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.

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1) AIBalancer#AIBALANCER class, extends Fsm#FSM_SET

The 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).

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1) #AICAPZONE class, extends AICAP#AIPATROL_ZONE

The #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.

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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.

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1) #AIPATROLZONE class, extends Fsm#FSM_CONTROLLABLE

The #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 --
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.
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.

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1) Scoring#SCORING class, extends Base#BASE

The #SCORING class administers the scoring of player achievements, and creates a CSV file logging the scoring events 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 --
Spawn groups of units dynamically in your missions.

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1) #SPAWN class, extends Base#BASE

The #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