Module
| AI_Balancer |
Single-Player:No / Multi-Player:Yes / AI:Yes / Human:No / Types:All -- AI Balancing will replace in multi player missions non-occupied human slots with AI groups, in order to provide an engaging simulation environment, even when there are hardly any players in the mission. 1) AIBalancer#AIBALANCER class, extends Fsm#FSM_SETThe AIBalancer#AIBALANCER class monitors and manages as many replacement AI groups as there are CLIENTS in a SET_CLIENT collection, which are not occupied by human players. |
| AI_Cap |
Single-Player:Yes / Multi-Player:Yes / AI:Yes / Human:No / Types:Air -- Execute Combat Air Patrol (CAP). 1) #AICAPZONE class, extends AICAP#AIPATROL_ZONEThe #AICAPZONE class implements the core functions to patrol a Zone by an AI Controllable or Group and automatically engage any airborne enemies that are within a certain range or within a certain zone. |
| AI_Cas |
Single-Player:Yes / Multi-Player:Yes / AI:Yes / Human:No / Types:Air -- Provide Close Air Support to friendly ground troops. 1) #AICASZONE class, extends AIPatrol#AIPATROL_ZONE#AICASZONE derives from the AIPatrol#AIPATROL_ZONE, inheriting its methods and behaviour. |
| AI_Patrol |
Single-Player:Yes / Multi-Player:Yes / AI:Yes / Human:No / Types:Air -- Air Patrolling or Staging. 1) #AIPATROLZONE class, extends Fsm#FSM_CONTROLLABLEThe #AIPATROLZONE class implements the core functions to patrol a Zone by an AI Controllable or Group. |
| Account |
(SP) (MP) (FSM) Account for (Detect, count and report) DCS events occuring on DCS objects (units). |
| Airbase |
This module contains the AIRBASE classes. |
| AirbasePolice |
This module contains the AIRBASEPOLICE classes. |
| Assign |
(SP) (MP) (FSM) Accept or reject process for player (task) assignments. |
| Base |
This module contains the BASE class. |
| Cargo |
Single-Player:Yes / Multi-Player:Yes / AI:Yes / Human:No / Types:Ground -- Cargo can be of various forms, always are composed out of ONE object ( one unit or one static or one slingload crate ): |
| CleanUp |
The CLEANUP class keeps an area clean of crashing or colliding airplanes. |
| Client |
This module contains the CLIENT class. |
| CommandCenter |
A COMMANDCENTER is the owner of multiple missions within MOOSE. |
| Controllable |
This module contains the CONTROLLABLE class. |
| Database |
This module contains the DATABASE class, managing the database of mission objects. |
| Detection |
This module contains the DETECTION classes. |
| DetectionManager |
This module contains the DETECTION_MANAGER class and derived classes. |
| Escort |
Taking the lead of AI escorting your flight. |
| Event |
This core module models the dispatching of DCS Events to subscribed MOOSE classes, following a given priority. |
| Fsm |
This module contains the FSM (Finite State Machine) class and derived FSM_ classes. |
| Group |
This module contains the GROUP class. |
| Identifiable |
This module contains the IDENTIFIABLE class. |
| MOVEMENT |
Limit the simultaneous movement of Groups within a running Mission. |
| Menu |
This module contains the MENU classes. |
| Message |
This module contains the MESSAGE class. |
| MissileTrainer |
This module contains the MISSILETRAINER class. |
| Mission |
A MISSION is the main owner of a Mission orchestration within MOOSE . |
| Object |
This module contains the OBJECT class. |
| Point |
This module contains the POINT classes. |
| Positionable |
This module contains the POSITIONABLE class. |
| Process_JTAC | |
| Process_Pickup | |
| Route |
(SP) (MP) (FSM) Route AI or players through waypoints or to zones. |
| Scenery |
This module contains the SCENERY class. |
| ScheduleDispatcher |
This module defines the SCHEDULEDISPATCHER class, which is used by a central object called _SCHEDULEDISPATCHER. |
| Scheduler |
This module contains the SCHEDULER class. |
| Scoring |
Single-Player:Yes / Multi-Player:Yes / Core:Yes -- Administer the scoring of player achievements, and create a CSV file logging the scoring events for use at team or squadron websites. 1) Scoring#SCORING class, extends Base#BASEThe #SCORING class administers the scoring of player achievements, and creates a CSV file logging the scoring events and results for use at team or squadron websites. |
| Sead |
Provides defensive behaviour to a set of SAM sites within a running Mission. |
| Set |
This module contains the SET classes. |
| Smoke |
(SP) (MP) (FSM) Route AI or players through waypoints or to zones. |
| Spawn |
Single-Player:Yes / Multi-Player:Yes / AI:Yes / Human:No / Types:All -- 1) #SPAWN class, extends Base#BASEThe #SPAWN class allows to spawn dynamically new groups, based on pre-defined initialization settings, modifying the behaviour when groups are spawned. |
| Static |
This module contains the STATIC class. |
| Task |
This module contains the TASK class. |
| Task_A2G |
(AI) (SP) (MP) Tasking for Air to Ground Processes. |
| Task_PICKUP |
This module contains the TASK_PICKUP classes. |
| Task_SEAD |
This module contains the TASK_SEAD classes. |
| Unit |
This module contains the UNIT class. |
| Utils |
This module contains derived utilities taken from the MIST framework, which are excellent tools to be reused in an OO environment!. |
| Zone |
This core module contains the ZONE classes, inherited from Zone#ZONE_BASE. |
| routines |
Various routines |