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@@ -1537,7 +1537,7 @@ Controls a network of short range air/missile defense groups.</p>
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<p>AI_A2A_DISPATCHER is the main A2A defense class that models the A2A defense system.
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AI_A2A_GCICAP derives or inherits from AI_A2A_DISPATCHER and is a more <strong>noob</strong> user friendly class, but is less flexible.</p>
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<p>Before you start using the AI_A2A_DISPATCHER or AI_A2A_GCICAP ask youself the following questions.</p>
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<p>Before you start using the AI_A2A_DISPATCHER or AI_A2A_GCICAP ask yourself the following questions.</p>
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<h2>0. Do I need AI_A2A_DISPATCHER or do I need AI_A2A_GCICAP?</h2>
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@@ -1581,7 +1581,7 @@ if the border is crossed by enemy units.</p>
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<p>A good functioning defense will have a "maximum range" evaluated to the enemy when CAP will be engaged or GCI will be spawned.</p>
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<h2>6. Which Airbases, Carrier Ships, Farps will take part in the defense system for the Coalition?</h2>
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<h2>6. Which Airbases, Carrier Ships, FARPs will take part in the defense system for the Coalition?</h2>
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<p>Carefully plan which airbases will take part in the coalition. Color each airbase in the color of the coalition.</p>
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@@ -1590,7 +1590,7 @@ if the border is crossed by enemy units.</p>
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<p>The defense system works with Squadrons. Each Squadron must be given a unique name, that forms the <strong>key</strong> to the defense system.
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Several options and activities can be set per Squadron.</p>
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<h2>8. Where will the Squadrons be located? On Airbases? On Carrier Ships? On Farps?</h2>
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<h2>8. Where will the Squadrons be located? On Airbases? On Carrier Ships? On FARPs?</h2>
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<p>Squadrons are placed as the "home base" on an airfield, carrier or farp.
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Carefully plan where each Squadron will be located as part of the defense system.</p>
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@@ -1654,7 +1654,7 @@ Not all Squadrons need to perform GCI.</p>
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<li>From a parking spot with cold engines</li>
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</ul>
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<p><strong>The default takeoff method is staight in the air.</strong></p>
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<p><strong>The default takeoff method is straight in the air.</strong></p>
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<h2>17. For each Squadron, which landing method will I use?</h2>
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@@ -1784,7 +1784,7 @@ A2ADispatcher = AI_A2A_DISPATCHER:New( Detection )
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<strong>DetectionSetGroup</strong> is then being configured to filter all active groups with a group name starting with <strong>DF CCCP AWACS</strong> or <strong>DF CCCP EWR</strong> to be included in the Set.
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<strong>DetectionSetGroup</strong> 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.</p>
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<p>Then a new Detection object is created from the class DETECTION_AREAS. A grouping radius of 30000 is choosen, which is 30km.
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<p>Then a new Detection object is created from the class DETECTION_AREAS. A grouping radius of 30000 is chosen, which is 30km.
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The <strong>Detection</strong> object is then passed to the <a href="##(AI_A2A_DISPATCHER).New">AI_A2A_DISPATCHER.New</a>() method to indicate the EWR network configuration and setup the A2A defense detection mechanism.</p>
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<p>You could build a <strong>mutual defense system</strong> like this:</p>
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@@ -2010,7 +2010,7 @@ If this parameter is not specified, then the default altitude will be used for t
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<li><a href="##(AI_A2A_DISPATCHER).SetSquadronLandingAtEngineShutdown">AI_A2A_DISPATCHER.SetSquadronLandingAtEngineShutdown</a>() will despawn the returning aircraft when the aircraft has returned to its parking spot and has turned off its engines.</li>
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</ul>
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<p>You can use these methods to minimize the airbase coodination overhead and to increase the airbase efficiency.
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<p>You can use these methods to minimize the airbase coordination overhead and to increase the airbase efficiency.
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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
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A2A defense system, as no new CAP or GCI planes can takeoff.
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Note that the method <a href="##(AI_A2A_DISPATCHER).SetSquadronLandingNearAirbase">AI_A2A_DISPATCHER.SetSquadronLandingNearAirbase</a>() will only work for returning aircraft, not for damaged or out of fuel aircraft.
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@@ -2039,7 +2039,7 @@ And for a couple of squadrons overrides this default method.</p>
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<p><img src="..\Presentations\AI_A2A_DISPATCHER\Dia12.JPG" alt="Banner Image"/></p>
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<p>In the case of GCI, the <a href="##(AI_A2A_DISPATCHER).SetSquadronGrouping">AI_A2A_DISPATCHER.SetSquadronGrouping</a>() method has additional behaviour. When there aren't enough CAP flights airborne, a GCI will be initiated for the remaining
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<p>In the case of GCI, the <a href="##(AI_A2A_DISPATCHER).SetSquadronGrouping">AI_A2A_DISPATCHER.SetSquadronGrouping</a>() method has additional behavior. When there aren't enough CAP flights airborne, a GCI will be initiated for the remaining
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targets to be engaged. Depending on the grouping parameter, the spawned flights for GCI are grouped into this setting.
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For example with a group setting of 2, if 3 targets are detected and cannot be engaged by CAP or any airborne flight,
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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!</p>
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@@ -2076,13 +2076,13 @@ multiplied by the Overhead and rounded up to the smallest integer.</p>
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<p>The <strong>overhead value is set for a Squadron</strong>, and can be <strong>dynamically adjusted</strong> during mission execution, so to adjust the defense overhead when the tactical situation changes.</p>
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<h2>6.5. Squadron fuel treshold.</h2>
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<h2>6.5. Squadron fuel threshold.</h2>
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<p>When an airplane gets <strong>out of fuel</strong> to a certain %-tage, which is by default <strong>15% (0.15)</strong>, there are two possible actions that can be taken:
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<p>When an airplane gets <strong>out of fuel</strong> to a certain %, which is by default <strong>15% (0.15)</strong>, there are two possible actions that can be taken:
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- The defender will go RTB, and will be replaced with a new defender if possible.
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- The defender will refuel at a tanker, if a tanker has been specified for the squadron.</p>
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<p>Use the method <a href="##(AI_A2A_DISPATCHER).SetSquadronFuelThreshold">AI_A2A_DISPATCHER.SetSquadronFuelThreshold</a>() to set the <strong>squadron fuel treshold</strong> of spawned airplanes for all squadrons.</p>
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<p>Use the method <a href="##(AI_A2A_DISPATCHER).SetSquadronFuelThreshold">AI_A2A_DISPATCHER.SetSquadronFuelThreshold</a>() to set the <strong>squadron fuel threshold</strong> of spawned airplanes for all squadrons.</p>
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<h2>7. Setup a squadron for CAP</h2>
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@@ -2149,7 +2149,7 @@ Zones can be circles, can be setup in the mission editor using trigger zones, bu
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<li>The type of altitude measurement</li>
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</ul>
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<p>These define how the squadron will perform the CAP while partrolling. Different terrain types requires different types of CAP.</p>
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<p>These define how the squadron will perform the CAP while patrolling. Different terrain types requires different types of CAP.</p>
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<p>The <a href="##(AI_A2A_DISPATCHER).SetSquadronCapInterval">AI_A2A_DISPATCHER.SetSquadronCapInterval</a>() method specifies <strong>how much</strong> and <strong>when</strong> CAP flights will takeoff.</p>
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@@ -2223,7 +2223,7 @@ whole pattern lies within the patrol zone.</p>
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<p>Essentially this controls how many flights of GCI aircraft can be active at any time.
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Note allowing large numbers of active GCI flights can adversely impact mission performance on low or medium specification hosts/servers.
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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,
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too short will mean that the intruders may have alraedy passed the ideal interception point!</p>
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too short will mean that the intruders may have already passed the ideal interception point!</p>
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<p>For example, the following setup will create a GCI for squadron "Sochi":</p>
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@@ -2286,17 +2286,17 @@ For some default settings, a method is available that allows you to tweak the de
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<p>Use the method <a href="##(AI_A2A_DISPATCHER).SetDefaultGrouping">AI_A2A_DISPATCHER.SetDefaultGrouping</a>() to set the <strong>default grouping</strong> of spawned airplanes for all squadrons.</p>
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<h2>10.5. Default RTB fuel treshold.</h2>
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<h2>10.5. Default RTB fuel threshold.</h2>
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<p>When an airplane gets <strong>out of fuel</strong> to a certain %-tage, which is <strong>15% (0.15)</strong>, it will go RTB, and will be replaced with a new airplane when applicable.</p>
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<p>When an airplane gets <strong>out of fuel</strong> to a certain %, which is <strong>15% (0.15)</strong>, it will go RTB, and will be replaced with a new airplane when applicable.</p>
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<p>Use the method <a href="##(AI_A2A_DISPATCHER).SetDefaultFuelThreshold">AI_A2A_DISPATCHER.SetDefaultFuelThreshold</a>() to set the <strong>default fuel treshold</strong> of spawned airplanes for all squadrons.</p>
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<p>Use the method <a href="##(AI_A2A_DISPATCHER).SetDefaultFuelThreshold">AI_A2A_DISPATCHER.SetDefaultFuelThreshold</a>() to set the <strong>default fuel threshold</strong> of spawned airplanes for all squadrons.</p>
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<h2>10.6. Default RTB damage treshold.</h2>
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<h2>10.6. Default RTB damage threshold.</h2>
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<p>When an airplane is <strong>damaged</strong> to a certain %-tage, which is <strong>40% (0.40)</strong>, it will go RTB, and will be replaced with a new airplane when applicable.</p>
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<p>When an airplane is <strong>damaged</strong> to a certain %, which is <strong>40% (0.40)</strong>, it will go RTB, and will be replaced with a new airplane when applicable.</p>
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<p>Use the method <a href="##(AI_A2A_DISPATCHER).SetDefaultDamageThreshold">AI_A2A_DISPATCHER.SetDefaultDamageThreshold</a>() to set the <strong>default damage treshold</strong> of spawned airplanes for all squadrons.</p>
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<p>Use the method <a href="##(AI_A2A_DISPATCHER).SetDefaultDamageThreshold">AI_A2A_DISPATCHER.SetDefaultDamageThreshold</a>() to set the <strong>default damage threshold</strong> of spawned airplanes for all squadrons.</p>
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<h2>10.7. Default settings for CAP.</h2>
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@@ -2325,7 +2325,7 @@ This greatly increases the efficiency of your CAP operations.</p>
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<p>In the mission editor, setup a group with task Refuelling. A tanker unit of the correct coalition will be automatically selected.
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Then, use the method <a href="##(AI_A2A_DISPATCHER).SetDefaultTanker">AI_A2A_DISPATCHER.SetDefaultTanker</a>() to set the tanker for the dispatcher.
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Use the method <a href="##(AI_A2A_DISPATCHER).SetDefaultFuelThreshold">AI_A2A_DISPATCHER.SetDefaultFuelThreshold</a>() to set the %-tage left in the defender airplane tanks when a refuel action is needed.</p>
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Use the method <a href="##(AI_A2A_DISPATCHER).SetDefaultFuelThreshold">AI_A2A_DISPATCHER.SetDefaultFuelThreshold</a>() to set the % left in the defender airplane tanks when a refuel action is needed.</p>
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<p>When the tanker specified is alive and in the air, the tanker will be used for refuelling.</p>
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@@ -2339,7 +2339,7 @@ Use the method <a href="##(AI_A2A_DISPATCHER).SetDefaultFuelThreshold">AI_A2A_DI
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A2ADispatcher:SetSquadronCapInterval("Sochi", 2, 30, 600, 1 )
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A2ADispatcher:SetSquadronGci( "Sochi", 900, 1200 )
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-- Set the default tanker for refuelling to "Tanker", when the default fuel treshold has reached 90% fuel left.
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-- Set the default tanker for refuelling to "Tanker", when the default fuel threshold has reached 90% fuel left.
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A2ADispatcher:SetDefaultFuelThreshold( 0.9 )
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A2ADispatcher:SetDefaultTanker( "Tanker" )
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</code></pre>
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@@ -2516,13 +2516,13 @@ without a route, and should only have ONE unit.</p>
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<p><img src="..\Presentations\AI_A2A_DISPATCHER\AI_A2A_GCICAP-ME_4.JPG" alt="Mission Editor Action"/></p>
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<p><strong>All airplane or helicopter groups that are starting with any of the choosen Template Prefixes will result in a squadron created at the airbase.</strong></p>
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<p><strong>All airplane or helicopter groups that are starting with any of the chosen Template Prefixes will result in a squadron created at the airbase.</strong></p>
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<h3>1.4) Place floating helicopters to create the CAP zones defined by its route points.</h3>
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<p><img src="..\Presentations\AI_A2A_DISPATCHER\AI_A2A_GCICAP-ME_5.JPG" alt="Mission Editor Action"/></p>
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<p><strong>All airplane or helicopter groups that are starting with any of the choosen Template Prefixes will result in a squadron created at the airbase.</strong></p>
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<p><strong>All airplane or helicopter groups that are starting with any of the chosen Template Prefixes will result in a squadron created at the airbase.</strong></p>
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<p>The helicopter indicates the start of the CAP zone.
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The route points define the form of the CAP zone polygon.</p>
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@@ -2535,7 +2535,7 @@ The route points define the form of the CAP zone polygon.</p>
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<h3>2.1) Planes are taking off in the air from the airbases.</h3>
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<p>This prevents airbases to get cluttered with airplanes taking off, it also reduces the risk of human players colliding with taxiiing airplanes,
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<p>This prevents airbases to get cluttered with airplanes taking off, it also reduces the risk of human players colliding with taxiing airplanes,
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resulting in the airbase to halt operations.</p>
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<p>You can change the way how planes take off by using the inherited methods from AI_A2A_DISPATCHER:</p>
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@@ -2563,7 +2563,7 @@ If you experience while testing problems with aircraft take-off or landing, plea
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<h3>2.2) Planes return near the airbase or will land if damaged.</h3>
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<p>When damaged airplanes return to the airbase, they will be routed and will dissapear in the air when they are near the airbase.
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<p>When damaged airplanes return to the airbase, they will be routed and will disappear in the air when they are near the airbase.
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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.</p>
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<p>You can change the way how planes land by using the inherited methods from AI_A2A_DISPATCHER:</p>
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@@ -2575,7 +2575,7 @@ There are exceptions to this rule, airplanes that aren't "listening" anymore due
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<li><a href="##(AI_A2A_DISPATCHER).SetSquadronLandingAtEngineShutdown">AI_A2A_DISPATCHER.SetSquadronLandingAtEngineShutdown</a>() will despawn the returning aircraft when the aircraft has returned to its parking spot and has turned off its engines.</li>
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</ul>
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<p>You can use these methods to minimize the airbase coodination overhead and to increase the airbase efficiency.
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<p>You can use these methods to minimize the airbase coordination overhead and to increase the airbase efficiency.
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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
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A2A defense system, as no new CAP or GCI planes can takeoff.
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Note that the method <a href="##(AI_A2A_DISPATCHER).SetSquadronLandingNearAirbase">AI_A2A_DISPATCHER.SetSquadronLandingNearAirbase</a>() will only work for returning aircraft, not for damaged or out of fuel aircraft.
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@@ -2602,7 +2602,7 @@ Damaged or out-of-fuel aircraft are returning to the nearest friendly airbase an
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<li>The type of altitude measurement</li>
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</ul>
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<p>These define how the squadron will perform the CAP while partrolling. Different terrain types requires different types of CAP.</p>
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<p>These define how the squadron will perform the CAP while patrolling. Different terrain types requires different types of CAP.</p>
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<p>The <a href="##(AI_A2A_DISPATCHER).SetSquadronCapInterval">AI_A2A_DISPATCHER.SetSquadronCapInterval</a>() method specifies <strong>how much</strong> and <strong>when</strong> CAP flights will takeoff.</p>
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@@ -2632,7 +2632,7 @@ Damaged or out-of-fuel aircraft are returning to the nearest friendly airbase an
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<p>Essentially this controls how many flights of GCI aircraft can be active at any time.
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Note allowing large numbers of active GCI flights can adversely impact mission performance on low or medium specification hosts/servers.
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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,
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too short will mean that the intruders may have alraedy passed the ideal interception point!</p>
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too short will mean that the intruders may have already passed the ideal interception point!</p>
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<p>For example, the following setup will create a GCI for squadron "Sochi":</p>
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@@ -2673,10 +2673,9 @@ The following parameters were given to the :New method of AI_A2A_GCICAP, and mea
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These late activated Groups start with the name <code>SQUADRON CCCP</code>. Each Group object contains only one Unit, and defines the weapon payload, skin and skill level.</li>
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<li><code>"CAP CCCP"</code>: 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.
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These Helicopter Group objects start with the name <code>CAP CCCP</code>, and will be the locations wherein CAP will be performed.</li>
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<li><code>2</code> Defines how many CAP airplanes are patrolling in each CAP zone defined simulateneously.</li>
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<li><code>2</code> Defines how many CAP airplanes are patrolling in each CAP zone defined simultaneously.</li>
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</ul>
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<h3>4.2) A more advanced setup:</h3>
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<pre><code> -- Setup the AI_A2A_GCICAP dispatcher for the blue coalition.
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@@ -2694,7 +2693,7 @@ The following parameters were given to the :New method of AI_A2A_GCICAP, and mea
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<li><code>{ "104th CAP" }</code>: An array of the names of the CAP zones are defined using floating, late activated helicopter group objects,
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where the route points define the route of the polygon of the CAP Zone.
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These Helicopter Group objects start with the name <code>104th CAP</code>, and will be the locations wherein CAP will be performed.</li>
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<li><code>4</code> Defines how many CAP airplanes are patrolling in each CAP zone defined simulateneously.</li>
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<li><code>4</code> Defines how many CAP airplanes are patrolling in each CAP zone defined simultaneously.</li>
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</ul>
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@@ -2952,7 +2951,7 @@ The following parameters were given to the :New method of AI_A2A_GCICAP, and mea
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<tr class="w3-border">
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<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(AI_A2A_DISPATCHER).Landing">AI_A2A_DISPATCHER.Landing</a></p></td>
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<td class="summary w3-half w3-container" style="word-wrap: break-word">
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<p>Defnes Landing location.</p>
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<p>Defines Landing type/location.</p>
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</td>
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</tr>
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<tr class="w3-border">
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@@ -3090,13 +3089,13 @@ The following parameters were given to the :New method of AI_A2A_GCICAP, and mea
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<tr class="w3-border">
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<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(AI_A2A_DISPATCHER).SetDefaultDamageThreshold">AI_A2A_DISPATCHER:SetDefaultDamageThreshold(DamageThreshold)</a></p></td>
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<td class="summary w3-half w3-container" style="word-wrap: break-word">
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<p>Set the default damage treshold when defenders will RTB.</p>
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<p>Set the default damage threshold when defenders will RTB.</p>
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</td>
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</tr>
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<tr class="w3-border">
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<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(AI_A2A_DISPATCHER).SetDefaultFuelThreshold">AI_A2A_DISPATCHER:SetDefaultFuelThreshold(FuelThreshold)</a></p></td>
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<td class="summary w3-half w3-container" style="word-wrap: break-word">
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<p>Set the default fuel treshold when defenders will RTB or Refuel in the air.</p>
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||||
<p>Set the default fuel threshold when defenders will RTB or Refuel in the air.</p>
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||||
</td>
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||||
</tr>
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||||
<tr class="w3-border">
|
||||
@@ -3246,7 +3245,7 @@ The following parameters were given to the :New method of AI_A2A_GCICAP, and mea
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<tr class="w3-border">
|
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<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(AI_A2A_DISPATCHER).SetSquadronFuelThreshold">AI_A2A_DISPATCHER:SetSquadronFuelThreshold(SquadronName, FuelThreshold)</a></p></td>
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<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
||||
<p>Set the fuel treshold for the squadron when defenders will RTB or Refuel in the air.</p>
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<p>Set the fuel threshold for the squadron when defenders will RTB or Refuel in the air.</p>
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</td>
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</tr>
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<tr class="w3-border">
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@@ -4541,7 +4540,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
||||
<tr class="w3-border">
|
||||
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(AI_A2A_DISPATCHER.Squadron).Spawn">AI_A2A_DISPATCHER.Squadron.Spawn</a></p></td>
|
||||
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
||||
<p>Table of spaws Core.Spawn#SPAWN.</p>
|
||||
<p>Table of spawns Core.Spawn#SPAWN.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr class="w3-border">
|
||||
@@ -4717,7 +4716,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
||||
#table
|
||||
<a id="#(AI_A2A_DISPATCHER).Landing" ><strong>AI_A2A_DISPATCHER.Landing</strong></a>
|
||||
|
||||
<p>Defnes Landing location.</p>
|
||||
<p>Defines Landing type/location.</p>
|
||||
|
||||
</div>
|
||||
|
||||
@@ -6074,8 +6073,8 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
||||
</div>
|
||||
<h2><strong>Usage:</strong></h2>
|
||||
<pre class="example"><code>
|
||||
-- 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" )
|
||||
</code></pre>
|
||||
|
||||
</div>
|
||||
@@ -6092,9 +6091,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
||||
<p>AI_A2A_DISPATCHER constructor.</p>
|
||||
|
||||
|
||||
<p>This is defining the A2A DISPATCHER for one coaliton.
|
||||
<p>This is defining the A2A DISPATCHER for one coalition.
|
||||
The Dispatcher works with a <a href="Functional.Detection.html##(DETECTION_BASE)">Functional.Detection#DETECTION_BASE</a> 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.</p>
|
||||
The Detection object is polymorphic, depending on the type of detection object chosen, the detection will work differently.</p>
|
||||
|
||||
<div id= "#Functions##New" class="w3-show w3-white">
|
||||
<div class="w3-container w3-white" id="functiontype">
|
||||
@@ -6129,18 +6128,18 @@ The Detection object is polymorphic, depending on the type of detection object c
|
||||
</div>
|
||||
<h2><strong>Usage:</strong></h2>
|
||||
<pre class="example"><code>
|
||||
-- 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 )
|
||||
</code></pre>
|
||||
|
||||
</div>
|
||||
@@ -7381,10 +7380,10 @@ or
|
||||
<h2><a id="#(AI_A2A_DISPATCHER).SetDefaultDamageThreshold" ><strong>AI_A2A_DISPATCHER:SetDefaultDamageThreshold(DamageThreshold)</strong></a></h2>
|
||||
</div>
|
||||
|
||||
<p>Set the default damage treshold when defenders will RTB.</p>
|
||||
<p>Set the default damage threshold when defenders will RTB.</p>
|
||||
|
||||
|
||||
<p>The default damage treshold is by default set to 40%, which means that when the airplane is 40% damaged, it will go RTB.</p>
|
||||
<p>The default damage threshold is by default set to 40%, which means that when the airplane is 40% damaged, it will go RTB.</p>
|
||||
|
||||
<div id= "#Functions##SetDefaultDamageThreshold" class="w3-show w3-white">
|
||||
<div class="w3-container w3-white" id="functiontype">
|
||||
@@ -7402,7 +7401,7 @@ or
|
||||
</div>
|
||||
<div class="w3-half">
|
||||
|
||||
<p>A decimal number between 0 and 1, that expresses the %-tage of the damage treshold before going RTB.</p>
|
||||
<p>A decimal number between 0 and 1, that expresses the % of the damage threshold before going RTB.</p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
@@ -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.
|
||||
</code></pre>
|
||||
|
||||
@@ -7437,10 +7436,10 @@ or
|
||||
<h2><a id="#(AI_A2A_DISPATCHER).SetDefaultFuelThreshold" ><strong>AI_A2A_DISPATCHER:SetDefaultFuelThreshold(FuelThreshold)</strong></a></h2>
|
||||
</div>
|
||||
|
||||
<p>Set the default fuel treshold when defenders will RTB or Refuel in the air.</p>
|
||||
<p>Set the default fuel threshold when defenders will RTB or Refuel in the air.</p>
|
||||
|
||||
|
||||
<p>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.</p>
|
||||
<p>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.</p>
|
||||
|
||||
<div id= "#Functions##SetDefaultFuelThreshold" class="w3-show w3-white">
|
||||
<div class="w3-container w3-white" id="functiontype">
|
||||
@@ -7458,7 +7457,7 @@ or
|
||||
</div>
|
||||
<div class="w3-half">
|
||||
|
||||
<p>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.</p>
|
||||
<p>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.</p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
@@ -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.
|
||||
</code></pre>
|
||||
|
||||
@@ -7536,7 +7535,6 @@ or
|
||||
|
||||
-- Set a grouping by default per 2 airplanes.
|
||||
A2ADispatcher:SetDefaultGrouping( 2 )
|
||||
|
||||
</code></pre>
|
||||
|
||||
</div>
|
||||
@@ -7744,8 +7742,18 @@ 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.
|
||||
The default overhead is 1, so equal balance. The <a href="##(AI_A2A_DISPATCHER).SetOverhead">AI_A2A_DISPATCHER.SetOverhead</a>() method can be used to tweak the defense strength,
|
||||
<p>The % of Units that dispatching command will allocate to intercept in surplus of detected amount of units.</p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<h2><strong>Return value:</strong></h2>
|
||||
<div class="w3-row w3-border-bottom w3-margin-left">
|
||||
<div class="w3-half">
|
||||
<p><a href="##(AI_A2A_DISPATCHER)">#AI_A2A_DISPATCHER</a>:</p>
|
||||
</div>
|
||||
<div class="w3-half">
|
||||
|
||||
<p>The default overhead is 1, so equal balance. The <a href="##(AI_A2A_DISPATCHER).SetOverhead">AI_A2A_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 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:</p>
|
||||
@@ -7763,17 +7771,6 @@ multiplied by the Overhead and rounded up to the smallest integer.</p>
|
||||
<p>See example below.</p>
|
||||
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<h2><strong>Return value:</strong></h2>
|
||||
<div class="w3-row w3-border-bottom w3-margin-left">
|
||||
<div class="w3-half">
|
||||
<p><a href="##(AI_A2A_DISPATCHER)">#AI_A2A_DISPATCHER</a>:</p>
|
||||
</div>
|
||||
<div class="w3-half">
|
||||
|
||||
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<h2><strong>Usage:</strong></h2>
|
||||
@@ -7831,7 +7828,6 @@ multiplied by the Overhead and rounded up to the smallest integer.</p>
|
||||
|
||||
<p>self</p>
|
||||
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<h2><strong>Usage:</strong></h2>
|
||||
@@ -7850,7 +7846,6 @@ multiplied by the Overhead and rounded up to the smallest integer.</p>
|
||||
|
||||
-- Let new flights by default take-off from the airbase cold.
|
||||
A2ADispatcher:SetDefaultTakeoff( AI_A2A_Dispatcher.Takeoff.Cold )
|
||||
|
||||
</code></pre>
|
||||
|
||||
</div>
|
||||
@@ -7881,7 +7876,6 @@ multiplied by the Overhead and rounded up to the smallest integer.</p>
|
||||
|
||||
<p>self</p>
|
||||
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<h2><strong>Usage:</strong></h2>
|
||||
@@ -7921,7 +7915,6 @@ multiplied by the Overhead and rounded up to the smallest integer.</p>
|
||||
|
||||
<p>self</p>
|
||||
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<h2><strong>Usage:</strong></h2>
|
||||
@@ -7961,7 +7954,6 @@ multiplied by the Overhead and rounded up to the smallest integer.</p>
|
||||
|
||||
<p>self</p>
|
||||
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<h2><strong>Usage:</strong></h2>
|
||||
@@ -8001,7 +7993,6 @@ multiplied by the Overhead and rounded up to the smallest integer.</p>
|
||||
|
||||
<p>self</p>
|
||||
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<h2><strong>Usage:</strong></h2>
|
||||
@@ -8055,7 +8046,6 @@ multiplied by the Overhead and rounded up to the smallest integer.</p>
|
||||
|
||||
<p>self</p>
|
||||
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<h2><strong>Usage:</strong></h2>
|
||||
@@ -8116,11 +8106,12 @@ multiplied by the Overhead and rounded up to the smallest integer.</p>
|
||||
-- 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.</code></pre>
|
||||
A2ADispatcher:SetDefaultTanker( "Tanker" ) -- The group name of the tanker is "Tanker" in the Mission Editor.
|
||||
</code></pre>
|
||||
|
||||
</div>
|
||||
|
||||
@@ -8325,7 +8316,7 @@ multiplied by the Overhead and rounded up to the smallest integer.</p>
|
||||
A2ADispatcher:SetDisengageRadius( 50000 )
|
||||
|
||||
-- Set 100km as the Disengage Radius.
|
||||
A2ADispatcher:SetDisngageRadius() -- 300000 is the default value.
|
||||
A2ADispatcher:SetDisengageRadius() -- 300000 is the default value.
|
||||
</code></pre>
|
||||
|
||||
</div>
|
||||
@@ -8627,7 +8618,6 @@ If you have only one prefix name for a squadron, you don't need to use the <code
|
||||
|
||||
<p>(optional) A number that specifies how many resources are in stock of the squadron. If not specified, the squadron will have infinite resources available.</p>
|
||||
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<h2><strong>Return value:</strong></h2>
|
||||
@@ -8639,6 +8629,7 @@ If you have only one prefix name for a squadron, you don't need to use the <code
|
||||
|
||||
<p>self</p>
|
||||
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<h2><strong>Usages:</strong></h2>
|
||||
@@ -8662,7 +8653,6 @@ If you have only one prefix name for a squadron, you don't need to use the <code
|
||||
-- The ResourceCount parameter is not given in the SetSquadron method.
|
||||
A2ADispatcher:SetSquadron( "104th", "Batumi", "Mig-29" )
|
||||
A2ADispatcher:SetSquadron( "23th", "Batumi", "Su-27" )
|
||||
|
||||
</code></pre></li>
|
||||
</ul>
|
||||
|
||||
@@ -8816,18 +8806,18 @@ If you have only one prefix name for a squadron, you don't need to use the <code
|
||||
</div>
|
||||
<h2><strong>Usage:</strong></h2>
|
||||
<pre class="example"><code>
|
||||
-- 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 )
|
||||
</code></pre>
|
||||
|
||||
</div>
|
||||
@@ -9019,24 +9009,24 @@ If you have only one prefix name for a squadron, you don't need to use the <code
|
||||
</div>
|
||||
<h2><strong>Usage:</strong></h2>
|
||||
<pre class="example"><code>
|
||||
-- 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 )
|
||||
</code></pre>
|
||||
|
||||
</div>
|
||||
@@ -9137,18 +9127,18 @@ If you have only one prefix name for a squadron, you don't need to use the <code
|
||||
</div>
|
||||
<h2><strong>Usage:</strong></h2>
|
||||
<pre class="example"><code>
|
||||
-- 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 )
|
||||
</code></pre>
|
||||
|
||||
</div>
|
||||
@@ -9297,10 +9287,10 @@ If you have only one prefix name for a squadron, you don't need to use the <code
|
||||
<h2><a id="#(AI_A2A_DISPATCHER).SetSquadronFuelThreshold" ><strong>AI_A2A_DISPATCHER:SetSquadronFuelThreshold(SquadronName, FuelThreshold)</strong></a></h2>
|
||||
</div>
|
||||
|
||||
<p>Set the fuel treshold for the squadron when defenders will RTB or Refuel in the air.</p>
|
||||
<p>Set the fuel threshold for the squadron when defenders will RTB or Refuel in the air.</p>
|
||||
|
||||
|
||||
<p>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.</p>
|
||||
<p>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.</p>
|
||||
|
||||
<div id= "#Functions##SetSquadronFuelThreshold" class="w3-show w3-white">
|
||||
<div class="w3-container w3-white" id="functiontype">
|
||||
@@ -9331,7 +9321,7 @@ If you have only one prefix name for a squadron, you don't need to use the <code
|
||||
</div>
|
||||
<div class="w3-half">
|
||||
|
||||
<p>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.</p>
|
||||
<p>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.</p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
@@ -9351,7 +9341,7 @@ If you have only one prefix name for a squadron, you don't need to use the <code
|
||||
-- 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:SetSquadronFuelThreshold( "SquadronName", 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
|
||||
</code></pre>
|
||||
|
||||
@@ -9427,10 +9417,10 @@ If you have only one prefix name for a squadron, you don't need to use the <code
|
||||
</div>
|
||||
<h2><strong>Usage:</strong></h2>
|
||||
<pre class="example"><code>
|
||||
-- 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 )
|
||||
</code></pre>
|
||||
|
||||
</div>
|
||||
@@ -9544,10 +9534,10 @@ If you have only one prefix name for a squadron, you don't need to use the <code
|
||||
</div>
|
||||
<h2><strong>Usage:</strong></h2>
|
||||
<pre class="example"><code>
|
||||
-- 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" )
|
||||
</code></pre>
|
||||
|
||||
</div>
|
||||
@@ -9617,7 +9607,6 @@ If you have only one prefix name for a squadron, you don't need to use the <code
|
||||
|
||||
-- Set a grouping per 2 airplanes.
|
||||
A2ADispatcher:SetSquadronGrouping( "SquadronName", 2 )
|
||||
|
||||
</code></pre>
|
||||
|
||||
</div>
|
||||
@@ -9961,7 +9950,18 @@ 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.</p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<h2><strong>Return value:</strong></h2>
|
||||
<div class="w3-row w3-border-bottom w3-margin-left">
|
||||
<div class="w3-half">
|
||||
<p><a href="##(AI_A2A_DISPATCHER)">#AI_A2A_DISPATCHER</a>:</p>
|
||||
</div>
|
||||
<div class="w3-half">
|
||||
|
||||
<p>self
|
||||
The default overhead is 1, so equal balance. The <a href="##(AI_A2A_DISPATCHER).SetOverhead">AI_A2A_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 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.</p>
|
||||
<p>See example below.</p>
|
||||
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<h2><strong>Return value:</strong></h2>
|
||||
<div class="w3-row w3-border-bottom w3-margin-left">
|
||||
<div class="w3-half">
|
||||
<p><a href="##(AI_A2A_DISPATCHER)">#AI_A2A_DISPATCHER</a>:</p>
|
||||
</div>
|
||||
<div class="w3-half">
|
||||
|
||||
<p>self</p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<h2><strong>Usage:</strong></h2>
|
||||
@@ -10133,7 +10122,6 @@ multiplied by the Overhead and rounded up to the smallest integer.</p>
|
||||
|
||||
<p>self</p>
|
||||
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<h2><strong>Usage:</strong></h2>
|
||||
@@ -10152,7 +10140,6 @@ multiplied by the Overhead and rounded up to the smallest integer.</p>
|
||||
|
||||
-- Let new flights take-off from the airbase cold.
|
||||
A2ADispatcher:SetSquadronTakeoff( "SquadronName", AI_A2A_Dispatcher.Takeoff.Cold )
|
||||
|
||||
</code></pre>
|
||||
|
||||
</div>
|
||||
@@ -10197,7 +10184,6 @@ multiplied by the Overhead and rounded up to the smallest integer.</p>
|
||||
|
||||
<p>self</p>
|
||||
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<h2><strong>Usage:</strong></h2>
|
||||
@@ -10251,7 +10237,6 @@ multiplied by the Overhead and rounded up to the smallest integer.</p>
|
||||
|
||||
<p>self</p>
|
||||
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<h2><strong>Usage:</strong></h2>
|
||||
@@ -10305,7 +10290,6 @@ multiplied by the Overhead and rounded up to the smallest integer.</p>
|
||||
|
||||
<p>self</p>
|
||||
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<h2><strong>Usage:</strong></h2>
|
||||
@@ -10372,7 +10356,6 @@ multiplied by the Overhead and rounded up to the smallest integer.</p>
|
||||
|
||||
<p>self</p>
|
||||
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<h2><strong>Usage:</strong></h2>
|
||||
@@ -10439,7 +10422,6 @@ multiplied by the Overhead and rounded up to the smallest integer.</p>
|
||||
|
||||
<p>self</p>
|
||||
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<h2><strong>Usage:</strong></h2>
|
||||
@@ -10513,11 +10495,12 @@ multiplied by the Overhead and rounded up to the smallest integer.</p>
|
||||
-- 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.</code></pre>
|
||||
A2ADispatcher:SetSquadronTanker( "SquadronName", "Tanker" ) -- The group name of the tanker is "Tanker" in the Mission Editor.
|
||||
</code></pre>
|
||||
|
||||
</div>
|
||||
|
||||
@@ -10569,8 +10552,8 @@ They will lock the parking spot.</p>
|
||||
</div>
|
||||
<h2><strong>Usage:</strong></h2>
|
||||
<pre class="example"><code>
|
||||
-- Set the Squadron visible before startup of dispatcher.
|
||||
A2ADispatcher:SetSquadronVisible( "Mineralnye" )
|
||||
-- Set the Squadron visible before startup of dispatcher.
|
||||
A2ADispatcher:SetSquadronVisible( "Mineralnye" )
|
||||
</code></pre>
|
||||
|
||||
</div>
|
||||
@@ -11217,7 +11200,7 @@ They will lock the parking spot.</p>
|
||||
#table
|
||||
<a id="#(AI_A2A_DISPATCHER).Landing" ><strong>AI_A2A_DISPATCHER.Landing</strong></a>
|
||||
|
||||
<p>Defnes Landing location.</p>
|
||||
<p>Defines Landing type/location.</p>
|
||||
|
||||
</div>
|
||||
|
||||
@@ -12468,7 +12451,7 @@ They will lock the parking spot.</p>
|
||||
#table
|
||||
<a id="#(AI_A2A_DISPATCHER).Landing" ><strong>AI_A2A_DISPATCHER.Landing</strong></a>
|
||||
|
||||
<p>Defnes Landing location.</p>
|
||||
<p>Defines Landing type/location.</p>
|
||||
|
||||
</div>
|
||||
|
||||
@@ -14025,7 +14008,7 @@ They will lock the parking spot.</p>
|
||||
#table
|
||||
<a id="#(AI_A2A_DISPATCHER).Landing" ><strong>AI_A2A_DISPATCHER.Landing</strong></a>
|
||||
|
||||
<p>Defnes Landing location.</p>
|
||||
<p>Defines Landing type/location.</p>
|
||||
|
||||
</div>
|
||||
|
||||
@@ -17502,7 +17485,7 @@ When moose is loading dynamically (for moose class development), tracing is swit
|
||||
#table
|
||||
<a id="#(AI_A2A_DISPATCHER.Squadron).Spawn" ><strong>AI_A2A_DISPATCHER.Squadron.Spawn</strong></a>
|
||||
|
||||
<p>Table of spaws Core.Spawn#SPAWN.</p>
|
||||
<p>Table of spawns Core.Spawn#SPAWN.</p>
|
||||
|
||||
</div>
|
||||
|
||||
@@ -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.
|
||||
|
||||
|
||||
Reference in New Issue
Block a user