MOOSE generated documentation [skip ci]

This commit is contained in:
Applevangelist
2021-12-01 11:01:24 +00:00
parent d691b35feb
commit 0ac92525d8
23 changed files with 629 additions and 438 deletions
+4 -5
View File
@@ -5433,7 +5433,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
local A2GDispatcher = AI_A2G_DISPATCHER:New( ... )
-- Let new flights by default despawn near the airbase when returning.
local LandingMethod = A2GDispatcher:GetDefaultLanding( AI_A2G_Dispatcher.Landing.NearAirbase )
local LandingMethod = A2GDispatcher:GetDefaultLanding()
if LandingMethod == AI_A2G_Dispatcher.Landing.NearAirbase then
...
end
@@ -5958,7 +5958,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
</div>
<div class="w3-half">
<p>The %-tage of Units that dispatching command will allocate to intercept in surplus of detected amount of units.
<p>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 <a href="##(AI_A2G_DISPATCHER).SetOverhead">AI_A2G_DISPATCHER.SetOverhead</a>() 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 A2G 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.
@@ -7411,7 +7411,6 @@ or
local BorderZone1 = ZONE_POLYGON( "CCCP Border1", GROUP:FindByName( "CCCP Border1" ) ) -- The GROUP object is a late activate helicopter unit.
local BorderZone2 = ZONE_POLYGON( "CCCP Border2", GROUP:FindByName( "CCCP Border2" ) ) -- The GROUP object is a late activate helicopter unit.
A2GDispatcher:SetBorderZone( { BorderZone1, BorderZone2 } )
</code></pre>
</div>
@@ -7844,7 +7843,7 @@ or
</div>
<div class="w3-half">
<p>The %-tage of Units that dispatching command will allocate to intercept in surplus of detected amount of units.
<p>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 <a href="##(AI_A2G_DISPATCHER).SetOverhead">AI_A2G_DISPATCHER.SetOverhead</a>() 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 A2G 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.
@@ -10974,7 +10973,7 @@ 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 %-tage of Units that dispatching command will allocate to intercept in surplus of detected amount of units.
<p>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 <a href="##(AI_A2G_DISPATCHER).SetOverhead">AI_A2G_DISPATCHER.SetOverhead</a>() 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 A2G 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.