Module Cargo

Single-Player:Yes / Multi-Player:Yes / AI:Yes / Human:No / Types:Ground --
Management of logical cargo objects, that can be transported from and to transportation carriers.

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Cargo can be of various forms, always are composed out of ONE object ( one unit or one static or one slingload crate ):

  • AICARGOUNIT, represented by a Unit in a Group: Cargo can be represented by a Unit in a Group.

Destruction of the Unit will mean that the cargo is lost. * CARGO_STATIC, represented by a Static: Cargo can be represented by a Static. Destruction of the Static will mean that the cargo is lost. * AICARGOPACKAGE, contained in a Unit of a Group: Cargo can be contained within a Unit of a Group. The cargo can be delivered by the Unit. If the Unit is destroyed, the cargo will be destroyed also. * AICARGOPACKAGE, Contained in a Static: Cargo can be contained within a Static. The cargo can be collected from the @Static. If the Static is destroyed, the cargo will be destroyed. * CARGO_SLINGLOAD, represented by a Cargo that is transportable: Cargo can be represented by a Cargo object that is transportable. Destruction of the Cargo will mean that the cargo is lost.

  • AICARGOGROUPED, represented by a Group of CARGO_UNITs.

1) #AI_CARGO class, extends Fsm#FSM_PROCESS

The #AI_CARGO class defines the core functions that defines a cargo object within MOOSE. A cargo is a logical object defined that is available for transport, and has a life status within a simulation.

The AICARGO is a state machine: it manages the different events and states of the cargo. All derived classes from AICARGO follow the same state machine, expose the same cargo event functions, and provide the same cargo states.

1.2.1) AI_CARGO Events:

  • AI_CARGO.Board( ToCarrier ): Boards the cargo to a carrier.
  • AI_CARGO.Load( ToCarrier ): Loads the cargo into a carrier, regardless of its position.
  • AI_CARGO.UnBoard( ToPointVec2 ): UnBoard the cargo from a carrier. This will trigger a movement of the cargo to the option ToPointVec2.
  • AI_CARGO.UnLoad( ToPointVec2 ): UnLoads the cargo from a carrier.
  • AI_CARGO.Dead( Controllable ): The cargo is dead. The cargo process will be ended.

1.2.2) AI_CARGO States:

  • UnLoaded: The cargo is unloaded from a carrier.
  • Boarding: The cargo is currently boarding (= running) into a carrier.
  • Loaded: The cargo is loaded into a carrier.
  • UnBoarding: The cargo is currently unboarding (=running) from a carrier.
  • Dead: The cargo is dead ...
  • End: The process has come to an end.

1.2.3) AI_CARGO state transition methods:

State transition functions can be set by the mission designer customizing or improving the behaviour of the state. There are 2 moments when state transition methods will be called by the state machine:

  • Leaving the state. The state transition method needs to start with the name OnLeave + the name of the state. If the state transition method returns false, then the processing of the state transition will not be done! If you want to change the behaviour of the AIControllable at this event, return false, but then you'll need to specify your own logic using the AIControllable!

  • Entering the state. The state transition method needs to start with the name OnEnter + the name of the state. These state transition methods need to provide a return value, which is specified at the function description.

2) #AICARGOUNIT class

The AICARGOUNIT class defines a cargo that is represented by a UNIT object within the simulator, and can be transported by a carrier. Use the event functions as described above to Load, UnLoad, Board, UnBoard the AICARGOUNIT objects to and from carriers.

5) #AICARGOGROUPED class

The AICARGOGROUPED class defines a cargo that is represented by a group of UNIT objects within the simulator, and can be transported by a carrier. Use the event functions as described above to Load, UnLoad, Board, UnBoard the AICARGOUNIT objects to and from carriers.

This module is still under construction, but is described above works already, and will keep working ...

Global(s)

AI_CARGO
AI_CARGO_GROUP
AI_CARGO_GROUPED
AI_CARGO_PACKAGE
AI_CARGO_REPRESENTABLE
AI_CARGO_UNIT
CARGOS

Type AI_CARGO

AI_CARGO:Board(ToCarrier)

Boards the cargo to a Carrier.

AI_CARGO.CargoCarrier

The alive DCS object carrying the cargo. This value can be nil, meaning, that the cargo is not contained anywhere...

AI_CARGO.CargoObject

The alive DCS object representing the cargo. This value can be nil, meaning, that the cargo is not represented anywhere...

AI_CARGO.ClassName
AI_CARGO.Containable

This flag defines if the cargo can be contained within a DCS Unit.

AI_CARGO:IsNear(PointVec2)

Check if CargoCarrier is near the Cargo to be Loaded.

AI_CARGO:Load(ToCarrier)

Loads the cargo to a Carrier.

AI_CARGO.Moveable

This flag defines if the cargo is moveable.

AI_CARGO.Name

A string defining the name of the cargo. The name is the unique identifier of the cargo.

AI_CARGO.NearRadius

(optional) A number defining the radius in meters when the cargo is near to a Carrier, so that it can be loaded.

AI_CARGO:New(Type, Name, Weight, ReportRadius, NearRadius)

AI_CARGO Constructor.

AI_CARGO:OnEnterBoarding(Controllable)
AI_CARGO:OnEnterLoaded(Controllable)
AI_CARGO:OnEnterUnBoarding(Controllable)
AI_CARGO:OnEnterUnLoaded(Controllable)
AI_CARGO:OnLeaveBoarding(Controllable)
AI_CARGO:OnLeaveLoaded(Controllable)
AI_CARGO:OnLeaveUnBoarding(Controllable)
AI_CARGO:OnLeaveUnLoaded(Controllable)
AI_CARGO.ReportRadius

(optional) A number defining the radius in meters when the cargo is signalling or reporting to a Carrier.

AI_CARGO.Representable

This flag defines if the cargo can be represented by a DCS Unit.

AI_CARGO.Slingloadable

This flag defines if the cargo can be slingloaded.

AI_CARGO:Spawn(PointVec2)

Template method to spawn a new representation of the AI_CARGO in the simulator.

AI_CARGO.Type

A string defining the type of the cargo. eg. Engineers, Equipment, Screwdrivers.

AI_CARGO:UnBoard(ToPointVec2)

UnBoards the cargo to a Carrier.

AI_CARGO:UnLoad(ToPointVec2)

UnLoads the cargo to a Carrier.

AI_CARGO.Weight

A number defining the weight of the cargo. The weight is expressed in kg.

AI_CARGO:__Board(DelaySeconds, ToCarrier)

Boards the cargo to a Carrier.

AI_CARGO:__Load(DelaySeconds, ToCarrier)

Loads the cargo to a Carrier.

AI_CARGO:__UnBoard(DelaySeconds, ToPointVec2)

UnBoards the cargo to a Carrier.

AI_CARGO:__UnLoad(DelaySeconds, ToPointVec2)

UnLoads the cargo to a Carrier.

Type AI_CARGO_GROUP

AI_CARGO_GROUP.CargoSet

A set of cargo objects.

AI_CARGO_GROUP.ClassName
AI_CARGO_GROUP.Name

A string defining the name of the cargo group. The name is the unique identifier of the cargo.

AI_CARGO_GROUP:New(CargoSet, Type, Name, Weight, ReportRadius, NearRadius)

AICARGOGROUP constructor.

Type AI_CARGO_GROUPED

AI_CARGO_GROUPED.ClassName
AI_CARGO_GROUPED:New(CargoSet, Type, Name, Weight, ReportRadius, NearRadius)

AICARGOGROUPED constructor.

AI_CARGO_GROUPED:onafterUnBoarding(ToPointVec2, Event, From, To)

UnBoard Event.

AI_CARGO_GROUPED:onenterBoarding(CargoCarrier, Event, From, To)

Enter Boarding State.

AI_CARGO_GROUPED:onenterLoaded(CargoCarrier, Event, From, To)

Enter Loaded State.

AI_CARGO_GROUPED:onenterUnBoarding(ToPointVec2, Event, From, To)

Enter UnBoarding State.

AI_CARGO_GROUPED:onenterUnLoaded(Core, Event, From, To, ToPointVec2)

Enter UnLoaded State.

AI_CARGO_GROUPED:onleaveBoarding(CargoCarrier, Event, From, To)

Leave Boarding State.

AI_CARGO_GROUPED:onleaveUnBoarding(ToPointVec2, Event, From, To)

Leave UnBoarding State.

Type AI_CARGO_PACKAGE

AI_CARGO_PACKAGE.CargoCarrier
AI_CARGO_PACKAGE.CargoInAir
AI_CARGO_PACKAGE.ClassName
AI_CARGO_PACKAGE:IsNear(CargoCarrier)

Check if CargoCarrier is near the Cargo to be Loaded.

AI_CARGO_PACKAGE:New(CargoCarrier, Type, Name, Weight, ReportRadius, NearRadius)

AICARGOPACKAGE Constructor.

AI_CARGO_PACKAGE:onafterLoad(Event, From, To, CargoCarrier, Speed, LoadDistance, Angle)

Load Event.

AI_CARGO_PACKAGE:onafterOnBoard(Event, From, To, CargoCarrier, Speed, BoardDistance, Angle, LoadDistance)

Board Event.

AI_CARGO_PACKAGE:onafterOnBoarded(Event, From, To, CargoCarrier, Speed, BoardDistance, LoadDistance, Angle)

Boarded Event.

AI_CARGO_PACKAGE:onafterUnBoard(Event, From, To, Speed, UnLoadDistance, UnBoardDistance, Radius, Angle, CargoCarrier)

UnBoard Event.

AI_CARGO_PACKAGE:onafterUnBoarded(Event, From, To, CargoCarrier, Speed)

UnBoarded Event.

AI_CARGO_PACKAGE:onafterUnLoad(Event, From, To, Distance, Angle, CargoCarrier, Speed)

UnLoad Event.

Type AI_CARGO_REPRESENTABLE

AI_CARGO_REPRESENTABLE.ClassName
AI_CARGO_REPRESENTABLE:New(CargoObject, Type, Name, Weight, ReportRadius, NearRadius)

AICARGOREPRESENTABLE Constructor.

AI_CARGO_REPRESENTABLE:RouteTo(ToPointVec2, Speed)

Route a cargo unit to a PointVec2.

Type AI_CARGO_UNIT

AI_CARGO_UNIT.CargoCarrier
AI_CARGO_UNIT.CargoInAir
AI_CARGO_UNIT.CargoObject
AI_CARGO_UNIT.ClassName
AI_CARGO_UNIT:New(CargoUnit, Type, Name, Weight, ReportRadius, NearRadius)

AICARGOUNIT Constructor.

AI_CARGO_UNIT.OnUnLoadedCallBack
AI_CARGO_UNIT:onafterBoard(Event, From, To, CargoCarrier)

Board Event.

AI_CARGO_UNIT:onafterUnBoarding(Event, From, To, ToPointVec2)

UnBoard Event.

AI_CARGO_UNIT:onenterBoarding(Event, From, To, CargoCarrier)

Enter Boarding State.

AI_CARGO_UNIT:onenterLoaded(Event, From, To, CargoCarrier)

Loaded State.

AI_CARGO_UNIT:onenterUnBoarding(Event, From, To, ToPointVec2)

Enter UnBoarding State.

AI_CARGO_UNIT:onenterUnLoaded(Event, From, To, Core, ToPointVec2)

Enter UnLoaded State.

AI_CARGO_UNIT:onleaveBoarding(Event, From, To, CargoCarrier)

Leave Boarding State.

AI_CARGO_UNIT:onleaveUnBoarding(Event, From, To, ToPointVec2)

Leave UnBoarding State.

Global(s)

#AI_CARGO AI_CARGO
#AI_CARGO_GROUP AI_CARGO_GROUP
#AI_CARGO_GROUPED AI_CARGO_GROUPED
#AI_CARGO_PACKAGE AI_CARGO_PACKAGE
#AI_CARGO_REPRESENTABLE AI_CARGO_REPRESENTABLE
#AI_CARGO_UNIT AI_CARGO_UNIT
CARGOS

Type Cargo

Type AI_CARGO

Field(s)

AI_CARGO:Board(ToCarrier)

Boards the cargo to a Carrier.

The event will create a movement (= running or driving) of the cargo to the Carrier. The cargo must be in the UnLoaded state.

Parameter

Wrapper.Controllable#CONTROLLABLE AI_CARGO.CargoCarrier

The alive DCS object carrying the cargo. This value can be nil, meaning, that the cargo is not contained anywhere...

Wrapper.Controllable#CONTROLLABLE AI_CARGO.CargoObject

The alive DCS object representing the cargo. This value can be nil, meaning, that the cargo is not represented anywhere...

#string AI_CARGO.ClassName
#boolean AI_CARGO.Containable

This flag defines if the cargo can be contained within a DCS Unit.

AI_CARGO:IsNear(PointVec2)

Check if CargoCarrier is near the Cargo to be Loaded.

Parameter

Return value

#boolean:

AI_CARGO:Load(ToCarrier)

Loads the cargo to a Carrier.

The event will load the cargo into the Carrier regardless of its position. There will be no movement simulated of the cargo loading. The cargo must be in the UnLoaded state.

Parameter

#boolean AI_CARGO.Moveable

This flag defines if the cargo is moveable.

#string AI_CARGO.Name

A string defining the name of the cargo. The name is the unique identifier of the cargo.

#number AI_CARGO.NearRadius

(optional) A number defining the radius in meters when the cargo is near to a Carrier, so that it can be loaded.

AI_CARGO:New(Type, Name, Weight, ReportRadius, NearRadius)

AI_CARGO Constructor.

This class is an abstract class and should not be instantiated.

Parameters

  • #string Type :

  • #string Name :

  • #number Weight :

  • #number ReportRadius : (optional)

  • #number NearRadius : (optional)

Return value

#AI_CARGO:

AI_CARGO:OnEnterBoarding(Controllable)

Parameter

AI_CARGO:OnEnterLoaded(Controllable)

Parameter

AI_CARGO:OnEnterUnBoarding(Controllable)

Parameter

AI_CARGO:OnEnterUnLoaded(Controllable)

Parameter

AI_CARGO:OnLeaveBoarding(Controllable)

Parameter

Return value

#boolean:

AI_CARGO:OnLeaveLoaded(Controllable)

Parameter

Return value

#boolean:

AI_CARGO:OnLeaveUnBoarding(Controllable)

Parameter

Return value

#boolean:

AI_CARGO:OnLeaveUnLoaded(Controllable)

Parameter

Return value

#boolean:

#number AI_CARGO.ReportRadius

(optional) A number defining the radius in meters when the cargo is signalling or reporting to a Carrier.

#boolean AI_CARGO.Representable

This flag defines if the cargo can be represented by a DCS Unit.

#boolean AI_CARGO.Slingloadable

This flag defines if the cargo can be slingloaded.

AI_CARGO:Spawn(PointVec2)

Template method to spawn a new representation of the AI_CARGO in the simulator.

Parameter

  • PointVec2 :

Return value

#AI_CARGO:

#string AI_CARGO.Type

A string defining the type of the cargo. eg. Engineers, Equipment, Screwdrivers.

AI_CARGO:UnBoard(ToPointVec2)

UnBoards the cargo to a Carrier.

The event will create a movement (= running or driving) of the cargo from the Carrier. The cargo must be in the Loaded state.

Parameter

  • Core.Point#POINT_VEC2 ToPointVec2 : (optional) @{Point#POINT_VEC2) to where the cargo should run after onboarding. If not provided, the cargo will run to 60 meters behind the Carrier location.

AI_CARGO:UnLoad(ToPointVec2)

UnLoads the cargo to a Carrier.

The event will unload the cargo from the Carrier. There will be no movement simulated of the cargo loading. The cargo must be in the Loaded state.

Parameter

  • Core.Point#POINT_VEC2 ToPointVec2 : (optional) @{Point#POINT_VEC2) to where the cargo will be placed after unloading. If not provided, the cargo will be placed 60 meters behind the Carrier location.

#number AI_CARGO.Weight

A number defining the weight of the cargo. The weight is expressed in kg.

AI_CARGO:__Board(DelaySeconds, ToCarrier)

Boards the cargo to a Carrier.

The event will create a movement (= running or driving) of the cargo to the Carrier. The cargo must be in the UnLoaded state.

Parameters

AI_CARGO:__Load(DelaySeconds, ToCarrier)

Loads the cargo to a Carrier.

The event will load the cargo into the Carrier regardless of its position. There will be no movement simulated of the cargo loading. The cargo must be in the UnLoaded state.

Parameters

AI_CARGO:__UnBoard(DelaySeconds, ToPointVec2)

UnBoards the cargo to a Carrier.

The event will create a movement (= running or driving) of the cargo from the Carrier. The cargo must be in the Loaded state.

Parameters

  • #number DelaySeconds : The amount of seconds to delay the action.

  • Core.Point#POINT_VEC2 ToPointVec2 : (optional) @{Point#POINT_VEC2) to where the cargo should run after onboarding. If not provided, the cargo will run to 60 meters behind the Carrier location.

AI_CARGO:__UnLoad(DelaySeconds, ToPointVec2)

UnLoads the cargo to a Carrier.

The event will unload the cargo from the Carrier. There will be no movement simulated of the cargo loading. The cargo must be in the Loaded state.

Parameters

  • #number DelaySeconds : The amount of seconds to delay the action.

  • Core.Point#POINT_VEC2 ToPointVec2 : (optional) @{Point#POINT_VEC2) to where the cargo will be placed after unloading. If not provided, the cargo will be placed 60 meters behind the Carrier location.

Type AI_CARGO.CargoObjects

Type AI_CARGO_GROUP

Field(s)

Set#SET_BASE AI_CARGO_GROUP.CargoSet

A set of cargo objects.

#string AI_CARGO_GROUP.ClassName
#string AI_CARGO_GROUP.Name

A string defining the name of the cargo group. The name is the unique identifier of the cargo.

AI_CARGO_GROUP:New(CargoSet, Type, Name, Weight, ReportRadius, NearRadius)

AICARGOGROUP constructor.

Parameters

  • Core.Set#Set_BASE CargoSet :

  • #string Type :

  • #string Name :

  • #number Weight :

  • #number ReportRadius : (optional)

  • #number NearRadius : (optional)

Return value

#AICARGOGROUP:

Type AI_CARGO_GROUPED

Field(s)

#string AI_CARGO_GROUPED.ClassName
AI_CARGO_GROUPED:New(CargoSet, Type, Name, Weight, ReportRadius, NearRadius)

AICARGOGROUPED constructor.

Parameters

  • Core.Set#Set_BASE CargoSet :

  • #string Type :

  • #string Name :

  • #number Weight :

  • #number ReportRadius : (optional)

  • #number NearRadius : (optional)

Return value

#AICARGOGROUPED:

AI_CARGO_GROUPED:onafterUnBoarding(ToPointVec2, Event, From, To)

UnBoard Event.

Parameters

AI_CARGO_GROUPED:onenterBoarding(CargoCarrier, Event, From, To)

Enter Boarding State.

Parameters

AI_CARGO_GROUPED:onenterLoaded(CargoCarrier, Event, From, To)

Enter Loaded State.

Parameters

AI_CARGO_GROUPED:onenterUnBoarding(ToPointVec2, Event, From, To)

Enter UnBoarding State.

Parameters

AI_CARGO_GROUPED:onenterUnLoaded(Core, Event, From, To, ToPointVec2)

Enter UnLoaded State.

Parameters

  • Core : Point#POINT_VEC2

  • #string Event :

  • #string From :

  • #string To :

  • ToPointVec2 :

AI_CARGO_GROUPED:onleaveBoarding(CargoCarrier, Event, From, To)

Leave Boarding State.

Parameters

AI_CARGO_GROUPED:onleaveUnBoarding(ToPointVec2, Event, From, To)

Leave UnBoarding State.

Parameters

Type AI_CARGO_PACKAGE

Field(s)

AI_CARGO_PACKAGE.CargoCarrier
AI_CARGO_PACKAGE.CargoInAir
#string AI_CARGO_PACKAGE.ClassName
AI_CARGO_PACKAGE:IsNear(CargoCarrier)

Check if CargoCarrier is near the Cargo to be Loaded.

Parameter

Return value

#boolean:

AI_CARGO_PACKAGE:New(CargoCarrier, Type, Name, Weight, ReportRadius, NearRadius)

AICARGOPACKAGE Constructor.

Parameters

  • Wrapper.Unit#UNIT CargoCarrier : The UNIT carrying the package.

  • #string Type :

  • #string Name :

  • #number Weight :

  • #number ReportRadius : (optional)

  • #number NearRadius : (optional)

Return value

#AICARGOPACKAGE:

AI_CARGO_PACKAGE:onafterLoad(Event, From, To, CargoCarrier, Speed, LoadDistance, Angle)

Load Event.

Parameters

  • #string Event :

  • #string From :

  • #string To :

  • Wrapper.Unit#UNIT CargoCarrier :

  • #number Speed :

  • #number LoadDistance :

  • #number Angle :

AI_CARGO_PACKAGE:onafterOnBoard(Event, From, To, CargoCarrier, Speed, BoardDistance, Angle, LoadDistance)

Board Event.

Parameters

  • #string Event :

  • #string From :

  • #string To :

  • Wrapper.Unit#UNIT CargoCarrier :

  • #number Speed :

  • #number BoardDistance :

  • #number Angle :

  • LoadDistance :

AI_CARGO_PACKAGE:onafterOnBoarded(Event, From, To, CargoCarrier, Speed, BoardDistance, LoadDistance, Angle)

Boarded Event.

Parameters

  • #string Event :

  • #string From :

  • #string To :

  • Wrapper.Unit#UNIT CargoCarrier :

  • Speed :

  • BoardDistance :

  • LoadDistance :

  • Angle :

AI_CARGO_PACKAGE:onafterUnBoard(Event, From, To, Speed, UnLoadDistance, UnBoardDistance, Radius, Angle, CargoCarrier)

UnBoard Event.

Parameters

  • #string Event :

  • #string From :

  • #string To :

  • #number Speed :

  • #number UnLoadDistance :

  • #number UnBoardDistance :

  • #number Radius :

  • #number Angle :

  • CargoCarrier :

AI_CARGO_PACKAGE:onafterUnBoarded(Event, From, To, CargoCarrier, Speed)

UnBoarded Event.

Parameters

  • #string Event :

  • #string From :

  • #string To :

  • Wrapper.Unit#UNIT CargoCarrier :

  • Speed :

AI_CARGO_PACKAGE:onafterUnLoad(Event, From, To, Distance, Angle, CargoCarrier, Speed)

UnLoad Event.

Parameters

  • #string Event :

  • #string From :

  • #string To :

  • #number Distance :

  • #number Angle :

  • CargoCarrier :

  • Speed :

Type AI_CARGO_REPRESENTABLE

Field(s)

#string AI_CARGO_REPRESENTABLE.ClassName
AI_CARGO_REPRESENTABLE:New(CargoObject, Type, Name, Weight, ReportRadius, NearRadius)

AICARGOREPRESENTABLE Constructor.

Parameters

Return value

#AICARGOREPRESENTABLE:

AI_CARGO_REPRESENTABLE:RouteTo(ToPointVec2, Speed)

Route a cargo unit to a PointVec2.

Parameters

Return value

#AICARGOREPRESENTABLE:

Type AI_CARGO_UNIT

Field(s)

AI_CARGO_UNIT.CargoCarrier
AI_CARGO_UNIT.CargoInAir
AI_CARGO_UNIT.CargoObject
#string AI_CARGO_UNIT.ClassName
AI_CARGO_UNIT:New(CargoUnit, Type, Name, Weight, ReportRadius, NearRadius)

AICARGOUNIT Constructor.

Parameters

  • Wrapper.Unit#UNIT CargoUnit :

  • #string Type :

  • #string Name :

  • #number Weight :

  • #number ReportRadius : (optional)

  • #number NearRadius : (optional)

Return value

#AICARGOUNIT:

AI_CARGO_UNIT.OnUnLoadedCallBack
AI_CARGO_UNIT:onafterBoard(Event, From, To, CargoCarrier)

Board Event.

Parameters

  • #string Event :

  • #string From :

  • #string To :

  • CargoCarrier :

AI_CARGO_UNIT:onafterUnBoarding(Event, From, To, ToPointVec2)

UnBoard Event.

Parameters

AI_CARGO_UNIT:onenterBoarding(Event, From, To, CargoCarrier)

Enter Boarding State.

Parameters

AI_CARGO_UNIT:onenterLoaded(Event, From, To, CargoCarrier)

Loaded State.

Parameters

AI_CARGO_UNIT:onenterUnBoarding(Event, From, To, ToPointVec2)

Enter UnBoarding State.

Parameters

AI_CARGO_UNIT:onenterUnLoaded(Event, From, To, Core, ToPointVec2)

Enter UnLoaded State.

Parameters

  • #string Event :

  • #string From :

  • #string To :

  • Core : Point#POINT_VEC2

  • ToPointVec2 :

AI_CARGO_UNIT:onleaveBoarding(Event, From, To, CargoCarrier)

Leave Boarding State.

Parameters

AI_CARGO_UNIT:onleaveUnBoarding(Event, From, To, ToPointVec2)

Leave UnBoarding State.

Parameters