MOOSE generated documentation [skip ci]

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Applevangelist
2022-10-22 09:15:30 +00:00
parent 16abde2bbb
commit ffeb91ddff
140 changed files with 1051 additions and 1233 deletions

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@@ -405,7 +405,7 @@
<div class="w3-display-bottommiddle" style="word-break:break-word;"><h2><strong><a href="Actions.Act_Account.html">Actions.Act_Account</a></strong></h2></div>
</div>
<div class="w3-container w3-padding w3-white picturebox" style="word-break:break-word;"><p>
<p><strong>Actions</strong> - ACT_ACCOUNT_ classes <strong>account for</strong> (detect, count &amp; report) various DCS events occuring on <a href="Wrapper.Unit.html">Wrapper.Unit</a>s.</p>
<p><strong>Actions</strong> - ACT_ACCOUNT_ classes <strong>account for</strong> (detect, count &amp; report) various DCS events occurring on <a href="Wrapper.Unit.html">Wrapper.Unit</a>s.</p>
</p></div>
</div>
</div>
@@ -1741,7 +1741,7 @@ Near the border or a bit further away?</p>
<li>moving zones</li>
</ul>
<p>Depending on the type of zone selected, a different <a href="Zone.html">Zone</a> object needs to be created from a ZONE_ class.</p>
<p>Depending on the type of zone selected, a different <a href="Core.Zone.html">Core.Zone</a> object needs to be created from a ZONE_ class.</p>
<h2>14. For each Squadron doing CAP, what are the time intervals and CAP amounts to be performed?</h2>
@@ -1995,7 +1995,7 @@ A <strong>hot war</strong> is one where CAP aircraft will intercept any detected
<p><img src="..\Presentations\AI_A2A_DISPATCHER\Dia9.JPG" alt="Banner Image"/></p>
<p>If it's a cold war then the <strong>borders of red and blue territory</strong> need to be defined using a <a href="zone.html">zone</a> object derived from <a href="Core.Zone.html##(ZONE_BASE)">Core.Zone#ZONE_BASE</a>.
<p>If it's a cold war then the <strong>borders of red and blue territory</strong> need to be defined using a <a href="Core.Zone.html">Core.Zone</a> object derived from <a href="Core.Zone.html##(ZONE_BASE)">Core.Zone#ZONE_BASE</a>.
If a hot war is chosen then <strong>no borders</strong> actually need to be defined using the helicopter units other than
it makes it easier sometimes for the mission maker to envisage where the red and blue territories roughly are.
In a hot war the borders are effectively defined by the ground based radar coverage of a coalition.</p>
@@ -2247,7 +2247,7 @@ multiplied by the Overhead and rounded up to the smallest integer.</p>
A2ADispatcher:SetSquadronCapInterval( "Sochi", 2, 30, 120, 1 )
</code></pre>
<p>Note the different <a href="Zone.html">Zone</a> MOOSE classes being used to create zones of different types. Please click the <a href="Zone.html">Zone</a> link for more information about the different zone types.
<p>Note the different <a href="Core.Zone.html">Core.Zone</a> MOOSE classes being used to create zones of different types. Please click the <a href="Core.Zone.html">Core.Zone</a> link for more information about the different zone types.
Zones can be circles, can be setup in the mission editor using trigger zones, but can also be setup in the mission editor as polygons and in this case GROUP objects are being used!</p>
<h2>7.2. Set the squadron to execute CAP:</h2>
@@ -4870,14 +4870,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
#boolean
<a id="#(AI_A2A_DISPATCHER).SetSendPlayerMessages" ><strong>AI_A2A_DISPATCHER.SetSendPlayerMessages</strong></a>
<p>Flash messages to player</p>
</div>
</div>
@@ -7322,7 +7319,7 @@ The Detection object is polymorphic, depending on the type of detection object c
<p>A <strong>cold war</strong> is one where CAP aircraft patrol their territory but will not attack enemy aircraft or launch GCI aircraft unless enemy aircraft enter their territory. In other words the EWR may detect an enemy aircraft but will only send aircraft to attack it if it crosses the border.
A <strong>hot war</strong> is one where CAP aircraft will intercept any detected enemy aircraft and GCI aircraft will launch against detected enemy aircraft without regard for territory. In other words if the ground radar can detect the enemy aircraft then it will send CAP and GCI aircraft to attack it.
If it's a cold war then the <strong>borders of red and blue territory</strong> need to be defined using a <a href="zone.html">zone</a> object derived from <a href="Core.Zone.html##(ZONE_BASE)">Core.Zone#ZONE_BASE</a>. This method needs to be used for this.
If it's a cold war then the <strong>borders of red and blue territory</strong> need to be defined using a <a href="Core.Zone.html">Core.Zone</a> object derived from <a href="Core.Zone.html##(ZONE_BASE)">Core.Zone#ZONE_BASE</a>. This method needs to be used for this.
If a hot war is chosen then <strong>no borders</strong> actually need to be defined using the helicopter units other than it makes it easier sometimes for the mission maker to envisage where the red and blue territories roughly are. In a hot war the borders are effectively defined by the ground based radar coverage of a coalition. Set the noborders parameter to 1</p>
<div id= "#Functions##SetBorderZone" class="w3-show w3-white">
@@ -8983,7 +8980,7 @@ If you have only one prefix name for a squadron, you don't need to use the <code
</div>
<div class="w3-half">
<p>The <a href="Zone.html">Zone</a> object derived from <a href="Core.Zone.html##(ZONE_BASE)">Core.Zone#ZONE_BASE</a> that defines the zone wherein the CAP will be executed.</p>
<p>The <a href="Core.Zone.html">Core.Zone</a> object derived from <a href="Core.Zone.html##(ZONE_BASE)">Core.Zone#ZONE_BASE</a> that defines the zone wherein the CAP will be executed.</p>
</div>
</div>
@@ -9212,7 +9209,7 @@ If you have only one prefix name for a squadron, you don't need to use the <code
</div>
<div class="w3-half">
<p>The <a href="Zone.html">Zone</a> object derived from <a href="Core.Zone.html##(ZONE_BASE)">Core.Zone#ZONE_BASE</a> that defines the zone wherein the CAP will be executed.</p>
<p>The <a href="Core.Zone.html">Core.Zone</a> object derived from <a href="Core.Zone.html##(ZONE_BASE)">Core.Zone#ZONE_BASE</a> that defines the zone wherein the CAP will be executed.</p>
</div>
</div>
@@ -11493,14 +11490,11 @@ They will lock the parking spot.</p>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
#boolean
<a id="#(AI_A2A_DISPATCHER).SetSendPlayerMessages" ><strong>AI_A2A_DISPATCHER.SetSendPlayerMessages</strong></a>
<p>Flash messages to player</p>
</div>
</div>
@@ -12758,14 +12752,11 @@ They will lock the parking spot.</p>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
#boolean
<a id="#(AI_A2A_DISPATCHER).SetSendPlayerMessages" ><strong>AI_A2A_DISPATCHER.SetSendPlayerMessages</strong></a>
<p>Flash messages to player</p>
</div>
</div>
@@ -14325,14 +14316,11 @@ They will lock the parking spot.</p>
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
#boolean
<a id="#(AI_A2A_DISPATCHER).SetSendPlayerMessages" ><strong>AI_A2A_DISPATCHER.SetSendPlayerMessages</strong></a>
<p>Flash messages to player</p>
</div>
</div>