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@@ -1537,7 +1537,7 @@ Controls a network of short range air/missile defense groups.</p>
<p>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 <strong>noob</strong> user friendly class, but is less flexible.</p>
<p>Before you start using the AI_A2A_DISPATCHER or AI_A2A_GCICAP ask youself the following questions.</p>
<p>Before you start using the AI_A2A_DISPATCHER or AI_A2A_GCICAP ask yourself the following questions.</p>
<h2>0. Do I need AI_A2A_DISPATCHER or do I need AI_A2A_GCICAP?</h2>
@@ -1581,7 +1581,7 @@ if the border is crossed by enemy units.</p>
<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>
<h2>6. Which Airbases, Carrier Ships, Farps will take part in the defense system for the Coalition?</h2>
<h2>6. Which Airbases, Carrier Ships, FARPs will take part in the defense system for the Coalition?</h2>
<p>Carefully plan which airbases will take part in the coalition. Color each airbase in the color of the coalition.</p>
@@ -1590,7 +1590,7 @@ if the border is crossed by enemy units.</p>
<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.
Several options and activities can be set per Squadron.</p>
<h2>8. Where will the Squadrons be located? On Airbases? On Carrier Ships? On Farps?</h2>
<h2>8. Where will the Squadrons be located? On Airbases? On Carrier Ships? On FARPs?</h2>
<p>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.</p>
@@ -1654,7 +1654,7 @@ Not all Squadrons need to perform GCI.</p>
<li>From a parking spot with cold engines</li>
</ul>
<p><strong>The default takeoff method is staight in the air.</strong></p>
<p><strong>The default takeoff method is straight in the air.</strong></p>
<h2>17. For each Squadron, which landing method will I use?</h2>
@@ -1784,7 +1784,7 @@ A2ADispatcher = AI_A2A_DISPATCHER:New( Detection )
<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.
<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>
<p>Then a new Detection object is created from the class DETECTION_AREAS. A grouping radius of 30000 is choosen, which is 30km.
<p>Then a new Detection object is created from the class DETECTION_AREAS. A grouping radius of 30000 is chosen, which is 30km.
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>
<p>You could build a <strong>mutual defense system</strong> like this:</p>
@@ -2010,7 +2010,7 @@ If this parameter is not specified, then the default altitude will be used for t
<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>
</ul>
<p>You can use these methods to minimize the airbase coodination overhead and to increase the airbase efficiency.
<p>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 <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.
@@ -2039,7 +2039,7 @@ And for a couple of squadrons overrides this default method.</p>
<p><img src="..\Presentations\AI_A2A_DISPATCHER\Dia12.JPG" alt="Banner Image"/></p>
<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
<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
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!</p>
@@ -2076,13 +2076,13 @@ multiplied by the Overhead and rounded up to the smallest integer.</p>
<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>
<h2>6.5. Squadron fuel treshold.</h2>
<h2>6.5. Squadron fuel threshold.</h2>
<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:
<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:
- 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.</p>
<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>
<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>
<h2>7. Setup a squadron for CAP</h2>
@@ -2149,7 +2149,7 @@ Zones can be circles, can be setup in the mission editor using trigger zones, bu
<li>The type of altitude measurement</li>
</ul>
<p>These define how the squadron will perform the CAP while partrolling. Different terrain types requires different types of CAP.</p>
<p>These define how the squadron will perform the CAP while patrolling. Different terrain types requires different types of CAP.</p>
<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>
@@ -2223,7 +2223,7 @@ whole pattern lies within the patrol zone.</p>
<p>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!</p>
too short will mean that the intruders may have already passed the ideal interception point!</p>
<p>For example, the following setup will create a GCI for squadron "Sochi":</p>
@@ -2286,17 +2286,17 @@ For some default settings, a method is available that allows you to tweak the de
<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>
<h2>10.5. Default RTB fuel treshold.</h2>
<h2>10.5. Default RTB fuel threshold.</h2>
<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>
<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>
<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>
<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>
<h2>10.6. Default RTB damage treshold.</h2>
<h2>10.6. Default RTB damage threshold.</h2>
<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>
<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>
<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>
<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>
<h2>10.7. Default settings for CAP.</h2>
@@ -2325,7 +2325,7 @@ This greatly increases the efficiency of your CAP operations.</p>
<p>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 <a href="##(AI_A2A_DISPATCHER).SetDefaultTanker">AI_A2A_DISPATCHER.SetDefaultTanker</a>() to set the tanker for the dispatcher.
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>
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>
<p>When the tanker specified is alive and in the air, the tanker will be used for refuelling.</p>
@@ -2339,7 +2339,7 @@ Use the method <a href="##(AI_A2A_DISPATCHER).SetDefaultFuelThreshold">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" )
</code></pre>
@@ -2516,13 +2516,13 @@ without a route, and should only have ONE unit.</p>
<p><img src="..\Presentations\AI_A2A_DISPATCHER\AI_A2A_GCICAP-ME_4.JPG" alt="Mission Editor Action"/></p>
<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>
<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>
<h3>1.4) Place floating helicopters to create the CAP zones defined by its route points.</h3>
<p><img src="..\Presentations\AI_A2A_DISPATCHER\AI_A2A_GCICAP-ME_5.JPG" alt="Mission Editor Action"/></p>
<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>
<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>
<p>The helicopter indicates the start of the CAP zone.
The route points define the form of the CAP zone polygon.</p>
@@ -2535,7 +2535,7 @@ The route points define the form of the CAP zone polygon.</p>
<h3>2.1) Planes are taking off in the air from the airbases.</h3>
<p>This prevents airbases to get cluttered with airplanes taking off, it also reduces the risk of human players colliding with taxiiing airplanes,
<p>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.</p>
<p>You can change the way how planes take off by using the inherited methods from AI_A2A_DISPATCHER:</p>
@@ -2563,7 +2563,7 @@ If you experience while testing problems with aircraft take-off or landing, plea
<h3>2.2) Planes return near the airbase or will land if damaged.</h3>
<p>When damaged airplanes return to the airbase, they will be routed and will dissapear in the air when they are near the airbase.
<p>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.</p>
<p>You can change the way how planes land by using the inherited methods from AI_A2A_DISPATCHER:</p>
@@ -2575,7 +2575,7 @@ There are exceptions to this rule, airplanes that aren't "listening" anymore due
<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>
</ul>
<p>You can use these methods to minimize the airbase coodination overhead and to increase the airbase efficiency.
<p>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 <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.
@@ -2602,7 +2602,7 @@ Damaged or out-of-fuel aircraft are returning to the nearest friendly airbase an
<li>The type of altitude measurement</li>
</ul>
<p>These define how the squadron will perform the CAP while partrolling. Different terrain types requires different types of CAP.</p>
<p>These define how the squadron will perform the CAP while patrolling. Different terrain types requires different types of CAP.</p>
<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>
@@ -2632,7 +2632,7 @@ Damaged or out-of-fuel aircraft are returning to the nearest friendly airbase an
<p>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!</p>
too short will mean that the intruders may have already passed the ideal interception point!</p>
<p>For example, the following setup will create a GCI for squadron "Sochi":</p>
@@ -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 <code>SQUADRON CCCP</code>. Each Group object contains only one Unit, and defines the weapon payload, skin and skill level.</li>
<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.
These Helicopter Group objects start with the name <code>CAP CCCP</code>, and will be the locations wherein CAP will be performed.</li>
<li><code>2</code> Defines how many CAP airplanes are patrolling in each CAP zone defined simulateneously.</li>
<li><code>2</code> Defines how many CAP airplanes are patrolling in each CAP zone defined simultaneously.</li>
</ul>
<h3>4.2) A more advanced setup:</h3>
<pre><code> -- 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
<li><code>{ "104th CAP" }</code>: 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 <code>104th CAP</code>, and will be the locations wherein CAP will be performed.</li>
<li><code>4</code> Defines how many CAP airplanes are patrolling in each CAP zone defined simulateneously.</li>
<li><code>4</code> Defines how many CAP airplanes are patrolling in each CAP zone defined simultaneously.</li>
</ul>
@@ -2952,7 +2951,7 @@ The following parameters were given to the :New method of AI_A2A_GCICAP, and mea
<tr class="w3-border">
<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>
<td class="summary w3-half w3-container" style="word-wrap: break-word">
<p>Defnes Landing location.</p>
<p>Defines Landing type/location.</p>
</td>
</tr>
<tr class="w3-border">
@@ -3090,13 +3089,13 @@ The following parameters were given to the :New method of AI_A2A_GCICAP, and mea
<tr class="w3-border">
<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>
<td class="summary w3-half w3-container" style="word-wrap: break-word">
<p>Set the default damage treshold when defenders will RTB.</p>
<p>Set the default damage threshold when defenders will RTB.</p>
</td>
</tr>
<tr class="w3-border">
<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>
<td class="summary w3-half w3-container" style="word-wrap: break-word">
<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>
</td>
</tr>
<tr class="w3-border">
@@ -3246,7 +3245,7 @@ The following parameters were given to the :New method of AI_A2A_GCICAP, and mea
<tr class="w3-border">
<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>
<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>
<p>Set the fuel threshold for the squadron when defenders will RTB or Refuel in the air.</p>
</td>
</tr>
<tr class="w3-border">
@@ -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.