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@@ -1639,7 +1639,7 @@ Controls a network of short range air/missile defense groups.</p>
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<td class="style="width:40%;"><p><h2>Global <strong>TASK_A2G_DISPATCHER</strong></h2></p></td>
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<p>Orchestrates dynamic <strong>A2G Task Dispatching</strong> based on the detection results of a linked <a href="Detection.html">Detection</a> object.</p>
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<p>Orchestrates dynamic <strong>A2G Task Dispatching</strong> based on the detection results of a linked <a href="Functional.Detection.html">Functional.Detection</a> object.</p>
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@@ -1650,7 +1650,7 @@ Controls a network of short range air/missile defense groups.</p>
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<a href="##(TASK_A2G_DISPATCHER)">#TASK_A2G_DISPATCHER</a>
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<a id="TASK_A2G_DISPATCHER" ><strong>TASK_A2G_DISPATCHER</strong></a>
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<p>Orchestrates dynamic <strong>A2G Task Dispatching</strong> based on the detection results of a linked <a href="Detection.html">Detection</a> object.</p>
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<p>Orchestrates dynamic <strong>A2G Task Dispatching</strong> based on the detection results of a linked <a href="Functional.Detection.html">Functional.Detection</a> object.</p>
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@@ -1658,11 +1658,11 @@ Controls a network of short range air/missile defense groups.</p>
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It provides a truly dynamic battle environment for pilots and ground commanders to engage upon,
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in a true co-operation environment wherein <strong>Multiple Teams</strong> will collaborate in Missions to <strong>achieve a common Mission Goal</strong>.</p>
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<p>The A2G dispatcher will dispatch the A2G Tasks to a defined <a href="Set.html">Set</a> of <a href="Wrapper.Group.html">Wrapper.Group</a>s that will be manned by <strong>Players</strong>. <br/>
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We call this the <strong>AttackSet</strong> of the A2G dispatcher. So, the Players are seated in the <a href="Client.html">Client</a>s of the <a href="Wrapper.Group.html">Wrapper.Group</a> <a href="Set.html">Set</a>.</p>
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<p>The A2G dispatcher will dispatch the A2G Tasks to a defined <a href="Core.Set.html">Core.Set</a> of <a href="Wrapper.Group.html">Wrapper.Group</a>s that will be manned by <strong>Players</strong>. <br/>
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We call this the <strong>AttackSet</strong> of the A2G dispatcher. So, the Players are seated in the <a href="Client.html">Client</a>s of the <a href="Wrapper.Group.html">Wrapper.Group</a> <a href="Core.Set.html">Core.Set</a>.</p>
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<p>Depending on the actions of the enemy, preventive tasks are dispatched to the players to orchestrate the engagement in a true co-operation.
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The detection object will group the detected targets by its grouping method, and integrates a <a href="Set.html">Set</a> of <a href="Wrapper.Group.html">Wrapper.Group</a>s that are Recce vehicles or air units.
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The detection object will group the detected targets by its grouping method, and integrates a <a href="Core.Set.html">Core.Set</a> of <a href="Wrapper.Group.html">Wrapper.Group</a>s that are Recce vehicles or air units.
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We call this the <strong>RecceSet</strong> of the A2G dispatcher.</p>
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<p>Depending on the current detected tactical situation, different task types will be dispatched to the Players seated in the AttackSet..
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@@ -1736,7 +1736,7 @@ Further test missions demonstrate the A2G task dispatcher from within air.</p>
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<h1>1. Player Experience</h1>
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<p>The A2G dispatcher is residing under a <a href="CommandCenter.html">CommandCenter</a>, which is orchestrating a <a href="Mission.html">Mission</a>.
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<p>The A2G dispatcher is residing under a <a href="Tasking.CommandCenter.html">Tasking.CommandCenter</a>, which is orchestrating a <a href="Tasking.Mission.html">Tasking.Mission</a>.
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As a result, you'll find for DCS World missions that implement the A2G dispatcher a <strong>Command Center Menu</strong> and under this one or more <strong>Mission Menus</strong>.</p>
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<p>For example, if there are 2 Command Centers (CC).
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@@ -2040,12 +2040,12 @@ There are:</p>
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<p>To use the TASK_A2G_DISPATCHER class, you need:</p>
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<ul>
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<li>A <a href="CommandCenter.html">CommandCenter</a> object. The master communication channel.</li>
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<li>A <a href="Mission.html">Mission</a> object. Each task belongs to a Mission.</li>
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<li>A <a href="Detection.html">Detection</a> object. There are several detection grouping methods to choose from.</li>
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<li>A <a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a> object. The master A2G task dispatcher.</li>
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<li>A <a href="Set.html">Set</a> of <a href="Wrapper.Group.html">Wrapper.Group</a> objects that will detect the enemy, the RecceSet. This is attached to the <a href="Detection.html">Detection</a> object.</li>
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<li>A <a href="Set.html">Set</a> ob <a href="Wrapper.Group.html">Wrapper.Group</a> objects that will attack the enemy, the AttackSet. This is attached to the <a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a> object.</li>
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<li>A <a href="Tasking.CommandCenter.html">Tasking.CommandCenter</a> object. The master communication channel.</li>
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<li>A <a href="Tasking.Mission.html">Tasking.Mission</a> object. Each task belongs to a Mission.</li>
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<li>A <a href="Functional.Detection.html">Functional.Detection</a> object. There are several detection grouping methods to choose from.</li>
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<li>A <a href="Tasking.Task_A2G_Dispatcher.html">Tasking.Task_A2G_Dispatcher</a> object. The master A2G task dispatcher.</li>
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<li>A <a href="Core.Set.html">Core.Set</a> of <a href="Wrapper.Group.html">Wrapper.Group</a> objects that will detect the enemy, the RecceSet. This is attached to the <a href="Functional.Detection.html">Functional.Detection</a> object.</li>
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<li>A <a href="Core.Set.html">Core.Set</a> of <a href="Wrapper.Group.html">Wrapper.Group</a> objects that will attack the enemy, the AttackSet. This is attached to the <a href="Tasking.Task_A2G_Dispatcher.html">Tasking.Task_A2G_Dispatcher</a> object.</li>
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</ul>
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<p>Below an example mission declaration that is defines a Task A2G Dispatcher object.</p>
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@@ -3205,14 +3205,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
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<div>
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<div class="w3-card-2 w3-padding-small w3-margin-top">
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#boolean
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<a id="#(TASK_A2G_DISPATCHER).FlashNewTask" ><strong>TASK_A2G_DISPATCHER.FlashNewTask</strong></a>
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<p> set to false to suppress flash messages</p>
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</div>
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</div>
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@@ -3785,14 +3782,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
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<div>
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<div class="w3-card-2 w3-padding-small w3-margin-top">
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#boolean
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<a id="#(TASK_A2G_DISPATCHER).FlashNewTask" ><strong>TASK_A2G_DISPATCHER.FlashNewTask</strong></a>
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<p> set to false to suppress flash messages</p>
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</div>
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</div>
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@@ -4975,14 +4969,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
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<div>
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<div class="w3-card-2 w3-padding-small w3-margin-top">
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#boolean
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<a id="#(TASK_A2G_DISPATCHER).FlashNewTask" ><strong>TASK_A2G_DISPATCHER.FlashNewTask</strong></a>
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<p> set to false to suppress flash messages</p>
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</div>
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</div>
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@@ -6467,14 +6458,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
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<div>
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<div class="w3-card-2 w3-padding-small w3-margin-top">
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#boolean
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<a id="#(TASK_A2G_DISPATCHER).FlashNewTask" ><strong>TASK_A2G_DISPATCHER.FlashNewTask</strong></a>
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<p> set to false to suppress flash messages</p>
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</div>
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</div>
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