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    The #DETECTION_AREAS object for AWACS

    +
    + +
    +
    +
    + + +MANTIS.AWACS_Prefix + + +
    @@ -3334,6 +3345,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

    switch alarm state RED

    +
    @@ -6550,6 +6564,17 @@ E.g. `mymantis:SetAdvancedMode(true, 90)`

    The #DETECTION_AREAS object for AWACS

    +
    + +
    +
    +
    + + +MANTIS.AWACS_Prefix + + +
    @@ -6985,6 +7010,9 @@ E.g. `mymantis:SetAdvancedMode(true, 90)`
    + +

    switch alarm state RED

    + diff --git a/Documentation/Functional.Rat.html b/Documentation/Functional.Rat.html index fda201b0e..844d43e58 100644 --- a/Documentation/Functional.Rat.html +++ b/Documentation/Functional.Rat.html @@ -3009,7 +3009,7 @@ manager:Stop(7200)

    RAT.ctable

    -

    Table with the valid coalitons from choice self.friendly.

    +

    Table with the valid coalitions from choice self.friendly.

    @@ -3358,6 +3358,12 @@ manager:Stop(7200)

    RAT.termtype

    Type of terminal to be used when spawning at an airbase.

    + + + +

    RAT.type

    + + @@ -6048,7 +6054,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau #table RAT.ctable -

    Table with the valid coalitons from choice self.friendly.

    +

    Table with the valid coalitions from choice self.friendly.

    @@ -6688,6 +6694,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    Type of terminal to be used when spawning at an airbase.

    + + + +
    +
    + + +RAT.type + + +
    @@ -10178,7 +10195,7 @@ c17:Spawn(5)

    Usage:

    -
    yak:Spawn(5) will spawn five aircraft. By default aircraft will spawn at neutral and red airports if the template group is part of the red coaliton.
    +
    yak:Spawn(5) will spawn five aircraft. By default aircraft will spawn at neutral and red airports if the template group is part of the red coalition.
    @@ -13928,7 +13945,7 @@ Initializes the ratcraft array and group menu.

    #table RAT.ctable -

    Table with the valid coalitons from choice self.friendly.

    +

    Table with the valid coalitions from choice self.friendly.

    @@ -14568,6 +14585,17 @@ Initializes the ratcraft array and group menu.

    Type of terminal to be used when spawning at an airbase.

    + + + +
    +
    + + +RAT.type + + +
    @@ -17177,7 +17205,7 @@ You can use the following enumerations to search for the pre-defined airbases on The known AIRBASE objects are automatically imported at mission start by MOOSE. Therefore, there isn't any New() constructor defined for AIRBASE objects.

    -

    Ships and Farps are added within the mission, and are therefore not known. +

    Ships and FARPs are added within the mission, and are therefore not known. For these AIRBASE objects, there isn't an Wrapper.Airbase#AIRBASE enumeration defined. You need to provide the exact name of the airbase as the parameter to the Wrapper.Airbase#AIRBASE.FindByName() method!

    @@ -19889,7 +19917,7 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

    RAT.ctable -

    Table with the valid coalitons from choice self.friendly.

    +

    Table with the valid coalitions from choice self.friendly.

    @@ -20529,6 +20557,17 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

    Type of terminal to be used when spawning at an airbase.

    + + + +
    +
    + + +RAT.type + + +
    diff --git a/Documentation/Functional.Scoring.html b/Documentation/Functional.Scoring.html index 0c30873e2..ef49e4056 100644 --- a/Documentation/Functional.Scoring.html +++ b/Documentation/Functional.Scoring.html @@ -1520,14 +1520,14 @@ Controls a network of short range air/missile defense groups.


    -

    Administers the scoring of player achievements, +

    Administers the scoring of player achievements, and creates a CSV file logging the scoring events and results for use at team or squadron websites.

    -

    SCORING automatically calculates the threat level of the objects hit and destroyed by players, +

    SCORING automatically calculates the threat level of the objects hit and destroyed by players, which can be Wrapper.Unit, Static objects.

    -

    Positive score points are granted when enemy or neutral targets are destroyed. -Negative score points or penalties are given when a friendly target is hit or destroyed. +

    Positive score points are granted when enemy or neutral targets are destroyed. +Negative score points or penalties are given when a friendly target is hit or destroyed. This brings a lot of dynamism in the scoring, where players need to take care to inflict damage on the right target. By default, penalties weight heavier in the scoring, to ensure that players don't commit fratricide. The total score of the player is calculated by adding the scores minus the penalties.

    @@ -1535,8 +1535,8 @@ The total score of the player is calculated by adding the scores minus t

    Banner Image

    The score value is calculated based on the threat level of the player and the threat level of the target. -A calculated score takes the threat level of the target divided by a balanced threat level of the player unit.
    -As such, if the threat level of the target is high, and the player threat level is low, a higher score will be given than +A calculated score takes the threat level of the target divided by a balanced threat level of the player unit. +As such, if the threat level of the target is high, and the player threat level is low, a higher score will be given than if the threat level of the player would be high too.

    Banner Image

    @@ -1559,17 +1559,17 @@ The default range of the scores granted is a value between 0 and 10. The default

    Various Zones can be defined for which scores are also granted when objects in that Zone are destroyed. This is specifically useful to designate scenery targets on the map that will generate points when destroyed.

    -

    With a small change in MissionScripting.lua, the scoring results can also be logged in a CSV file.
    +

    With a small change in MissionScripting.lua, the scoring results can also be logged in a CSV file. These CSV files can be used to:

    • Upload scoring to a database or a BI tool to publish the scoring results to the player community.
    • Upload scoring in an (online) Excel like tool, using pivot tables and pivot charts to show mission results.
    • -
    • Share scoring amoung players after the mission to discuss mission results.
    • +
    • Share scoring among players after the mission to discuss mission results.

    Scores can be reported. Menu options are automatically added to each player group when a player joins a client slot or a CA unit. -Use the radio menu F10 to consult the scores while running the mission. +Use the radio menu F10 to consult the scores while running the mission. Scores can be reported for your user, or an overall score can be reported of all players currently active in the mission.


    @@ -1601,7 +1601,6 @@ Scores can be reported for your user, or an overall score can be reported of all
     local Scoring = SCORING:New( "Scoring File" )
     
    -

    Set the destroy score or penalty scale:

    Score scales can be set for scores granted when enemies or friendlies are destroyed.

    @@ -1622,13 +1621,12 @@ Scores can be reported for your user, or an overall score can be reported of all
     local Scoring = SCORING:New( "Scoring File" )
     
    -

    Set the destroy score or penalty scale:

    Score scales can be set for scores granted when enemies or friendlies are destroyed.

    -

    Use the method SCORING.SetScaleDestroyScore() to set the scale of enemy destroys (positive destroys). +

    Use the method SCORING.SetScaleDestroyScore() to set the scale of enemy destroys (positive destroys). Use the method SCORING.SetScaleDestroyPenalty() to set the scale of friendly destroys (negative destroys).

     local Scoring = SCORING:New( "Scoring File" )
    @@ -1642,9 +1640,9 @@ The penalties will be given in a scale from 0 to 40.

    Define special targets that will give extra scores:

    Special targets can be set that will give extra scores to the players when these are destroyed. -Use the methods SCORING.AddUnitScore() and SCORING.RemoveUnitScore() to specify a special additional score for a specific Wrapper.Units.
    -Use the methods SCORING.AddStaticScore() and SCORING.RemoveStaticScore() to specify a special additional score for a specific Statics.
    -Use the method SCORING.SetGroupGroup() to specify a special additional score for a specific Wrapper.Groups.

    +Use the methods SCORING.AddUnitScore() and SCORING.RemoveUnitScore() to specify a special additional score for a specific Wrapper.Units. +Use the methods SCORING.AddStaticScore() and SCORING.RemoveStaticScore() to specify a special additional score for a specific Statics. +Use the method SCORING.SetGroupGroup() to specify a special additional score for a specific Wrapper.Groups.

     local Scoring = SCORING:New( "Scoring File" )
      Scoring:AddUnitScore( UNIT:FindByName( "Unit #001" ), 200 )
    @@ -1661,11 +1659,11 @@ For example, this can be done as follows:

    Define destruction zones that will give extra scores:

    Define zones of destruction. Any object destroyed within the zone of the given category will give extra points. -Use the method SCORING.AddZoneScore() to add a Zone for additional scoring.
    -Use the method SCORING.RemoveZoneScore() to remove a Zone for additional scoring.
    -There are interesting variations that can be achieved with this functionality. For example, if the Zone is a Core.Zone#ZONE_UNIT, +Use the method SCORING.AddZoneScore() to add a Zone for additional scoring. +Use the method SCORING.RemoveZoneScore() to remove a Zone for additional scoring. +There are interesting variations that can be achieved with this functionality. For example, if the Zone is a Core.Zone#ZONE_UNIT, then the zone is a moving zone, and anything destroyed within that Zone will generate points. -The other implementation could be to designate a scenery target (a building) in the mission editor surrounded by a Zone, +The other implementation could be to designate a scenery target (a building) in the mission editor surrounded by a Zone, just large enough around that building.

    Add extra Goal scores upon an event or a condition:

    @@ -1675,17 +1673,17 @@ Use the method SCORING.AddGoalScore() to

    (Decommissioned) Configure fratricide level.

    -

    This functionality is decomissioned until the DCS bug concerning Unit:destroy() not being functional in multi player for player units has been fixed by ED.

    +

    This functionality is decommissioned until the DCS bug concerning Unit:destroy() not being functional in multi player for player units has been fixed by ED.

    When a player commits too much damage to friendlies, his penalty score will reach a certain level. -Use the method SCORING.SetFratricide() to define the level when a player gets kicked.
    -By default, the fratricide level is the default penalty mutiplier * 2 for the penalty score.

    +Use the method SCORING.SetFratricide() to define the level when a player gets kicked. +By default, the fratricide level is the default penalty multiplier * 2 for the penalty score.

    Penalty score when a player changes the coalition.

    When a player changes the coalition, he can receive a penalty score. Use the method SCORING.SetCoalitionChangePenalty() to define the penalty when a player changes coalition. -By default, the penalty for changing coalition is the default penalty scale.

    +By default, the penalty for changing coalition is the default penalty scale.

    Define output CSV files.

    @@ -1715,13 +1713,13 @@ For me, this installation folder is in D:\Program Files\Eagle Dynamics\DCS W end
    -

    When these lines are not sanitized, functions become available to check the time, and to write files to your system at the above specified location.
    +

    When these lines are not sanitized, functions become available to check the time, and to write files to your system at the above specified location. Note that the MissionScripting.lua file provides a warning. So please beware of this warning as outlined by Eagle Dynamics!

       --Sanitize Mission Scripting environment
    -   --This makes unavailable some unsecure functions. 
    -   --Mission downloaded from server to client may contain potentialy harmful lua code that may use these functions.
    -   --You can remove the code below and make availble these functions at your own risk.
    +   --This makes unavailable some unsecure functions.
    +   --Mission downloaded from server to client may contain potentially harmful lua code that may use these functions.
    +   --You can remove the code below and make available these functions at your own risk.
     

    The MOOSE designer cannot take any responsibility of any damage inflicted as a result of the de-sanitization. @@ -2950,7 +2948,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -

    During mission startup, especially for single player, +

    During mission startup, especially for single player, iterate the database for the player that has joined, and add him to the scoring, and set the menu. But this can only be started one second after the mission has started, so i need to schedule this ...

    @@ -2974,7 +2972,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - + #boolean SCORING.penaltyoncoalitionchange @@ -3026,7 +3024,7 @@ The Score can be both positive and negative.

    -

    The Wrapper.Unit of the Player. Other Properties for the scoring are taken from this PlayerUnit, like coalition, type etc.

    +

    The Wrapper.Unit of the Player. Other Properties for the scoring are taken from this PlayerUnit, like coalition, type etc.

    @@ -3218,7 +3216,7 @@ The Score can be both positive and negative.

    Add a Static for additional scoring when the Static is destroyed.

    -

    Note that if there was already a Static declared within the scoring with the same name, +

    Note that if there was already a Static declared within the scoring with the same name, then the old Static will be replaced with the new Static.

    @@ -3279,7 +3277,7 @@ then the old Static will be replaced with the new Add a Wrapper.Unit for additional scoring when the Wrapper.Unit is destroyed.

    -

    Note that if there was already a Wrapper.Unit declared within the scoring with the same name, +

    Note that if there was already a Wrapper.Unit declared within the scoring with the same name, then the old Wrapper.Unit will be replaced with the new Wrapper.Unit.

    @@ -3359,7 +3357,7 @@ This allows for a dynamic destruction zone evolution within your mission.

    -

    The Zone which defines the destruction score perimeters. +

    The Zone which defines the destruction score perimeters. Note that a zone can be a polygon or a moving zone.

    @@ -3633,8 +3631,8 @@ Note that a zone can be a polygon or a moving zone.

    Usage:

    
    --- Define a new scoring object for the mission Gori Valley.
    -ScoringObject = SCORING:New( "Gori Valley" )
    +  -- Define a new scoring object for the mission Gori Valley.
    +  ScoringObject = SCORING:New( "Gori Valley" )
     
    @@ -3867,7 +3865,7 @@ This allows for a dynamic destruction zone evolution within your mission.

    -

    The Zone which defines the destruction score perimeters. +

    The Zone which defines the destruction score perimeters. Note that a zone can be a polygon or a moving zone.

    @@ -4447,7 +4445,7 @@ Note that a zone can be a polygon or a moving zone.

    Use the method SCORING.SetCoalitionChangePenalty() to define the penalty when a player changes coalition. -By default, the penalty for changing coalition is the default penalty scale.

    +By default, the penalty for changing coalition is the default penalty scale.

    @@ -4465,7 +4463,7 @@ By default, the penalty for changing coalition is the default penalty scale.
    -

    The amount of penalty that is given.

    +

    The amount of penalty that is given.

    @@ -4538,8 +4536,8 @@ By default, the penalty for changing coalition is the default penalty scale. When a player commits too much damage to friendlies, his penalty score will reach a certain level.

    -

    Use this method to define the level when a player gets kicked.
    -By default, the fratricide level is the default penalty mutiplier * 2 for the penalty score.

    +

    Use this method to define the level when a player gets kicked. +By default, the fratricide level is the default penalty multiplier * 2 for the penalty score.

    @@ -4601,7 +4599,7 @@ By default, the fratricide level is the default penalty mutiplier * 2 for the pe
    -

    If true is given, the messages are sent.

    +

    If true is given, the messages are sent.

    @@ -4645,7 +4643,7 @@ By default, the fratricide level is the default penalty mutiplier * 2 for the pe
    -

    If true is given, the messages are sent.

    +

    If true is given, the messages are sent.

    @@ -4689,7 +4687,7 @@ By default, the fratricide level is the default penalty mutiplier * 2 for the pe
    -

    If true is given, the messages are sent.

    +

    If true is given, the messages are sent.

    @@ -4793,7 +4791,7 @@ By default, the fratricide level is the default penalty mutiplier * 2 for the pe
    -

    If true is given, the messages are sent.

    +

    If true is given, the messages are sent.

    @@ -5470,7 +5468,7 @@ The scale magnifies the scores given to the players.

    -

    During mission startup, especially for single player, +

    During mission startup, especially for single player, iterate the database for the player that has joined, and add him to the scoring, and set the menu. But this can only be started one second after the mission has started, so i need to schedule this ...

    @@ -5494,7 +5492,7 @@ The scale magnifies the scores given to the players.

    - + #boolean SCORING.penaltyoncoalitionchange diff --git a/Documentation/Functional.Warehouse.html b/Documentation/Functional.Warehouse.html index 4a8b30172..6db799569 100644 --- a/Documentation/Functional.Warehouse.html +++ b/Documentation/Functional.Warehouse.html @@ -2288,7 +2288,7 @@ warehouseBatumi:Load("D:\\My Warehouse Data\\") warehouseBatumi:Start()
    -

    This sequence loads all assets from file. If a warehouse was captured in the last mission, it also respawns the static warehouse structure with the right coaliton. +

    This sequence loads all assets from file. If a warehouse was captured in the last mission, it also respawns the static warehouse structure with the right coalition. However, it due to DCS limitations it is not possible to set the airbase coalition. This has to be done manually in the mission editor. Or alternatively, one could spawn some ground units via a self request and let them capture the airbase.

    @@ -4745,7 +4745,7 @@ end

    WAREHOUSE.zone

    -

    Zone around the warehouse. If this zone is captured, the warehouse and all its assets goes to the capturing coaliton.

    +

    Zone around the warehouse. If this zone is captured, the warehouse and all its assets goes to the capturing coalition.

    @@ -6839,7 +6839,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau Core.Zone#ZONE WAREHOUSE.zone -

    Zone around the warehouse. If this zone is captured, the warehouse and all its assets goes to the capturing coaliton.

    +

    Zone around the warehouse. If this zone is captured, the warehouse and all its assets goes to the capturing coalition.

    @@ -7931,7 +7931,7 @@ Optionally, only warehouses with (specific) assets can be included in the search
    -

    (Optional) Coalition side of the warehouse. Default is the same coaliton as the present warehouse. Set to false for any coalition.

    +

    (Optional) Coalition side of the warehouse. Default is the same coalition as the present warehouse. Set to false for any coalition.

    @@ -15035,7 +15035,7 @@ This is important in order to determine if a job is done and can be removed from

    Create or update mark text at warehouse, which is displayed in F10 map showing how many assets of each type are in stock.

    -

    Only the coaliton of the warehouse owner is able to see it.

    +

    Only the coalition of the warehouse owner is able to see it.

    @@ -19984,7 +19984,7 @@ this request is used to put the groups back into the warehouse stock.

    Core.Zone#ZONE WAREHOUSE.zone -

    Zone around the warehouse. If this zone is captured, the warehouse and all its assets goes to the capturing coaliton.

    +

    Zone around the warehouse. If this zone is captured, the warehouse and all its assets goes to the capturing coalition.

    @@ -21970,7 +21970,7 @@ this request is used to put the groups back into the warehouse stock.

    Core.Zone#ZONE WAREHOUSE.zone -

    Zone around the warehouse. If this zone is captured, the warehouse and all its assets goes to the capturing coaliton.

    +

    Zone around the warehouse. If this zone is captured, the warehouse and all its assets goes to the capturing coalition.

    diff --git a/Documentation/Functional.ZoneCaptureCoalition.html b/Documentation/Functional.ZoneCaptureCoalition.html index ad82b9d8c..382b4caea 100644 --- a/Documentation/Functional.ZoneCaptureCoalition.html +++ b/Documentation/Functional.ZoneCaptureCoalition.html @@ -2188,7 +2188,7 @@ We start the monitoring after 5 seconds, and will repeat every 30 seconds a chec

    ZONE_CAPTURE_COALITION:GetPreviousCoalition()

    -

    Get the previous coaliton, i.e.

    +

    Get the previous coalition, i.e.

    @@ -2842,7 +2842,7 @@ We start the monitoring after 5 seconds, and will repeat every 30 seconds a chec

    Check if zone is "Attacked", i.e.

    -

    another coaliton entered the zone.

    +

    another coalition entered the zone.

    @@ -2938,7 +2938,7 @@ We start the monitoring after 5 seconds, and will repeat every 30 seconds a chec

    Check if zone is "Guarded", i.e.

    -

    only one (the defending) coaliton is present inside the zone.

    +

    only one (the defending) coalition is present inside the zone.

    -

    Get the previous coaliton, i.e.

    +

    Get the previous coalition, i.e.

    the one owning the zone before the current one.

    @@ -6146,7 +6146,7 @@ Returns the Coalition for the given Coalition if there are units of the Coalitio

    Is All in Zone of Coalition?

    -

    Check if only the specifed coalition is inside the zone and noone else.

    +

    Check if only the specified coalition is inside the zone and noone else.

    @@ -6271,8 +6271,10 @@ Note that once a zone has been scanned, multiple evaluations can be done on the

    Usage:

    -
       self.Zone:Scan()
    -   local IsEmpty = self.Zone:IsNoneInZone()
    +
    
    +   self.Zone:Scan()
    +   local IsEmpty = self.Zone:IsNoneInZone()
    +
    @@ -6320,8 +6322,10 @@ Note that once a zone has been scanned, multiple evaluations can be done on the

    Usage:

    -
       self.Zone:Scan()
    -   local IsOccupied = self.Zone:IsNoneInZoneOfCoalition( self.Coalition )
    +
    
    +   self.Zone:Scan()
    +   local IsOccupied = self.Zone:IsNoneInZoneOfCoalition( self.Coalition )
    +
    @@ -6337,7 +6341,7 @@ Note that once a zone has been scanned, multiple evaluations can be done on the

    Is Some in Zone of Coalition?

    -

    Check if more than one coaltion is inside the zone and the specifed coalition is one of them. +

    Check if more than one coalition is inside the zone and the specified coalition is one of them. You first need to use the ZONE_RADIUS.Scan method to scan the zone before it can be evaluated! Note that once a zone has been scanned, multiple evaluations can be done on the scan result set.

    @@ -6357,7 +6361,7 @@ Note that once a zone has been scanned, multiple evaluations can be done on the
    -

    ID of the coaliton which is checked to be inside the zone.

    +

    ID of the coalition which is checked to be inside the zone.

    @@ -6373,8 +6377,10 @@ Note that once a zone has been scanned, multiple evaluations can be done on the

    Usage:

    -
       self.Zone:Scan()
    -   local IsAttacked = self.Zone:IsSomeInZoneOfCoalition( self.Coalition )
    +
    
    +   self.Zone:Scan()
    +   local IsAttacked = self.Zone:IsSomeInZoneOfCoalition( self.Coalition )
    +
    diff --git a/Documentation/Functional.ZoneGoal.html b/Documentation/Functional.ZoneGoal.html index d3d1b34bc..e58c8b4b7 100644 --- a/Documentation/Functional.ZoneGoal.html +++ b/Documentation/Functional.ZoneGoal.html @@ -3471,7 +3471,7 @@ Returns the Coalition for the given Coalition if there are units of the Coalitio

    Is All in Zone of Coalition?

    -

    Check if only the specifed coalition is inside the zone and noone else.

    +

    Check if only the specified coalition is inside the zone and noone else.

    @@ -3596,8 +3596,10 @@ Note that once a zone has been scanned, multiple evaluations can be done on the

    Usage:

    -
       self.Zone:Scan()
    -   local IsEmpty = self.Zone:IsNoneInZone()
    +
    
    +   self.Zone:Scan()
    +   local IsEmpty = self.Zone:IsNoneInZone()
    +
    @@ -3645,8 +3647,10 @@ Note that once a zone has been scanned, multiple evaluations can be done on the

    Usage:

    -
       self.Zone:Scan()
    -   local IsOccupied = self.Zone:IsNoneInZoneOfCoalition( self.Coalition )
    +
    
    +   self.Zone:Scan()
    +   local IsOccupied = self.Zone:IsNoneInZoneOfCoalition( self.Coalition )
    +
    @@ -3662,7 +3666,7 @@ Note that once a zone has been scanned, multiple evaluations can be done on the

    Is Some in Zone of Coalition?

    -

    Check if more than one coaltion is inside the zone and the specifed coalition is one of them. +

    Check if more than one coalition is inside the zone and the specified coalition is one of them. You first need to use the ZONE_RADIUS.Scan method to scan the zone before it can be evaluated! Note that once a zone has been scanned, multiple evaluations can be done on the scan result set.

    @@ -3682,7 +3686,7 @@ Note that once a zone has been scanned, multiple evaluations can be done on the
    -

    ID of the coaliton which is checked to be inside the zone.

    +

    ID of the coalition which is checked to be inside the zone.

    @@ -3698,8 +3702,10 @@ Note that once a zone has been scanned, multiple evaluations can be done on the

    Usage:

    -
       self.Zone:Scan()
    -   local IsAttacked = self.Zone:IsSomeInZoneOfCoalition( self.Coalition )
    +
    
    +   self.Zone:Scan()
    +   local IsAttacked = self.Zone:IsSomeInZoneOfCoalition( self.Coalition )
    +
    diff --git a/Documentation/Functional.ZoneGoalCargo.html b/Documentation/Functional.ZoneGoalCargo.html index 12cf953b3..4fbf54e9e 100644 --- a/Documentation/Functional.ZoneGoalCargo.html +++ b/Documentation/Functional.ZoneGoalCargo.html @@ -4806,7 +4806,7 @@ Returns the Coalition for the given Coalition if there are units of the Coalitio

    Is All in Zone of Coalition?

    -

    Check if only the specifed coalition is inside the zone and noone else.

    +

    Check if only the specified coalition is inside the zone and noone else.

    @@ -4931,8 +4931,10 @@ Note that once a zone has been scanned, multiple evaluations can be done on the

    Usage:

    -
       self.Zone:Scan()
    -   local IsEmpty = self.Zone:IsNoneInZone()
    +
    
    +   self.Zone:Scan()
    +   local IsEmpty = self.Zone:IsNoneInZone()
    +
    @@ -4980,8 +4982,10 @@ Note that once a zone has been scanned, multiple evaluations can be done on the

    Usage:

    -
       self.Zone:Scan()
    -   local IsOccupied = self.Zone:IsNoneInZoneOfCoalition( self.Coalition )
    +
    
    +   self.Zone:Scan()
    +   local IsOccupied = self.Zone:IsNoneInZoneOfCoalition( self.Coalition )
    +
    @@ -4997,7 +5001,7 @@ Note that once a zone has been scanned, multiple evaluations can be done on the

    Is Some in Zone of Coalition?

    -

    Check if more than one coaltion is inside the zone and the specifed coalition is one of them. +

    Check if more than one coalition is inside the zone and the specified coalition is one of them. You first need to use the ZONE_RADIUS.Scan method to scan the zone before it can be evaluated! Note that once a zone has been scanned, multiple evaluations can be done on the scan result set.

    @@ -5017,7 +5021,7 @@ Note that once a zone has been scanned, multiple evaluations can be done on the
    -

    ID of the coaliton which is checked to be inside the zone.

    +

    ID of the coalition which is checked to be inside the zone.

    @@ -5033,8 +5037,10 @@ Note that once a zone has been scanned, multiple evaluations can be done on the

    Usage:

    -
       self.Zone:Scan()
    -   local IsAttacked = self.Zone:IsSomeInZoneOfCoalition( self.Coalition )
    +
    
    +   self.Zone:Scan()
    +   local IsAttacked = self.Zone:IsSomeInZoneOfCoalition( self.Coalition )
    +
    diff --git a/Documentation/Functional.ZoneGoalCoalition.html b/Documentation/Functional.ZoneGoalCoalition.html index b9a9b2677..a6e061b6b 100644 --- a/Documentation/Functional.ZoneGoalCoalition.html +++ b/Documentation/Functional.ZoneGoalCoalition.html @@ -1497,7 +1497,7 @@ Controls a network of short range air/missile defense groups.


    -

    ZONE_GOAL_COALITION models processes that have a Goal with a defined achievement involving a Zone for a Coalition.
    +

    ZONE_GOAL_COALITION models processes that have a Goal with a defined achievement involving a Zone for a Coalition. Derived classes implement the ways how the achievements can be realized.


    @@ -1589,7 +1589,7 @@ Derived classes implement the ways how the achievements can be realized.

    ZONE_GOAL_COALITION:GetPreviousCoalition()

    -

    Get the previous coaliton, i.e.

    +

    Get the previous coalition, i.e.

    @@ -2166,7 +2166,7 @@ Derived classes implement the ways how the achievements can be realized.

    ZONE_GOAL_COALITION:GetPreviousCoalition()

    -

    Get the previous coaliton, i.e.

    +

    Get the previous coalition, i.e.

    the one owning the zone before the current one.

    @@ -3954,7 +3954,7 @@ Returns the Coalition for the given Coalition if there are units of the Coalitio

    Is All in Zone of Coalition?

    -

    Check if only the specifed coalition is inside the zone and noone else.

    +

    Check if only the specified coalition is inside the zone and noone else.

    @@ -4079,8 +4079,10 @@ Note that once a zone has been scanned, multiple evaluations can be done on the

    Usage:

    -
       self.Zone:Scan()
    -   local IsEmpty = self.Zone:IsNoneInZone()
    +
    
    +   self.Zone:Scan()
    +   local IsEmpty = self.Zone:IsNoneInZone()
    +
    @@ -4128,8 +4130,10 @@ Note that once a zone has been scanned, multiple evaluations can be done on the

    Usage:

    -
       self.Zone:Scan()
    -   local IsOccupied = self.Zone:IsNoneInZoneOfCoalition( self.Coalition )
    +
    
    +   self.Zone:Scan()
    +   local IsOccupied = self.Zone:IsNoneInZoneOfCoalition( self.Coalition )
    +
    @@ -4145,7 +4149,7 @@ Note that once a zone has been scanned, multiple evaluations can be done on the

    Is Some in Zone of Coalition?

    -

    Check if more than one coaltion is inside the zone and the specifed coalition is one of them. +

    Check if more than one coalition is inside the zone and the specified coalition is one of them. You first need to use the ZONE_RADIUS.Scan method to scan the zone before it can be evaluated! Note that once a zone has been scanned, multiple evaluations can be done on the scan result set.

    @@ -4165,7 +4169,7 @@ Note that once a zone has been scanned, multiple evaluations can be done on the
    -

    ID of the coaliton which is checked to be inside the zone.

    +

    ID of the coalition which is checked to be inside the zone.

    @@ -4181,8 +4185,10 @@ Note that once a zone has been scanned, multiple evaluations can be done on the

    Usage:

    -
       self.Zone:Scan()
    -   local IsAttacked = self.Zone:IsSomeInZoneOfCoalition( self.Coalition )
    +
    
    +   self.Zone:Scan()
    +   local IsAttacked = self.Zone:IsSomeInZoneOfCoalition( self.Coalition )
    +
    diff --git a/Documentation/Ops.Airboss.html b/Documentation/Ops.Airboss.html index 12886c803..908598b34 100644 --- a/Documentation/Ops.Airboss.html +++ b/Documentation/Ops.Airboss.html @@ -38684,7 +38684,7 @@ When moose is loading dynamically (for moose class development), tracing is swit -

    Set case to that of lead.

    +

    Set case of f

    @@ -38752,17 +38752,6 @@ When moose is loading dynamically (for moose class development), tracing is swit

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

    - - - -
    -
    - - #boolean -AIRBOSS.PlayerData.holding - - -
    @@ -38956,9 +38945,6 @@ When moose is loading dynamically (for moose class development), tracing is swit - -

    Set new time stamp.

    - diff --git a/Documentation/Ops.CSAR.html b/Documentation/Ops.CSAR.html index d49fd782c..c72ffb1e6 100644 --- a/Documentation/Ops.CSAR.html +++ b/Documentation/Ops.CSAR.html @@ -3540,7 +3540,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - + #table CSAR.FreeVHFFrequencies @@ -3629,11 +3629,14 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - + #table CSAR.allheligroupset + +

    GROUP_SET of all helis

    +
    @@ -4181,6 +4184,20 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    +
    +
    +
    + + #number +CSAR.rescuedpilots + + + + +

    counter for saved pilots

    + +
    +
    @@ -4206,6 +4223,20 @@ 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

    + +
    +
    @@ -8301,7 +8332,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - + #table CSAR.FreeVHFFrequencies @@ -8390,11 +8421,14 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - + #table CSAR.allheligroupset + +

    GROUP_SET of all helis

    +
    @@ -8942,6 +8976,20 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    +
    +
    +
    + + #number +CSAR.rescuedpilots + + + + +

    counter for saved pilots

    + +
    +
    @@ -8967,6 +9015,20 @@ 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

    + +
    +
    @@ -10581,7 +10643,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - + #table CSAR.FreeVHFFrequencies @@ -10670,11 +10732,14 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - + #table CSAR.allheligroupset + +

    GROUP_SET of all helis

    +
    @@ -11222,6 +11287,20 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    +
    +
    +
    + + #number +CSAR.rescuedpilots + + + + +

    counter for saved pilots

    + +
    +
    @@ -11247,6 +11326,20 @@ 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 38db891ce..d4a129301 100644 --- a/Documentation/Ops.CTLD.html +++ b/Documentation/Ops.CTLD.html @@ -5722,7 +5722,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - + #table CTLD.FreeUHFFrequencies @@ -5733,7 +5733,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - #table + CTLD.FreeVHFFrequencies @@ -5863,14 +5863,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - #table + CTLD.PilotGroups - -

    tables

    -
    @@ -12843,7 +12840,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - + #table CTLD.FreeUHFFrequencies @@ -12854,7 +12851,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - #table + CTLD.FreeVHFFrequencies @@ -12984,14 +12981,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - #table + CTLD.PilotGroups - -

    tables

    -
    @@ -15136,7 +15130,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - + #table CTLD.FreeUHFFrequencies @@ -15147,7 +15141,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - #table + CTLD.FreeVHFFrequencies @@ -15277,14 +15271,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - #table + CTLD.PilotGroups - -

    tables

    -
    @@ -19485,17 +19476,6 @@ When moose is loading dynamically (for moose class development), tracing is swit

    Can transport crate.

    -
    - -
    -
    -
    - - #number -CTLD.UnitCapabilities.length - - -
    @@ -23204,6 +23184,17 @@ When moose is loading dynamically (for moose class development), tracing is swit +
    + +
    + @@ -23857,6 +23848,17 @@ When moose is loading dynamically (for moose class development), tracing is swit +
    + +
    + diff --git a/Documentation/Tasking.Mission.html b/Documentation/Tasking.Mission.html index 411cb35b6..7d7b592c3 100644 --- a/Documentation/Tasking.Mission.html +++ b/Documentation/Tasking.Mission.html @@ -4565,7 +4565,7 @@ If the Unit is part of a Task in the Mission, true is returned.

    - DCS#coaliton.side + DCS#coalition.side MissionCoalition

    diff --git a/Documentation/Tasking.Task.html b/Documentation/Tasking.Task.html index f60e7a0cf..e5c842bd0 100644 --- a/Documentation/Tasking.Task.html +++ b/Documentation/Tasking.Task.html @@ -1579,7 +1579,7 @@ Note that the order of the tasks are shortest distance first to the unit positio

    Mission

    -

    A statistic report on the progress of the mission. Each task achievement will increase the %-tage to 100% as a goal to complete the task.

    +

    A statistic report on the progress of the mission. Each task achievement will increase the % to 100% as a goal to complete the task.

    1.3) Join a Task.

    diff --git a/Documentation/Tasking.Task_A2G_Dispatcher.html b/Documentation/Tasking.Task_A2G_Dispatcher.html index 8015f4072..36a68dd3d 100644 --- a/Documentation/Tasking.Task_A2G_Dispatcher.html +++ b/Documentation/Tasking.Task_A2G_Dispatcher.html @@ -3083,11 +3083,14 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - + #boolean TASK_A2G_DISPATCHER.FlashNewTask + +

    set to false to suppress flash messages

    +
    @@ -3660,11 +3663,14 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - + #boolean TASK_A2G_DISPATCHER.FlashNewTask + +

    set to false to suppress flash messages

    +
    @@ -4847,11 +4853,14 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - + #boolean TASK_A2G_DISPATCHER.FlashNewTask + +

    set to false to suppress flash messages

    +
    @@ -6340,11 +6349,14 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - + #boolean TASK_A2G_DISPATCHER.FlashNewTask + +

    set to false to suppress flash messages

    +
    diff --git a/Documentation/Tasking.Task_Cargo.html b/Documentation/Tasking.Task_Cargo.html index 69e29e113..e97a2ecce 100644 --- a/Documentation/Tasking.Task_Cargo.html +++ b/Documentation/Tasking.Task_Cargo.html @@ -3150,7 +3150,7 @@ based on the tasking capabilities defined in
    - #number + TASK_CARGO.CargoLimit @@ -4572,7 +4572,7 @@ based on the tasking capabilities defined in
    - #number + TASK_CARGO.CargoLimit @@ -9104,7 +9104,7 @@ 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 57b9c8361..c487bff77 100644 --- a/Documentation/Tasking.Task_Cargo_Dispatcher.html +++ b/Documentation/Tasking.Task_Cargo_Dispatcher.html @@ -3091,54 +3091,21 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -
    - - -
    -
    - - #boolean -TASK_CARGO_DISPATCHER.CSARTasks - - - -
    - -
    - + @@ -4203,54 +4170,21 @@ This method can only be used once!

    - -
    - - -
    -
    - - #boolean -TASK_CARGO_DISPATCHER.CSARTasks - - - -
    - -
    - + @@ -5094,54 +5028,21 @@ This method can only be used once!

    - -
    - - -
    -
    - - #boolean -TASK_CARGO_DISPATCHER.CSARTasks - - - -
    - -
    - + @@ -6620,54 +6521,21 @@ This method can only be used once!

    - -
    - - -
    -
    - - #boolean -TASK_CARGO_DISPATCHER.CSARTasks - - - -
    - -
    - + diff --git a/Documentation/Utils.html b/Documentation/Utils.html index 641923c47..1835c7180 100644 --- a/Documentation/Utils.html +++ b/Documentation/Utils.html @@ -3593,7 +3593,7 @@ use negative idp for rounding ahead of decimal place, positive for rounding afte

    Get the coalition name from its numerical ID, e.g.

    -

    coaliton.side.RED.

    +

    coalition.side.RED.

    diff --git a/Documentation/Wrapper.Client.html b/Documentation/Wrapper.Client.html index 6eaaa9961..63bd4d8e6 100644 --- a/Documentation/Wrapper.Client.html +++ b/Documentation/Wrapper.Client.html @@ -2906,13 +2906,13 @@ If the DCS Unit object does not exist or is nil, the CLIENT methods will return

    CLIENT:TaskOrbitCircle(Altitude, Speed, Coordinate)

    -

    (AIR) Orbit at the current position of the first unit of the controllable at a specified alititude.

    +

    (AIR) Orbit at the current position of the first unit of the controllable at a specified altitude.

    CLIENT:TaskOrbitCircleAtVec2(Point, Altitude, Speed)

    -

    (AIR) Orbit at a specified position at a specified alititude during a specified duration with a specified speed.

    +

    (AIR) Orbit at a specified position at a specified altitude during a specified duration with a specified speed.

    @@ -2924,7 +2924,7 @@ If the DCS Unit object does not exist or is nil, the CLIENT methods will return

    CLIENT:TaskRoute(Points)

    -

    Return a Misson task to follow a given route defined by Points.

    +

    Return a Mission task to follow a given route defined by Points.

    @@ -7842,7 +7842,7 @@ Note that a controllable can only have one beacon activated at a time with the e
    -

    The ID of the unit the beacon is attached to. Usefull if more units are in one group.

    +

    The ID of the unit the beacon is attached to. Useful if more units are in one group.

    @@ -8342,7 +8342,7 @@ Note that a controllable can only have one beacon activated at a time with the e
    -

    (Optional) Delay in seconds before the frequncy is set. Default is immediately.

    +

    (Optional) Delay in seconds before the frequency is set. Default is immediately.

    @@ -8467,17 +8467,18 @@ Note that this can only work on GROUP level, although individual UNITs can be co

    Usage:

    -
    --- This test demonstrates the use(s) of the SwitchWayPoint method of the GROUP class.
    -HeliGroup = GROUP:FindByName( "Helicopter" )
    +    
    
    +  -- This test demonstrates the use(s) of the SwitchWayPoint method of the GROUP class.
    +  HeliGroup = GROUP:FindByName( "Helicopter" )
     
    ---- Route the helicopter back to the FARP after 60 seconds.
    --- We use the SCHEDULER class to do this.
    -SCHEDULER:New( nil,
    -  function( HeliGroup )
    -   local CommandRTB = HeliGroup:CommandSwitchWayPoint( 2, 8 )
    -   HeliGroup:SetCommand( CommandRTB )
    - end, { HeliGroup }, 90
    -)
    + -- Route the helicopter back to the FARP after 60 seconds. + -- We use the SCHEDULER class to do this. + SCHEDULER:New( nil, + function( HeliGroup ) + local CommandRTB = HeliGroup:CommandSwitchWayPoint( 2, 8 ) + HeliGroup:SetCommand( CommandRTB ) + end, { HeliGroup }, 90 + )
    @@ -8701,7 +8702,7 @@ SCHEDULER:New( nil,
    -

    (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.

    +

    (optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.

    @@ -8989,7 +8990,7 @@ SCHEDULER:New( nil,
    -

    (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.

    +

    (optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.

    @@ -9604,7 +9605,7 @@ If at least one detection method is specified, only the methods

    Returns relative amount of fuel (from 0.0 to 1.0) the unit has in its internal tanks.

    -

    This method returns nil to ensure polymorphic behaviour! This method needs to be overridden by GROUP or UNIT.

    +

    This method returns nil to ensure polymorphic behavior! This method needs to be overridden by GROUP or UNIT.

    @@ -9637,7 +9638,7 @@ If at least one detection method is specified, only the methods

    Returns relative average amount of fuel (from 0.0 to 1.0) a unit or group has in its internal tanks.

    -

    This method returns nil to ensure polymorphic behaviour! This method needs to be overridden by GROUP or UNIT.

    +

    This method returns nil to ensure polymorphic behavior! This method needs to be overridden by GROUP or UNIT.

    @@ -9670,7 +9671,7 @@ If at least one detection method is specified, only the methods

    Returns relative minimum amount of fuel (from 0.0 to 1.0) a unit or group has in its internal tanks.

    -

    This method returns nil to ensure polymorphic behaviour! This method needs to be overridden by GROUP or UNIT.

    +

    This method returns nil to ensure polymorphic behavior! This method needs to be overridden by GROUP or UNIT.

    @@ -13116,7 +13117,7 @@ Warning! When you switch this option off, the airborne group will continue to fl
    -

    (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.

    +

    (optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.

    @@ -13251,7 +13252,7 @@ Warning! When you switch this option off, the airborne group will continue to fl
    -

    (Optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.

    +

    (Optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.

    @@ -13373,7 +13374,7 @@ Warning! When you switch this option off, the airborne group will continue to fl
    -

    (Optional) Limits maximal quantity of attack. The aicraft/controllable will not make more attacks than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.

    +

    (Optional) Limits maximal quantity of attack. The aircraft/controllable will not make more attacks than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.

    @@ -13495,7 +13496,7 @@ Warning! When you switch this option off, the airborne group will continue to fl
    -

    (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.

    +

    (optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.

    @@ -13754,7 +13755,7 @@ Warning! When you switch this option off, the airborne group will continue to fl
    -

    (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.

    +

    (optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.

    @@ -15442,7 +15443,7 @@ Used to support CarpetBombing Task

    CLIENT:TaskOrbitCircle(Altitude, Speed, Coordinate)

    -

    (AIR) Orbit at the current position of the first unit of the controllable at a specified alititude.

    +

    (AIR) Orbit at the current position of the first unit of the controllable at a specified altitude.

    @@ -15512,7 +15513,7 @@ Used to support CarpetBombing Task

    CLIENT:TaskOrbitCircleAtVec2(Point, Altitude, Speed)

    -

    (AIR) Orbit at a specified position at a specified alititude during a specified duration with a specified speed.

    +

    (AIR) Orbit at a specified position at a specified altitude during a specified duration with a specified speed.

    @@ -15615,7 +15616,7 @@ Used to support CarpetBombing Task

    CLIENT:TaskRoute(Points)

    -

    Return a Misson task to follow a given route defined by Points.

    +

    Return a Mission task to follow a given route defined by Points.

    diff --git a/Documentation/Wrapper.Controllable.html b/Documentation/Wrapper.Controllable.html index af1e2f590..67ce55e71 100644 --- a/Documentation/Wrapper.Controllable.html +++ b/Documentation/Wrapper.Controllable.html @@ -1577,10 +1577,10 @@ This is different from the EnRoute tasks, where the targets of the task need to
  • CONTROLLABLE.TaskHold: (GROUND) Hold ground controllable from moving.
  • CONTROLLABLE.TaskHoldPosition: (AIR) Hold position at the current position of the first unit of the controllable.
  • CONTROLLABLE.TaskLand: (AIR HELICOPTER) Landing at the ground. For helicopters only.
  • -
  • CONTROLLABLE.TaskLandAtZone: (AIR) Land the controllable at a CONTROLLABLE.TaskOrbitCircle: (AIR) Orbit at the current position of the first unit of the controllable at a specified alititude.
  • -
  • CONTROLLABLE.TaskOrbitCircleAtVec2: (AIR) Orbit at a specified position at a specified alititude during a specified duration with a specified speed.
  • +
  • CONTROLLABLE.TaskLandAtZone: (AIR) Land the controllable at a CONTROLLABLE.TaskOrbitCircle: (AIR) Orbit at the current position of the first unit of the controllable at a specified altitude.
  • +
  • CONTROLLABLE.TaskOrbitCircleAtVec2: (AIR) Orbit at a specified position at a specified altitude during a specified duration with a specified speed.
  • CONTROLLABLE.TaskRefueling: (AIR) Refueling from the nearest tanker. No parameters.
  • -
  • CONTROLLABLE.TaskRoute: (AIR + GROUND) Return a Misson task to follow a given route defined by Points.
  • +
  • CONTROLLABLE.TaskRoute: (AIR + GROUND) Return a Mission task to follow a given route defined by Points.
  • CONTROLLABLE.TaskRouteToVec2: (AIR + GROUND) Make the Controllable move to a given point.
  • CONTROLLABLE.TaskRouteToVec3: (AIR + GROUND) Make the Controllable move to a given point.
  • CONTROLLABLE.TaskRouteToZone: (AIR + GROUND) Route the controllable to a given zone.
  • @@ -1604,7 +1604,7 @@ This is different from the EnRoute tasks, where the targets of the task need to

    2.3) Task preparation

    -

    There are certain task methods that allow to tailor the task behaviour:

    +

    There are certain task methods that allow to tailor the task behavior:

    -

    The ID of the unit the beacon is attached to. Usefull if more units are in one group.

    +

    The ID of the unit the beacon is attached to. Useful if more units are in one group.

    @@ -4434,7 +4434,7 @@ Note that a controllable can only have one beacon activated at a time with the e
    -

    (Optional) Delay in seconds before the frequncy is set. Default is immediately.

    +

    (Optional) Delay in seconds before the frequency is set. Default is immediately.

    @@ -4559,17 +4559,18 @@ Note that this can only work on GROUP level, although individual UNITs can be co

    Usage:

    -
    --- This test demonstrates the use(s) of the SwitchWayPoint method of the GROUP class.
    -HeliGroup = GROUP:FindByName( "Helicopter" )
    +    
    
    +  -- This test demonstrates the use(s) of the SwitchWayPoint method of the GROUP class.
    +  HeliGroup = GROUP:FindByName( "Helicopter" )
     
    ---- Route the helicopter back to the FARP after 60 seconds.
    --- We use the SCHEDULER class to do this.
    -SCHEDULER:New( nil,
    -  function( HeliGroup )
    -   local CommandRTB = HeliGroup:CommandSwitchWayPoint( 2, 8 )
    -   HeliGroup:SetCommand( CommandRTB )
    - end, { HeliGroup }, 90
    -)
    + -- Route the helicopter back to the FARP after 60 seconds. + -- We use the SCHEDULER class to do this. + SCHEDULER:New( nil, + function( HeliGroup ) + local CommandRTB = HeliGroup:CommandSwitchWayPoint( 2, 8 ) + HeliGroup:SetCommand( CommandRTB ) + end, { HeliGroup }, 90 + )
    @@ -4793,7 +4794,7 @@ SCHEDULER:New( nil,
    -

    (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.

    +

    (optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.

    @@ -5081,7 +5082,7 @@ SCHEDULER:New( nil,
    -

    (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.

    +

    (optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.

    @@ -5696,7 +5697,7 @@ If at least one detection method is specified, only the methods

    Returns relative amount of fuel (from 0.0 to 1.0) the unit has in its internal tanks.

    -

    This method returns nil to ensure polymorphic behaviour! This method needs to be overridden by GROUP or UNIT.

    +

    This method returns nil to ensure polymorphic behavior! This method needs to be overridden by GROUP or UNIT.

    @@ -5729,7 +5730,7 @@ If at least one detection method is specified, only the methods

    Returns relative average amount of fuel (from 0.0 to 1.0) a unit or group has in its internal tanks.

    -

    This method returns nil to ensure polymorphic behaviour! This method needs to be overridden by GROUP or UNIT.

    +

    This method returns nil to ensure polymorphic behavior! This method needs to be overridden by GROUP or UNIT.

    @@ -5762,7 +5763,7 @@ If at least one detection method is specified, only the methods

    Returns relative minimum amount of fuel (from 0.0 to 1.0) a unit or group has in its internal tanks.

    -

    This method returns nil to ensure polymorphic behaviour! This method needs to be overridden by GROUP or UNIT.

    +

    This method returns nil to ensure polymorphic behavior! This method needs to be overridden by GROUP or UNIT.

    @@ -9208,7 +9209,7 @@ Warning! When you switch this option off, the airborne group will continue to fl
    -

    (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.

    +

    (optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.

    @@ -9343,7 +9344,7 @@ Warning! When you switch this option off, the airborne group will continue to fl
    -

    (Optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.

    +

    (Optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.

    @@ -9465,7 +9466,7 @@ Warning! When you switch this option off, the airborne group will continue to fl
    -

    (Optional) Limits maximal quantity of attack. The aicraft/controllable will not make more attacks than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.

    +

    (Optional) Limits maximal quantity of attack. The aircraft/controllable will not make more attacks than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.

    @@ -9587,7 +9588,7 @@ Warning! When you switch this option off, the airborne group will continue to fl
    -

    (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.

    +

    (optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.

    @@ -9846,7 +9847,7 @@ Warning! When you switch this option off, the airborne group will continue to fl
    -

    (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.

    +

    (optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.

    @@ -11534,7 +11535,7 @@ Used to support CarpetBombing Task

    CONTROLLABLE:TaskOrbitCircle(Altitude, Speed, Coordinate)

    -

    (AIR) Orbit at the current position of the first unit of the controllable at a specified alititude.

    +

    (AIR) Orbit at the current position of the first unit of the controllable at a specified altitude.

    @@ -11604,7 +11605,7 @@ Used to support CarpetBombing Task

    CONTROLLABLE:TaskOrbitCircleAtVec2(Point, Altitude, Speed)

    -

    (AIR) Orbit at a specified position at a specified alititude during a specified duration with a specified speed.

    +

    (AIR) Orbit at a specified position at a specified altitude during a specified duration with a specified speed.

    @@ -11707,7 +11708,7 @@ Used to support CarpetBombing Task

    CONTROLLABLE:TaskRoute(Points)

    -

    Return a Misson task to follow a given route defined by Points.

    +

    Return a Mission task to follow a given route defined by Points.

    diff --git a/Documentation/Wrapper.Group.html b/Documentation/Wrapper.Group.html index 116171993..ef6ad1d3e 100644 --- a/Documentation/Wrapper.Group.html +++ b/Documentation/Wrapper.Group.html @@ -3146,13 +3146,13 @@ amount of fuel in the group.

    GROUP:TaskOrbitCircle(Altitude, Speed, Coordinate)

    -

    (AIR) Orbit at the current position of the first unit of the controllable at a specified alititude.

    +

    (AIR) Orbit at the current position of the first unit of the controllable at a specified altitude.

    GROUP:TaskOrbitCircleAtVec2(Point, Altitude, Speed)

    -

    (AIR) Orbit at a specified position at a specified alititude during a specified duration with a specified speed.

    +

    (AIR) Orbit at a specified position at a specified altitude during a specified duration with a specified speed.

    @@ -3164,7 +3164,7 @@ amount of fuel in the group.

    GROUP:TaskRoute(Points)

    -

    Return a Misson task to follow a given route defined by Points.

    +

    Return a Mission task to follow a given route defined by Points.

    @@ -4751,7 +4751,18 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +
    +
    +
    + + +GROUP.InitRespawnRandomizePositionOuter @@ -8858,7 +8869,18 @@ So each unit of the group is respawned at exactly the same parking spot as it cu + +
    +
    +
    + + +GROUP.InitRespawnRandomizePositionOuter @@ -8988,7 +9010,7 @@ Note that a controllable can only have one beacon activated at a time with the e
    -

    The ID of the unit the beacon is attached to. Usefull if more units are in one group.

    +

    The ID of the unit the beacon is attached to. Useful if more units are in one group.

    @@ -9488,7 +9510,7 @@ Note that a controllable can only have one beacon activated at a time with the e
    -

    (Optional) Delay in seconds before the frequncy is set. Default is immediately.

    +

    (Optional) Delay in seconds before the frequency is set. Default is immediately.

    @@ -9613,17 +9635,18 @@ Note that this can only work on GROUP level, although individual UNITs can be co

    Usage:

    -
    --- This test demonstrates the use(s) of the SwitchWayPoint method of the GROUP class.
    -HeliGroup = GROUP:FindByName( "Helicopter" )
    +    
    
    +  -- This test demonstrates the use(s) of the SwitchWayPoint method of the GROUP class.
    +  HeliGroup = GROUP:FindByName( "Helicopter" )
     
    ---- Route the helicopter back to the FARP after 60 seconds.
    --- We use the SCHEDULER class to do this.
    -SCHEDULER:New( nil,
    -  function( HeliGroup )
    -   local CommandRTB = HeliGroup:CommandSwitchWayPoint( 2, 8 )
    -   HeliGroup:SetCommand( CommandRTB )
    - end, { HeliGroup }, 90
    -)
    + -- Route the helicopter back to the FARP after 60 seconds. + -- We use the SCHEDULER class to do this. + SCHEDULER:New( nil, + function( HeliGroup ) + local CommandRTB = HeliGroup:CommandSwitchWayPoint( 2, 8 ) + HeliGroup:SetCommand( CommandRTB ) + end, { HeliGroup }, 90 + )
    @@ -9847,7 +9870,7 @@ SCHEDULER:New( nil,
    -

    (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.

    +

    (optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.

    @@ -10135,7 +10158,7 @@ SCHEDULER:New( nil,
    -

    (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.

    +

    (optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.

    @@ -10750,7 +10773,7 @@ If at least one detection method is specified, only the methods

    Returns relative amount of fuel (from 0.0 to 1.0) the unit has in its internal tanks.

    -

    This method returns nil to ensure polymorphic behaviour! This method needs to be overridden by GROUP or UNIT.

    +

    This method returns nil to ensure polymorphic behavior! This method needs to be overridden by GROUP or UNIT.

    @@ -10783,7 +10806,7 @@ If at least one detection method is specified, only the methods

    Returns relative average amount of fuel (from 0.0 to 1.0) a unit or group has in its internal tanks.

    -

    This method returns nil to ensure polymorphic behaviour! This method needs to be overridden by GROUP or UNIT.

    +

    This method returns nil to ensure polymorphic behavior! This method needs to be overridden by GROUP or UNIT.

    @@ -10816,7 +10839,7 @@ If at least one detection method is specified, only the methods

    Returns relative minimum amount of fuel (from 0.0 to 1.0) a unit or group has in its internal tanks.

    -

    This method returns nil to ensure polymorphic behaviour! This method needs to be overridden by GROUP or UNIT.

    +

    This method returns nil to ensure polymorphic behavior! This method needs to be overridden by GROUP or UNIT.

    @@ -14262,7 +14285,7 @@ Warning! When you switch this option off, the airborne group will continue to fl
    -

    (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.

    +

    (optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.

    @@ -14397,7 +14420,7 @@ Warning! When you switch this option off, the airborne group will continue to fl
    -

    (Optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.

    +

    (Optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.

    @@ -14519,7 +14542,7 @@ Warning! When you switch this option off, the airborne group will continue to fl
    -

    (Optional) Limits maximal quantity of attack. The aicraft/controllable will not make more attacks than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.

    +

    (Optional) Limits maximal quantity of attack. The aircraft/controllable will not make more attacks than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.

    @@ -14641,7 +14664,7 @@ Warning! When you switch this option off, the airborne group will continue to fl
    -

    (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.

    +

    (optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.

    @@ -14900,7 +14923,7 @@ Warning! When you switch this option off, the airborne group will continue to fl
    -

    (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.

    +

    (optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.

    @@ -16588,7 +16611,7 @@ Used to support CarpetBombing Task

    GROUP:TaskOrbitCircle(Altitude, Speed, Coordinate)

    -

    (AIR) Orbit at the current position of the first unit of the controllable at a specified alititude.

    +

    (AIR) Orbit at the current position of the first unit of the controllable at a specified altitude.

    @@ -16658,7 +16681,7 @@ Used to support CarpetBombing Task

    GROUP:TaskOrbitCircleAtVec2(Point, Altitude, Speed)

    -

    (AIR) Orbit at a specified position at a specified alititude during a specified duration with a specified speed.

    +

    (AIR) Orbit at a specified position at a specified altitude during a specified duration with a specified speed.

    @@ -16761,7 +16784,7 @@ Used to support CarpetBombing Task

    GROUP:TaskRoute(Points)

    -

    Return a Misson task to follow a given route defined by Points.

    +

    Return a Mission task to follow a given route defined by Points.

    @@ -17399,7 +17422,18 @@ Note that when the WayPoint parameter is used, the new start mission waypoint of + +
    +
    +
    + + +GROUP.InitRespawnRandomizePositionOuter @@ -21038,7 +21072,18 @@ Coordinates are dependent on the position of the maps origin.

    + +
    +
    +
    + + +GROUP.InitRespawnRandomizePositionOuter @@ -21692,7 +21737,18 @@ If the Identifiable is alive, true is returned.

    + +
    +
    +
    + + +GROUP.InitRespawnRandomizePositionOuter @@ -21952,7 +22008,18 @@ If the Identifiable is alive, true is returned.

    + +
    +
    +
    + + +GROUP.InitRespawnRandomizePositionOuter diff --git a/Documentation/Wrapper.Marker.html b/Documentation/Wrapper.Marker.html index 7173804d1..d1058dfc2 100644 --- a/Documentation/Wrapper.Marker.html +++ b/Documentation/Wrapper.Marker.html @@ -1543,32 +1543,32 @@ Controls a network of short range air/missile defense groups.

    Create a Marker

    -- Create a MARKER object at Batumi with a trivial text.
    -local Coordinate=AIRBASE:FindByName("Batumi"):GetCoordinate()
    -mymarker=MARKER:New(Coordinate, "I am Batumi Airfield")
    +local Coordinate = AIRBASE:FindByName( "Batumi" ):GetCoordinate()
    +mymarker = MARKER:New( Coordinate, "I am Batumi Airfield" )
     
    -

    Now this does not show the marker yet. We still need to specifiy to whom it is shown. There are several options, i.e. -show the marker to everyone, to a speficic coaliton only, or only to a specific group.

    +

    Now this does not show the marker yet. We still need to specify to whom it is shown. There are several options, i.e. +show the marker to everyone, to a specific coalition only, or only to a specific group.

    For Everyone

    If the marker should be visible to everyone, you can use the :ToAll() function.

    -
    mymarker=MARKER:New(Coordinate, "I am Batumi Airfield"):ToAll()
    +
    mymarker = MARKER:New( Coordinate, "I am Batumi Airfield" ):ToAll()
     
    -

    For a Coaliton

    +

    For a Coalition

    If the maker should be visible to a specific coalition, you can use the :ToCoalition() function.

    -
    mymarker=MARKER:New(Coordinate, "I am Batumi Airfield"):ToCoaliton(coaliton.side.BLUE)
    +
    mymarker = MARKER:New( Coordinate , "I am Batumi Airfield" ):ToCoalition( coalition.side.BLUE )
     
    -

    To Blue Coaliton

    +

    To Blue Coalition

    To Red Coalition

    -

    This would show the marker only to the Blue coaliton.

    +

    This would show the marker only to the Blue coalition.

    For a Group

    @@ -1580,31 +1580,31 @@ show the marker to everyone, to a speficic coaliton only, or only to a specific

    The marker text and coordinate can be updated easily as shown below.

    -

    However, note that updateing involves to remove and recreate the marker if either text or its coordinate is changed. +

    However, note that updating involves to remove and recreate the marker if either text or its coordinate is changed. This is a DCS scripting engine limitation.

    Update Text

    -

    If you created a marker "mymarker" as shown above, you can update the dispayed test by

    +

    If you created a marker "mymarker" as shown above, you can update the displayed test by

    -
    mymarker:UpdateText("I am the new text at Batumi")
    +
    mymarker:UpdateText( "I am the new text at Batumi" )
     

    The update can also be delayed by, e.g. 90 seconds, using

    -
    mymarker:UpdateText("I am the new text at Batumi", 90)
    +
    mymarker:UpdateText( "I am the new text at Batumi", 90 )
     

    Update Coordinate

    If you created a marker "mymarker" as shown above, you can update its coordinate on the F10 map by

    -
    mymarker:UpdateCoordinate(NewCoordinate)
    +
    mymarker:UpdateCoordinate( NewCoordinate )
     

    The update can also be delayed by, e.g. 60 seconds, using

    -
    mymarker:UpdateCoordinate(NewCoordinate, 60)
    +
    mymarker:UpdateCoordinate( NewCoordinate , 60 )
     

    Retrieve Data

    @@ -1613,20 +1613,20 @@ show the marker to everyone, to a speficic coaliton only, or only to a specific

    Text

    -
    local text=mymarker:GetText()
    -env.info("Marker Text = " .. text)
    +
    local text  =mymarker:GetText()
    +env.info( "Marker Text = " .. text )
     

    Coordinate

    -
    local Coordinate=mymarker:GetCoordinate()
    -env.info("Marker Coordinate LL DSM = " .. Coordinate:ToStringLLDMS())
    +
    local Coordinate = mymarker:GetCoordinate()
    +env.info( "Marker Coordinate LL DSM = " .. Coordinate:ToStringLLDMS() )
     

    FSM Events

    -

    Moose creates addditonal events, so called FSM event, when markers are added, changed, removed, and text or the coordianteis updated.

    +

    Moose creates additional events, so called FSM event, when markers are added, changed, removed, and text or the coordinate is updated.

    These events can be captured and used for processing via OnAfter functions as shown below.

    @@ -1644,7 +1644,6 @@ env.info("Marker Coordinate LL DSM = " .. Coordinate:ToStringLLDMS())

    Examples

    -
    @@ -1946,7 +1945,7 @@ env.info("Marker Coordinate LL DSM = " .. Coordinate:ToStringLLDMS())

    MARKER.message

    -

    Message dispayed when the mark is added.

    +

    Message displayed when the mark is added.

    @@ -2016,7 +2015,7 @@ env.info("Marker Coordinate LL DSM = " .. Coordinate:ToStringLLDMS()) -

    MARKER.tocoaliton

    +

    MARKER.tocoalition

    @@ -2940,7 +2939,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau #string MARKER.message -

    Message dispayed when the mark is added.

    +

    Message displayed when the mark is added.

    @@ -4143,7 +4142,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    -

    Coalition 1=Red, 2=Blue, 0=Neutral. See coaliton.side.RED.

    +

    Coalition 1=Red, 2=Blue, 0=Neutral. See coalition.side.RED.

    @@ -5046,7 +5045,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau #string MARKER.message -

    Message dispayed when the mark is added.

    +

    Message displayed when the mark is added.

    @@ -6660,7 +6659,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau #string MARKER.message -

    Message dispayed when the mark is added.

    +

    Message displayed when the mark is added.

    diff --git a/Documentation/Wrapper.Positionable.html b/Documentation/Wrapper.Positionable.html index 62cd7b8d2..2b7df7a30 100644 --- a/Documentation/Wrapper.Positionable.html +++ b/Documentation/Wrapper.Positionable.html @@ -3515,17 +3515,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -
    - - - @@ -7088,17 +7077,6 @@ Coordinates are dependent on the position of the maps origin.

    - - - - @@ -7676,17 +7654,6 @@ If the Identifiable is alive, true is returned.

    - - - - @@ -7870,17 +7837,6 @@ If the Identifiable is alive, true is returned.

    - - - - diff --git a/Documentation/Wrapper.Unit.html b/Documentation/Wrapper.Unit.html index 1f2e0f8e8..01e002ea9 100644 --- a/Documentation/Wrapper.Unit.html +++ b/Documentation/Wrapper.Unit.html @@ -2716,13 +2716,13 @@ If you want to obtain the complete 3D position including orient

    UNIT:TaskOrbitCircle(Altitude, Speed, Coordinate)

    -

    (AIR) Orbit at the current position of the first unit of the controllable at a specified alititude.

    +

    (AIR) Orbit at the current position of the first unit of the controllable at a specified altitude.

    UNIT:TaskOrbitCircleAtVec2(Point, Altitude, Speed)

    -

    (AIR) Orbit at a specified position at a specified alititude during a specified duration with a specified speed.

    +

    (AIR) Orbit at a specified position at a specified altitude during a specified duration with a specified speed.

    @@ -2734,7 +2734,7 @@ If you want to obtain the complete 3D position including orient

    UNIT:TaskRoute(Points)

    -

    Return a Misson task to follow a given route defined by Points.

    +

    Return a Mission task to follow a given route defined by Points.

    @@ -6312,7 +6312,7 @@ Note that a controllable can only have one beacon activated at a time with the e
    -

    The ID of the unit the beacon is attached to. Usefull if more units are in one group.

    +

    The ID of the unit the beacon is attached to. Useful if more units are in one group.

    @@ -6812,7 +6812,7 @@ Note that a controllable can only have one beacon activated at a time with the e
    -

    (Optional) Delay in seconds before the frequncy is set. Default is immediately.

    +

    (Optional) Delay in seconds before the frequency is set. Default is immediately.

    @@ -6937,17 +6937,18 @@ Note that this can only work on GROUP level, although individual UNITs can be co

    Usage:

    -
    --- This test demonstrates the use(s) of the SwitchWayPoint method of the GROUP class.
    -HeliGroup = GROUP:FindByName( "Helicopter" )
    +    
    
    +  -- This test demonstrates the use(s) of the SwitchWayPoint method of the GROUP class.
    +  HeliGroup = GROUP:FindByName( "Helicopter" )
     
    ---- Route the helicopter back to the FARP after 60 seconds.
    --- We use the SCHEDULER class to do this.
    -SCHEDULER:New( nil,
    -  function( HeliGroup )
    -   local CommandRTB = HeliGroup:CommandSwitchWayPoint( 2, 8 )
    -   HeliGroup:SetCommand( CommandRTB )
    - end, { HeliGroup }, 90
    -)
    + -- Route the helicopter back to the FARP after 60 seconds. + -- We use the SCHEDULER class to do this. + SCHEDULER:New( nil, + function( HeliGroup ) + local CommandRTB = HeliGroup:CommandSwitchWayPoint( 2, 8 ) + HeliGroup:SetCommand( CommandRTB ) + end, { HeliGroup }, 90 + )
    @@ -7171,7 +7172,7 @@ SCHEDULER:New( nil,
    -

    (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.

    +

    (optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.

    @@ -7459,7 +7460,7 @@ SCHEDULER:New( nil,
    -

    (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.

    +

    (optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.

    @@ -8074,7 +8075,7 @@ If at least one detection method is specified, only the methods

    Returns relative amount of fuel (from 0.0 to 1.0) the unit has in its internal tanks.

    -

    This method returns nil to ensure polymorphic behaviour! This method needs to be overridden by GROUP or UNIT.

    +

    This method returns nil to ensure polymorphic behavior! This method needs to be overridden by GROUP or UNIT.

    @@ -8107,7 +8108,7 @@ If at least one detection method is specified, only the methods

    Returns relative average amount of fuel (from 0.0 to 1.0) a unit or group has in its internal tanks.

    -

    This method returns nil to ensure polymorphic behaviour! This method needs to be overridden by GROUP or UNIT.

    +

    This method returns nil to ensure polymorphic behavior! This method needs to be overridden by GROUP or UNIT.

    @@ -8140,7 +8141,7 @@ If at least one detection method is specified, only the methods

    Returns relative minimum amount of fuel (from 0.0 to 1.0) a unit or group has in its internal tanks.

    -

    This method returns nil to ensure polymorphic behaviour! This method needs to be overridden by GROUP or UNIT.

    +

    This method returns nil to ensure polymorphic behavior! This method needs to be overridden by GROUP or UNIT.

    @@ -11586,7 +11587,7 @@ Warning! When you switch this option off, the airborne group will continue to fl
    -

    (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.

    +

    (optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.

    @@ -11721,7 +11722,7 @@ Warning! When you switch this option off, the airborne group will continue to fl
    -

    (Optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.

    +

    (Optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.

    @@ -11843,7 +11844,7 @@ Warning! When you switch this option off, the airborne group will continue to fl
    -

    (Optional) Limits maximal quantity of attack. The aicraft/controllable will not make more attacks than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.

    +

    (Optional) Limits maximal quantity of attack. The aircraft/controllable will not make more attacks than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.

    @@ -11965,7 +11966,7 @@ Warning! When you switch this option off, the airborne group will continue to fl
    -

    (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.

    +

    (optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.

    @@ -12224,7 +12225,7 @@ Warning! When you switch this option off, the airborne group will continue to fl
    -

    (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.

    +

    (optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.

    @@ -13912,7 +13913,7 @@ Used to support CarpetBombing Task

    UNIT:TaskOrbitCircle(Altitude, Speed, Coordinate)

    -

    (AIR) Orbit at the current position of the first unit of the controllable at a specified alititude.

    +

    (AIR) Orbit at the current position of the first unit of the controllable at a specified altitude.

    @@ -13982,7 +13983,7 @@ Used to support CarpetBombing Task

    UNIT:TaskOrbitCircleAtVec2(Point, Altitude, Speed)

    -

    (AIR) Orbit at a specified position at a specified alititude during a specified duration with a specified speed.

    +

    (AIR) Orbit at a specified position at a specified altitude during a specified duration with a specified speed.

    @@ -14085,7 +14086,7 @@ Used to support CarpetBombing Task

    UNIT:TaskRoute(Points)

    -

    Return a Misson task to follow a given route defined by Points.

    +

    Return a Mission task to follow a given route defined by Points.