diff --git a/Documentation/AI.AI_A2A_Cap.html b/Documentation/AI.AI_A2A_Cap.html index c271c7686..8f6e1b117 100644 --- a/Documentation/AI.AI_A2A_Cap.html +++ b/Documentation/AI.AI_A2A_Cap.html @@ -1843,6 +1843,9 @@ Therefore, this class is considered to be deprecated

AI_A2A_CAP , extends AI.AI_Air_Patrol#AI_AIR_PATROL , extends AI.AI_Air#AI_AIR +, extends Core.Fsm#FSM_CONTROLLABLE +, extends Core.Fsm#FSM +, extends Core.Base#BASE
@@ -2536,6 +2539,948 @@ Therefore, this class is considered to be deprecated

+ +

AI_A2A_CAP:onbeforeStatus()

+
+
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Fields and Methods inherited from FSM_CONTROLLABLEDescription

AI_A2A_CAP.Controllable

+ +

AI_A2A_CAP:GetControllable()

+

Gets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+

AI_A2A_CAP:New(FSMT, Controllable)

+

Creates a new FSM_CONTROLLABLE object.

+

AI_A2A_CAP:OnAfterStop(Controllable, From, Event, To)

+

OnAfter Transition Handler for Event Stop.

+

AI_A2A_CAP:OnBeforeStop(Controllable, From, Event, To)

+

OnBefore Transition Handler for Event Stop.

+

AI_A2A_CAP:OnEnterStopped(Controllable, From, Event, To)

+

OnEnter Transition Handler for State Stopped.

+

AI_A2A_CAP:OnLeaveStopped(Controllable, From, Event, To)

+

OnLeave Transition Handler for State Stopped.

+

AI_A2A_CAP:SetControllable(FSMControllable)

+

Sets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+

AI_A2A_CAP:Stop()

+

Synchronous Event Trigger for Event Stop.

+

AI_A2A_CAP:__Stop(Delay)

+

Asynchronous Event Trigger for Event Stop.

+

AI_A2A_CAP:_call_handler(step, trigger, params, EventName)

+ +
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Fields and Methods inherited from FSMDescription

AI_A2A_CAP:AddEndState(State)

+

Adds an End state.

+

AI_A2A_CAP:AddProcess(From, Event, Process, ReturnEvents)

+

Set the default #FSM_PROCESS template with key ProcessName providing the ProcessClass and the process object when it is assigned to a Wrapper.Controllable by the task.

+

AI_A2A_CAP:AddScore(State, ScoreText, Score)

+

Adds a score for the FSM to be achieved.

+

AI_A2A_CAP:AddScoreProcess(From, Event, State, ScoreText, Score)

+

Adds a score for the FSM_PROCESS to be achieved.

+

AI_A2A_CAP:AddTransition(From, Event, To)

+

Add a new transition rule to the FSM.

+

AI_A2A_CAP.CallScheduler

+

Call scheduler.

+

AI_A2A_CAP.ClassName

+

Name of the class.

+

AI_A2A_CAP.Events

+ +

AI_A2A_CAP:GetCurrentState()

+

Get current state.

+

AI_A2A_CAP:GetEndStates()

+

Returns the End states.

+

AI_A2A_CAP:GetProcess(From, Event)

+ +

AI_A2A_CAP:GetProcesses()

+

Returns a table of the SubFSM rules defined within the FSM.

+

AI_A2A_CAP:GetScores()

+

Returns a table with the scores defined.

+

AI_A2A_CAP:GetStartState()

+

Returns the start state of the FSM.

+

AI_A2A_CAP:GetState()

+

Get current state.

+

AI_A2A_CAP:GetSubs()

+

Returns a table with the Subs defined.

+

AI_A2A_CAP:GetTransitions()

+

Returns a table of the transition rules defined within the FSM.

+

AI_A2A_CAP:Is(State)

+

Check if FSM is in state.

+

AI_A2A_CAP:LoadCallBacks(CallBackTable)

+

Load call backs.

+

AI_A2A_CAP:New()

+

Creates a new FSM object.

+

AI_A2A_CAP.Scores

+

Scores.

+

AI_A2A_CAP:SetProcess(From, Event, Fsm)

+ +

AI_A2A_CAP:SetStartState(State)

+

Sets the start state of the FSM.

+

AI_A2A_CAP._EndStates

+ +

AI_A2A_CAP._EventSchedules

+ +

AI_A2A_CAP._Processes

+ +

AI_A2A_CAP._Scores

+ +

AI_A2A_CAP._StartState

+ +

AI_A2A_CAP._Transitions

+ +

AI_A2A_CAP:_add_to_map(Map, Event)

+

Add to map.

+

AI_A2A_CAP:_call_handler(step, trigger, params, EventName)

+

Call handler.

+

AI_A2A_CAP:_create_transition(EventName)

+

Create transition.

+

AI_A2A_CAP:_delayed_transition(EventName)

+

Delayed transition.

+

AI_A2A_CAP:_eventmap(Events, EventStructure)

+

Event map.

+

AI_A2A_CAP:_gosub(ParentFrom, ParentEvent)

+

Go sub.

+

AI_A2A_CAP:_handler(EventName, ...)

+

Handler.

+

AI_A2A_CAP:_isendstate(Current)

+

Is end state.

+

AI_A2A_CAP:_submap(subs, sub, name)

+

Sub maps.

+

AI_A2A_CAP:can(e)

+

Check if can do an event.

+

AI_A2A_CAP:cannot(e)

+

Check if cannot do an event.

+

AI_A2A_CAP.current

+

Current state name.

+

AI_A2A_CAP.endstates

+ +

AI_A2A_CAP:is(State, state)

+

Check if FSM is in state.

+

AI_A2A_CAP.options

+

Options.

+

AI_A2A_CAP.subs

+

Subs.

+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Fields and Methods inherited from BASEDescription

AI_A2A_CAP.ClassID

+

The ID number of the class.

+

AI_A2A_CAP.ClassName

+

The name of the class.

+

AI_A2A_CAP.ClassNameAndID

+

The name of the class concatenated with the ID number of the class.

+

AI_A2A_CAP:ClearState(Object, StateName)

+

Clear the state of an object.

+

AI_A2A_CAP:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace)

+

Creation of a Birth Event.

+

AI_A2A_CAP:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

+

Creation of a Crash Event.

+

AI_A2A_CAP:CreateEventDead(EventTime, Initiator, IniObjectCategory)

+

Creation of a Dead Event.

+

AI_A2A_CAP:CreateEventDynamicCargoLoaded(DynamicCargo)

+

Creation of a S_EVENT_DYNAMIC_CARGO_LOADED event.

+

AI_A2A_CAP:CreateEventDynamicCargoRemoved(DynamicCargo)

+

Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event.

+

AI_A2A_CAP:CreateEventDynamicCargoUnloaded(DynamicCargo)

+

Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event.

+

AI_A2A_CAP:CreateEventNewDynamicCargo(DynamicCargo)

+

Creation of a S_EVENT_NEW_DYNAMIC_CARGO event.

+

AI_A2A_CAP:CreateEventPlayerEnterAircraft(PlayerUnit)

+

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

+

AI_A2A_CAP:CreateEventRemoveUnit(EventTime, Initiator)

+

Creation of a Remove Unit Event.

+

AI_A2A_CAP:CreateEventTakeoff(EventTime, Initiator)

+

Creation of a Takeoff Event.

+

AI_A2A_CAP:CreateEventUnitLost(EventTime, Initiator)

+

Creation of a Crash Event.

+

AI_A2A_CAP:E(Arguments)

+

Log an exception which will be traced always.

+

AI_A2A_CAP:EventDispatcher()

+

Returns the event dispatcher

+

AI_A2A_CAP:EventRemoveAll()

+

Remove all subscribed events

+

AI_A2A_CAP:F(Arguments)

+

Trace a function call.

+

AI_A2A_CAP:F2(Arguments)

+

Trace a function call level 2.

+

AI_A2A_CAP:F3(Arguments)

+

Trace a function call level 3.

+

AI_A2A_CAP:GetClassID()

+

Get the ClassID of the class instance.

+

AI_A2A_CAP:GetClassName()

+

Get the ClassName of the class instance.

+

AI_A2A_CAP:GetClassNameAndID()

+

Get the ClassName + ClassID of the class instance.

+

AI_A2A_CAP:GetEventPriority()

+

Get the Class Core.Event processing Priority.

+

AI_A2A_CAP:GetParent(Child, FromClass)

+

This is the worker method to retrieve the Parent class.

+

AI_A2A_CAP:GetState(Object, Key)

+

Get a Value given a Key from the Object.

+

AI_A2A_CAP:HandleEvent(EventID, EventFunction)

+

Subscribe to a DCS Event.

+

AI_A2A_CAP:I(Arguments)

+

Log an information which will be traced always.

+

AI_A2A_CAP:Inherit(Child, Parent)

+

This is the worker method to inherit from a parent class.

+

AI_A2A_CAP:IsInstanceOf(ClassName)

+

This is the worker method to check if an object is an (sub)instance of a class.

+

AI_A2A_CAP:IsTrace()

+

Enquires if tracing is on (for the class).

+

AI_A2A_CAP:New()

+

BASE constructor.

+

AI_A2A_CAP:OnEvent(EventData)

+

Occurs when an Event for an object is triggered.

+

AI_A2A_CAP:OnEventBDA(EventData)

+

BDA.

+

AI_A2A_CAP:OnEventBaseCaptured(EventData)

+

Occurs when a ground unit captures either an airbase or a farp.

+

AI_A2A_CAP:OnEventBirth(EventData)

+

Occurs when any object is spawned into the mission.

+

AI_A2A_CAP:OnEventCrash(EventData)

+

Occurs when any aircraft crashes into the ground and is completely destroyed.

+

AI_A2A_CAP:OnEventDead(EventData)

+

Occurs when an object is dead.

+

AI_A2A_CAP:OnEventDetailedFailure(EventData)

+

Unknown precisely what creates this event, likely tied into newer damage model.

+

AI_A2A_CAP:OnEventDiscardChairAfterEjection(EventData)

+

Discard chair after ejection.

+

AI_A2A_CAP:OnEventDynamicCargoLoaded(EventData)

+

Occurs when a player loads a dynamic cargo object with the F8 ground crew menu into a helo.

+

AI_A2A_CAP:OnEventDynamicCargoRemoved(EventData)

+

Occurs when a dynamic cargo crate is removed.

+

AI_A2A_CAP:OnEventDynamicCargoUnloaded(EventData)

+

Occurs when a player unloads a dynamic cargo object with the F8 ground crew menu from a helo.

+

AI_A2A_CAP:OnEventEjection(EventData)

+

Occurs when a pilot ejects from an aircraft +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+

AI_A2A_CAP:OnEventEngineShutdown(EventData)

+

Occurs when any aircraft shuts down its engines.

+

AI_A2A_CAP:OnEventEngineStartup(EventData)

+

Occurs when any aircraft starts its engines.

+

AI_A2A_CAP:OnEventHit(EventData)

+

Occurs whenever an object is hit by a weapon.

+

AI_A2A_CAP:OnEventHumanFailure(EventData)

+

Occurs when any system fails on a human controlled aircraft.

+

AI_A2A_CAP:OnEventKill(EventData)

+

Occurs on the death of a unit.

+

AI_A2A_CAP:OnEventLand(EventData)

+

Occurs when an aircraft lands at an airbase, farp or ship +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+

AI_A2A_CAP:OnEventLandingAfterEjection(EventData)

+

Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up.

+

AI_A2A_CAP:OnEventLandingQualityMark(EventData)

+

Landing quality mark.

+

AI_A2A_CAP:OnEventMarkAdded(EventData)

+

Occurs when a new mark was added.

+

AI_A2A_CAP:OnEventMarkChange(EventData)

+

Occurs when a mark text was changed.

+

AI_A2A_CAP:OnEventMarkRemoved(EventData)

+

Occurs when a mark was removed.

+

AI_A2A_CAP:OnEventMissionEnd(EventData)

+

Occurs when a mission ends +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+

AI_A2A_CAP:OnEventMissionStart(EventData)

+

Occurs when a mission starts +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+

AI_A2A_CAP:OnEventNewDynamicCargo(EventData)

+

Occurs when a player creates a dynamic cargo object from the F8 ground crew menu.

+

AI_A2A_CAP:OnEventParatrooperLanding(EventData)

+

Weapon add.

+

AI_A2A_CAP:OnEventPilotDead(EventData)

+

Occurs when the pilot of an aircraft is killed.

+

AI_A2A_CAP:OnEventPlayerEnterAircraft(EventData)

+

Occurs when a player enters a slot and takes control of an aircraft.

+

AI_A2A_CAP:OnEventPlayerEnterUnit(EventData)

+

Occurs when any player assumes direct control of a unit.

+

AI_A2A_CAP:OnEventPlayerLeaveUnit(EventData)

+

Occurs when any player relieves control of a unit to the AI.

+

AI_A2A_CAP:OnEventRefueling(EventData)

+

Occurs when an aircraft connects with a tanker and begins taking on fuel.

+

AI_A2A_CAP:OnEventRefuelingStop(EventData)

+

Occurs when an aircraft is finished taking fuel.

+

AI_A2A_CAP:OnEventScore(EventData)

+

Occurs when any modification to the "Score" as seen on the debrief menu would occur.

+

AI_A2A_CAP:OnEventShootingEnd(EventData)

+

Occurs when any unit stops firing its weapon.

+

AI_A2A_CAP:OnEventShootingStart(EventData)

+

Occurs when any unit begins firing a weapon that has a high rate of fire.

+

AI_A2A_CAP:OnEventShot(EventData)

+

Occurs whenever any unit in a mission fires a weapon.

+

AI_A2A_CAP:OnEventTakeoff(EventData)

+

Occurs when an aircraft takes off from an airbase, farp, or ship.

+

AI_A2A_CAP:OnEventTriggerZone(EventData)

+

Trigger zone.

+

AI_A2A_CAP:OnEventUnitLost(EventData)

+

Occurs when the game thinks an object is destroyed.

+

AI_A2A_CAP:ScheduleOnce(Start, SchedulerFunction, ...)

+

Schedule a new time event.

+

AI_A2A_CAP:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...)

+

Schedule a new time event.

+

AI_A2A_CAP:ScheduleStop(SchedulerID)

+

Stops the Schedule.

+

AI_A2A_CAP.Scheduler

+ +

AI_A2A_CAP:SetEventPriority(EventPriority)

+

Set the Class Core.Event processing Priority.

+

AI_A2A_CAP:SetState(Object, Key, Value)

+

Set a state or property of the Object given a Key and a Value.

+

AI_A2A_CAP:T(Arguments)

+

Trace a function logic level 1.

+

AI_A2A_CAP:T2(Arguments)

+

Trace a function logic level 2.

+

AI_A2A_CAP:T3(Arguments)

+

Trace a function logic level 3.

+

AI_A2A_CAP:TraceAll(TraceAll)

+

Trace all methods in MOOSE

+

AI_A2A_CAP:TraceClass(Class)

+

Set tracing for a class

+

AI_A2A_CAP:TraceClassMethod(Class, Method)

+

Set tracing for a specific method of class

+

AI_A2A_CAP:TraceLevel(Level)

+

Set trace level

+

AI_A2A_CAP:TraceOff()

+

Set trace off.

+

AI_A2A_CAP:TraceOn()

+

Set trace on.

+

AI_A2A_CAP:TraceOnOff(TraceOnOff)

+

Set trace on or off +Note that when trace is off, no BASE.Debug statement is performed, increasing performance! +When Moose is loaded statically, (as one file), tracing is switched off by default.

+

AI_A2A_CAP:UnHandleEvent(EventID)

+

UnSubscribe to a DCS event.

+

AI_A2A_CAP._

+ +

AI_A2A_CAP:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+

Trace a function call.

+

AI_A2A_CAP:_Serialize(Arguments)

+

(Internal) Serialize arguments

+

AI_A2A_CAP:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+

Trace a function logic.

+

AI_A2A_CAP.__

+ +

AI_A2A_CAP:onEvent(event)

+

The main event handling function...

@@ -6982,6 +7927,5745 @@ A random value in this bracket is then applied in the waypoint routing generatio
+
+

Field(s)

+
+
+
+ + +AI_A2A_CAP.EngageRange + + + +
+ +
+
+
+ + +AI_A2A_CAP.EngageZone + + + +
+ +
+
+

Function(s)

+
+
+ +
+

AI_A2A_CAP:GetControllable()

+
+ +

Gets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+ +
+
+

Defined in:

+ +

Return value:

+ +
+ +
+
+ +
+ +
+

AI_A2A_CAP:New(FSMT, Controllable)

+
+ +

Creates a new FSM_CONTROLLABLE object.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + FSMT +

+
+
+ +

Finite State Machine Table

+ +
+
+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

(optional) The CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+ +
+
+

Return value:

+
+ +
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:OnAfterStop(Controllable, From, Event, To)

+
+ +

OnAfter Transition Handler for Event Stop.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:OnBeforeStop(Controllable, From, Event, To)

+
+ +

OnBefore Transition Handler for Event Stop.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:OnEnterStopped(Controllable, From, Event, To)

+
+ +

OnEnter Transition Handler for State Stopped.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:OnLeaveStopped(Controllable, From, Event, To)

+
+ +

OnLeave Transition Handler for State Stopped.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:SetControllable(FSMControllable)

+
+ +

Sets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + FSMControllable +

+
+
+

+
+
+

Return value:

+
+ +
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:Stop()

+
+ +

Synchronous Event Trigger for Event Stop.

+ +
+
+

Defined in:

+ +
+ +
+
+ +
+ +
+

AI_A2A_CAP:__Stop(Delay)

+
+ +

Asynchronous Event Trigger for Event Stop.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Delay +

+
+
+ +

The delay in seconds.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:_call_handler(step, trigger, params, EventName)

+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ step +

+
+
+

+
+
+
+
+

+ trigger +

+
+
+

+
+
+
+
+

+ params +

+
+
+

+
+
+
+
+

+ EventName +

+
+
+

+
+
+
+ +
+
+ +
+

Field(s)

+
+
+
+ + +AI_A2A_CAP.EngageRange + + + +
+ +
+
+
+ + +AI_A2A_CAP.EngageZone + + + +
+ +
+
+

Function(s)

+
+
+ +
+

AI_A2A_CAP:AddEndState(State)

+
+ +

Adds an End state.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + State +

+
+
+ +

The FSM state.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:AddProcess(From, Event, Process, ReturnEvents)

+
+ +

Set the default #FSM_PROCESS template with key ProcessName providing the ProcessClass and the process object when it is assigned to a Wrapper.Controllable by the task.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + From +

+
+
+ +

Can contain a string indicating the From state or a table of strings containing multiple From states.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event name.

+ +
+
+
+
+

+ Core.Fsm#FSM_PROCESS + Process +

+
+
+ +

An sub-process FSM.

+ +
+
+
+
+

+ #table + ReturnEvents +

+
+
+ +

A table indicating for which returned events of the SubFSM which Event must be triggered in the FSM.

+ +
+
+

Return value:

+
+ +
+ +

The SubFSM.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:AddScore(State, ScoreText, Score)

+
+ +

Adds a score for the FSM to be achieved.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + State +

+
+
+ +

is the state of the process when the score needs to be given. (See the relevant state descriptions of the process).

+ +
+
+
+
+

+ #string + ScoreText +

+
+
+ +

is a text describing the score that is given according the status.

+ +
+
+
+
+

+ #number + Score +

+
+
+ +

is a number providing the score of the status.

+ +
+
+

Return value:

+
+
+

#FSM:

+
+
+ +

self

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:AddScoreProcess(From, Event, State, ScoreText, Score)

+
+ +

Adds a score for the FSM_PROCESS to be achieved.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + From +

+
+
+ +

is the From State of the main process.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

is the Event of the main process.

+ +
+
+
+
+

+ #string + State +

+
+
+ +

is the state of the process when the score needs to be given. (See the relevant state descriptions of the process).

+ +
+
+
+
+

+ #string + ScoreText +

+
+
+ +

is a text describing the score that is given according the status.

+ +
+
+
+
+

+ #number + Score +

+
+
+ +

is a number providing the score of the status.

+ +
+
+

Return value:

+
+
+

#FSM:

+
+
+ +

self

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:AddTransition(From, Event, To)

+
+ +

Add a new transition rule to the FSM.

+ + +

A transition rule defines when and if the FSM can transition from a state towards another state upon a triggered event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + From +

+
+
+ +

Can contain a string indicating the From state or a table of strings containing multiple From states.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event name.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To state.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:GetCurrentState()

+
+ +

Get current state.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

Current FSM state.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:GetEndStates()

+
+ +

Returns the End states.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

End states.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:GetProcess(From, Event)

+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ From +

+
+
+

+
+
+
+
+

+ Event +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:GetProcesses()

+
+ +

Returns a table of the SubFSM rules defined within the FSM.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Sub processes.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:GetScores()

+
+ +

Returns a table with the scores defined.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Scores.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:GetStartState()

+
+ +

Returns the start state of the FSM.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

A string containing the start state.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:GetState()

+
+ +

Get current state.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

Current FSM state.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:GetSubs()

+
+ +

Returns a table with the Subs defined.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Sub processes.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:GetTransitions()

+
+ +

Returns a table of the transition rules defined within the FSM.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Transitions.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:Is(State)

+
+ +

Check if FSM is in state.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + State +

+
+
+ +

State name.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

If true, FSM is in this state.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:LoadCallBacks(CallBackTable)

+
+ +

Load call backs.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #table + CallBackTable +

+
+
+ +

Table of call backs.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:New()

+
+ +

Creates a new FSM object.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#FSM:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:SetProcess(From, Event, Fsm)

+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ From +

+
+
+

+
+
+
+
+

+ Event +

+
+
+

+
+
+
+
+

+ Fsm +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:SetStartState(State)

+
+ +

Sets the start state of the FSM.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + State +

+
+
+ +

A string defining the start state.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:_add_to_map(Map, Event)

+
+ +

Add to map.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + Map +

+
+
+ +

Map.

+ +
+
+
+
+

+ #table + Event +

+
+
+ +

Event table.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:_call_handler(step, trigger, params, EventName)

+
+ +

Call handler.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + step +

+
+
+ +

Step "onafter", "onbefore", "onenter", "onleave".

+ +
+
+
+
+

+ #string + trigger +

+
+
+ +

Trigger.

+ +
+
+
+
+

+ #table + params +

+
+
+ +

Parameters.

+ +
+
+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+
+
+ +

Value.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:_create_transition(EventName)

+
+ +

Create transition.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+

#function:

+
+
+ +

Function.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:_delayed_transition(EventName)

+
+ +

Delayed transition.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+

#function:

+
+
+ +

Function.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:_eventmap(Events, EventStructure)

+
+ +

Event map.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + Events +

+
+
+ +

Events.

+ +
+
+
+
+

+ #table + EventStructure +

+
+
+ +

Event structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:_gosub(ParentFrom, ParentEvent)

+
+ +

Go sub.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + ParentFrom +

+
+
+ +

Parent from state.

+ +
+
+
+
+

+ #string + ParentEvent +

+
+
+ +

Parent event name.

+ +
+
+

Return value:

+
+
+

#table:

+
+
+ +

Subs.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:_handler(EventName, ...)

+
+ +

Handler.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+
+
+

+ ... +

+
+
+ +

Arguments.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:_isendstate(Current)

+
+ +

Is end state.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + Current +

+
+
+ +

Current state name.

+ +
+
+

Return values:

+
+
+

#table:

+
+
+ +

FSM parent.

+ +
+
+

#string:

+
+
+ +

Event name.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:_submap(subs, sub, name)

+
+ +

Sub maps.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + subs +

+
+
+ +

Subs.

+ +
+
+
+
+

+ #table + sub +

+
+
+ +

Sub.

+ +
+
+
+
+

+ #string + name +

+
+
+ +

Name.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:can(e)

+
+ +

Check if can do an event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + e +

+
+
+ +

Event name.

+ +
+
+

Return values:

+
+
+

#boolean:

+
+
+ +

If true, FSM can do the event.

+ +
+
+

#string:

+
+
+ +

To state.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:cannot(e)

+
+ +

Check if cannot do an event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + e +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

If true, FSM cannot do the event.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:is(State, state)

+
+ +

Check if FSM is in state.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + State +

+
+
+ +

State name.

+ +
+
+
+
+

+ state +

+
+
+

+
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

If true, FSM is in this state.

+ +
+
+
+ +
+
+ +
+

Field(s)

+
+
+
+ + +AI_A2A_CAP.EngageRange + + + +
+ +
+
+
+ + +AI_A2A_CAP.EngageZone + + + +
+ +
+
+

Function(s)

+
+
+ +
+

AI_A2A_CAP:ClearState(Object, StateName)

+
+ +

Clear the state of an object.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that holds the Value set by the Key.

+ +
+
+
+
+

+ StateName +

+
+
+ +

The key that is should be cleared.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace)

+
+ +

Creation of a Birth Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+
+

+ #string + IniUnitName +

+
+
+ +

The initiating unit name.

+ +
+
+
+
+

+ place +

+
+
+

+
+
+
+
+

+ subplace +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

+
+ +

Creation of a Crash Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+
+

+ IniObjectCategory +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:CreateEventDead(EventTime, Initiator, IniObjectCategory)

+
+ +

Creation of a Dead Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+
+

+ IniObjectCategory +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:CreateEventDynamicCargoLoaded(DynamicCargo)

+
+ +

Creation of a S_EVENT_DYNAMIC_CARGO_LOADED event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.DynamicCargo#DYNAMICCARGO + DynamicCargo +

+
+
+ +

the dynamic cargo object

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:CreateEventDynamicCargoRemoved(DynamicCargo)

+
+ +

Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.DynamicCargo#DYNAMICCARGO + DynamicCargo +

+
+
+ +

the dynamic cargo object

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:CreateEventDynamicCargoUnloaded(DynamicCargo)

+
+ +

Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.DynamicCargo#DYNAMICCARGO + DynamicCargo +

+
+
+ +

the dynamic cargo object

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:CreateEventNewDynamicCargo(DynamicCargo)

+
+ +

Creation of a S_EVENT_NEW_DYNAMIC_CARGO event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.DynamicCargo#DYNAMICCARGO + DynamicCargo +

+
+
+ +

the dynamic cargo object

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:CreateEventPlayerEnterAircraft(PlayerUnit)

+
+ +

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.Unit#UNIT + PlayerUnit +

+
+
+ +

The aircraft unit the player entered.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:CreateEventRemoveUnit(EventTime, Initiator)

+
+ +

Creation of a Remove Unit Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:CreateEventTakeoff(EventTime, Initiator)

+
+ +

Creation of a Takeoff Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:CreateEventUnitLost(EventTime, Initiator)

+
+ +

Creation of a Crash Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:E(Arguments)

+
+ +

Log an exception which will be traced always.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:EventDispatcher()

+
+ +

Returns the event dispatcher

+ +
+
+

Defined in:

+ +

Return value:

+
+ +
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:EventRemoveAll()

+
+ +

Remove all subscribed events

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:F(Arguments)

+
+ +

Trace a function call.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:F2(Arguments)

+
+ +

Trace a function call level 2.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:F3(Arguments)

+
+ +

Trace a function call level 3.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:GetClassID()

+
+ +

Get the ClassID of the class instance.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassID of the class instance.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:GetClassName()

+
+ +

Get the ClassName of the class instance.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassName of the class instance.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:GetClassNameAndID()

+
+ +

Get the ClassName + ClassID of the class instance.

+ + +

The ClassName + ClassID is formatted as '%s#%09d'.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassName + ClassID of the class instance.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:GetEventPriority()

+
+ +

Get the Class Core.Event processing Priority.

+ + +

The Event processing Priority is a number from 1 to 10, +reflecting the order of the classes subscribed to the Event to be processed.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#number:

+
+
+ +

The Core.Event processing Priority.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:GetParent(Child, FromClass)

+
+ +

This is the worker method to retrieve the Parent class.

+ + +

Note that the Parent class must be passed to call the parent class method.

+ +
self:GetParent(self):ParentMethod()
+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #BASE + Child +

+
+
+ +

This is the Child class from which the Parent class needs to be retrieved.

+ +
+
+
+
+

+ #BASE + FromClass +

+
+
+ +

(Optional) The class from which to get the parent.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:GetState(Object, Key)

+
+ +

Get a Value given a Key from the Object.

+ + +

Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that holds the Value set by the Key.

+ +
+
+
+
+

+ Key +

+
+
+ +

The key that is used to retrieve the value. Note that the key can be a #string, but it can also be any other type!

+ +
+
+

Return value:

+
+
+
+
+ +

The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:HandleEvent(EventID, EventFunction)

+
+ +

Subscribe to a DCS Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Core.Event#EVENTS + EventID +

+
+
+ +

Event ID.

+ +
+
+
+
+

+ #function + EventFunction +

+
+
+ +

(optional) The function to be called when the event occurs for the unit.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:I(Arguments)

+
+ +

Log an information which will be traced always.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:Inherit(Child, Parent)

+
+ +

This is the worker method to inherit from a parent class.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Child +

+
+
+ +

is the Child class that inherits.

+ +
+
+
+
+

+ #BASE + Parent +

+
+
+ +

is the Parent class that the Child inherits from.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ +

Child

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:IsInstanceOf(ClassName)

+
+ +

This is the worker method to check if an object is an (sub)instance of a class.

+ + + +

Examples:

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ ClassName +

+
+
+ +

is the name of the class or the class itself to run the check against

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:IsTrace()

+
+ +

Enquires if tracing is on (for the class).

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#boolean:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:New()

+
+ +

BASE constructor.

+ + + +

This is an example how to use the BASE:New() constructor in a new class definition when inheriting from BASE.

+ +
function EVENT:New()
+  local self = BASE:Inherit( self, BASE:New() ) -- #EVENT
+  return self
+end
+
+ + +
+
+

Defined in:

+ +

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:OnEvent(EventData)

+
+ +

Occurs when an Event for an object is triggered.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that triggered the event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:OnEventBDA(EventData)

+
+ +

BDA.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:OnEventBaseCaptured(EventData)

+
+ +

Occurs when a ground unit captures either an airbase or a farp.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that captured the base +place: The airbase that was captured, can be a FARP or Airbase. When calling place:getCoalition() the faction will already be the new owning faction.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:OnEventBirth(EventData)

+
+ +

Occurs when any object is spawned into the mission.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that was spawned

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:OnEventCrash(EventData)

+
+ +

Occurs when any aircraft crashes into the ground and is completely destroyed.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that has crashed

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:OnEventDead(EventData)

+
+ +

Occurs when an object is dead.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is dead.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:OnEventDetailedFailure(EventData)

+
+ +

Unknown precisely what creates this event, likely tied into newer damage model.

+ + +

Will update this page when new information become available.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:OnEventDiscardChairAfterEjection(EventData)

+
+ +

Discard chair after ejection.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:OnEventDynamicCargoLoaded(EventData)

+
+ +

Occurs when a player loads a dynamic cargo object with the F8 ground crew menu into a helo.

+ + +

* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:OnEventDynamicCargoRemoved(EventData)

+
+ +

Occurs when a dynamic cargo crate is removed.

+ + +

* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:OnEventDynamicCargoUnloaded(EventData)

+
+ +

Occurs when a player unloads a dynamic cargo object with the F8 ground crew menu from a helo.

+ + +

* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:OnEventEjection(EventData)

+
+ +

Occurs when a pilot ejects from an aircraft +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ + +

initiator : The unit that has ejected

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:OnEventEngineShutdown(EventData)

+
+ +

Occurs when any aircraft shuts down its engines.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is stopping its engines.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:OnEventEngineStartup(EventData)

+
+ +

Occurs when any aircraft starts its engines.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is starting its engines.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:OnEventHit(EventData)

+
+ +

Occurs whenever an object is hit by a weapon.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit object the fired the weapon +weapon: Weapon object that hit the target +target: The Object that was hit.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:OnEventHumanFailure(EventData)

+
+ +

Occurs when any system fails on a human controlled aircraft.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that had the failure

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:OnEventKill(EventData)

+
+ +

Occurs on the death of a unit.

+ + +

Contains more and different information. Similar to unit_lost it will occur for aircraft before the aircraft crash event occurs. +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:OnEventLand(EventData)

+
+ +

Occurs when an aircraft lands at an airbase, farp or ship +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ + +

initiator : The unit that has landed +place: Object that the unit landed on. Can be an Airbase Object, FARP, or Ships

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:OnEventLandingAfterEjection(EventData)

+
+ +

Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up.

+ + +

Event does not occur if the pilot lands in the water and sub combs to Davey Jones Locker. +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:OnEventLandingQualityMark(EventData)

+
+ +

Landing quality mark.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:OnEventMarkAdded(EventData)

+
+ +

Occurs when a new mark was added.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +MarkID: ID of the mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:OnEventMarkChange(EventData)

+
+ +

Occurs when a mark text was changed.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +MarkID: ID of the mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:OnEventMarkRemoved(EventData)

+
+ +

Occurs when a mark was removed.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +MarkID: ID of the mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:OnEventMissionEnd(EventData)

+
+ +

Occurs when a mission ends +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:OnEventMissionStart(EventData)

+
+ +

Occurs when a mission starts +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:OnEventNewDynamicCargo(EventData)

+
+ +

Occurs when a player creates a dynamic cargo object from the F8 ground crew menu.

+ + +

* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:OnEventParatrooperLanding(EventData)

+
+ +

Weapon add.

+ + +

Fires when entering a mission per pylon with the name of the weapon (double pylons not counted, infinite wep reload not counted. +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:OnEventPilotDead(EventData)

+
+ +

Occurs when the pilot of an aircraft is killed.

+ + +

Can occur either if the player is alive and crashes or if a weapon kills the pilot without completely destroying the plane. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that the pilot has died in.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:OnEventPlayerEnterAircraft(EventData)

+
+ +

Occurs when a player enters a slot and takes control of an aircraft.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +NOTE: This is a workaround of a long standing DCS bug with the PLAYER_ENTER_UNIT event. +initiator : The unit that is being taken control of.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:OnEventPlayerEnterUnit(EventData)

+
+ +

Occurs when any player assumes direct control of a unit.

+ + +

Note - not Mulitplayer safe. Use PlayerEnterAircraft. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is being taken control of.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:OnEventPlayerLeaveUnit(EventData)

+
+ +

Occurs when any player relieves control of a unit to the AI.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that the player left.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:OnEventRefueling(EventData)

+
+ +

Occurs when an aircraft connects with a tanker and begins taking on fuel.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is receiving fuel.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:OnEventRefuelingStop(EventData)

+
+ +

Occurs when an aircraft is finished taking fuel.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that was receiving fuel.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:OnEventScore(EventData)

+
+ +

Occurs when any modification to the "Score" as seen on the debrief menu would occur.

+ + +

There is no information on what values the score was changed to. Event is likely similar to player_comment in this regard. +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:OnEventShootingEnd(EventData)

+
+ +

Occurs when any unit stops firing its weapon.

+ + +

Event will always correspond with a shooting start event. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that was doing the shooting.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:OnEventShootingStart(EventData)

+
+ +

Occurs when any unit begins firing a weapon that has a high rate of fire.

+ + +

Most common with aircraft cannons (GAU-8), autocannons, and machine guns. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is doing the shooting. +target: The unit that is being targeted.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:OnEventShot(EventData)

+
+ +

Occurs whenever any unit in a mission fires a weapon.

+ + +

But not any machine gun or autocannon based weapon, those are handled by EVENT.ShootingStart. +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:OnEventTakeoff(EventData)

+
+ +

Occurs when an aircraft takes off from an airbase, farp, or ship.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that tookoff +place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:OnEventTriggerZone(EventData)

+
+ +

Trigger zone.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:OnEventUnitLost(EventData)

+
+ +

Occurs when the game thinks an object is destroyed.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:ScheduleOnce(Start, SchedulerFunction, ...)

+
+ +

Schedule a new time event.

+ + +

Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + Start +

+
+
+ +

Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.

+ +
+
+
+
+

+ #function + SchedulerFunction +

+
+
+ +

The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.

+ +
+
+
+
+

+ #table + ... +

+
+
+ +

Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.

+ +
+
+

Return value:

+
+
+

#string:

+
+
+ +

The Schedule ID of the planned schedule.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...)

+
+ +

Schedule a new time event.

+ + +

Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + Start +

+
+
+ +

Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.

+ +
+
+
+
+

+ #number + Repeat +

+
+
+ +

Specifies the interval in seconds when the scheduler will call the event function.

+ +
+
+
+
+

+ #number + RandomizeFactor +

+
+
+ +

Specifies a randomization factor between 0 and 1 to randomize the Repeat.

+ +
+
+
+
+

+ #number + Stop +

+
+
+ +

Specifies the amount of seconds when the scheduler will be stopped.

+ +
+
+
+
+

+ #function + SchedulerFunction +

+
+
+ +

The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.

+ +
+
+
+
+

+ #table + ... +

+
+
+ +

Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.

+ +
+
+

Return value:

+
+
+

#string:

+
+
+ +

The Schedule ID of the planned schedule.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:ScheduleStop(SchedulerID)

+
+ +

Stops the Schedule.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + SchedulerID +

+
+
+ +

(Optional) Scheduler ID to be stopped. If nil, all pending schedules are stopped.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:SetEventPriority(EventPriority)

+
+ +

Set the Class Core.Event processing Priority.

+ + +

The Event processing Priority is a number from 1 to 10, +reflecting the order of the classes subscribed to the Event to be processed.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + EventPriority +

+
+
+ +

The Core.Event processing Priority.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ +

self

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:SetState(Object, Key, Value)

+
+ +

Set a state or property of the Object given a Key and a Value.

+ + +

Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that will hold the Value set by the Key.

+ +
+
+
+
+

+ Key +

+
+
+ +

The key that is used as a reference of the value. Note that the key can be a #string, but it can also be any other type!

+ +
+
+
+
+

+ Value +

+
+
+ +

The value to is stored in the object.

+ +
+
+

Return value:

+
+
+
+
+ +

The Value set.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:T(Arguments)

+
+ +

Trace a function logic level 1.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:T2(Arguments)

+
+ +

Trace a function logic level 2.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:T3(Arguments)

+
+ +

Trace a function logic level 3.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:TraceAll(TraceAll)

+
+ +

Trace all methods in MOOSE

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #boolean + TraceAll +

+
+
+ +

true = trace all methods in MOOSE.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:TraceClass(Class)

+
+ +

Set tracing for a class

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + Class +

+
+
+ +

Class name.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:TraceClassMethod(Class, Method)

+
+ +

Set tracing for a specific method of class

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + Class +

+
+
+ +

Class name.

+ +
+
+
+
+

+ #string + Method +

+
+
+ +

Method.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:TraceLevel(Level)

+
+ +

Set trace level

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Level +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:TraceOff()

+
+ +

Set trace off.

+ +
+
+

Defined in:

+ +

Usage:

+
-- Switch the tracing Off
+BASE:TraceOff()
+ +
+ +
+
+ +
+ +
+

AI_A2A_CAP:TraceOn()

+
+ +

Set trace on.

+ +
+
+

Defined in:

+ +

Usage:

+
-- Switch the tracing On
+BASE:TraceOn()
+ +
+ +
+
+ +
+ +
+

AI_A2A_CAP:TraceOnOff(TraceOnOff)

+
+ +

Set trace on or off +Note that when trace is off, no BASE.Debug statement is performed, increasing performance! +When Moose is loaded statically, (as one file), tracing is switched off by default.

+ + +

So tracing must be switched on manually in your mission if you are using Moose statically. +When moose is loading dynamically (for moose class development), tracing is switched on by default.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #boolean + TraceOnOff +

+
+
+ +

Switch the tracing on or off.

+ +
+
+

Usage:

+

+  -- Switch the tracing On
+  BASE:TraceOnOff( true )
+
+  -- Switch the tracing Off
+  BASE:TraceOnOff( false )
+
+ +
+ +
+
+ +
+ +
+

AI_A2A_CAP:UnHandleEvent(EventID)

+
+ +

UnSubscribe to a DCS event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTS + EventID +

+
+
+ +

Event ID.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+
+ +

Trace a function call.

+ + +

This function is private.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+
+

+ DebugInfoCurrentParam +

+
+
+

+
+
+
+
+

+ DebugInfoFromParam +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:_Serialize(Arguments)

+
+ +

(Internal) Serialize arguments

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #table + Arguments +

+
+
+

+
+
+

Return value:

+
+
+

#string:

+
+
+ +

Text

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+
+ +

Trace a function logic.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+
+

+ DebugInfoCurrentParam +

+
+
+

+
+
+
+
+

+ DebugInfoFromParam +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2A_CAP:onEvent(event)

+
+ +

The main event handling function...

+ + +

This function captures all events generated for the class.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ DCS#Event + event +

+
+
+

+
+
+
+ +
+
+ diff --git a/Documentation/AI.AI_A2A_Dispatcher.html b/Documentation/AI.AI_A2A_Dispatcher.html index ffca7ef07..889e61ab1 100644 --- a/Documentation/AI.AI_A2A_Dispatcher.html +++ b/Documentation/AI.AI_A2A_Dispatcher.html @@ -5034,14 +5034,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #boolean + AI_A2A_DISPATCHER.SetSendPlayerMessages - -

Flash messages to player

-
@@ -11701,14 +11698,11 @@ They will lock the parking spot.

- #boolean + AI_A2A_DISPATCHER.SetSendPlayerMessages - -

Flash messages to player

-
@@ -12966,14 +12960,11 @@ They will lock the parking spot.

- #boolean + AI_A2A_DISPATCHER.SetSendPlayerMessages - -

Flash messages to player

-
@@ -14533,14 +14524,11 @@ They will lock the parking spot.

- #boolean + AI_A2A_DISPATCHER.SetSendPlayerMessages - -

Flash messages to player

-
diff --git a/Documentation/AI.AI_A2A_Patrol.html b/Documentation/AI.AI_A2A_Patrol.html index 268c09b76..ad1fb7f63 100644 --- a/Documentation/AI.AI_A2A_Patrol.html +++ b/Documentation/AI.AI_A2A_Patrol.html @@ -1868,6 +1868,9 @@ Therefore, this class is considered to be deprecated

AI_A2A_PATROL , extends AI.AI_Air_Patrol#AI_AIR_PATROL , extends AI.AI_Air#AI_AIR +, extends Core.Fsm#FSM_CONTROLLABLE +, extends Core.Fsm#FSM +, extends Core.Base#BASE
@@ -2645,6 +2648,948 @@ Therefore, this class is considered to be deprecated

+ +

AI_A2A_PATROL:onbeforeStatus()

+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Fields and Methods inherited from FSM_CONTROLLABLEDescription

AI_A2A_PATROL.Controllable

+ +

AI_A2A_PATROL:GetControllable()

+

Gets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+

AI_A2A_PATROL:New(FSMT, Controllable)

+

Creates a new FSM_CONTROLLABLE object.

+

AI_A2A_PATROL:OnAfterStop(Controllable, From, Event, To)

+

OnAfter Transition Handler for Event Stop.

+

AI_A2A_PATROL:OnBeforeStop(Controllable, From, Event, To)

+

OnBefore Transition Handler for Event Stop.

+

AI_A2A_PATROL:OnEnterStopped(Controllable, From, Event, To)

+

OnEnter Transition Handler for State Stopped.

+

AI_A2A_PATROL:OnLeaveStopped(Controllable, From, Event, To)

+

OnLeave Transition Handler for State Stopped.

+

AI_A2A_PATROL:SetControllable(FSMControllable)

+

Sets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+

AI_A2A_PATROL:Stop()

+

Synchronous Event Trigger for Event Stop.

+

AI_A2A_PATROL:__Stop(Delay)

+

Asynchronous Event Trigger for Event Stop.

+

AI_A2A_PATROL:_call_handler(step, trigger, params, EventName)

+ +
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Fields and Methods inherited from FSMDescription

AI_A2A_PATROL:AddEndState(State)

+

Adds an End state.

+

AI_A2A_PATROL:AddProcess(From, Event, Process, ReturnEvents)

+

Set the default #FSM_PROCESS template with key ProcessName providing the ProcessClass and the process object when it is assigned to a Wrapper.Controllable by the task.

+

AI_A2A_PATROL:AddScore(State, ScoreText, Score)

+

Adds a score for the FSM to be achieved.

+

AI_A2A_PATROL:AddScoreProcess(From, Event, State, ScoreText, Score)

+

Adds a score for the FSM_PROCESS to be achieved.

+

AI_A2A_PATROL:AddTransition(From, Event, To)

+

Add a new transition rule to the FSM.

+

AI_A2A_PATROL.CallScheduler

+

Call scheduler.

+

AI_A2A_PATROL.ClassName

+

Name of the class.

+

AI_A2A_PATROL.Events

+ +

AI_A2A_PATROL:GetCurrentState()

+

Get current state.

+

AI_A2A_PATROL:GetEndStates()

+

Returns the End states.

+

AI_A2A_PATROL:GetProcess(From, Event)

+ +

AI_A2A_PATROL:GetProcesses()

+

Returns a table of the SubFSM rules defined within the FSM.

+

AI_A2A_PATROL:GetScores()

+

Returns a table with the scores defined.

+

AI_A2A_PATROL:GetStartState()

+

Returns the start state of the FSM.

+

AI_A2A_PATROL:GetState()

+

Get current state.

+

AI_A2A_PATROL:GetSubs()

+

Returns a table with the Subs defined.

+

AI_A2A_PATROL:GetTransitions()

+

Returns a table of the transition rules defined within the FSM.

+

AI_A2A_PATROL:Is(State)

+

Check if FSM is in state.

+

AI_A2A_PATROL:LoadCallBacks(CallBackTable)

+

Load call backs.

+

AI_A2A_PATROL:New()

+

Creates a new FSM object.

+

AI_A2A_PATROL.Scores

+

Scores.

+

AI_A2A_PATROL:SetProcess(From, Event, Fsm)

+ +

AI_A2A_PATROL:SetStartState(State)

+

Sets the start state of the FSM.

+

AI_A2A_PATROL._EndStates

+ +

AI_A2A_PATROL._EventSchedules

+ +

AI_A2A_PATROL._Processes

+ +

AI_A2A_PATROL._Scores

+ +

AI_A2A_PATROL._StartState

+ +

AI_A2A_PATROL._Transitions

+ +

AI_A2A_PATROL:_add_to_map(Map, Event)

+

Add to map.

+

AI_A2A_PATROL:_call_handler(step, trigger, params, EventName)

+

Call handler.

+

AI_A2A_PATROL:_create_transition(EventName)

+

Create transition.

+

AI_A2A_PATROL:_delayed_transition(EventName)

+

Delayed transition.

+

AI_A2A_PATROL:_eventmap(Events, EventStructure)

+

Event map.

+

AI_A2A_PATROL:_gosub(ParentFrom, ParentEvent)

+

Go sub.

+

AI_A2A_PATROL:_handler(EventName, ...)

+

Handler.

+

AI_A2A_PATROL:_isendstate(Current)

+

Is end state.

+

AI_A2A_PATROL:_submap(subs, sub, name)

+

Sub maps.

+

AI_A2A_PATROL:can(e)

+

Check if can do an event.

+

AI_A2A_PATROL:cannot(e)

+

Check if cannot do an event.

+

AI_A2A_PATROL.current

+

Current state name.

+

AI_A2A_PATROL.endstates

+ +

AI_A2A_PATROL:is(State, state)

+

Check if FSM is in state.

+

AI_A2A_PATROL.options

+

Options.

+

AI_A2A_PATROL.subs

+

Subs.

+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Fields and Methods inherited from BASEDescription

AI_A2A_PATROL.ClassID

+

The ID number of the class.

+

AI_A2A_PATROL.ClassName

+

The name of the class.

+

AI_A2A_PATROL.ClassNameAndID

+

The name of the class concatenated with the ID number of the class.

+

AI_A2A_PATROL:ClearState(Object, StateName)

+

Clear the state of an object.

+

AI_A2A_PATROL:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace)

+

Creation of a Birth Event.

+

AI_A2A_PATROL:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

+

Creation of a Crash Event.

+

AI_A2A_PATROL:CreateEventDead(EventTime, Initiator, IniObjectCategory)

+

Creation of a Dead Event.

+

AI_A2A_PATROL:CreateEventDynamicCargoLoaded(DynamicCargo)

+

Creation of a S_EVENT_DYNAMIC_CARGO_LOADED event.

+

AI_A2A_PATROL:CreateEventDynamicCargoRemoved(DynamicCargo)

+

Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event.

+

AI_A2A_PATROL:CreateEventDynamicCargoUnloaded(DynamicCargo)

+

Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event.

+

AI_A2A_PATROL:CreateEventNewDynamicCargo(DynamicCargo)

+

Creation of a S_EVENT_NEW_DYNAMIC_CARGO event.

+

AI_A2A_PATROL:CreateEventPlayerEnterAircraft(PlayerUnit)

+

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

+

AI_A2A_PATROL:CreateEventRemoveUnit(EventTime, Initiator)

+

Creation of a Remove Unit Event.

+

AI_A2A_PATROL:CreateEventTakeoff(EventTime, Initiator)

+

Creation of a Takeoff Event.

+

AI_A2A_PATROL:CreateEventUnitLost(EventTime, Initiator)

+

Creation of a Crash Event.

+

AI_A2A_PATROL:E(Arguments)

+

Log an exception which will be traced always.

+

AI_A2A_PATROL:EventDispatcher()

+

Returns the event dispatcher

+

AI_A2A_PATROL:EventRemoveAll()

+

Remove all subscribed events

+

AI_A2A_PATROL:F(Arguments)

+

Trace a function call.

+

AI_A2A_PATROL:F2(Arguments)

+

Trace a function call level 2.

+

AI_A2A_PATROL:F3(Arguments)

+

Trace a function call level 3.

+

AI_A2A_PATROL:GetClassID()

+

Get the ClassID of the class instance.

+

AI_A2A_PATROL:GetClassName()

+

Get the ClassName of the class instance.

+

AI_A2A_PATROL:GetClassNameAndID()

+

Get the ClassName + ClassID of the class instance.

+

AI_A2A_PATROL:GetEventPriority()

+

Get the Class Core.Event processing Priority.

+

AI_A2A_PATROL:GetParent(Child, FromClass)

+

This is the worker method to retrieve the Parent class.

+

AI_A2A_PATROL:GetState(Object, Key)

+

Get a Value given a Key from the Object.

+

AI_A2A_PATROL:HandleEvent(EventID, EventFunction)

+

Subscribe to a DCS Event.

+

AI_A2A_PATROL:I(Arguments)

+

Log an information which will be traced always.

+

AI_A2A_PATROL:Inherit(Child, Parent)

+

This is the worker method to inherit from a parent class.

+

AI_A2A_PATROL:IsInstanceOf(ClassName)

+

This is the worker method to check if an object is an (sub)instance of a class.

+

AI_A2A_PATROL:IsTrace()

+

Enquires if tracing is on (for the class).

+

AI_A2A_PATROL:New()

+

BASE constructor.

+

AI_A2A_PATROL:OnEvent(EventData)

+

Occurs when an Event for an object is triggered.

+

AI_A2A_PATROL:OnEventBDA(EventData)

+

BDA.

+

AI_A2A_PATROL:OnEventBaseCaptured(EventData)

+

Occurs when a ground unit captures either an airbase or a farp.

+

AI_A2A_PATROL:OnEventBirth(EventData)

+

Occurs when any object is spawned into the mission.

+

AI_A2A_PATROL:OnEventCrash(EventData)

+

Occurs when any aircraft crashes into the ground and is completely destroyed.

+

AI_A2A_PATROL:OnEventDead(EventData)

+

Occurs when an object is dead.

+

AI_A2A_PATROL:OnEventDetailedFailure(EventData)

+

Unknown precisely what creates this event, likely tied into newer damage model.

+

AI_A2A_PATROL:OnEventDiscardChairAfterEjection(EventData)

+

Discard chair after ejection.

+

AI_A2A_PATROL:OnEventDynamicCargoLoaded(EventData)

+

Occurs when a player loads a dynamic cargo object with the F8 ground crew menu into a helo.

+

AI_A2A_PATROL:OnEventDynamicCargoRemoved(EventData)

+

Occurs when a dynamic cargo crate is removed.

+

AI_A2A_PATROL:OnEventDynamicCargoUnloaded(EventData)

+

Occurs when a player unloads a dynamic cargo object with the F8 ground crew menu from a helo.

+

AI_A2A_PATROL:OnEventEjection(EventData)

+

Occurs when a pilot ejects from an aircraft +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+

AI_A2A_PATROL:OnEventEngineShutdown(EventData)

+

Occurs when any aircraft shuts down its engines.

+

AI_A2A_PATROL:OnEventEngineStartup(EventData)

+

Occurs when any aircraft starts its engines.

+

AI_A2A_PATROL:OnEventHit(EventData)

+

Occurs whenever an object is hit by a weapon.

+

AI_A2A_PATROL:OnEventHumanFailure(EventData)

+

Occurs when any system fails on a human controlled aircraft.

+

AI_A2A_PATROL:OnEventKill(EventData)

+

Occurs on the death of a unit.

+

AI_A2A_PATROL:OnEventLand(EventData)

+

Occurs when an aircraft lands at an airbase, farp or ship +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+

AI_A2A_PATROL:OnEventLandingAfterEjection(EventData)

+

Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up.

+

AI_A2A_PATROL:OnEventLandingQualityMark(EventData)

+

Landing quality mark.

+

AI_A2A_PATROL:OnEventMarkAdded(EventData)

+

Occurs when a new mark was added.

+

AI_A2A_PATROL:OnEventMarkChange(EventData)

+

Occurs when a mark text was changed.

+

AI_A2A_PATROL:OnEventMarkRemoved(EventData)

+

Occurs when a mark was removed.

+

AI_A2A_PATROL:OnEventMissionEnd(EventData)

+

Occurs when a mission ends +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+

AI_A2A_PATROL:OnEventMissionStart(EventData)

+

Occurs when a mission starts +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+

AI_A2A_PATROL:OnEventNewDynamicCargo(EventData)

+

Occurs when a player creates a dynamic cargo object from the F8 ground crew menu.

+

AI_A2A_PATROL:OnEventParatrooperLanding(EventData)

+

Weapon add.

+

AI_A2A_PATROL:OnEventPilotDead(EventData)

+

Occurs when the pilot of an aircraft is killed.

+

AI_A2A_PATROL:OnEventPlayerEnterAircraft(EventData)

+

Occurs when a player enters a slot and takes control of an aircraft.

+

AI_A2A_PATROL:OnEventPlayerEnterUnit(EventData)

+

Occurs when any player assumes direct control of a unit.

+

AI_A2A_PATROL:OnEventPlayerLeaveUnit(EventData)

+

Occurs when any player relieves control of a unit to the AI.

+

AI_A2A_PATROL:OnEventRefueling(EventData)

+

Occurs when an aircraft connects with a tanker and begins taking on fuel.

+

AI_A2A_PATROL:OnEventRefuelingStop(EventData)

+

Occurs when an aircraft is finished taking fuel.

+

AI_A2A_PATROL:OnEventScore(EventData)

+

Occurs when any modification to the "Score" as seen on the debrief menu would occur.

+

AI_A2A_PATROL:OnEventShootingEnd(EventData)

+

Occurs when any unit stops firing its weapon.

+

AI_A2A_PATROL:OnEventShootingStart(EventData)

+

Occurs when any unit begins firing a weapon that has a high rate of fire.

+

AI_A2A_PATROL:OnEventShot(EventData)

+

Occurs whenever any unit in a mission fires a weapon.

+

AI_A2A_PATROL:OnEventTakeoff(EventData)

+

Occurs when an aircraft takes off from an airbase, farp, or ship.

+

AI_A2A_PATROL:OnEventTriggerZone(EventData)

+

Trigger zone.

+

AI_A2A_PATROL:OnEventUnitLost(EventData)

+

Occurs when the game thinks an object is destroyed.

+

AI_A2A_PATROL:ScheduleOnce(Start, SchedulerFunction, ...)

+

Schedule a new time event.

+

AI_A2A_PATROL:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...)

+

Schedule a new time event.

+

AI_A2A_PATROL:ScheduleStop(SchedulerID)

+

Stops the Schedule.

+

AI_A2A_PATROL.Scheduler

+ +

AI_A2A_PATROL:SetEventPriority(EventPriority)

+

Set the Class Core.Event processing Priority.

+

AI_A2A_PATROL:SetState(Object, Key, Value)

+

Set a state or property of the Object given a Key and a Value.

+

AI_A2A_PATROL:T(Arguments)

+

Trace a function logic level 1.

+

AI_A2A_PATROL:T2(Arguments)

+

Trace a function logic level 2.

+

AI_A2A_PATROL:T3(Arguments)

+

Trace a function logic level 3.

+

AI_A2A_PATROL:TraceAll(TraceAll)

+

Trace all methods in MOOSE

+

AI_A2A_PATROL:TraceClass(Class)

+

Set tracing for a class

+

AI_A2A_PATROL:TraceClassMethod(Class, Method)

+

Set tracing for a specific method of class

+

AI_A2A_PATROL:TraceLevel(Level)

+

Set trace level

+

AI_A2A_PATROL:TraceOff()

+

Set trace off.

+

AI_A2A_PATROL:TraceOn()

+

Set trace on.

+

AI_A2A_PATROL:TraceOnOff(TraceOnOff)

+

Set trace on or off +Note that when trace is off, no BASE.Debug statement is performed, increasing performance! +When Moose is loaded statically, (as one file), tracing is switched off by default.

+

AI_A2A_PATROL:UnHandleEvent(EventID)

+

UnSubscribe to a DCS event.

+

AI_A2A_PATROL._

+ +

AI_A2A_PATROL:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+

Trace a function call.

+

AI_A2A_PATROL:_Serialize(Arguments)

+

(Internal) Serialize arguments

+

AI_A2A_PATROL:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+

Trace a function logic.

+

AI_A2A_PATROL.__

+ +

AI_A2A_PATROL:onEvent(event)

+

The main event handling function...

@@ -7644,6 +8589,5844 @@ A random value in this bracket is then applied in the waypoint routing generatio
+
+

Field(s)

+
+
+
+ + +AI_A2A_PATROL.PatrolCeilingAltitude + + + +
+ +
+
+
+ + +AI_A2A_PATROL.PatrolFloorAltitude + + + +
+ +
+
+
+ + +AI_A2A_PATROL.PatrolMaxSpeed + + + +
+ +
+
+
+ + +AI_A2A_PATROL.PatrolMinSpeed + + + +
+ +
+
+
+ + +AI_A2A_PATROL.PatrolZone + + + +
+ +
+
+

Function(s)

+
+
+ +
+

AI_A2A_PATROL:GetControllable()

+
+ +

Gets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+ +
+
+

Defined in:

+ +

Return value:

+ +
+ +
+
+ +
+ +
+

AI_A2A_PATROL:New(FSMT, Controllable)

+
+ +

Creates a new FSM_CONTROLLABLE object.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + FSMT +

+
+
+ +

Finite State Machine Table

+ +
+
+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

(optional) The CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+ +
+
+

Return value:

+
+ +
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:OnAfterStop(Controllable, From, Event, To)

+
+ +

OnAfter Transition Handler for Event Stop.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:OnBeforeStop(Controllable, From, Event, To)

+
+ +

OnBefore Transition Handler for Event Stop.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:OnEnterStopped(Controllable, From, Event, To)

+
+ +

OnEnter Transition Handler for State Stopped.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:OnLeaveStopped(Controllable, From, Event, To)

+
+ +

OnLeave Transition Handler for State Stopped.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:SetControllable(FSMControllable)

+
+ +

Sets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + FSMControllable +

+
+
+

+
+
+

Return value:

+
+ +
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:Stop()

+
+ +

Synchronous Event Trigger for Event Stop.

+ +
+
+

Defined in:

+ +
+ +
+
+ +
+ +
+

AI_A2A_PATROL:__Stop(Delay)

+
+ +

Asynchronous Event Trigger for Event Stop.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Delay +

+
+
+ +

The delay in seconds.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:_call_handler(step, trigger, params, EventName)

+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ step +

+
+
+

+
+
+
+
+

+ trigger +

+
+
+

+
+
+
+
+

+ params +

+
+
+

+
+
+
+
+

+ EventName +

+
+
+

+
+
+
+ +
+
+ +
+

Field(s)

+
+
+
+ + +AI_A2A_PATROL.PatrolCeilingAltitude + + + +
+ +
+
+
+ + +AI_A2A_PATROL.PatrolFloorAltitude + + + +
+ +
+
+
+ + +AI_A2A_PATROL.PatrolMaxSpeed + + + +
+ +
+
+
+ + +AI_A2A_PATROL.PatrolMinSpeed + + + +
+ +
+
+
+ + +AI_A2A_PATROL.PatrolZone + + + +
+ +
+
+

Function(s)

+
+
+ +
+

AI_A2A_PATROL:AddEndState(State)

+
+ +

Adds an End state.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + State +

+
+
+ +

The FSM state.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:AddProcess(From, Event, Process, ReturnEvents)

+
+ +

Set the default #FSM_PROCESS template with key ProcessName providing the ProcessClass and the process object when it is assigned to a Wrapper.Controllable by the task.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + From +

+
+
+ +

Can contain a string indicating the From state or a table of strings containing multiple From states.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event name.

+ +
+
+
+
+

+ Core.Fsm#FSM_PROCESS + Process +

+
+
+ +

An sub-process FSM.

+ +
+
+
+
+

+ #table + ReturnEvents +

+
+
+ +

A table indicating for which returned events of the SubFSM which Event must be triggered in the FSM.

+ +
+
+

Return value:

+
+ +
+ +

The SubFSM.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:AddScore(State, ScoreText, Score)

+
+ +

Adds a score for the FSM to be achieved.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + State +

+
+
+ +

is the state of the process when the score needs to be given. (See the relevant state descriptions of the process).

+ +
+
+
+
+

+ #string + ScoreText +

+
+
+ +

is a text describing the score that is given according the status.

+ +
+
+
+
+

+ #number + Score +

+
+
+ +

is a number providing the score of the status.

+ +
+
+

Return value:

+
+
+

#FSM:

+
+
+ +

self

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:AddScoreProcess(From, Event, State, ScoreText, Score)

+
+ +

Adds a score for the FSM_PROCESS to be achieved.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + From +

+
+
+ +

is the From State of the main process.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

is the Event of the main process.

+ +
+
+
+
+

+ #string + State +

+
+
+ +

is the state of the process when the score needs to be given. (See the relevant state descriptions of the process).

+ +
+
+
+
+

+ #string + ScoreText +

+
+
+ +

is a text describing the score that is given according the status.

+ +
+
+
+
+

+ #number + Score +

+
+
+ +

is a number providing the score of the status.

+ +
+
+

Return value:

+
+
+

#FSM:

+
+
+ +

self

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:AddTransition(From, Event, To)

+
+ +

Add a new transition rule to the FSM.

+ + +

A transition rule defines when and if the FSM can transition from a state towards another state upon a triggered event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + From +

+
+
+ +

Can contain a string indicating the From state or a table of strings containing multiple From states.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event name.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To state.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:GetCurrentState()

+
+ +

Get current state.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

Current FSM state.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:GetEndStates()

+
+ +

Returns the End states.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

End states.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:GetProcess(From, Event)

+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ From +

+
+
+

+
+
+
+
+

+ Event +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:GetProcesses()

+
+ +

Returns a table of the SubFSM rules defined within the FSM.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Sub processes.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:GetScores()

+
+ +

Returns a table with the scores defined.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Scores.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:GetStartState()

+
+ +

Returns the start state of the FSM.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

A string containing the start state.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:GetState()

+
+ +

Get current state.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

Current FSM state.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:GetSubs()

+
+ +

Returns a table with the Subs defined.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Sub processes.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:GetTransitions()

+
+ +

Returns a table of the transition rules defined within the FSM.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Transitions.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:Is(State)

+
+ +

Check if FSM is in state.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + State +

+
+
+ +

State name.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

If true, FSM is in this state.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:LoadCallBacks(CallBackTable)

+
+ +

Load call backs.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #table + CallBackTable +

+
+
+ +

Table of call backs.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:New()

+
+ +

Creates a new FSM object.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#FSM:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:SetProcess(From, Event, Fsm)

+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ From +

+
+
+

+
+
+
+
+

+ Event +

+
+
+

+
+
+
+
+

+ Fsm +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:SetStartState(State)

+
+ +

Sets the start state of the FSM.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + State +

+
+
+ +

A string defining the start state.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:_add_to_map(Map, Event)

+
+ +

Add to map.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + Map +

+
+
+ +

Map.

+ +
+
+
+
+

+ #table + Event +

+
+
+ +

Event table.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:_call_handler(step, trigger, params, EventName)

+
+ +

Call handler.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + step +

+
+
+ +

Step "onafter", "onbefore", "onenter", "onleave".

+ +
+
+
+
+

+ #string + trigger +

+
+
+ +

Trigger.

+ +
+
+
+
+

+ #table + params +

+
+
+ +

Parameters.

+ +
+
+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+
+
+ +

Value.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:_create_transition(EventName)

+
+ +

Create transition.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+

#function:

+
+
+ +

Function.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:_delayed_transition(EventName)

+
+ +

Delayed transition.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+

#function:

+
+
+ +

Function.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:_eventmap(Events, EventStructure)

+
+ +

Event map.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + Events +

+
+
+ +

Events.

+ +
+
+
+
+

+ #table + EventStructure +

+
+
+ +

Event structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:_gosub(ParentFrom, ParentEvent)

+
+ +

Go sub.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + ParentFrom +

+
+
+ +

Parent from state.

+ +
+
+
+
+

+ #string + ParentEvent +

+
+
+ +

Parent event name.

+ +
+
+

Return value:

+
+
+

#table:

+
+
+ +

Subs.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:_handler(EventName, ...)

+
+ +

Handler.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+
+
+

+ ... +

+
+
+ +

Arguments.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:_isendstate(Current)

+
+ +

Is end state.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + Current +

+
+
+ +

Current state name.

+ +
+
+

Return values:

+
+
+

#table:

+
+
+ +

FSM parent.

+ +
+
+

#string:

+
+
+ +

Event name.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:_submap(subs, sub, name)

+
+ +

Sub maps.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + subs +

+
+
+ +

Subs.

+ +
+
+
+
+

+ #table + sub +

+
+
+ +

Sub.

+ +
+
+
+
+

+ #string + name +

+
+
+ +

Name.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:can(e)

+
+ +

Check if can do an event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + e +

+
+
+ +

Event name.

+ +
+
+

Return values:

+
+
+

#boolean:

+
+
+ +

If true, FSM can do the event.

+ +
+
+

#string:

+
+
+ +

To state.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:cannot(e)

+
+ +

Check if cannot do an event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + e +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

If true, FSM cannot do the event.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:is(State, state)

+
+ +

Check if FSM is in state.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + State +

+
+
+ +

State name.

+ +
+
+
+
+

+ state +

+
+
+

+
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

If true, FSM is in this state.

+ +
+
+
+ +
+
+ +
+

Field(s)

+
+
+
+ + +AI_A2A_PATROL.PatrolCeilingAltitude + + + +
+ +
+
+
+ + +AI_A2A_PATROL.PatrolFloorAltitude + + + +
+ +
+
+
+ + +AI_A2A_PATROL.PatrolMaxSpeed + + + +
+ +
+
+
+ + +AI_A2A_PATROL.PatrolMinSpeed + + + +
+ +
+
+
+ + +AI_A2A_PATROL.PatrolZone + + + +
+ +
+
+

Function(s)

+
+
+ +
+

AI_A2A_PATROL:ClearState(Object, StateName)

+
+ +

Clear the state of an object.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that holds the Value set by the Key.

+ +
+
+
+
+

+ StateName +

+
+
+ +

The key that is should be cleared.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace)

+
+ +

Creation of a Birth Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+
+

+ #string + IniUnitName +

+
+
+ +

The initiating unit name.

+ +
+
+
+
+

+ place +

+
+
+

+
+
+
+
+

+ subplace +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

+
+ +

Creation of a Crash Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+
+

+ IniObjectCategory +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:CreateEventDead(EventTime, Initiator, IniObjectCategory)

+
+ +

Creation of a Dead Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+
+

+ IniObjectCategory +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:CreateEventDynamicCargoLoaded(DynamicCargo)

+
+ +

Creation of a S_EVENT_DYNAMIC_CARGO_LOADED event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.DynamicCargo#DYNAMICCARGO + DynamicCargo +

+
+
+ +

the dynamic cargo object

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:CreateEventDynamicCargoRemoved(DynamicCargo)

+
+ +

Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.DynamicCargo#DYNAMICCARGO + DynamicCargo +

+
+
+ +

the dynamic cargo object

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:CreateEventDynamicCargoUnloaded(DynamicCargo)

+
+ +

Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.DynamicCargo#DYNAMICCARGO + DynamicCargo +

+
+
+ +

the dynamic cargo object

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:CreateEventNewDynamicCargo(DynamicCargo)

+
+ +

Creation of a S_EVENT_NEW_DYNAMIC_CARGO event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.DynamicCargo#DYNAMICCARGO + DynamicCargo +

+
+
+ +

the dynamic cargo object

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:CreateEventPlayerEnterAircraft(PlayerUnit)

+
+ +

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.Unit#UNIT + PlayerUnit +

+
+
+ +

The aircraft unit the player entered.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:CreateEventRemoveUnit(EventTime, Initiator)

+
+ +

Creation of a Remove Unit Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:CreateEventTakeoff(EventTime, Initiator)

+
+ +

Creation of a Takeoff Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:CreateEventUnitLost(EventTime, Initiator)

+
+ +

Creation of a Crash Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:E(Arguments)

+
+ +

Log an exception which will be traced always.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:EventDispatcher()

+
+ +

Returns the event dispatcher

+ +
+
+

Defined in:

+ +

Return value:

+
+ +
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:EventRemoveAll()

+
+ +

Remove all subscribed events

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:F(Arguments)

+
+ +

Trace a function call.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:F2(Arguments)

+
+ +

Trace a function call level 2.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:F3(Arguments)

+
+ +

Trace a function call level 3.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:GetClassID()

+
+ +

Get the ClassID of the class instance.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassID of the class instance.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:GetClassName()

+
+ +

Get the ClassName of the class instance.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassName of the class instance.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:GetClassNameAndID()

+
+ +

Get the ClassName + ClassID of the class instance.

+ + +

The ClassName + ClassID is formatted as '%s#%09d'.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassName + ClassID of the class instance.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:GetEventPriority()

+
+ +

Get the Class Core.Event processing Priority.

+ + +

The Event processing Priority is a number from 1 to 10, +reflecting the order of the classes subscribed to the Event to be processed.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#number:

+
+
+ +

The Core.Event processing Priority.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:GetParent(Child, FromClass)

+
+ +

This is the worker method to retrieve the Parent class.

+ + +

Note that the Parent class must be passed to call the parent class method.

+ +
self:GetParent(self):ParentMethod()
+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #BASE + Child +

+
+
+ +

This is the Child class from which the Parent class needs to be retrieved.

+ +
+
+
+
+

+ #BASE + FromClass +

+
+
+ +

(Optional) The class from which to get the parent.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:GetState(Object, Key)

+
+ +

Get a Value given a Key from the Object.

+ + +

Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that holds the Value set by the Key.

+ +
+
+
+
+

+ Key +

+
+
+ +

The key that is used to retrieve the value. Note that the key can be a #string, but it can also be any other type!

+ +
+
+

Return value:

+
+
+
+
+ +

The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:HandleEvent(EventID, EventFunction)

+
+ +

Subscribe to a DCS Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Core.Event#EVENTS + EventID +

+
+
+ +

Event ID.

+ +
+
+
+
+

+ #function + EventFunction +

+
+
+ +

(optional) The function to be called when the event occurs for the unit.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:I(Arguments)

+
+ +

Log an information which will be traced always.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:Inherit(Child, Parent)

+
+ +

This is the worker method to inherit from a parent class.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Child +

+
+
+ +

is the Child class that inherits.

+ +
+
+
+
+

+ #BASE + Parent +

+
+
+ +

is the Parent class that the Child inherits from.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ +

Child

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:IsInstanceOf(ClassName)

+
+ +

This is the worker method to check if an object is an (sub)instance of a class.

+ + + +

Examples:

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ ClassName +

+
+
+ +

is the name of the class or the class itself to run the check against

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:IsTrace()

+
+ +

Enquires if tracing is on (for the class).

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#boolean:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:New()

+
+ +

BASE constructor.

+ + + +

This is an example how to use the BASE:New() constructor in a new class definition when inheriting from BASE.

+ +
function EVENT:New()
+  local self = BASE:Inherit( self, BASE:New() ) -- #EVENT
+  return self
+end
+
+ + +
+
+

Defined in:

+ +

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:OnEvent(EventData)

+
+ +

Occurs when an Event for an object is triggered.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that triggered the event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:OnEventBDA(EventData)

+
+ +

BDA.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:OnEventBaseCaptured(EventData)

+
+ +

Occurs when a ground unit captures either an airbase or a farp.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that captured the base +place: The airbase that was captured, can be a FARP or Airbase. When calling place:getCoalition() the faction will already be the new owning faction.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:OnEventBirth(EventData)

+
+ +

Occurs when any object is spawned into the mission.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that was spawned

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:OnEventCrash(EventData)

+
+ +

Occurs when any aircraft crashes into the ground and is completely destroyed.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that has crashed

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:OnEventDead(EventData)

+
+ +

Occurs when an object is dead.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is dead.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:OnEventDetailedFailure(EventData)

+
+ +

Unknown precisely what creates this event, likely tied into newer damage model.

+ + +

Will update this page when new information become available.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:OnEventDiscardChairAfterEjection(EventData)

+
+ +

Discard chair after ejection.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:OnEventDynamicCargoLoaded(EventData)

+
+ +

Occurs when a player loads a dynamic cargo object with the F8 ground crew menu into a helo.

+ + +

* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:OnEventDynamicCargoRemoved(EventData)

+
+ +

Occurs when a dynamic cargo crate is removed.

+ + +

* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:OnEventDynamicCargoUnloaded(EventData)

+
+ +

Occurs when a player unloads a dynamic cargo object with the F8 ground crew menu from a helo.

+ + +

* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:OnEventEjection(EventData)

+
+ +

Occurs when a pilot ejects from an aircraft +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ + +

initiator : The unit that has ejected

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:OnEventEngineShutdown(EventData)

+
+ +

Occurs when any aircraft shuts down its engines.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is stopping its engines.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:OnEventEngineStartup(EventData)

+
+ +

Occurs when any aircraft starts its engines.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is starting its engines.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:OnEventHit(EventData)

+
+ +

Occurs whenever an object is hit by a weapon.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit object the fired the weapon +weapon: Weapon object that hit the target +target: The Object that was hit.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:OnEventHumanFailure(EventData)

+
+ +

Occurs when any system fails on a human controlled aircraft.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that had the failure

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:OnEventKill(EventData)

+
+ +

Occurs on the death of a unit.

+ + +

Contains more and different information. Similar to unit_lost it will occur for aircraft before the aircraft crash event occurs. +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:OnEventLand(EventData)

+
+ +

Occurs when an aircraft lands at an airbase, farp or ship +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ + +

initiator : The unit that has landed +place: Object that the unit landed on. Can be an Airbase Object, FARP, or Ships

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:OnEventLandingAfterEjection(EventData)

+
+ +

Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up.

+ + +

Event does not occur if the pilot lands in the water and sub combs to Davey Jones Locker. +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:OnEventLandingQualityMark(EventData)

+
+ +

Landing quality mark.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:OnEventMarkAdded(EventData)

+
+ +

Occurs when a new mark was added.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +MarkID: ID of the mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:OnEventMarkChange(EventData)

+
+ +

Occurs when a mark text was changed.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +MarkID: ID of the mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:OnEventMarkRemoved(EventData)

+
+ +

Occurs when a mark was removed.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +MarkID: ID of the mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:OnEventMissionEnd(EventData)

+
+ +

Occurs when a mission ends +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:OnEventMissionStart(EventData)

+
+ +

Occurs when a mission starts +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:OnEventNewDynamicCargo(EventData)

+
+ +

Occurs when a player creates a dynamic cargo object from the F8 ground crew menu.

+ + +

* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:OnEventParatrooperLanding(EventData)

+
+ +

Weapon add.

+ + +

Fires when entering a mission per pylon with the name of the weapon (double pylons not counted, infinite wep reload not counted. +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:OnEventPilotDead(EventData)

+
+ +

Occurs when the pilot of an aircraft is killed.

+ + +

Can occur either if the player is alive and crashes or if a weapon kills the pilot without completely destroying the plane. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that the pilot has died in.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:OnEventPlayerEnterAircraft(EventData)

+
+ +

Occurs when a player enters a slot and takes control of an aircraft.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +NOTE: This is a workaround of a long standing DCS bug with the PLAYER_ENTER_UNIT event. +initiator : The unit that is being taken control of.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:OnEventPlayerEnterUnit(EventData)

+
+ +

Occurs when any player assumes direct control of a unit.

+ + +

Note - not Mulitplayer safe. Use PlayerEnterAircraft. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is being taken control of.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:OnEventPlayerLeaveUnit(EventData)

+
+ +

Occurs when any player relieves control of a unit to the AI.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that the player left.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:OnEventRefueling(EventData)

+
+ +

Occurs when an aircraft connects with a tanker and begins taking on fuel.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is receiving fuel.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:OnEventRefuelingStop(EventData)

+
+ +

Occurs when an aircraft is finished taking fuel.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that was receiving fuel.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:OnEventScore(EventData)

+
+ +

Occurs when any modification to the "Score" as seen on the debrief menu would occur.

+ + +

There is no information on what values the score was changed to. Event is likely similar to player_comment in this regard. +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:OnEventShootingEnd(EventData)

+
+ +

Occurs when any unit stops firing its weapon.

+ + +

Event will always correspond with a shooting start event. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that was doing the shooting.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:OnEventShootingStart(EventData)

+
+ +

Occurs when any unit begins firing a weapon that has a high rate of fire.

+ + +

Most common with aircraft cannons (GAU-8), autocannons, and machine guns. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is doing the shooting. +target: The unit that is being targeted.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:OnEventShot(EventData)

+
+ +

Occurs whenever any unit in a mission fires a weapon.

+ + +

But not any machine gun or autocannon based weapon, those are handled by EVENT.ShootingStart. +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:OnEventTakeoff(EventData)

+
+ +

Occurs when an aircraft takes off from an airbase, farp, or ship.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that tookoff +place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:OnEventTriggerZone(EventData)

+
+ +

Trigger zone.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:OnEventUnitLost(EventData)

+
+ +

Occurs when the game thinks an object is destroyed.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:ScheduleOnce(Start, SchedulerFunction, ...)

+
+ +

Schedule a new time event.

+ + +

Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + Start +

+
+
+ +

Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.

+ +
+
+
+
+

+ #function + SchedulerFunction +

+
+
+ +

The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.

+ +
+
+
+
+

+ #table + ... +

+
+
+ +

Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.

+ +
+
+

Return value:

+
+
+

#string:

+
+
+ +

The Schedule ID of the planned schedule.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...)

+
+ +

Schedule a new time event.

+ + +

Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + Start +

+
+
+ +

Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.

+ +
+
+
+
+

+ #number + Repeat +

+
+
+ +

Specifies the interval in seconds when the scheduler will call the event function.

+ +
+
+
+
+

+ #number + RandomizeFactor +

+
+
+ +

Specifies a randomization factor between 0 and 1 to randomize the Repeat.

+ +
+
+
+
+

+ #number + Stop +

+
+
+ +

Specifies the amount of seconds when the scheduler will be stopped.

+ +
+
+
+
+

+ #function + SchedulerFunction +

+
+
+ +

The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.

+ +
+
+
+
+

+ #table + ... +

+
+
+ +

Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.

+ +
+
+

Return value:

+
+
+

#string:

+
+
+ +

The Schedule ID of the planned schedule.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:ScheduleStop(SchedulerID)

+
+ +

Stops the Schedule.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + SchedulerID +

+
+
+ +

(Optional) Scheduler ID to be stopped. If nil, all pending schedules are stopped.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:SetEventPriority(EventPriority)

+
+ +

Set the Class Core.Event processing Priority.

+ + +

The Event processing Priority is a number from 1 to 10, +reflecting the order of the classes subscribed to the Event to be processed.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + EventPriority +

+
+
+ +

The Core.Event processing Priority.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ +

self

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:SetState(Object, Key, Value)

+
+ +

Set a state or property of the Object given a Key and a Value.

+ + +

Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that will hold the Value set by the Key.

+ +
+
+
+
+

+ Key +

+
+
+ +

The key that is used as a reference of the value. Note that the key can be a #string, but it can also be any other type!

+ +
+
+
+
+

+ Value +

+
+
+ +

The value to is stored in the object.

+ +
+
+

Return value:

+
+
+
+
+ +

The Value set.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:T(Arguments)

+
+ +

Trace a function logic level 1.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:T2(Arguments)

+
+ +

Trace a function logic level 2.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:T3(Arguments)

+
+ +

Trace a function logic level 3.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:TraceAll(TraceAll)

+
+ +

Trace all methods in MOOSE

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #boolean + TraceAll +

+
+
+ +

true = trace all methods in MOOSE.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:TraceClass(Class)

+
+ +

Set tracing for a class

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + Class +

+
+
+ +

Class name.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:TraceClassMethod(Class, Method)

+
+ +

Set tracing for a specific method of class

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + Class +

+
+
+ +

Class name.

+ +
+
+
+
+

+ #string + Method +

+
+
+ +

Method.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:TraceLevel(Level)

+
+ +

Set trace level

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Level +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:TraceOff()

+
+ +

Set trace off.

+ +
+
+

Defined in:

+ +

Usage:

+
-- Switch the tracing Off
+BASE:TraceOff()
+ +
+ +
+
+ +
+ +
+

AI_A2A_PATROL:TraceOn()

+
+ +

Set trace on.

+ +
+
+

Defined in:

+ +

Usage:

+
-- Switch the tracing On
+BASE:TraceOn()
+ +
+ +
+
+ +
+ +
+

AI_A2A_PATROL:TraceOnOff(TraceOnOff)

+
+ +

Set trace on or off +Note that when trace is off, no BASE.Debug statement is performed, increasing performance! +When Moose is loaded statically, (as one file), tracing is switched off by default.

+ + +

So tracing must be switched on manually in your mission if you are using Moose statically. +When moose is loading dynamically (for moose class development), tracing is switched on by default.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #boolean + TraceOnOff +

+
+
+ +

Switch the tracing on or off.

+ +
+
+

Usage:

+

+  -- Switch the tracing On
+  BASE:TraceOnOff( true )
+
+  -- Switch the tracing Off
+  BASE:TraceOnOff( false )
+
+ +
+ +
+
+ +
+ +
+

AI_A2A_PATROL:UnHandleEvent(EventID)

+
+ +

UnSubscribe to a DCS event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTS + EventID +

+
+
+ +

Event ID.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+
+ +

Trace a function call.

+ + +

This function is private.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+
+

+ DebugInfoCurrentParam +

+
+
+

+
+
+
+
+

+ DebugInfoFromParam +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:_Serialize(Arguments)

+
+ +

(Internal) Serialize arguments

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #table + Arguments +

+
+
+

+
+
+

Return value:

+
+
+

#string:

+
+
+ +

Text

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+
+ +

Trace a function logic.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+
+

+ DebugInfoCurrentParam +

+
+
+

+
+
+
+
+

+ DebugInfoFromParam +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:onEvent(event)

+
+ +

The main event handling function...

+ + +

This function captures all events generated for the class.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ DCS#Event + event +

+
+
+

+
+
+
+ +
+
+ diff --git a/Documentation/AI.AI_A2G_BAI.html b/Documentation/AI.AI_A2G_BAI.html index 4cca62293..b9d77c7f9 100644 --- a/Documentation/AI.AI_A2G_BAI.html +++ b/Documentation/AI.AI_A2G_BAI.html @@ -1762,6 +1762,9 @@ Therefore, this class is considered to be deprecated

AI_A2G_BAI , extends AI.AI_Air_Patrol#AI_AIR_PATROL , extends AI.AI_Air#AI_AIR +, extends Core.Fsm#FSM_CONTROLLABLE +, extends Core.Fsm#FSM +, extends Core.Base#BASE
@@ -2425,6 +2428,948 @@ Therefore, this class is considered to be deprecated

+ +

AI_A2G_BAI:onbeforeStatus()

+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Fields and Methods inherited from FSM_CONTROLLABLEDescription

AI_A2G_BAI.Controllable

+ +

AI_A2G_BAI:GetControllable()

+

Gets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+

AI_A2G_BAI:New(FSMT, Controllable)

+

Creates a new FSM_CONTROLLABLE object.

+

AI_A2G_BAI:OnAfterStop(Controllable, From, Event, To)

+

OnAfter Transition Handler for Event Stop.

+

AI_A2G_BAI:OnBeforeStop(Controllable, From, Event, To)

+

OnBefore Transition Handler for Event Stop.

+

AI_A2G_BAI:OnEnterStopped(Controllable, From, Event, To)

+

OnEnter Transition Handler for State Stopped.

+

AI_A2G_BAI:OnLeaveStopped(Controllable, From, Event, To)

+

OnLeave Transition Handler for State Stopped.

+

AI_A2G_BAI:SetControllable(FSMControllable)

+

Sets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+

AI_A2G_BAI:Stop()

+

Synchronous Event Trigger for Event Stop.

+

AI_A2G_BAI:__Stop(Delay)

+

Asynchronous Event Trigger for Event Stop.

+

AI_A2G_BAI:_call_handler(step, trigger, params, EventName)

+ +
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Fields and Methods inherited from FSMDescription

AI_A2G_BAI:AddEndState(State)

+

Adds an End state.

+

AI_A2G_BAI:AddProcess(From, Event, Process, ReturnEvents)

+

Set the default #FSM_PROCESS template with key ProcessName providing the ProcessClass and the process object when it is assigned to a Wrapper.Controllable by the task.

+

AI_A2G_BAI:AddScore(State, ScoreText, Score)

+

Adds a score for the FSM to be achieved.

+

AI_A2G_BAI:AddScoreProcess(From, Event, State, ScoreText, Score)

+

Adds a score for the FSM_PROCESS to be achieved.

+

AI_A2G_BAI:AddTransition(From, Event, To)

+

Add a new transition rule to the FSM.

+

AI_A2G_BAI.CallScheduler

+

Call scheduler.

+

AI_A2G_BAI.ClassName

+

Name of the class.

+

AI_A2G_BAI.Events

+ +

AI_A2G_BAI:GetCurrentState()

+

Get current state.

+

AI_A2G_BAI:GetEndStates()

+

Returns the End states.

+

AI_A2G_BAI:GetProcess(From, Event)

+ +

AI_A2G_BAI:GetProcesses()

+

Returns a table of the SubFSM rules defined within the FSM.

+

AI_A2G_BAI:GetScores()

+

Returns a table with the scores defined.

+

AI_A2G_BAI:GetStartState()

+

Returns the start state of the FSM.

+

AI_A2G_BAI:GetState()

+

Get current state.

+

AI_A2G_BAI:GetSubs()

+

Returns a table with the Subs defined.

+

AI_A2G_BAI:GetTransitions()

+

Returns a table of the transition rules defined within the FSM.

+

AI_A2G_BAI:Is(State)

+

Check if FSM is in state.

+

AI_A2G_BAI:LoadCallBacks(CallBackTable)

+

Load call backs.

+

AI_A2G_BAI:New()

+

Creates a new FSM object.

+

AI_A2G_BAI.Scores

+

Scores.

+

AI_A2G_BAI:SetProcess(From, Event, Fsm)

+ +

AI_A2G_BAI:SetStartState(State)

+

Sets the start state of the FSM.

+

AI_A2G_BAI._EndStates

+ +

AI_A2G_BAI._EventSchedules

+ +

AI_A2G_BAI._Processes

+ +

AI_A2G_BAI._Scores

+ +

AI_A2G_BAI._StartState

+ +

AI_A2G_BAI._Transitions

+ +

AI_A2G_BAI:_add_to_map(Map, Event)

+

Add to map.

+

AI_A2G_BAI:_call_handler(step, trigger, params, EventName)

+

Call handler.

+

AI_A2G_BAI:_create_transition(EventName)

+

Create transition.

+

AI_A2G_BAI:_delayed_transition(EventName)

+

Delayed transition.

+

AI_A2G_BAI:_eventmap(Events, EventStructure)

+

Event map.

+

AI_A2G_BAI:_gosub(ParentFrom, ParentEvent)

+

Go sub.

+

AI_A2G_BAI:_handler(EventName, ...)

+

Handler.

+

AI_A2G_BAI:_isendstate(Current)

+

Is end state.

+

AI_A2G_BAI:_submap(subs, sub, name)

+

Sub maps.

+

AI_A2G_BAI:can(e)

+

Check if can do an event.

+

AI_A2G_BAI:cannot(e)

+

Check if cannot do an event.

+

AI_A2G_BAI.current

+

Current state name.

+

AI_A2G_BAI.endstates

+ +

AI_A2G_BAI:is(State, state)

+

Check if FSM is in state.

+

AI_A2G_BAI.options

+

Options.

+

AI_A2G_BAI.subs

+

Subs.

+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Fields and Methods inherited from BASEDescription

AI_A2G_BAI.ClassID

+

The ID number of the class.

+

AI_A2G_BAI.ClassName

+

The name of the class.

+

AI_A2G_BAI.ClassNameAndID

+

The name of the class concatenated with the ID number of the class.

+

AI_A2G_BAI:ClearState(Object, StateName)

+

Clear the state of an object.

+

AI_A2G_BAI:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace)

+

Creation of a Birth Event.

+

AI_A2G_BAI:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

+

Creation of a Crash Event.

+

AI_A2G_BAI:CreateEventDead(EventTime, Initiator, IniObjectCategory)

+

Creation of a Dead Event.

+

AI_A2G_BAI:CreateEventDynamicCargoLoaded(DynamicCargo)

+

Creation of a S_EVENT_DYNAMIC_CARGO_LOADED event.

+

AI_A2G_BAI:CreateEventDynamicCargoRemoved(DynamicCargo)

+

Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event.

+

AI_A2G_BAI:CreateEventDynamicCargoUnloaded(DynamicCargo)

+

Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event.

+

AI_A2G_BAI:CreateEventNewDynamicCargo(DynamicCargo)

+

Creation of a S_EVENT_NEW_DYNAMIC_CARGO event.

+

AI_A2G_BAI:CreateEventPlayerEnterAircraft(PlayerUnit)

+

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

+

AI_A2G_BAI:CreateEventRemoveUnit(EventTime, Initiator)

+

Creation of a Remove Unit Event.

+

AI_A2G_BAI:CreateEventTakeoff(EventTime, Initiator)

+

Creation of a Takeoff Event.

+

AI_A2G_BAI:CreateEventUnitLost(EventTime, Initiator)

+

Creation of a Crash Event.

+

AI_A2G_BAI:E(Arguments)

+

Log an exception which will be traced always.

+

AI_A2G_BAI:EventDispatcher()

+

Returns the event dispatcher

+

AI_A2G_BAI:EventRemoveAll()

+

Remove all subscribed events

+

AI_A2G_BAI:F(Arguments)

+

Trace a function call.

+

AI_A2G_BAI:F2(Arguments)

+

Trace a function call level 2.

+

AI_A2G_BAI:F3(Arguments)

+

Trace a function call level 3.

+

AI_A2G_BAI:GetClassID()

+

Get the ClassID of the class instance.

+

AI_A2G_BAI:GetClassName()

+

Get the ClassName of the class instance.

+

AI_A2G_BAI:GetClassNameAndID()

+

Get the ClassName + ClassID of the class instance.

+

AI_A2G_BAI:GetEventPriority()

+

Get the Class Core.Event processing Priority.

+

AI_A2G_BAI:GetParent(Child, FromClass)

+

This is the worker method to retrieve the Parent class.

+

AI_A2G_BAI:GetState(Object, Key)

+

Get a Value given a Key from the Object.

+

AI_A2G_BAI:HandleEvent(EventID, EventFunction)

+

Subscribe to a DCS Event.

+

AI_A2G_BAI:I(Arguments)

+

Log an information which will be traced always.

+

AI_A2G_BAI:Inherit(Child, Parent)

+

This is the worker method to inherit from a parent class.

+

AI_A2G_BAI:IsInstanceOf(ClassName)

+

This is the worker method to check if an object is an (sub)instance of a class.

+

AI_A2G_BAI:IsTrace()

+

Enquires if tracing is on (for the class).

+

AI_A2G_BAI:New()

+

BASE constructor.

+

AI_A2G_BAI:OnEvent(EventData)

+

Occurs when an Event for an object is triggered.

+

AI_A2G_BAI:OnEventBDA(EventData)

+

BDA.

+

AI_A2G_BAI:OnEventBaseCaptured(EventData)

+

Occurs when a ground unit captures either an airbase or a farp.

+

AI_A2G_BAI:OnEventBirth(EventData)

+

Occurs when any object is spawned into the mission.

+

AI_A2G_BAI:OnEventCrash(EventData)

+

Occurs when any aircraft crashes into the ground and is completely destroyed.

+

AI_A2G_BAI:OnEventDead(EventData)

+

Occurs when an object is dead.

+

AI_A2G_BAI:OnEventDetailedFailure(EventData)

+

Unknown precisely what creates this event, likely tied into newer damage model.

+

AI_A2G_BAI:OnEventDiscardChairAfterEjection(EventData)

+

Discard chair after ejection.

+

AI_A2G_BAI:OnEventDynamicCargoLoaded(EventData)

+

Occurs when a player loads a dynamic cargo object with the F8 ground crew menu into a helo.

+

AI_A2G_BAI:OnEventDynamicCargoRemoved(EventData)

+

Occurs when a dynamic cargo crate is removed.

+

AI_A2G_BAI:OnEventDynamicCargoUnloaded(EventData)

+

Occurs when a player unloads a dynamic cargo object with the F8 ground crew menu from a helo.

+

AI_A2G_BAI:OnEventEjection(EventData)

+

Occurs when a pilot ejects from an aircraft +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+

AI_A2G_BAI:OnEventEngineShutdown(EventData)

+

Occurs when any aircraft shuts down its engines.

+

AI_A2G_BAI:OnEventEngineStartup(EventData)

+

Occurs when any aircraft starts its engines.

+

AI_A2G_BAI:OnEventHit(EventData)

+

Occurs whenever an object is hit by a weapon.

+

AI_A2G_BAI:OnEventHumanFailure(EventData)

+

Occurs when any system fails on a human controlled aircraft.

+

AI_A2G_BAI:OnEventKill(EventData)

+

Occurs on the death of a unit.

+

AI_A2G_BAI:OnEventLand(EventData)

+

Occurs when an aircraft lands at an airbase, farp or ship +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+

AI_A2G_BAI:OnEventLandingAfterEjection(EventData)

+

Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up.

+

AI_A2G_BAI:OnEventLandingQualityMark(EventData)

+

Landing quality mark.

+

AI_A2G_BAI:OnEventMarkAdded(EventData)

+

Occurs when a new mark was added.

+

AI_A2G_BAI:OnEventMarkChange(EventData)

+

Occurs when a mark text was changed.

+

AI_A2G_BAI:OnEventMarkRemoved(EventData)

+

Occurs when a mark was removed.

+

AI_A2G_BAI:OnEventMissionEnd(EventData)

+

Occurs when a mission ends +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+

AI_A2G_BAI:OnEventMissionStart(EventData)

+

Occurs when a mission starts +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+

AI_A2G_BAI:OnEventNewDynamicCargo(EventData)

+

Occurs when a player creates a dynamic cargo object from the F8 ground crew menu.

+

AI_A2G_BAI:OnEventParatrooperLanding(EventData)

+

Weapon add.

+

AI_A2G_BAI:OnEventPilotDead(EventData)

+

Occurs when the pilot of an aircraft is killed.

+

AI_A2G_BAI:OnEventPlayerEnterAircraft(EventData)

+

Occurs when a player enters a slot and takes control of an aircraft.

+

AI_A2G_BAI:OnEventPlayerEnterUnit(EventData)

+

Occurs when any player assumes direct control of a unit.

+

AI_A2G_BAI:OnEventPlayerLeaveUnit(EventData)

+

Occurs when any player relieves control of a unit to the AI.

+

AI_A2G_BAI:OnEventRefueling(EventData)

+

Occurs when an aircraft connects with a tanker and begins taking on fuel.

+

AI_A2G_BAI:OnEventRefuelingStop(EventData)

+

Occurs when an aircraft is finished taking fuel.

+

AI_A2G_BAI:OnEventScore(EventData)

+

Occurs when any modification to the "Score" as seen on the debrief menu would occur.

+

AI_A2G_BAI:OnEventShootingEnd(EventData)

+

Occurs when any unit stops firing its weapon.

+

AI_A2G_BAI:OnEventShootingStart(EventData)

+

Occurs when any unit begins firing a weapon that has a high rate of fire.

+

AI_A2G_BAI:OnEventShot(EventData)

+

Occurs whenever any unit in a mission fires a weapon.

+

AI_A2G_BAI:OnEventTakeoff(EventData)

+

Occurs when an aircraft takes off from an airbase, farp, or ship.

+

AI_A2G_BAI:OnEventTriggerZone(EventData)

+

Trigger zone.

+

AI_A2G_BAI:OnEventUnitLost(EventData)

+

Occurs when the game thinks an object is destroyed.

+

AI_A2G_BAI:ScheduleOnce(Start, SchedulerFunction, ...)

+

Schedule a new time event.

+

AI_A2G_BAI:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...)

+

Schedule a new time event.

+

AI_A2G_BAI:ScheduleStop(SchedulerID)

+

Stops the Schedule.

+

AI_A2G_BAI.Scheduler

+ +

AI_A2G_BAI:SetEventPriority(EventPriority)

+

Set the Class Core.Event processing Priority.

+

AI_A2G_BAI:SetState(Object, Key, Value)

+

Set a state or property of the Object given a Key and a Value.

+

AI_A2G_BAI:T(Arguments)

+

Trace a function logic level 1.

+

AI_A2G_BAI:T2(Arguments)

+

Trace a function logic level 2.

+

AI_A2G_BAI:T3(Arguments)

+

Trace a function logic level 3.

+

AI_A2G_BAI:TraceAll(TraceAll)

+

Trace all methods in MOOSE

+

AI_A2G_BAI:TraceClass(Class)

+

Set tracing for a class

+

AI_A2G_BAI:TraceClassMethod(Class, Method)

+

Set tracing for a specific method of class

+

AI_A2G_BAI:TraceLevel(Level)

+

Set trace level

+

AI_A2G_BAI:TraceOff()

+

Set trace off.

+

AI_A2G_BAI:TraceOn()

+

Set trace on.

+

AI_A2G_BAI:TraceOnOff(TraceOnOff)

+

Set trace on or off +Note that when trace is off, no BASE.Debug statement is performed, increasing performance! +When Moose is loaded statically, (as one file), tracing is switched off by default.

+

AI_A2G_BAI:UnHandleEvent(EventID)

+

UnSubscribe to a DCS event.

+

AI_A2G_BAI._

+ +

AI_A2G_BAI:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+

Trace a function call.

+

AI_A2G_BAI:_Serialize(Arguments)

+

(Internal) Serialize arguments

+

AI_A2G_BAI:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+

Trace a function logic.

+

AI_A2G_BAI.__

+ +

AI_A2G_BAI:onEvent(event)

+

The main event handling function...

@@ -6671,6 +7616,5679 @@ A random value in this bracket is then applied in the waypoint routing generatio
+
+

Field(s)

+
+
+

Function(s)

+
+
+ +
+

AI_A2G_BAI:GetControllable()

+
+ +

Gets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+ +
+
+

Defined in:

+ +

Return value:

+ +
+ +
+
+ +
+ +
+

AI_A2G_BAI:New(FSMT, Controllable)

+
+ +

Creates a new FSM_CONTROLLABLE object.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + FSMT +

+
+
+ +

Finite State Machine Table

+ +
+
+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

(optional) The CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+ +
+
+

Return value:

+
+ +
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:OnAfterStop(Controllable, From, Event, To)

+
+ +

OnAfter Transition Handler for Event Stop.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:OnBeforeStop(Controllable, From, Event, To)

+
+ +

OnBefore Transition Handler for Event Stop.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:OnEnterStopped(Controllable, From, Event, To)

+
+ +

OnEnter Transition Handler for State Stopped.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:OnLeaveStopped(Controllable, From, Event, To)

+
+ +

OnLeave Transition Handler for State Stopped.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:SetControllable(FSMControllable)

+
+ +

Sets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + FSMControllable +

+
+
+

+
+
+

Return value:

+
+ +
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:Stop()

+
+ +

Synchronous Event Trigger for Event Stop.

+ +
+
+

Defined in:

+ +
+ +
+
+ +
+ +
+

AI_A2G_BAI:__Stop(Delay)

+
+ +

Asynchronous Event Trigger for Event Stop.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Delay +

+
+
+ +

The delay in seconds.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:_call_handler(step, trigger, params, EventName)

+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ step +

+
+
+

+
+
+
+
+

+ trigger +

+
+
+

+
+
+
+
+

+ params +

+
+
+

+
+
+
+
+

+ EventName +

+
+
+

+
+
+
+ +
+
+ +
+

Field(s)

+
+
+

Function(s)

+
+
+ +
+

AI_A2G_BAI:AddEndState(State)

+
+ +

Adds an End state.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + State +

+
+
+ +

The FSM state.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:AddProcess(From, Event, Process, ReturnEvents)

+
+ +

Set the default #FSM_PROCESS template with key ProcessName providing the ProcessClass and the process object when it is assigned to a Wrapper.Controllable by the task.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + From +

+
+
+ +

Can contain a string indicating the From state or a table of strings containing multiple From states.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event name.

+ +
+
+
+
+

+ Core.Fsm#FSM_PROCESS + Process +

+
+
+ +

An sub-process FSM.

+ +
+
+
+
+

+ #table + ReturnEvents +

+
+
+ +

A table indicating for which returned events of the SubFSM which Event must be triggered in the FSM.

+ +
+
+

Return value:

+
+ +
+ +

The SubFSM.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:AddScore(State, ScoreText, Score)

+
+ +

Adds a score for the FSM to be achieved.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + State +

+
+
+ +

is the state of the process when the score needs to be given. (See the relevant state descriptions of the process).

+ +
+
+
+
+

+ #string + ScoreText +

+
+
+ +

is a text describing the score that is given according the status.

+ +
+
+
+
+

+ #number + Score +

+
+
+ +

is a number providing the score of the status.

+ +
+
+

Return value:

+
+
+

#FSM:

+
+
+ +

self

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:AddScoreProcess(From, Event, State, ScoreText, Score)

+
+ +

Adds a score for the FSM_PROCESS to be achieved.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + From +

+
+
+ +

is the From State of the main process.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

is the Event of the main process.

+ +
+
+
+
+

+ #string + State +

+
+
+ +

is the state of the process when the score needs to be given. (See the relevant state descriptions of the process).

+ +
+
+
+
+

+ #string + ScoreText +

+
+
+ +

is a text describing the score that is given according the status.

+ +
+
+
+
+

+ #number + Score +

+
+
+ +

is a number providing the score of the status.

+ +
+
+

Return value:

+
+
+

#FSM:

+
+
+ +

self

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:AddTransition(From, Event, To)

+
+ +

Add a new transition rule to the FSM.

+ + +

A transition rule defines when and if the FSM can transition from a state towards another state upon a triggered event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + From +

+
+
+ +

Can contain a string indicating the From state or a table of strings containing multiple From states.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event name.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To state.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:GetCurrentState()

+
+ +

Get current state.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

Current FSM state.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:GetEndStates()

+
+ +

Returns the End states.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

End states.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:GetProcess(From, Event)

+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ From +

+
+
+

+
+
+
+
+

+ Event +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:GetProcesses()

+
+ +

Returns a table of the SubFSM rules defined within the FSM.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Sub processes.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:GetScores()

+
+ +

Returns a table with the scores defined.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Scores.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:GetStartState()

+
+ +

Returns the start state of the FSM.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

A string containing the start state.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:GetState()

+
+ +

Get current state.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

Current FSM state.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:GetSubs()

+
+ +

Returns a table with the Subs defined.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Sub processes.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:GetTransitions()

+
+ +

Returns a table of the transition rules defined within the FSM.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Transitions.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:Is(State)

+
+ +

Check if FSM is in state.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + State +

+
+
+ +

State name.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

If true, FSM is in this state.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:LoadCallBacks(CallBackTable)

+
+ +

Load call backs.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #table + CallBackTable +

+
+
+ +

Table of call backs.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:New()

+
+ +

Creates a new FSM object.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#FSM:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:SetProcess(From, Event, Fsm)

+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ From +

+
+
+

+
+
+
+
+

+ Event +

+
+
+

+
+
+
+
+

+ Fsm +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:SetStartState(State)

+
+ +

Sets the start state of the FSM.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + State +

+
+
+ +

A string defining the start state.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:_add_to_map(Map, Event)

+
+ +

Add to map.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + Map +

+
+
+ +

Map.

+ +
+
+
+
+

+ #table + Event +

+
+
+ +

Event table.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:_call_handler(step, trigger, params, EventName)

+
+ +

Call handler.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + step +

+
+
+ +

Step "onafter", "onbefore", "onenter", "onleave".

+ +
+
+
+
+

+ #string + trigger +

+
+
+ +

Trigger.

+ +
+
+
+
+

+ #table + params +

+
+
+ +

Parameters.

+ +
+
+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+
+
+ +

Value.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:_create_transition(EventName)

+
+ +

Create transition.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+

#function:

+
+
+ +

Function.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:_delayed_transition(EventName)

+
+ +

Delayed transition.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+

#function:

+
+
+ +

Function.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:_eventmap(Events, EventStructure)

+
+ +

Event map.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + Events +

+
+
+ +

Events.

+ +
+
+
+
+

+ #table + EventStructure +

+
+
+ +

Event structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:_gosub(ParentFrom, ParentEvent)

+
+ +

Go sub.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + ParentFrom +

+
+
+ +

Parent from state.

+ +
+
+
+
+

+ #string + ParentEvent +

+
+
+ +

Parent event name.

+ +
+
+

Return value:

+
+
+

#table:

+
+
+ +

Subs.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:_handler(EventName, ...)

+
+ +

Handler.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+
+
+

+ ... +

+
+
+ +

Arguments.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:_isendstate(Current)

+
+ +

Is end state.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + Current +

+
+
+ +

Current state name.

+ +
+
+

Return values:

+
+
+

#table:

+
+
+ +

FSM parent.

+ +
+
+

#string:

+
+
+ +

Event name.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:_submap(subs, sub, name)

+
+ +

Sub maps.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + subs +

+
+
+ +

Subs.

+ +
+
+
+
+

+ #table + sub +

+
+
+ +

Sub.

+ +
+
+
+
+

+ #string + name +

+
+
+ +

Name.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:can(e)

+
+ +

Check if can do an event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + e +

+
+
+ +

Event name.

+ +
+
+

Return values:

+
+
+

#boolean:

+
+
+ +

If true, FSM can do the event.

+ +
+
+

#string:

+
+
+ +

To state.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:cannot(e)

+
+ +

Check if cannot do an event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + e +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

If true, FSM cannot do the event.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:is(State, state)

+
+ +

Check if FSM is in state.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + State +

+
+
+ +

State name.

+ +
+
+
+
+

+ state +

+
+
+

+
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

If true, FSM is in this state.

+ +
+
+
+ +
+
+ +
+

Field(s)

+
+
+

Function(s)

+
+
+ +
+

AI_A2G_BAI:ClearState(Object, StateName)

+
+ +

Clear the state of an object.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that holds the Value set by the Key.

+ +
+
+
+
+

+ StateName +

+
+
+ +

The key that is should be cleared.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace)

+
+ +

Creation of a Birth Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+
+

+ #string + IniUnitName +

+
+
+ +

The initiating unit name.

+ +
+
+
+
+

+ place +

+
+
+

+
+
+
+
+

+ subplace +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

+
+ +

Creation of a Crash Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+
+

+ IniObjectCategory +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:CreateEventDead(EventTime, Initiator, IniObjectCategory)

+
+ +

Creation of a Dead Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+
+

+ IniObjectCategory +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:CreateEventDynamicCargoLoaded(DynamicCargo)

+
+ +

Creation of a S_EVENT_DYNAMIC_CARGO_LOADED event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.DynamicCargo#DYNAMICCARGO + DynamicCargo +

+
+
+ +

the dynamic cargo object

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:CreateEventDynamicCargoRemoved(DynamicCargo)

+
+ +

Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.DynamicCargo#DYNAMICCARGO + DynamicCargo +

+
+
+ +

the dynamic cargo object

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:CreateEventDynamicCargoUnloaded(DynamicCargo)

+
+ +

Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.DynamicCargo#DYNAMICCARGO + DynamicCargo +

+
+
+ +

the dynamic cargo object

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:CreateEventNewDynamicCargo(DynamicCargo)

+
+ +

Creation of a S_EVENT_NEW_DYNAMIC_CARGO event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.DynamicCargo#DYNAMICCARGO + DynamicCargo +

+
+
+ +

the dynamic cargo object

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:CreateEventPlayerEnterAircraft(PlayerUnit)

+
+ +

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.Unit#UNIT + PlayerUnit +

+
+
+ +

The aircraft unit the player entered.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:CreateEventRemoveUnit(EventTime, Initiator)

+
+ +

Creation of a Remove Unit Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:CreateEventTakeoff(EventTime, Initiator)

+
+ +

Creation of a Takeoff Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:CreateEventUnitLost(EventTime, Initiator)

+
+ +

Creation of a Crash Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:E(Arguments)

+
+ +

Log an exception which will be traced always.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:EventDispatcher()

+
+ +

Returns the event dispatcher

+ +
+
+

Defined in:

+ +

Return value:

+
+ +
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:EventRemoveAll()

+
+ +

Remove all subscribed events

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:F(Arguments)

+
+ +

Trace a function call.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:F2(Arguments)

+
+ +

Trace a function call level 2.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:F3(Arguments)

+
+ +

Trace a function call level 3.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:GetClassID()

+
+ +

Get the ClassID of the class instance.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassID of the class instance.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:GetClassName()

+
+ +

Get the ClassName of the class instance.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassName of the class instance.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:GetClassNameAndID()

+
+ +

Get the ClassName + ClassID of the class instance.

+ + +

The ClassName + ClassID is formatted as '%s#%09d'.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassName + ClassID of the class instance.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:GetEventPriority()

+
+ +

Get the Class Core.Event processing Priority.

+ + +

The Event processing Priority is a number from 1 to 10, +reflecting the order of the classes subscribed to the Event to be processed.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#number:

+
+
+ +

The Core.Event processing Priority.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:GetParent(Child, FromClass)

+
+ +

This is the worker method to retrieve the Parent class.

+ + +

Note that the Parent class must be passed to call the parent class method.

+ +
self:GetParent(self):ParentMethod()
+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #BASE + Child +

+
+
+ +

This is the Child class from which the Parent class needs to be retrieved.

+ +
+
+
+
+

+ #BASE + FromClass +

+
+
+ +

(Optional) The class from which to get the parent.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:GetState(Object, Key)

+
+ +

Get a Value given a Key from the Object.

+ + +

Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that holds the Value set by the Key.

+ +
+
+
+
+

+ Key +

+
+
+ +

The key that is used to retrieve the value. Note that the key can be a #string, but it can also be any other type!

+ +
+
+

Return value:

+
+
+
+
+ +

The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:HandleEvent(EventID, EventFunction)

+
+ +

Subscribe to a DCS Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Core.Event#EVENTS + EventID +

+
+
+ +

Event ID.

+ +
+
+
+
+

+ #function + EventFunction +

+
+
+ +

(optional) The function to be called when the event occurs for the unit.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:I(Arguments)

+
+ +

Log an information which will be traced always.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:Inherit(Child, Parent)

+
+ +

This is the worker method to inherit from a parent class.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Child +

+
+
+ +

is the Child class that inherits.

+ +
+
+
+
+

+ #BASE + Parent +

+
+
+ +

is the Parent class that the Child inherits from.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ +

Child

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:IsInstanceOf(ClassName)

+
+ +

This is the worker method to check if an object is an (sub)instance of a class.

+ + + +

Examples:

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ ClassName +

+
+
+ +

is the name of the class or the class itself to run the check against

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:IsTrace()

+
+ +

Enquires if tracing is on (for the class).

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#boolean:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:New()

+
+ +

BASE constructor.

+ + + +

This is an example how to use the BASE:New() constructor in a new class definition when inheriting from BASE.

+ +
function EVENT:New()
+  local self = BASE:Inherit( self, BASE:New() ) -- #EVENT
+  return self
+end
+
+ + +
+
+

Defined in:

+ +

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:OnEvent(EventData)

+
+ +

Occurs when an Event for an object is triggered.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that triggered the event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:OnEventBDA(EventData)

+
+ +

BDA.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:OnEventBaseCaptured(EventData)

+
+ +

Occurs when a ground unit captures either an airbase or a farp.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that captured the base +place: The airbase that was captured, can be a FARP or Airbase. When calling place:getCoalition() the faction will already be the new owning faction.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:OnEventBirth(EventData)

+
+ +

Occurs when any object is spawned into the mission.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that was spawned

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:OnEventCrash(EventData)

+
+ +

Occurs when any aircraft crashes into the ground and is completely destroyed.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that has crashed

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:OnEventDead(EventData)

+
+ +

Occurs when an object is dead.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is dead.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:OnEventDetailedFailure(EventData)

+
+ +

Unknown precisely what creates this event, likely tied into newer damage model.

+ + +

Will update this page when new information become available.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:OnEventDiscardChairAfterEjection(EventData)

+
+ +

Discard chair after ejection.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:OnEventDynamicCargoLoaded(EventData)

+
+ +

Occurs when a player loads a dynamic cargo object with the F8 ground crew menu into a helo.

+ + +

* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:OnEventDynamicCargoRemoved(EventData)

+
+ +

Occurs when a dynamic cargo crate is removed.

+ + +

* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:OnEventDynamicCargoUnloaded(EventData)

+
+ +

Occurs when a player unloads a dynamic cargo object with the F8 ground crew menu from a helo.

+ + +

* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:OnEventEjection(EventData)

+
+ +

Occurs when a pilot ejects from an aircraft +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ + +

initiator : The unit that has ejected

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:OnEventEngineShutdown(EventData)

+
+ +

Occurs when any aircraft shuts down its engines.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is stopping its engines.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:OnEventEngineStartup(EventData)

+
+ +

Occurs when any aircraft starts its engines.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is starting its engines.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:OnEventHit(EventData)

+
+ +

Occurs whenever an object is hit by a weapon.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit object the fired the weapon +weapon: Weapon object that hit the target +target: The Object that was hit.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:OnEventHumanFailure(EventData)

+
+ +

Occurs when any system fails on a human controlled aircraft.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that had the failure

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:OnEventKill(EventData)

+
+ +

Occurs on the death of a unit.

+ + +

Contains more and different information. Similar to unit_lost it will occur for aircraft before the aircraft crash event occurs. +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:OnEventLand(EventData)

+
+ +

Occurs when an aircraft lands at an airbase, farp or ship +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ + +

initiator : The unit that has landed +place: Object that the unit landed on. Can be an Airbase Object, FARP, or Ships

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:OnEventLandingAfterEjection(EventData)

+
+ +

Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up.

+ + +

Event does not occur if the pilot lands in the water and sub combs to Davey Jones Locker. +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:OnEventLandingQualityMark(EventData)

+
+ +

Landing quality mark.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:OnEventMarkAdded(EventData)

+
+ +

Occurs when a new mark was added.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +MarkID: ID of the mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:OnEventMarkChange(EventData)

+
+ +

Occurs when a mark text was changed.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +MarkID: ID of the mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:OnEventMarkRemoved(EventData)

+
+ +

Occurs when a mark was removed.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +MarkID: ID of the mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:OnEventMissionEnd(EventData)

+
+ +

Occurs when a mission ends +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:OnEventMissionStart(EventData)

+
+ +

Occurs when a mission starts +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:OnEventNewDynamicCargo(EventData)

+
+ +

Occurs when a player creates a dynamic cargo object from the F8 ground crew menu.

+ + +

* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:OnEventParatrooperLanding(EventData)

+
+ +

Weapon add.

+ + +

Fires when entering a mission per pylon with the name of the weapon (double pylons not counted, infinite wep reload not counted. +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:OnEventPilotDead(EventData)

+
+ +

Occurs when the pilot of an aircraft is killed.

+ + +

Can occur either if the player is alive and crashes or if a weapon kills the pilot without completely destroying the plane. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that the pilot has died in.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:OnEventPlayerEnterAircraft(EventData)

+
+ +

Occurs when a player enters a slot and takes control of an aircraft.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +NOTE: This is a workaround of a long standing DCS bug with the PLAYER_ENTER_UNIT event. +initiator : The unit that is being taken control of.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:OnEventPlayerEnterUnit(EventData)

+
+ +

Occurs when any player assumes direct control of a unit.

+ + +

Note - not Mulitplayer safe. Use PlayerEnterAircraft. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is being taken control of.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:OnEventPlayerLeaveUnit(EventData)

+
+ +

Occurs when any player relieves control of a unit to the AI.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that the player left.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:OnEventRefueling(EventData)

+
+ +

Occurs when an aircraft connects with a tanker and begins taking on fuel.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is receiving fuel.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:OnEventRefuelingStop(EventData)

+
+ +

Occurs when an aircraft is finished taking fuel.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that was receiving fuel.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:OnEventScore(EventData)

+
+ +

Occurs when any modification to the "Score" as seen on the debrief menu would occur.

+ + +

There is no information on what values the score was changed to. Event is likely similar to player_comment in this regard. +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:OnEventShootingEnd(EventData)

+
+ +

Occurs when any unit stops firing its weapon.

+ + +

Event will always correspond with a shooting start event. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that was doing the shooting.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:OnEventShootingStart(EventData)

+
+ +

Occurs when any unit begins firing a weapon that has a high rate of fire.

+ + +

Most common with aircraft cannons (GAU-8), autocannons, and machine guns. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is doing the shooting. +target: The unit that is being targeted.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:OnEventShot(EventData)

+
+ +

Occurs whenever any unit in a mission fires a weapon.

+ + +

But not any machine gun or autocannon based weapon, those are handled by EVENT.ShootingStart. +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:OnEventTakeoff(EventData)

+
+ +

Occurs when an aircraft takes off from an airbase, farp, or ship.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that tookoff +place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:OnEventTriggerZone(EventData)

+
+ +

Trigger zone.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:OnEventUnitLost(EventData)

+
+ +

Occurs when the game thinks an object is destroyed.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:ScheduleOnce(Start, SchedulerFunction, ...)

+
+ +

Schedule a new time event.

+ + +

Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + Start +

+
+
+ +

Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.

+ +
+
+
+
+

+ #function + SchedulerFunction +

+
+
+ +

The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.

+ +
+
+
+
+

+ #table + ... +

+
+
+ +

Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.

+ +
+
+

Return value:

+
+
+

#string:

+
+
+ +

The Schedule ID of the planned schedule.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...)

+
+ +

Schedule a new time event.

+ + +

Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + Start +

+
+
+ +

Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.

+ +
+
+
+
+

+ #number + Repeat +

+
+
+ +

Specifies the interval in seconds when the scheduler will call the event function.

+ +
+
+
+
+

+ #number + RandomizeFactor +

+
+
+ +

Specifies a randomization factor between 0 and 1 to randomize the Repeat.

+ +
+
+
+
+

+ #number + Stop +

+
+
+ +

Specifies the amount of seconds when the scheduler will be stopped.

+ +
+
+
+
+

+ #function + SchedulerFunction +

+
+
+ +

The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.

+ +
+
+
+
+

+ #table + ... +

+
+
+ +

Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.

+ +
+
+

Return value:

+
+
+

#string:

+
+
+ +

The Schedule ID of the planned schedule.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:ScheduleStop(SchedulerID)

+
+ +

Stops the Schedule.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + SchedulerID +

+
+
+ +

(Optional) Scheduler ID to be stopped. If nil, all pending schedules are stopped.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:SetEventPriority(EventPriority)

+
+ +

Set the Class Core.Event processing Priority.

+ + +

The Event processing Priority is a number from 1 to 10, +reflecting the order of the classes subscribed to the Event to be processed.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + EventPriority +

+
+
+ +

The Core.Event processing Priority.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ +

self

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:SetState(Object, Key, Value)

+
+ +

Set a state or property of the Object given a Key and a Value.

+ + +

Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that will hold the Value set by the Key.

+ +
+
+
+
+

+ Key +

+
+
+ +

The key that is used as a reference of the value. Note that the key can be a #string, but it can also be any other type!

+ +
+
+
+
+

+ Value +

+
+
+ +

The value to is stored in the object.

+ +
+
+

Return value:

+
+
+
+
+ +

The Value set.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:T(Arguments)

+
+ +

Trace a function logic level 1.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:T2(Arguments)

+
+ +

Trace a function logic level 2.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:T3(Arguments)

+
+ +

Trace a function logic level 3.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:TraceAll(TraceAll)

+
+ +

Trace all methods in MOOSE

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #boolean + TraceAll +

+
+
+ +

true = trace all methods in MOOSE.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:TraceClass(Class)

+
+ +

Set tracing for a class

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + Class +

+
+
+ +

Class name.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:TraceClassMethod(Class, Method)

+
+ +

Set tracing for a specific method of class

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + Class +

+
+
+ +

Class name.

+ +
+
+
+
+

+ #string + Method +

+
+
+ +

Method.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:TraceLevel(Level)

+
+ +

Set trace level

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Level +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:TraceOff()

+
+ +

Set trace off.

+ +
+
+

Defined in:

+ +

Usage:

+
-- Switch the tracing Off
+BASE:TraceOff()
+ +
+ +
+
+ +
+ +
+

AI_A2G_BAI:TraceOn()

+
+ +

Set trace on.

+ +
+
+

Defined in:

+ +

Usage:

+
-- Switch the tracing On
+BASE:TraceOn()
+ +
+ +
+
+ +
+ +
+

AI_A2G_BAI:TraceOnOff(TraceOnOff)

+
+ +

Set trace on or off +Note that when trace is off, no BASE.Debug statement is performed, increasing performance! +When Moose is loaded statically, (as one file), tracing is switched off by default.

+ + +

So tracing must be switched on manually in your mission if you are using Moose statically. +When moose is loading dynamically (for moose class development), tracing is switched on by default.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #boolean + TraceOnOff +

+
+
+ +

Switch the tracing on or off.

+ +
+
+

Usage:

+

+  -- Switch the tracing On
+  BASE:TraceOnOff( true )
+
+  -- Switch the tracing Off
+  BASE:TraceOnOff( false )
+
+ +
+ +
+
+ +
+ +
+

AI_A2G_BAI:UnHandleEvent(EventID)

+
+ +

UnSubscribe to a DCS event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTS + EventID +

+
+
+ +

Event ID.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+
+ +

Trace a function call.

+ + +

This function is private.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+
+

+ DebugInfoCurrentParam +

+
+
+

+
+
+
+
+

+ DebugInfoFromParam +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:_Serialize(Arguments)

+
+ +

(Internal) Serialize arguments

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #table + Arguments +

+
+
+

+
+
+

Return value:

+
+
+

#string:

+
+
+ +

Text

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+
+ +

Trace a function logic.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+
+

+ DebugInfoCurrentParam +

+
+
+

+
+
+
+
+

+ DebugInfoFromParam +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:onEvent(event)

+
+ +

The main event handling function...

+ + +

This function captures all events generated for the class.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ DCS#Event + event +

+
+
+

+
+
+
+ +
+
+ diff --git a/Documentation/AI.AI_A2G_CAS.html b/Documentation/AI.AI_A2G_CAS.html index 4c2fc4a0b..a202c2445 100644 --- a/Documentation/AI.AI_A2G_CAS.html +++ b/Documentation/AI.AI_A2G_CAS.html @@ -1762,6 +1762,9 @@ Therefore, this class is considered to be deprecated

AI_A2G_CAS , extends AI.AI_Air_Patrol#AI_AIR_PATROL , extends AI.AI_Air#AI_AIR +, extends Core.Fsm#FSM_CONTROLLABLE +, extends Core.Fsm#FSM +, extends Core.Base#BASE
@@ -2425,6 +2428,948 @@ Therefore, this class is considered to be deprecated

+ +

AI_A2G_CAS:onbeforeStatus()

+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Fields and Methods inherited from FSM_CONTROLLABLEDescription

AI_A2G_CAS.Controllable

+ +

AI_A2G_CAS:GetControllable()

+

Gets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+

AI_A2G_CAS:New(FSMT, Controllable)

+

Creates a new FSM_CONTROLLABLE object.

+

AI_A2G_CAS:OnAfterStop(Controllable, From, Event, To)

+

OnAfter Transition Handler for Event Stop.

+

AI_A2G_CAS:OnBeforeStop(Controllable, From, Event, To)

+

OnBefore Transition Handler for Event Stop.

+

AI_A2G_CAS:OnEnterStopped(Controllable, From, Event, To)

+

OnEnter Transition Handler for State Stopped.

+

AI_A2G_CAS:OnLeaveStopped(Controllable, From, Event, To)

+

OnLeave Transition Handler for State Stopped.

+

AI_A2G_CAS:SetControllable(FSMControllable)

+

Sets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+

AI_A2G_CAS:Stop()

+

Synchronous Event Trigger for Event Stop.

+

AI_A2G_CAS:__Stop(Delay)

+

Asynchronous Event Trigger for Event Stop.

+

AI_A2G_CAS:_call_handler(step, trigger, params, EventName)

+ +
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Fields and Methods inherited from FSMDescription

AI_A2G_CAS:AddEndState(State)

+

Adds an End state.

+

AI_A2G_CAS:AddProcess(From, Event, Process, ReturnEvents)

+

Set the default #FSM_PROCESS template with key ProcessName providing the ProcessClass and the process object when it is assigned to a Wrapper.Controllable by the task.

+

AI_A2G_CAS:AddScore(State, ScoreText, Score)

+

Adds a score for the FSM to be achieved.

+

AI_A2G_CAS:AddScoreProcess(From, Event, State, ScoreText, Score)

+

Adds a score for the FSM_PROCESS to be achieved.

+

AI_A2G_CAS:AddTransition(From, Event, To)

+

Add a new transition rule to the FSM.

+

AI_A2G_CAS.CallScheduler

+

Call scheduler.

+

AI_A2G_CAS.ClassName

+

Name of the class.

+

AI_A2G_CAS.Events

+ +

AI_A2G_CAS:GetCurrentState()

+

Get current state.

+

AI_A2G_CAS:GetEndStates()

+

Returns the End states.

+

AI_A2G_CAS:GetProcess(From, Event)

+ +

AI_A2G_CAS:GetProcesses()

+

Returns a table of the SubFSM rules defined within the FSM.

+

AI_A2G_CAS:GetScores()

+

Returns a table with the scores defined.

+

AI_A2G_CAS:GetStartState()

+

Returns the start state of the FSM.

+

AI_A2G_CAS:GetState()

+

Get current state.

+

AI_A2G_CAS:GetSubs()

+

Returns a table with the Subs defined.

+

AI_A2G_CAS:GetTransitions()

+

Returns a table of the transition rules defined within the FSM.

+

AI_A2G_CAS:Is(State)

+

Check if FSM is in state.

+

AI_A2G_CAS:LoadCallBacks(CallBackTable)

+

Load call backs.

+

AI_A2G_CAS:New()

+

Creates a new FSM object.

+

AI_A2G_CAS.Scores

+

Scores.

+

AI_A2G_CAS:SetProcess(From, Event, Fsm)

+ +

AI_A2G_CAS:SetStartState(State)

+

Sets the start state of the FSM.

+

AI_A2G_CAS._EndStates

+ +

AI_A2G_CAS._EventSchedules

+ +

AI_A2G_CAS._Processes

+ +

AI_A2G_CAS._Scores

+ +

AI_A2G_CAS._StartState

+ +

AI_A2G_CAS._Transitions

+ +

AI_A2G_CAS:_add_to_map(Map, Event)

+

Add to map.

+

AI_A2G_CAS:_call_handler(step, trigger, params, EventName)

+

Call handler.

+

AI_A2G_CAS:_create_transition(EventName)

+

Create transition.

+

AI_A2G_CAS:_delayed_transition(EventName)

+

Delayed transition.

+

AI_A2G_CAS:_eventmap(Events, EventStructure)

+

Event map.

+

AI_A2G_CAS:_gosub(ParentFrom, ParentEvent)

+

Go sub.

+

AI_A2G_CAS:_handler(EventName, ...)

+

Handler.

+

AI_A2G_CAS:_isendstate(Current)

+

Is end state.

+

AI_A2G_CAS:_submap(subs, sub, name)

+

Sub maps.

+

AI_A2G_CAS:can(e)

+

Check if can do an event.

+

AI_A2G_CAS:cannot(e)

+

Check if cannot do an event.

+

AI_A2G_CAS.current

+

Current state name.

+

AI_A2G_CAS.endstates

+ +

AI_A2G_CAS:is(State, state)

+

Check if FSM is in state.

+

AI_A2G_CAS.options

+

Options.

+

AI_A2G_CAS.subs

+

Subs.

+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Fields and Methods inherited from BASEDescription

AI_A2G_CAS.ClassID

+

The ID number of the class.

+

AI_A2G_CAS.ClassName

+

The name of the class.

+

AI_A2G_CAS.ClassNameAndID

+

The name of the class concatenated with the ID number of the class.

+

AI_A2G_CAS:ClearState(Object, StateName)

+

Clear the state of an object.

+

AI_A2G_CAS:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace)

+

Creation of a Birth Event.

+

AI_A2G_CAS:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

+

Creation of a Crash Event.

+

AI_A2G_CAS:CreateEventDead(EventTime, Initiator, IniObjectCategory)

+

Creation of a Dead Event.

+

AI_A2G_CAS:CreateEventDynamicCargoLoaded(DynamicCargo)

+

Creation of a S_EVENT_DYNAMIC_CARGO_LOADED event.

+

AI_A2G_CAS:CreateEventDynamicCargoRemoved(DynamicCargo)

+

Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event.

+

AI_A2G_CAS:CreateEventDynamicCargoUnloaded(DynamicCargo)

+

Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event.

+

AI_A2G_CAS:CreateEventNewDynamicCargo(DynamicCargo)

+

Creation of a S_EVENT_NEW_DYNAMIC_CARGO event.

+

AI_A2G_CAS:CreateEventPlayerEnterAircraft(PlayerUnit)

+

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

+

AI_A2G_CAS:CreateEventRemoveUnit(EventTime, Initiator)

+

Creation of a Remove Unit Event.

+

AI_A2G_CAS:CreateEventTakeoff(EventTime, Initiator)

+

Creation of a Takeoff Event.

+

AI_A2G_CAS:CreateEventUnitLost(EventTime, Initiator)

+

Creation of a Crash Event.

+

AI_A2G_CAS:E(Arguments)

+

Log an exception which will be traced always.

+

AI_A2G_CAS:EventDispatcher()

+

Returns the event dispatcher

+

AI_A2G_CAS:EventRemoveAll()

+

Remove all subscribed events

+

AI_A2G_CAS:F(Arguments)

+

Trace a function call.

+

AI_A2G_CAS:F2(Arguments)

+

Trace a function call level 2.

+

AI_A2G_CAS:F3(Arguments)

+

Trace a function call level 3.

+

AI_A2G_CAS:GetClassID()

+

Get the ClassID of the class instance.

+

AI_A2G_CAS:GetClassName()

+

Get the ClassName of the class instance.

+

AI_A2G_CAS:GetClassNameAndID()

+

Get the ClassName + ClassID of the class instance.

+

AI_A2G_CAS:GetEventPriority()

+

Get the Class Core.Event processing Priority.

+

AI_A2G_CAS:GetParent(Child, FromClass)

+

This is the worker method to retrieve the Parent class.

+

AI_A2G_CAS:GetState(Object, Key)

+

Get a Value given a Key from the Object.

+

AI_A2G_CAS:HandleEvent(EventID, EventFunction)

+

Subscribe to a DCS Event.

+

AI_A2G_CAS:I(Arguments)

+

Log an information which will be traced always.

+

AI_A2G_CAS:Inherit(Child, Parent)

+

This is the worker method to inherit from a parent class.

+

AI_A2G_CAS:IsInstanceOf(ClassName)

+

This is the worker method to check if an object is an (sub)instance of a class.

+

AI_A2G_CAS:IsTrace()

+

Enquires if tracing is on (for the class).

+

AI_A2G_CAS:New()

+

BASE constructor.

+

AI_A2G_CAS:OnEvent(EventData)

+

Occurs when an Event for an object is triggered.

+

AI_A2G_CAS:OnEventBDA(EventData)

+

BDA.

+

AI_A2G_CAS:OnEventBaseCaptured(EventData)

+

Occurs when a ground unit captures either an airbase or a farp.

+

AI_A2G_CAS:OnEventBirth(EventData)

+

Occurs when any object is spawned into the mission.

+

AI_A2G_CAS:OnEventCrash(EventData)

+

Occurs when any aircraft crashes into the ground and is completely destroyed.

+

AI_A2G_CAS:OnEventDead(EventData)

+

Occurs when an object is dead.

+

AI_A2G_CAS:OnEventDetailedFailure(EventData)

+

Unknown precisely what creates this event, likely tied into newer damage model.

+

AI_A2G_CAS:OnEventDiscardChairAfterEjection(EventData)

+

Discard chair after ejection.

+

AI_A2G_CAS:OnEventDynamicCargoLoaded(EventData)

+

Occurs when a player loads a dynamic cargo object with the F8 ground crew menu into a helo.

+

AI_A2G_CAS:OnEventDynamicCargoRemoved(EventData)

+

Occurs when a dynamic cargo crate is removed.

+

AI_A2G_CAS:OnEventDynamicCargoUnloaded(EventData)

+

Occurs when a player unloads a dynamic cargo object with the F8 ground crew menu from a helo.

+

AI_A2G_CAS:OnEventEjection(EventData)

+

Occurs when a pilot ejects from an aircraft +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+

AI_A2G_CAS:OnEventEngineShutdown(EventData)

+

Occurs when any aircraft shuts down its engines.

+

AI_A2G_CAS:OnEventEngineStartup(EventData)

+

Occurs when any aircraft starts its engines.

+

AI_A2G_CAS:OnEventHit(EventData)

+

Occurs whenever an object is hit by a weapon.

+

AI_A2G_CAS:OnEventHumanFailure(EventData)

+

Occurs when any system fails on a human controlled aircraft.

+

AI_A2G_CAS:OnEventKill(EventData)

+

Occurs on the death of a unit.

+

AI_A2G_CAS:OnEventLand(EventData)

+

Occurs when an aircraft lands at an airbase, farp or ship +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+

AI_A2G_CAS:OnEventLandingAfterEjection(EventData)

+

Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up.

+

AI_A2G_CAS:OnEventLandingQualityMark(EventData)

+

Landing quality mark.

+

AI_A2G_CAS:OnEventMarkAdded(EventData)

+

Occurs when a new mark was added.

+

AI_A2G_CAS:OnEventMarkChange(EventData)

+

Occurs when a mark text was changed.

+

AI_A2G_CAS:OnEventMarkRemoved(EventData)

+

Occurs when a mark was removed.

+

AI_A2G_CAS:OnEventMissionEnd(EventData)

+

Occurs when a mission ends +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+

AI_A2G_CAS:OnEventMissionStart(EventData)

+

Occurs when a mission starts +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+

AI_A2G_CAS:OnEventNewDynamicCargo(EventData)

+

Occurs when a player creates a dynamic cargo object from the F8 ground crew menu.

+

AI_A2G_CAS:OnEventParatrooperLanding(EventData)

+

Weapon add.

+

AI_A2G_CAS:OnEventPilotDead(EventData)

+

Occurs when the pilot of an aircraft is killed.

+

AI_A2G_CAS:OnEventPlayerEnterAircraft(EventData)

+

Occurs when a player enters a slot and takes control of an aircraft.

+

AI_A2G_CAS:OnEventPlayerEnterUnit(EventData)

+

Occurs when any player assumes direct control of a unit.

+

AI_A2G_CAS:OnEventPlayerLeaveUnit(EventData)

+

Occurs when any player relieves control of a unit to the AI.

+

AI_A2G_CAS:OnEventRefueling(EventData)

+

Occurs when an aircraft connects with a tanker and begins taking on fuel.

+

AI_A2G_CAS:OnEventRefuelingStop(EventData)

+

Occurs when an aircraft is finished taking fuel.

+

AI_A2G_CAS:OnEventScore(EventData)

+

Occurs when any modification to the "Score" as seen on the debrief menu would occur.

+

AI_A2G_CAS:OnEventShootingEnd(EventData)

+

Occurs when any unit stops firing its weapon.

+

AI_A2G_CAS:OnEventShootingStart(EventData)

+

Occurs when any unit begins firing a weapon that has a high rate of fire.

+

AI_A2G_CAS:OnEventShot(EventData)

+

Occurs whenever any unit in a mission fires a weapon.

+

AI_A2G_CAS:OnEventTakeoff(EventData)

+

Occurs when an aircraft takes off from an airbase, farp, or ship.

+

AI_A2G_CAS:OnEventTriggerZone(EventData)

+

Trigger zone.

+

AI_A2G_CAS:OnEventUnitLost(EventData)

+

Occurs when the game thinks an object is destroyed.

+

AI_A2G_CAS:ScheduleOnce(Start, SchedulerFunction, ...)

+

Schedule a new time event.

+

AI_A2G_CAS:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...)

+

Schedule a new time event.

+

AI_A2G_CAS:ScheduleStop(SchedulerID)

+

Stops the Schedule.

+

AI_A2G_CAS.Scheduler

+ +

AI_A2G_CAS:SetEventPriority(EventPriority)

+

Set the Class Core.Event processing Priority.

+

AI_A2G_CAS:SetState(Object, Key, Value)

+

Set a state or property of the Object given a Key and a Value.

+

AI_A2G_CAS:T(Arguments)

+

Trace a function logic level 1.

+

AI_A2G_CAS:T2(Arguments)

+

Trace a function logic level 2.

+

AI_A2G_CAS:T3(Arguments)

+

Trace a function logic level 3.

+

AI_A2G_CAS:TraceAll(TraceAll)

+

Trace all methods in MOOSE

+

AI_A2G_CAS:TraceClass(Class)

+

Set tracing for a class

+

AI_A2G_CAS:TraceClassMethod(Class, Method)

+

Set tracing for a specific method of class

+

AI_A2G_CAS:TraceLevel(Level)

+

Set trace level

+

AI_A2G_CAS:TraceOff()

+

Set trace off.

+

AI_A2G_CAS:TraceOn()

+

Set trace on.

+

AI_A2G_CAS:TraceOnOff(TraceOnOff)

+

Set trace on or off +Note that when trace is off, no BASE.Debug statement is performed, increasing performance! +When Moose is loaded statically, (as one file), tracing is switched off by default.

+

AI_A2G_CAS:UnHandleEvent(EventID)

+

UnSubscribe to a DCS event.

+

AI_A2G_CAS._

+ +

AI_A2G_CAS:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+

Trace a function call.

+

AI_A2G_CAS:_Serialize(Arguments)

+

(Internal) Serialize arguments

+

AI_A2G_CAS:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+

Trace a function logic.

+

AI_A2G_CAS.__

+ +

AI_A2G_CAS:onEvent(event)

+

The main event handling function...

@@ -6671,6 +7616,5679 @@ A random value in this bracket is then applied in the waypoint routing generatio
+
+

Field(s)

+
+
+

Function(s)

+
+
+ +
+

AI_A2G_CAS:GetControllable()

+
+ +

Gets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+ +
+
+

Defined in:

+ +

Return value:

+ +
+ +
+
+ +
+ +
+

AI_A2G_CAS:New(FSMT, Controllable)

+
+ +

Creates a new FSM_CONTROLLABLE object.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + FSMT +

+
+
+ +

Finite State Machine Table

+ +
+
+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

(optional) The CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+ +
+
+

Return value:

+
+ +
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnAfterStop(Controllable, From, Event, To)

+
+ +

OnAfter Transition Handler for Event Stop.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnBeforeStop(Controllable, From, Event, To)

+
+ +

OnBefore Transition Handler for Event Stop.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEnterStopped(Controllable, From, Event, To)

+
+ +

OnEnter Transition Handler for State Stopped.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnLeaveStopped(Controllable, From, Event, To)

+
+ +

OnLeave Transition Handler for State Stopped.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:SetControllable(FSMControllable)

+
+ +

Sets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + FSMControllable +

+
+
+

+
+
+

Return value:

+
+ +
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:Stop()

+
+ +

Synchronous Event Trigger for Event Stop.

+ +
+
+

Defined in:

+ +
+ +
+
+ +
+ +
+

AI_A2G_CAS:__Stop(Delay)

+
+ +

Asynchronous Event Trigger for Event Stop.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Delay +

+
+
+ +

The delay in seconds.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:_call_handler(step, trigger, params, EventName)

+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ step +

+
+
+

+
+
+
+
+

+ trigger +

+
+
+

+
+
+
+
+

+ params +

+
+
+

+
+
+
+
+

+ EventName +

+
+
+

+
+
+
+ +
+
+ +
+

Field(s)

+
+
+

Function(s)

+
+
+ +
+

AI_A2G_CAS:AddEndState(State)

+
+ +

Adds an End state.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + State +

+
+
+ +

The FSM state.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:AddProcess(From, Event, Process, ReturnEvents)

+
+ +

Set the default #FSM_PROCESS template with key ProcessName providing the ProcessClass and the process object when it is assigned to a Wrapper.Controllable by the task.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + From +

+
+
+ +

Can contain a string indicating the From state or a table of strings containing multiple From states.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event name.

+ +
+
+
+
+

+ Core.Fsm#FSM_PROCESS + Process +

+
+
+ +

An sub-process FSM.

+ +
+
+
+
+

+ #table + ReturnEvents +

+
+
+ +

A table indicating for which returned events of the SubFSM which Event must be triggered in the FSM.

+ +
+
+

Return value:

+
+ +
+ +

The SubFSM.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:AddScore(State, ScoreText, Score)

+
+ +

Adds a score for the FSM to be achieved.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + State +

+
+
+ +

is the state of the process when the score needs to be given. (See the relevant state descriptions of the process).

+ +
+
+
+
+

+ #string + ScoreText +

+
+
+ +

is a text describing the score that is given according the status.

+ +
+
+
+
+

+ #number + Score +

+
+
+ +

is a number providing the score of the status.

+ +
+
+

Return value:

+
+
+

#FSM:

+
+
+ +

self

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:AddScoreProcess(From, Event, State, ScoreText, Score)

+
+ +

Adds a score for the FSM_PROCESS to be achieved.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + From +

+
+
+ +

is the From State of the main process.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

is the Event of the main process.

+ +
+
+
+
+

+ #string + State +

+
+
+ +

is the state of the process when the score needs to be given. (See the relevant state descriptions of the process).

+ +
+
+
+
+

+ #string + ScoreText +

+
+
+ +

is a text describing the score that is given according the status.

+ +
+
+
+
+

+ #number + Score +

+
+
+ +

is a number providing the score of the status.

+ +
+
+

Return value:

+
+
+

#FSM:

+
+
+ +

self

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:AddTransition(From, Event, To)

+
+ +

Add a new transition rule to the FSM.

+ + +

A transition rule defines when and if the FSM can transition from a state towards another state upon a triggered event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + From +

+
+
+ +

Can contain a string indicating the From state or a table of strings containing multiple From states.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event name.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To state.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:GetCurrentState()

+
+ +

Get current state.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

Current FSM state.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:GetEndStates()

+
+ +

Returns the End states.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

End states.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:GetProcess(From, Event)

+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ From +

+
+
+

+
+
+
+
+

+ Event +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:GetProcesses()

+
+ +

Returns a table of the SubFSM rules defined within the FSM.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Sub processes.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:GetScores()

+
+ +

Returns a table with the scores defined.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Scores.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:GetStartState()

+
+ +

Returns the start state of the FSM.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

A string containing the start state.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:GetState()

+
+ +

Get current state.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

Current FSM state.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:GetSubs()

+
+ +

Returns a table with the Subs defined.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Sub processes.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:GetTransitions()

+
+ +

Returns a table of the transition rules defined within the FSM.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Transitions.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:Is(State)

+
+ +

Check if FSM is in state.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + State +

+
+
+ +

State name.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

If true, FSM is in this state.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:LoadCallBacks(CallBackTable)

+
+ +

Load call backs.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #table + CallBackTable +

+
+
+ +

Table of call backs.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:New()

+
+ +

Creates a new FSM object.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#FSM:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:SetProcess(From, Event, Fsm)

+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ From +

+
+
+

+
+
+
+
+

+ Event +

+
+
+

+
+
+
+
+

+ Fsm +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:SetStartState(State)

+
+ +

Sets the start state of the FSM.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + State +

+
+
+ +

A string defining the start state.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:_add_to_map(Map, Event)

+
+ +

Add to map.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + Map +

+
+
+ +

Map.

+ +
+
+
+
+

+ #table + Event +

+
+
+ +

Event table.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:_call_handler(step, trigger, params, EventName)

+
+ +

Call handler.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + step +

+
+
+ +

Step "onafter", "onbefore", "onenter", "onleave".

+ +
+
+
+
+

+ #string + trigger +

+
+
+ +

Trigger.

+ +
+
+
+
+

+ #table + params +

+
+
+ +

Parameters.

+ +
+
+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+
+
+ +

Value.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:_create_transition(EventName)

+
+ +

Create transition.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+

#function:

+
+
+ +

Function.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:_delayed_transition(EventName)

+
+ +

Delayed transition.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+

#function:

+
+
+ +

Function.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:_eventmap(Events, EventStructure)

+
+ +

Event map.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + Events +

+
+
+ +

Events.

+ +
+
+
+
+

+ #table + EventStructure +

+
+
+ +

Event structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:_gosub(ParentFrom, ParentEvent)

+
+ +

Go sub.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + ParentFrom +

+
+
+ +

Parent from state.

+ +
+
+
+
+

+ #string + ParentEvent +

+
+
+ +

Parent event name.

+ +
+
+

Return value:

+
+
+

#table:

+
+
+ +

Subs.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:_handler(EventName, ...)

+
+ +

Handler.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+
+
+

+ ... +

+
+
+ +

Arguments.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:_isendstate(Current)

+
+ +

Is end state.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + Current +

+
+
+ +

Current state name.

+ +
+
+

Return values:

+
+
+

#table:

+
+
+ +

FSM parent.

+ +
+
+

#string:

+
+
+ +

Event name.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:_submap(subs, sub, name)

+
+ +

Sub maps.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + subs +

+
+
+ +

Subs.

+ +
+
+
+
+

+ #table + sub +

+
+
+ +

Sub.

+ +
+
+
+
+

+ #string + name +

+
+
+ +

Name.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:can(e)

+
+ +

Check if can do an event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + e +

+
+
+ +

Event name.

+ +
+
+

Return values:

+
+
+

#boolean:

+
+
+ +

If true, FSM can do the event.

+ +
+
+

#string:

+
+
+ +

To state.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:cannot(e)

+
+ +

Check if cannot do an event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + e +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

If true, FSM cannot do the event.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:is(State, state)

+
+ +

Check if FSM is in state.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + State +

+
+
+ +

State name.

+ +
+
+
+
+

+ state +

+
+
+

+
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

If true, FSM is in this state.

+ +
+
+
+ +
+
+ +
+

Field(s)

+
+
+

Function(s)

+
+
+ +
+

AI_A2G_CAS:ClearState(Object, StateName)

+
+ +

Clear the state of an object.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that holds the Value set by the Key.

+ +
+
+
+
+

+ StateName +

+
+
+ +

The key that is should be cleared.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace)

+
+ +

Creation of a Birth Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+
+

+ #string + IniUnitName +

+
+
+ +

The initiating unit name.

+ +
+
+
+
+

+ place +

+
+
+

+
+
+
+
+

+ subplace +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

+
+ +

Creation of a Crash Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+
+

+ IniObjectCategory +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:CreateEventDead(EventTime, Initiator, IniObjectCategory)

+
+ +

Creation of a Dead Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+
+

+ IniObjectCategory +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:CreateEventDynamicCargoLoaded(DynamicCargo)

+
+ +

Creation of a S_EVENT_DYNAMIC_CARGO_LOADED event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.DynamicCargo#DYNAMICCARGO + DynamicCargo +

+
+
+ +

the dynamic cargo object

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:CreateEventDynamicCargoRemoved(DynamicCargo)

+
+ +

Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.DynamicCargo#DYNAMICCARGO + DynamicCargo +

+
+
+ +

the dynamic cargo object

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:CreateEventDynamicCargoUnloaded(DynamicCargo)

+
+ +

Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.DynamicCargo#DYNAMICCARGO + DynamicCargo +

+
+
+ +

the dynamic cargo object

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:CreateEventNewDynamicCargo(DynamicCargo)

+
+ +

Creation of a S_EVENT_NEW_DYNAMIC_CARGO event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.DynamicCargo#DYNAMICCARGO + DynamicCargo +

+
+
+ +

the dynamic cargo object

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:CreateEventPlayerEnterAircraft(PlayerUnit)

+
+ +

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.Unit#UNIT + PlayerUnit +

+
+
+ +

The aircraft unit the player entered.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:CreateEventRemoveUnit(EventTime, Initiator)

+
+ +

Creation of a Remove Unit Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:CreateEventTakeoff(EventTime, Initiator)

+
+ +

Creation of a Takeoff Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:CreateEventUnitLost(EventTime, Initiator)

+
+ +

Creation of a Crash Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:E(Arguments)

+
+ +

Log an exception which will be traced always.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:EventDispatcher()

+
+ +

Returns the event dispatcher

+ +
+
+

Defined in:

+ +

Return value:

+
+ +
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:EventRemoveAll()

+
+ +

Remove all subscribed events

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:F(Arguments)

+
+ +

Trace a function call.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:F2(Arguments)

+
+ +

Trace a function call level 2.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:F3(Arguments)

+
+ +

Trace a function call level 3.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:GetClassID()

+
+ +

Get the ClassID of the class instance.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassID of the class instance.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:GetClassName()

+
+ +

Get the ClassName of the class instance.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassName of the class instance.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:GetClassNameAndID()

+
+ +

Get the ClassName + ClassID of the class instance.

+ + +

The ClassName + ClassID is formatted as '%s#%09d'.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassName + ClassID of the class instance.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:GetEventPriority()

+
+ +

Get the Class Core.Event processing Priority.

+ + +

The Event processing Priority is a number from 1 to 10, +reflecting the order of the classes subscribed to the Event to be processed.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#number:

+
+
+ +

The Core.Event processing Priority.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:GetParent(Child, FromClass)

+
+ +

This is the worker method to retrieve the Parent class.

+ + +

Note that the Parent class must be passed to call the parent class method.

+ +
self:GetParent(self):ParentMethod()
+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #BASE + Child +

+
+
+ +

This is the Child class from which the Parent class needs to be retrieved.

+ +
+
+
+
+

+ #BASE + FromClass +

+
+
+ +

(Optional) The class from which to get the parent.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:GetState(Object, Key)

+
+ +

Get a Value given a Key from the Object.

+ + +

Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that holds the Value set by the Key.

+ +
+
+
+
+

+ Key +

+
+
+ +

The key that is used to retrieve the value. Note that the key can be a #string, but it can also be any other type!

+ +
+
+

Return value:

+
+
+
+
+ +

The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:HandleEvent(EventID, EventFunction)

+
+ +

Subscribe to a DCS Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Core.Event#EVENTS + EventID +

+
+
+ +

Event ID.

+ +
+
+
+
+

+ #function + EventFunction +

+
+
+ +

(optional) The function to be called when the event occurs for the unit.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:I(Arguments)

+
+ +

Log an information which will be traced always.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:Inherit(Child, Parent)

+
+ +

This is the worker method to inherit from a parent class.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Child +

+
+
+ +

is the Child class that inherits.

+ +
+
+
+
+

+ #BASE + Parent +

+
+
+ +

is the Parent class that the Child inherits from.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ +

Child

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:IsInstanceOf(ClassName)

+
+ +

This is the worker method to check if an object is an (sub)instance of a class.

+ + + +

Examples:

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ ClassName +

+
+
+ +

is the name of the class or the class itself to run the check against

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:IsTrace()

+
+ +

Enquires if tracing is on (for the class).

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#boolean:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:New()

+
+ +

BASE constructor.

+ + + +

This is an example how to use the BASE:New() constructor in a new class definition when inheriting from BASE.

+ +
function EVENT:New()
+  local self = BASE:Inherit( self, BASE:New() ) -- #EVENT
+  return self
+end
+
+ + +
+
+

Defined in:

+ +

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEvent(EventData)

+
+ +

Occurs when an Event for an object is triggered.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that triggered the event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEventBDA(EventData)

+
+ +

BDA.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEventBaseCaptured(EventData)

+
+ +

Occurs when a ground unit captures either an airbase or a farp.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that captured the base +place: The airbase that was captured, can be a FARP or Airbase. When calling place:getCoalition() the faction will already be the new owning faction.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEventBirth(EventData)

+
+ +

Occurs when any object is spawned into the mission.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that was spawned

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEventCrash(EventData)

+
+ +

Occurs when any aircraft crashes into the ground and is completely destroyed.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that has crashed

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEventDead(EventData)

+
+ +

Occurs when an object is dead.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is dead.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEventDetailedFailure(EventData)

+
+ +

Unknown precisely what creates this event, likely tied into newer damage model.

+ + +

Will update this page when new information become available.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEventDiscardChairAfterEjection(EventData)

+
+ +

Discard chair after ejection.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEventDynamicCargoLoaded(EventData)

+
+ +

Occurs when a player loads a dynamic cargo object with the F8 ground crew menu into a helo.

+ + +

* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEventDynamicCargoRemoved(EventData)

+
+ +

Occurs when a dynamic cargo crate is removed.

+ + +

* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEventDynamicCargoUnloaded(EventData)

+
+ +

Occurs when a player unloads a dynamic cargo object with the F8 ground crew menu from a helo.

+ + +

* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEventEjection(EventData)

+
+ +

Occurs when a pilot ejects from an aircraft +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ + +

initiator : The unit that has ejected

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEventEngineShutdown(EventData)

+
+ +

Occurs when any aircraft shuts down its engines.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is stopping its engines.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEventEngineStartup(EventData)

+
+ +

Occurs when any aircraft starts its engines.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is starting its engines.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEventHit(EventData)

+
+ +

Occurs whenever an object is hit by a weapon.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit object the fired the weapon +weapon: Weapon object that hit the target +target: The Object that was hit.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEventHumanFailure(EventData)

+
+ +

Occurs when any system fails on a human controlled aircraft.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that had the failure

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEventKill(EventData)

+
+ +

Occurs on the death of a unit.

+ + +

Contains more and different information. Similar to unit_lost it will occur for aircraft before the aircraft crash event occurs. +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEventLand(EventData)

+
+ +

Occurs when an aircraft lands at an airbase, farp or ship +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ + +

initiator : The unit that has landed +place: Object that the unit landed on. Can be an Airbase Object, FARP, or Ships

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEventLandingAfterEjection(EventData)

+
+ +

Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up.

+ + +

Event does not occur if the pilot lands in the water and sub combs to Davey Jones Locker. +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEventLandingQualityMark(EventData)

+
+ +

Landing quality mark.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEventMarkAdded(EventData)

+
+ +

Occurs when a new mark was added.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +MarkID: ID of the mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEventMarkChange(EventData)

+
+ +

Occurs when a mark text was changed.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +MarkID: ID of the mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEventMarkRemoved(EventData)

+
+ +

Occurs when a mark was removed.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +MarkID: ID of the mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEventMissionEnd(EventData)

+
+ +

Occurs when a mission ends +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEventMissionStart(EventData)

+
+ +

Occurs when a mission starts +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEventNewDynamicCargo(EventData)

+
+ +

Occurs when a player creates a dynamic cargo object from the F8 ground crew menu.

+ + +

* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEventParatrooperLanding(EventData)

+
+ +

Weapon add.

+ + +

Fires when entering a mission per pylon with the name of the weapon (double pylons not counted, infinite wep reload not counted. +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEventPilotDead(EventData)

+
+ +

Occurs when the pilot of an aircraft is killed.

+ + +

Can occur either if the player is alive and crashes or if a weapon kills the pilot without completely destroying the plane. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that the pilot has died in.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEventPlayerEnterAircraft(EventData)

+
+ +

Occurs when a player enters a slot and takes control of an aircraft.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +NOTE: This is a workaround of a long standing DCS bug with the PLAYER_ENTER_UNIT event. +initiator : The unit that is being taken control of.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEventPlayerEnterUnit(EventData)

+
+ +

Occurs when any player assumes direct control of a unit.

+ + +

Note - not Mulitplayer safe. Use PlayerEnterAircraft. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is being taken control of.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEventPlayerLeaveUnit(EventData)

+
+ +

Occurs when any player relieves control of a unit to the AI.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that the player left.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEventRefueling(EventData)

+
+ +

Occurs when an aircraft connects with a tanker and begins taking on fuel.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is receiving fuel.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEventRefuelingStop(EventData)

+
+ +

Occurs when an aircraft is finished taking fuel.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that was receiving fuel.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEventScore(EventData)

+
+ +

Occurs when any modification to the "Score" as seen on the debrief menu would occur.

+ + +

There is no information on what values the score was changed to. Event is likely similar to player_comment in this regard. +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEventShootingEnd(EventData)

+
+ +

Occurs when any unit stops firing its weapon.

+ + +

Event will always correspond with a shooting start event. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that was doing the shooting.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEventShootingStart(EventData)

+
+ +

Occurs when any unit begins firing a weapon that has a high rate of fire.

+ + +

Most common with aircraft cannons (GAU-8), autocannons, and machine guns. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is doing the shooting. +target: The unit that is being targeted.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEventShot(EventData)

+
+ +

Occurs whenever any unit in a mission fires a weapon.

+ + +

But not any machine gun or autocannon based weapon, those are handled by EVENT.ShootingStart. +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEventTakeoff(EventData)

+
+ +

Occurs when an aircraft takes off from an airbase, farp, or ship.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that tookoff +place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEventTriggerZone(EventData)

+
+ +

Trigger zone.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEventUnitLost(EventData)

+
+ +

Occurs when the game thinks an object is destroyed.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:ScheduleOnce(Start, SchedulerFunction, ...)

+
+ +

Schedule a new time event.

+ + +

Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + Start +

+
+
+ +

Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.

+ +
+
+
+
+

+ #function + SchedulerFunction +

+
+
+ +

The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.

+ +
+
+
+
+

+ #table + ... +

+
+
+ +

Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.

+ +
+
+

Return value:

+
+
+

#string:

+
+
+ +

The Schedule ID of the planned schedule.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...)

+
+ +

Schedule a new time event.

+ + +

Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + Start +

+
+
+ +

Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.

+ +
+
+
+
+

+ #number + Repeat +

+
+
+ +

Specifies the interval in seconds when the scheduler will call the event function.

+ +
+
+
+
+

+ #number + RandomizeFactor +

+
+
+ +

Specifies a randomization factor between 0 and 1 to randomize the Repeat.

+ +
+
+
+
+

+ #number + Stop +

+
+
+ +

Specifies the amount of seconds when the scheduler will be stopped.

+ +
+
+
+
+

+ #function + SchedulerFunction +

+
+
+ +

The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.

+ +
+
+
+
+

+ #table + ... +

+
+
+ +

Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.

+ +
+
+

Return value:

+
+
+

#string:

+
+
+ +

The Schedule ID of the planned schedule.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:ScheduleStop(SchedulerID)

+
+ +

Stops the Schedule.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + SchedulerID +

+
+
+ +

(Optional) Scheduler ID to be stopped. If nil, all pending schedules are stopped.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:SetEventPriority(EventPriority)

+
+ +

Set the Class Core.Event processing Priority.

+ + +

The Event processing Priority is a number from 1 to 10, +reflecting the order of the classes subscribed to the Event to be processed.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + EventPriority +

+
+
+ +

The Core.Event processing Priority.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ +

self

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:SetState(Object, Key, Value)

+
+ +

Set a state or property of the Object given a Key and a Value.

+ + +

Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that will hold the Value set by the Key.

+ +
+
+
+
+

+ Key +

+
+
+ +

The key that is used as a reference of the value. Note that the key can be a #string, but it can also be any other type!

+ +
+
+
+
+

+ Value +

+
+
+ +

The value to is stored in the object.

+ +
+
+

Return value:

+
+
+
+
+ +

The Value set.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:T(Arguments)

+
+ +

Trace a function logic level 1.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:T2(Arguments)

+
+ +

Trace a function logic level 2.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:T3(Arguments)

+
+ +

Trace a function logic level 3.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:TraceAll(TraceAll)

+
+ +

Trace all methods in MOOSE

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #boolean + TraceAll +

+
+
+ +

true = trace all methods in MOOSE.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:TraceClass(Class)

+
+ +

Set tracing for a class

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + Class +

+
+
+ +

Class name.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:TraceClassMethod(Class, Method)

+
+ +

Set tracing for a specific method of class

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + Class +

+
+
+ +

Class name.

+ +
+
+
+
+

+ #string + Method +

+
+
+ +

Method.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:TraceLevel(Level)

+
+ +

Set trace level

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Level +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:TraceOff()

+
+ +

Set trace off.

+ +
+
+

Defined in:

+ +

Usage:

+
-- Switch the tracing Off
+BASE:TraceOff()
+ +
+ +
+
+ +
+ +
+

AI_A2G_CAS:TraceOn()

+
+ +

Set trace on.

+ +
+
+

Defined in:

+ +

Usage:

+
-- Switch the tracing On
+BASE:TraceOn()
+ +
+ +
+
+ +
+ +
+

AI_A2G_CAS:TraceOnOff(TraceOnOff)

+
+ +

Set trace on or off +Note that when trace is off, no BASE.Debug statement is performed, increasing performance! +When Moose is loaded statically, (as one file), tracing is switched off by default.

+ + +

So tracing must be switched on manually in your mission if you are using Moose statically. +When moose is loading dynamically (for moose class development), tracing is switched on by default.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #boolean + TraceOnOff +

+
+
+ +

Switch the tracing on or off.

+ +
+
+

Usage:

+

+  -- Switch the tracing On
+  BASE:TraceOnOff( true )
+
+  -- Switch the tracing Off
+  BASE:TraceOnOff( false )
+
+ +
+ +
+
+ +
+ +
+

AI_A2G_CAS:UnHandleEvent(EventID)

+
+ +

UnSubscribe to a DCS event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTS + EventID +

+
+
+ +

Event ID.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+
+ +

Trace a function call.

+ + +

This function is private.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+
+

+ DebugInfoCurrentParam +

+
+
+

+
+
+
+
+

+ DebugInfoFromParam +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:_Serialize(Arguments)

+
+ +

(Internal) Serialize arguments

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #table + Arguments +

+
+
+

+
+
+

Return value:

+
+
+

#string:

+
+
+ +

Text

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+
+ +

Trace a function logic.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+
+

+ DebugInfoCurrentParam +

+
+
+

+
+
+
+
+

+ DebugInfoFromParam +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:onEvent(event)

+
+ +

The main event handling function...

+ + +

This function captures all events generated for the class.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ DCS#Event + event +

+
+
+

+
+
+
+ +
+
+ diff --git a/Documentation/AI.AI_A2G_SEAD.html b/Documentation/AI.AI_A2G_SEAD.html index 8e2858db1..ab0df5e62 100644 --- a/Documentation/AI.AI_A2G_SEAD.html +++ b/Documentation/AI.AI_A2G_SEAD.html @@ -1790,6 +1790,9 @@ Therefore, this class is considered to be deprecated

AI_A2G_SEAD , extends AI.AI_Air_Patrol#AI_AIR_PATROL , extends AI.AI_Air#AI_AIR +, extends Core.Fsm#FSM_CONTROLLABLE +, extends Core.Fsm#FSM +, extends Core.Base#BASE
@@ -2453,6 +2456,948 @@ Therefore, this class is considered to be deprecated

+ +

AI_A2G_SEAD:onbeforeStatus()

+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Fields and Methods inherited from FSM_CONTROLLABLEDescription

AI_A2G_SEAD.Controllable

+ +

AI_A2G_SEAD:GetControllable()

+

Gets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+

AI_A2G_SEAD:New(FSMT, Controllable)

+

Creates a new FSM_CONTROLLABLE object.

+

AI_A2G_SEAD:OnAfterStop(Controllable, From, Event, To)

+

OnAfter Transition Handler for Event Stop.

+

AI_A2G_SEAD:OnBeforeStop(Controllable, From, Event, To)

+

OnBefore Transition Handler for Event Stop.

+

AI_A2G_SEAD:OnEnterStopped(Controllable, From, Event, To)

+

OnEnter Transition Handler for State Stopped.

+

AI_A2G_SEAD:OnLeaveStopped(Controllable, From, Event, To)

+

OnLeave Transition Handler for State Stopped.

+

AI_A2G_SEAD:SetControllable(FSMControllable)

+

Sets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+

AI_A2G_SEAD:Stop()

+

Synchronous Event Trigger for Event Stop.

+

AI_A2G_SEAD:__Stop(Delay)

+

Asynchronous Event Trigger for Event Stop.

+

AI_A2G_SEAD:_call_handler(step, trigger, params, EventName)

+ +
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Fields and Methods inherited from FSMDescription

AI_A2G_SEAD:AddEndState(State)

+

Adds an End state.

+

AI_A2G_SEAD:AddProcess(From, Event, Process, ReturnEvents)

+

Set the default #FSM_PROCESS template with key ProcessName providing the ProcessClass and the process object when it is assigned to a Wrapper.Controllable by the task.

+

AI_A2G_SEAD:AddScore(State, ScoreText, Score)

+

Adds a score for the FSM to be achieved.

+

AI_A2G_SEAD:AddScoreProcess(From, Event, State, ScoreText, Score)

+

Adds a score for the FSM_PROCESS to be achieved.

+

AI_A2G_SEAD:AddTransition(From, Event, To)

+

Add a new transition rule to the FSM.

+

AI_A2G_SEAD.CallScheduler

+

Call scheduler.

+

AI_A2G_SEAD.ClassName

+

Name of the class.

+

AI_A2G_SEAD.Events

+ +

AI_A2G_SEAD:GetCurrentState()

+

Get current state.

+

AI_A2G_SEAD:GetEndStates()

+

Returns the End states.

+

AI_A2G_SEAD:GetProcess(From, Event)

+ +

AI_A2G_SEAD:GetProcesses()

+

Returns a table of the SubFSM rules defined within the FSM.

+

AI_A2G_SEAD:GetScores()

+

Returns a table with the scores defined.

+

AI_A2G_SEAD:GetStartState()

+

Returns the start state of the FSM.

+

AI_A2G_SEAD:GetState()

+

Get current state.

+

AI_A2G_SEAD:GetSubs()

+

Returns a table with the Subs defined.

+

AI_A2G_SEAD:GetTransitions()

+

Returns a table of the transition rules defined within the FSM.

+

AI_A2G_SEAD:Is(State)

+

Check if FSM is in state.

+

AI_A2G_SEAD:LoadCallBacks(CallBackTable)

+

Load call backs.

+

AI_A2G_SEAD:New()

+

Creates a new FSM object.

+

AI_A2G_SEAD.Scores

+

Scores.

+

AI_A2G_SEAD:SetProcess(From, Event, Fsm)

+ +

AI_A2G_SEAD:SetStartState(State)

+

Sets the start state of the FSM.

+

AI_A2G_SEAD._EndStates

+ +

AI_A2G_SEAD._EventSchedules

+ +

AI_A2G_SEAD._Processes

+ +

AI_A2G_SEAD._Scores

+ +

AI_A2G_SEAD._StartState

+ +

AI_A2G_SEAD._Transitions

+ +

AI_A2G_SEAD:_add_to_map(Map, Event)

+

Add to map.

+

AI_A2G_SEAD:_call_handler(step, trigger, params, EventName)

+

Call handler.

+

AI_A2G_SEAD:_create_transition(EventName)

+

Create transition.

+

AI_A2G_SEAD:_delayed_transition(EventName)

+

Delayed transition.

+

AI_A2G_SEAD:_eventmap(Events, EventStructure)

+

Event map.

+

AI_A2G_SEAD:_gosub(ParentFrom, ParentEvent)

+

Go sub.

+

AI_A2G_SEAD:_handler(EventName, ...)

+

Handler.

+

AI_A2G_SEAD:_isendstate(Current)

+

Is end state.

+

AI_A2G_SEAD:_submap(subs, sub, name)

+

Sub maps.

+

AI_A2G_SEAD:can(e)

+

Check if can do an event.

+

AI_A2G_SEAD:cannot(e)

+

Check if cannot do an event.

+

AI_A2G_SEAD.current

+

Current state name.

+

AI_A2G_SEAD.endstates

+ +

AI_A2G_SEAD:is(State, state)

+

Check if FSM is in state.

+

AI_A2G_SEAD.options

+

Options.

+

AI_A2G_SEAD.subs

+

Subs.

+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Fields and Methods inherited from BASEDescription

AI_A2G_SEAD.ClassID

+

The ID number of the class.

+

AI_A2G_SEAD.ClassName

+

The name of the class.

+

AI_A2G_SEAD.ClassNameAndID

+

The name of the class concatenated with the ID number of the class.

+

AI_A2G_SEAD:ClearState(Object, StateName)

+

Clear the state of an object.

+

AI_A2G_SEAD:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace)

+

Creation of a Birth Event.

+

AI_A2G_SEAD:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

+

Creation of a Crash Event.

+

AI_A2G_SEAD:CreateEventDead(EventTime, Initiator, IniObjectCategory)

+

Creation of a Dead Event.

+

AI_A2G_SEAD:CreateEventDynamicCargoLoaded(DynamicCargo)

+

Creation of a S_EVENT_DYNAMIC_CARGO_LOADED event.

+

AI_A2G_SEAD:CreateEventDynamicCargoRemoved(DynamicCargo)

+

Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event.

+

AI_A2G_SEAD:CreateEventDynamicCargoUnloaded(DynamicCargo)

+

Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event.

+

AI_A2G_SEAD:CreateEventNewDynamicCargo(DynamicCargo)

+

Creation of a S_EVENT_NEW_DYNAMIC_CARGO event.

+

AI_A2G_SEAD:CreateEventPlayerEnterAircraft(PlayerUnit)

+

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

+

AI_A2G_SEAD:CreateEventRemoveUnit(EventTime, Initiator)

+

Creation of a Remove Unit Event.

+

AI_A2G_SEAD:CreateEventTakeoff(EventTime, Initiator)

+

Creation of a Takeoff Event.

+

AI_A2G_SEAD:CreateEventUnitLost(EventTime, Initiator)

+

Creation of a Crash Event.

+

AI_A2G_SEAD:E(Arguments)

+

Log an exception which will be traced always.

+

AI_A2G_SEAD:EventDispatcher()

+

Returns the event dispatcher

+

AI_A2G_SEAD:EventRemoveAll()

+

Remove all subscribed events

+

AI_A2G_SEAD:F(Arguments)

+

Trace a function call.

+

AI_A2G_SEAD:F2(Arguments)

+

Trace a function call level 2.

+

AI_A2G_SEAD:F3(Arguments)

+

Trace a function call level 3.

+

AI_A2G_SEAD:GetClassID()

+

Get the ClassID of the class instance.

+

AI_A2G_SEAD:GetClassName()

+

Get the ClassName of the class instance.

+

AI_A2G_SEAD:GetClassNameAndID()

+

Get the ClassName + ClassID of the class instance.

+

AI_A2G_SEAD:GetEventPriority()

+

Get the Class Core.Event processing Priority.

+

AI_A2G_SEAD:GetParent(Child, FromClass)

+

This is the worker method to retrieve the Parent class.

+

AI_A2G_SEAD:GetState(Object, Key)

+

Get a Value given a Key from the Object.

+

AI_A2G_SEAD:HandleEvent(EventID, EventFunction)

+

Subscribe to a DCS Event.

+

AI_A2G_SEAD:I(Arguments)

+

Log an information which will be traced always.

+

AI_A2G_SEAD:Inherit(Child, Parent)

+

This is the worker method to inherit from a parent class.

+

AI_A2G_SEAD:IsInstanceOf(ClassName)

+

This is the worker method to check if an object is an (sub)instance of a class.

+

AI_A2G_SEAD:IsTrace()

+

Enquires if tracing is on (for the class).

+

AI_A2G_SEAD:New()

+

BASE constructor.

+

AI_A2G_SEAD:OnEvent(EventData)

+

Occurs when an Event for an object is triggered.

+

AI_A2G_SEAD:OnEventBDA(EventData)

+

BDA.

+

AI_A2G_SEAD:OnEventBaseCaptured(EventData)

+

Occurs when a ground unit captures either an airbase or a farp.

+

AI_A2G_SEAD:OnEventBirth(EventData)

+

Occurs when any object is spawned into the mission.

+

AI_A2G_SEAD:OnEventCrash(EventData)

+

Occurs when any aircraft crashes into the ground and is completely destroyed.

+

AI_A2G_SEAD:OnEventDead(EventData)

+

Occurs when an object is dead.

+

AI_A2G_SEAD:OnEventDetailedFailure(EventData)

+

Unknown precisely what creates this event, likely tied into newer damage model.

+

AI_A2G_SEAD:OnEventDiscardChairAfterEjection(EventData)

+

Discard chair after ejection.

+

AI_A2G_SEAD:OnEventDynamicCargoLoaded(EventData)

+

Occurs when a player loads a dynamic cargo object with the F8 ground crew menu into a helo.

+

AI_A2G_SEAD:OnEventDynamicCargoRemoved(EventData)

+

Occurs when a dynamic cargo crate is removed.

+

AI_A2G_SEAD:OnEventDynamicCargoUnloaded(EventData)

+

Occurs when a player unloads a dynamic cargo object with the F8 ground crew menu from a helo.

+

AI_A2G_SEAD:OnEventEjection(EventData)

+

Occurs when a pilot ejects from an aircraft +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+

AI_A2G_SEAD:OnEventEngineShutdown(EventData)

+

Occurs when any aircraft shuts down its engines.

+

AI_A2G_SEAD:OnEventEngineStartup(EventData)

+

Occurs when any aircraft starts its engines.

+

AI_A2G_SEAD:OnEventHit(EventData)

+

Occurs whenever an object is hit by a weapon.

+

AI_A2G_SEAD:OnEventHumanFailure(EventData)

+

Occurs when any system fails on a human controlled aircraft.

+

AI_A2G_SEAD:OnEventKill(EventData)

+

Occurs on the death of a unit.

+

AI_A2G_SEAD:OnEventLand(EventData)

+

Occurs when an aircraft lands at an airbase, farp or ship +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+

AI_A2G_SEAD:OnEventLandingAfterEjection(EventData)

+

Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up.

+

AI_A2G_SEAD:OnEventLandingQualityMark(EventData)

+

Landing quality mark.

+

AI_A2G_SEAD:OnEventMarkAdded(EventData)

+

Occurs when a new mark was added.

+

AI_A2G_SEAD:OnEventMarkChange(EventData)

+

Occurs when a mark text was changed.

+

AI_A2G_SEAD:OnEventMarkRemoved(EventData)

+

Occurs when a mark was removed.

+

AI_A2G_SEAD:OnEventMissionEnd(EventData)

+

Occurs when a mission ends +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+

AI_A2G_SEAD:OnEventMissionStart(EventData)

+

Occurs when a mission starts +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+

AI_A2G_SEAD:OnEventNewDynamicCargo(EventData)

+

Occurs when a player creates a dynamic cargo object from the F8 ground crew menu.

+

AI_A2G_SEAD:OnEventParatrooperLanding(EventData)

+

Weapon add.

+

AI_A2G_SEAD:OnEventPilotDead(EventData)

+

Occurs when the pilot of an aircraft is killed.

+

AI_A2G_SEAD:OnEventPlayerEnterAircraft(EventData)

+

Occurs when a player enters a slot and takes control of an aircraft.

+

AI_A2G_SEAD:OnEventPlayerEnterUnit(EventData)

+

Occurs when any player assumes direct control of a unit.

+

AI_A2G_SEAD:OnEventPlayerLeaveUnit(EventData)

+

Occurs when any player relieves control of a unit to the AI.

+

AI_A2G_SEAD:OnEventRefueling(EventData)

+

Occurs when an aircraft connects with a tanker and begins taking on fuel.

+

AI_A2G_SEAD:OnEventRefuelingStop(EventData)

+

Occurs when an aircraft is finished taking fuel.

+

AI_A2G_SEAD:OnEventScore(EventData)

+

Occurs when any modification to the "Score" as seen on the debrief menu would occur.

+

AI_A2G_SEAD:OnEventShootingEnd(EventData)

+

Occurs when any unit stops firing its weapon.

+

AI_A2G_SEAD:OnEventShootingStart(EventData)

+

Occurs when any unit begins firing a weapon that has a high rate of fire.

+

AI_A2G_SEAD:OnEventShot(EventData)

+

Occurs whenever any unit in a mission fires a weapon.

+

AI_A2G_SEAD:OnEventTakeoff(EventData)

+

Occurs when an aircraft takes off from an airbase, farp, or ship.

+

AI_A2G_SEAD:OnEventTriggerZone(EventData)

+

Trigger zone.

+

AI_A2G_SEAD:OnEventUnitLost(EventData)

+

Occurs when the game thinks an object is destroyed.

+

AI_A2G_SEAD:ScheduleOnce(Start, SchedulerFunction, ...)

+

Schedule a new time event.

+

AI_A2G_SEAD:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...)

+

Schedule a new time event.

+

AI_A2G_SEAD:ScheduleStop(SchedulerID)

+

Stops the Schedule.

+

AI_A2G_SEAD.Scheduler

+ +

AI_A2G_SEAD:SetEventPriority(EventPriority)

+

Set the Class Core.Event processing Priority.

+

AI_A2G_SEAD:SetState(Object, Key, Value)

+

Set a state or property of the Object given a Key and a Value.

+

AI_A2G_SEAD:T(Arguments)

+

Trace a function logic level 1.

+

AI_A2G_SEAD:T2(Arguments)

+

Trace a function logic level 2.

+

AI_A2G_SEAD:T3(Arguments)

+

Trace a function logic level 3.

+

AI_A2G_SEAD:TraceAll(TraceAll)

+

Trace all methods in MOOSE

+

AI_A2G_SEAD:TraceClass(Class)

+

Set tracing for a class

+

AI_A2G_SEAD:TraceClassMethod(Class, Method)

+

Set tracing for a specific method of class

+

AI_A2G_SEAD:TraceLevel(Level)

+

Set trace level

+

AI_A2G_SEAD:TraceOff()

+

Set trace off.

+

AI_A2G_SEAD:TraceOn()

+

Set trace on.

+

AI_A2G_SEAD:TraceOnOff(TraceOnOff)

+

Set trace on or off +Note that when trace is off, no BASE.Debug statement is performed, increasing performance! +When Moose is loaded statically, (as one file), tracing is switched off by default.

+

AI_A2G_SEAD:UnHandleEvent(EventID)

+

UnSubscribe to a DCS event.

+

AI_A2G_SEAD._

+ +

AI_A2G_SEAD:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+

Trace a function call.

+

AI_A2G_SEAD:_Serialize(Arguments)

+

(Internal) Serialize arguments

+

AI_A2G_SEAD:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+

Trace a function logic.

+

AI_A2G_SEAD.__

+ +

AI_A2G_SEAD:onEvent(event)

+

The main event handling function...

@@ -6699,6 +7644,5679 @@ A random value in this bracket is then applied in the waypoint routing generatio
+
+

Field(s)

+
+
+

Function(s)

+
+
+ +
+

AI_A2G_SEAD:GetControllable()

+
+ +

Gets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+ +
+
+

Defined in:

+ +

Return value:

+ +
+ +
+
+ +
+ +
+

AI_A2G_SEAD:New(FSMT, Controllable)

+
+ +

Creates a new FSM_CONTROLLABLE object.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + FSMT +

+
+
+ +

Finite State Machine Table

+ +
+
+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

(optional) The CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+ +
+
+

Return value:

+
+ +
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnAfterStop(Controllable, From, Event, To)

+
+ +

OnAfter Transition Handler for Event Stop.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnBeforeStop(Controllable, From, Event, To)

+
+ +

OnBefore Transition Handler for Event Stop.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEnterStopped(Controllable, From, Event, To)

+
+ +

OnEnter Transition Handler for State Stopped.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnLeaveStopped(Controllable, From, Event, To)

+
+ +

OnLeave Transition Handler for State Stopped.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:SetControllable(FSMControllable)

+
+ +

Sets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + FSMControllable +

+
+
+

+
+
+

Return value:

+
+ +
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:Stop()

+
+ +

Synchronous Event Trigger for Event Stop.

+ +
+
+

Defined in:

+ +
+ +
+
+ +
+ +
+

AI_A2G_SEAD:__Stop(Delay)

+
+ +

Asynchronous Event Trigger for Event Stop.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Delay +

+
+
+ +

The delay in seconds.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:_call_handler(step, trigger, params, EventName)

+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ step +

+
+
+

+
+
+
+
+

+ trigger +

+
+
+

+
+
+
+
+

+ params +

+
+
+

+
+
+
+
+

+ EventName +

+
+
+

+
+
+
+ +
+
+ +
+

Field(s)

+
+
+

Function(s)

+
+
+ +
+

AI_A2G_SEAD:AddEndState(State)

+
+ +

Adds an End state.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + State +

+
+
+ +

The FSM state.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:AddProcess(From, Event, Process, ReturnEvents)

+
+ +

Set the default #FSM_PROCESS template with key ProcessName providing the ProcessClass and the process object when it is assigned to a Wrapper.Controllable by the task.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + From +

+
+
+ +

Can contain a string indicating the From state or a table of strings containing multiple From states.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event name.

+ +
+
+
+
+

+ Core.Fsm#FSM_PROCESS + Process +

+
+
+ +

An sub-process FSM.

+ +
+
+
+
+

+ #table + ReturnEvents +

+
+
+ +

A table indicating for which returned events of the SubFSM which Event must be triggered in the FSM.

+ +
+
+

Return value:

+
+ +
+ +

The SubFSM.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:AddScore(State, ScoreText, Score)

+
+ +

Adds a score for the FSM to be achieved.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + State +

+
+
+ +

is the state of the process when the score needs to be given. (See the relevant state descriptions of the process).

+ +
+
+
+
+

+ #string + ScoreText +

+
+
+ +

is a text describing the score that is given according the status.

+ +
+
+
+
+

+ #number + Score +

+
+
+ +

is a number providing the score of the status.

+ +
+
+

Return value:

+
+
+

#FSM:

+
+
+ +

self

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:AddScoreProcess(From, Event, State, ScoreText, Score)

+
+ +

Adds a score for the FSM_PROCESS to be achieved.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + From +

+
+
+ +

is the From State of the main process.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

is the Event of the main process.

+ +
+
+
+
+

+ #string + State +

+
+
+ +

is the state of the process when the score needs to be given. (See the relevant state descriptions of the process).

+ +
+
+
+
+

+ #string + ScoreText +

+
+
+ +

is a text describing the score that is given according the status.

+ +
+
+
+
+

+ #number + Score +

+
+
+ +

is a number providing the score of the status.

+ +
+
+

Return value:

+
+
+

#FSM:

+
+
+ +

self

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:AddTransition(From, Event, To)

+
+ +

Add a new transition rule to the FSM.

+ + +

A transition rule defines when and if the FSM can transition from a state towards another state upon a triggered event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + From +

+
+
+ +

Can contain a string indicating the From state or a table of strings containing multiple From states.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event name.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To state.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:GetCurrentState()

+
+ +

Get current state.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

Current FSM state.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:GetEndStates()

+
+ +

Returns the End states.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

End states.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:GetProcess(From, Event)

+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ From +

+
+
+

+
+
+
+
+

+ Event +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:GetProcesses()

+
+ +

Returns a table of the SubFSM rules defined within the FSM.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Sub processes.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:GetScores()

+
+ +

Returns a table with the scores defined.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Scores.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:GetStartState()

+
+ +

Returns the start state of the FSM.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

A string containing the start state.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:GetState()

+
+ +

Get current state.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

Current FSM state.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:GetSubs()

+
+ +

Returns a table with the Subs defined.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Sub processes.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:GetTransitions()

+
+ +

Returns a table of the transition rules defined within the FSM.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Transitions.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:Is(State)

+
+ +

Check if FSM is in state.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + State +

+
+
+ +

State name.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

If true, FSM is in this state.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:LoadCallBacks(CallBackTable)

+
+ +

Load call backs.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #table + CallBackTable +

+
+
+ +

Table of call backs.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:New()

+
+ +

Creates a new FSM object.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#FSM:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:SetProcess(From, Event, Fsm)

+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ From +

+
+
+

+
+
+
+
+

+ Event +

+
+
+

+
+
+
+
+

+ Fsm +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:SetStartState(State)

+
+ +

Sets the start state of the FSM.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + State +

+
+
+ +

A string defining the start state.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:_add_to_map(Map, Event)

+
+ +

Add to map.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + Map +

+
+
+ +

Map.

+ +
+
+
+
+

+ #table + Event +

+
+
+ +

Event table.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:_call_handler(step, trigger, params, EventName)

+
+ +

Call handler.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + step +

+
+
+ +

Step "onafter", "onbefore", "onenter", "onleave".

+ +
+
+
+
+

+ #string + trigger +

+
+
+ +

Trigger.

+ +
+
+
+
+

+ #table + params +

+
+
+ +

Parameters.

+ +
+
+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+
+
+ +

Value.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:_create_transition(EventName)

+
+ +

Create transition.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+

#function:

+
+
+ +

Function.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:_delayed_transition(EventName)

+
+ +

Delayed transition.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+

#function:

+
+
+ +

Function.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:_eventmap(Events, EventStructure)

+
+ +

Event map.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + Events +

+
+
+ +

Events.

+ +
+
+
+
+

+ #table + EventStructure +

+
+
+ +

Event structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:_gosub(ParentFrom, ParentEvent)

+
+ +

Go sub.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + ParentFrom +

+
+
+ +

Parent from state.

+ +
+
+
+
+

+ #string + ParentEvent +

+
+
+ +

Parent event name.

+ +
+
+

Return value:

+
+
+

#table:

+
+
+ +

Subs.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:_handler(EventName, ...)

+
+ +

Handler.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+
+
+

+ ... +

+
+
+ +

Arguments.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:_isendstate(Current)

+
+ +

Is end state.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + Current +

+
+
+ +

Current state name.

+ +
+
+

Return values:

+
+
+

#table:

+
+
+ +

FSM parent.

+ +
+
+

#string:

+
+
+ +

Event name.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:_submap(subs, sub, name)

+
+ +

Sub maps.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + subs +

+
+
+ +

Subs.

+ +
+
+
+
+

+ #table + sub +

+
+
+ +

Sub.

+ +
+
+
+
+

+ #string + name +

+
+
+ +

Name.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:can(e)

+
+ +

Check if can do an event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + e +

+
+
+ +

Event name.

+ +
+
+

Return values:

+
+
+

#boolean:

+
+
+ +

If true, FSM can do the event.

+ +
+
+

#string:

+
+
+ +

To state.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:cannot(e)

+
+ +

Check if cannot do an event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + e +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

If true, FSM cannot do the event.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:is(State, state)

+
+ +

Check if FSM is in state.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + State +

+
+
+ +

State name.

+ +
+
+
+
+

+ state +

+
+
+

+
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

If true, FSM is in this state.

+ +
+
+
+ +
+
+ +
+

Field(s)

+
+
+

Function(s)

+
+
+ +
+

AI_A2G_SEAD:ClearState(Object, StateName)

+
+ +

Clear the state of an object.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that holds the Value set by the Key.

+ +
+
+
+
+

+ StateName +

+
+
+ +

The key that is should be cleared.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace)

+
+ +

Creation of a Birth Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+
+

+ #string + IniUnitName +

+
+
+ +

The initiating unit name.

+ +
+
+
+
+

+ place +

+
+
+

+
+
+
+
+

+ subplace +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

+
+ +

Creation of a Crash Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+
+

+ IniObjectCategory +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:CreateEventDead(EventTime, Initiator, IniObjectCategory)

+
+ +

Creation of a Dead Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+
+

+ IniObjectCategory +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:CreateEventDynamicCargoLoaded(DynamicCargo)

+
+ +

Creation of a S_EVENT_DYNAMIC_CARGO_LOADED event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.DynamicCargo#DYNAMICCARGO + DynamicCargo +

+
+
+ +

the dynamic cargo object

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:CreateEventDynamicCargoRemoved(DynamicCargo)

+
+ +

Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.DynamicCargo#DYNAMICCARGO + DynamicCargo +

+
+
+ +

the dynamic cargo object

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:CreateEventDynamicCargoUnloaded(DynamicCargo)

+
+ +

Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.DynamicCargo#DYNAMICCARGO + DynamicCargo +

+
+
+ +

the dynamic cargo object

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:CreateEventNewDynamicCargo(DynamicCargo)

+
+ +

Creation of a S_EVENT_NEW_DYNAMIC_CARGO event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.DynamicCargo#DYNAMICCARGO + DynamicCargo +

+
+
+ +

the dynamic cargo object

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:CreateEventPlayerEnterAircraft(PlayerUnit)

+
+ +

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.Unit#UNIT + PlayerUnit +

+
+
+ +

The aircraft unit the player entered.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:CreateEventRemoveUnit(EventTime, Initiator)

+
+ +

Creation of a Remove Unit Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:CreateEventTakeoff(EventTime, Initiator)

+
+ +

Creation of a Takeoff Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:CreateEventUnitLost(EventTime, Initiator)

+
+ +

Creation of a Crash Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:E(Arguments)

+
+ +

Log an exception which will be traced always.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:EventDispatcher()

+
+ +

Returns the event dispatcher

+ +
+
+

Defined in:

+ +

Return value:

+
+ +
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:EventRemoveAll()

+
+ +

Remove all subscribed events

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:F(Arguments)

+
+ +

Trace a function call.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:F2(Arguments)

+
+ +

Trace a function call level 2.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:F3(Arguments)

+
+ +

Trace a function call level 3.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:GetClassID()

+
+ +

Get the ClassID of the class instance.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassID of the class instance.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:GetClassName()

+
+ +

Get the ClassName of the class instance.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassName of the class instance.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:GetClassNameAndID()

+
+ +

Get the ClassName + ClassID of the class instance.

+ + +

The ClassName + ClassID is formatted as '%s#%09d'.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassName + ClassID of the class instance.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:GetEventPriority()

+
+ +

Get the Class Core.Event processing Priority.

+ + +

The Event processing Priority is a number from 1 to 10, +reflecting the order of the classes subscribed to the Event to be processed.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#number:

+
+
+ +

The Core.Event processing Priority.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:GetParent(Child, FromClass)

+
+ +

This is the worker method to retrieve the Parent class.

+ + +

Note that the Parent class must be passed to call the parent class method.

+ +
self:GetParent(self):ParentMethod()
+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #BASE + Child +

+
+
+ +

This is the Child class from which the Parent class needs to be retrieved.

+ +
+
+
+
+

+ #BASE + FromClass +

+
+
+ +

(Optional) The class from which to get the parent.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:GetState(Object, Key)

+
+ +

Get a Value given a Key from the Object.

+ + +

Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that holds the Value set by the Key.

+ +
+
+
+
+

+ Key +

+
+
+ +

The key that is used to retrieve the value. Note that the key can be a #string, but it can also be any other type!

+ +
+
+

Return value:

+
+
+
+
+ +

The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:HandleEvent(EventID, EventFunction)

+
+ +

Subscribe to a DCS Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Core.Event#EVENTS + EventID +

+
+
+ +

Event ID.

+ +
+
+
+
+

+ #function + EventFunction +

+
+
+ +

(optional) The function to be called when the event occurs for the unit.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:I(Arguments)

+
+ +

Log an information which will be traced always.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:Inherit(Child, Parent)

+
+ +

This is the worker method to inherit from a parent class.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Child +

+
+
+ +

is the Child class that inherits.

+ +
+
+
+
+

+ #BASE + Parent +

+
+
+ +

is the Parent class that the Child inherits from.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ +

Child

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:IsInstanceOf(ClassName)

+
+ +

This is the worker method to check if an object is an (sub)instance of a class.

+ + + +

Examples:

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ ClassName +

+
+
+ +

is the name of the class or the class itself to run the check against

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:IsTrace()

+
+ +

Enquires if tracing is on (for the class).

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#boolean:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:New()

+
+ +

BASE constructor.

+ + + +

This is an example how to use the BASE:New() constructor in a new class definition when inheriting from BASE.

+ +
function EVENT:New()
+  local self = BASE:Inherit( self, BASE:New() ) -- #EVENT
+  return self
+end
+
+ + +
+
+

Defined in:

+ +

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEvent(EventData)

+
+ +

Occurs when an Event for an object is triggered.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that triggered the event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEventBDA(EventData)

+
+ +

BDA.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEventBaseCaptured(EventData)

+
+ +

Occurs when a ground unit captures either an airbase or a farp.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that captured the base +place: The airbase that was captured, can be a FARP or Airbase. When calling place:getCoalition() the faction will already be the new owning faction.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEventBirth(EventData)

+
+ +

Occurs when any object is spawned into the mission.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that was spawned

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEventCrash(EventData)

+
+ +

Occurs when any aircraft crashes into the ground and is completely destroyed.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that has crashed

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEventDead(EventData)

+
+ +

Occurs when an object is dead.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is dead.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEventDetailedFailure(EventData)

+
+ +

Unknown precisely what creates this event, likely tied into newer damage model.

+ + +

Will update this page when new information become available.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEventDiscardChairAfterEjection(EventData)

+
+ +

Discard chair after ejection.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEventDynamicCargoLoaded(EventData)

+
+ +

Occurs when a player loads a dynamic cargo object with the F8 ground crew menu into a helo.

+ + +

* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEventDynamicCargoRemoved(EventData)

+
+ +

Occurs when a dynamic cargo crate is removed.

+ + +

* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEventDynamicCargoUnloaded(EventData)

+
+ +

Occurs when a player unloads a dynamic cargo object with the F8 ground crew menu from a helo.

+ + +

* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEventEjection(EventData)

+
+ +

Occurs when a pilot ejects from an aircraft +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ + +

initiator : The unit that has ejected

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEventEngineShutdown(EventData)

+
+ +

Occurs when any aircraft shuts down its engines.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is stopping its engines.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEventEngineStartup(EventData)

+
+ +

Occurs when any aircraft starts its engines.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is starting its engines.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEventHit(EventData)

+
+ +

Occurs whenever an object is hit by a weapon.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit object the fired the weapon +weapon: Weapon object that hit the target +target: The Object that was hit.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEventHumanFailure(EventData)

+
+ +

Occurs when any system fails on a human controlled aircraft.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that had the failure

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEventKill(EventData)

+
+ +

Occurs on the death of a unit.

+ + +

Contains more and different information. Similar to unit_lost it will occur for aircraft before the aircraft crash event occurs. +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEventLand(EventData)

+
+ +

Occurs when an aircraft lands at an airbase, farp or ship +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ + +

initiator : The unit that has landed +place: Object that the unit landed on. Can be an Airbase Object, FARP, or Ships

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEventLandingAfterEjection(EventData)

+
+ +

Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up.

+ + +

Event does not occur if the pilot lands in the water and sub combs to Davey Jones Locker. +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEventLandingQualityMark(EventData)

+
+ +

Landing quality mark.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEventMarkAdded(EventData)

+
+ +

Occurs when a new mark was added.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +MarkID: ID of the mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEventMarkChange(EventData)

+
+ +

Occurs when a mark text was changed.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +MarkID: ID of the mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEventMarkRemoved(EventData)

+
+ +

Occurs when a mark was removed.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +MarkID: ID of the mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEventMissionEnd(EventData)

+
+ +

Occurs when a mission ends +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEventMissionStart(EventData)

+
+ +

Occurs when a mission starts +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEventNewDynamicCargo(EventData)

+
+ +

Occurs when a player creates a dynamic cargo object from the F8 ground crew menu.

+ + +

* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEventParatrooperLanding(EventData)

+
+ +

Weapon add.

+ + +

Fires when entering a mission per pylon with the name of the weapon (double pylons not counted, infinite wep reload not counted. +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEventPilotDead(EventData)

+
+ +

Occurs when the pilot of an aircraft is killed.

+ + +

Can occur either if the player is alive and crashes or if a weapon kills the pilot without completely destroying the plane. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that the pilot has died in.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEventPlayerEnterAircraft(EventData)

+
+ +

Occurs when a player enters a slot and takes control of an aircraft.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +NOTE: This is a workaround of a long standing DCS bug with the PLAYER_ENTER_UNIT event. +initiator : The unit that is being taken control of.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEventPlayerEnterUnit(EventData)

+
+ +

Occurs when any player assumes direct control of a unit.

+ + +

Note - not Mulitplayer safe. Use PlayerEnterAircraft. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is being taken control of.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEventPlayerLeaveUnit(EventData)

+
+ +

Occurs when any player relieves control of a unit to the AI.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that the player left.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEventRefueling(EventData)

+
+ +

Occurs when an aircraft connects with a tanker and begins taking on fuel.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is receiving fuel.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEventRefuelingStop(EventData)

+
+ +

Occurs when an aircraft is finished taking fuel.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that was receiving fuel.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEventScore(EventData)

+
+ +

Occurs when any modification to the "Score" as seen on the debrief menu would occur.

+ + +

There is no information on what values the score was changed to. Event is likely similar to player_comment in this regard. +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEventShootingEnd(EventData)

+
+ +

Occurs when any unit stops firing its weapon.

+ + +

Event will always correspond with a shooting start event. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that was doing the shooting.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEventShootingStart(EventData)

+
+ +

Occurs when any unit begins firing a weapon that has a high rate of fire.

+ + +

Most common with aircraft cannons (GAU-8), autocannons, and machine guns. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is doing the shooting. +target: The unit that is being targeted.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEventShot(EventData)

+
+ +

Occurs whenever any unit in a mission fires a weapon.

+ + +

But not any machine gun or autocannon based weapon, those are handled by EVENT.ShootingStart. +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEventTakeoff(EventData)

+
+ +

Occurs when an aircraft takes off from an airbase, farp, or ship.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that tookoff +place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEventTriggerZone(EventData)

+
+ +

Trigger zone.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEventUnitLost(EventData)

+
+ +

Occurs when the game thinks an object is destroyed.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:ScheduleOnce(Start, SchedulerFunction, ...)

+
+ +

Schedule a new time event.

+ + +

Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + Start +

+
+
+ +

Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.

+ +
+
+
+
+

+ #function + SchedulerFunction +

+
+
+ +

The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.

+ +
+
+
+
+

+ #table + ... +

+
+
+ +

Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.

+ +
+
+

Return value:

+
+
+

#string:

+
+
+ +

The Schedule ID of the planned schedule.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...)

+
+ +

Schedule a new time event.

+ + +

Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + Start +

+
+
+ +

Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.

+ +
+
+
+
+

+ #number + Repeat +

+
+
+ +

Specifies the interval in seconds when the scheduler will call the event function.

+ +
+
+
+
+

+ #number + RandomizeFactor +

+
+
+ +

Specifies a randomization factor between 0 and 1 to randomize the Repeat.

+ +
+
+
+
+

+ #number + Stop +

+
+
+ +

Specifies the amount of seconds when the scheduler will be stopped.

+ +
+
+
+
+

+ #function + SchedulerFunction +

+
+
+ +

The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.

+ +
+
+
+
+

+ #table + ... +

+
+
+ +

Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.

+ +
+
+

Return value:

+
+
+

#string:

+
+
+ +

The Schedule ID of the planned schedule.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:ScheduleStop(SchedulerID)

+
+ +

Stops the Schedule.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + SchedulerID +

+
+
+ +

(Optional) Scheduler ID to be stopped. If nil, all pending schedules are stopped.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:SetEventPriority(EventPriority)

+
+ +

Set the Class Core.Event processing Priority.

+ + +

The Event processing Priority is a number from 1 to 10, +reflecting the order of the classes subscribed to the Event to be processed.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + EventPriority +

+
+
+ +

The Core.Event processing Priority.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ +

self

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:SetState(Object, Key, Value)

+
+ +

Set a state or property of the Object given a Key and a Value.

+ + +

Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that will hold the Value set by the Key.

+ +
+
+
+
+

+ Key +

+
+
+ +

The key that is used as a reference of the value. Note that the key can be a #string, but it can also be any other type!

+ +
+
+
+
+

+ Value +

+
+
+ +

The value to is stored in the object.

+ +
+
+

Return value:

+
+
+
+
+ +

The Value set.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:T(Arguments)

+
+ +

Trace a function logic level 1.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:T2(Arguments)

+
+ +

Trace a function logic level 2.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:T3(Arguments)

+
+ +

Trace a function logic level 3.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:TraceAll(TraceAll)

+
+ +

Trace all methods in MOOSE

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #boolean + TraceAll +

+
+
+ +

true = trace all methods in MOOSE.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:TraceClass(Class)

+
+ +

Set tracing for a class

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + Class +

+
+
+ +

Class name.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:TraceClassMethod(Class, Method)

+
+ +

Set tracing for a specific method of class

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + Class +

+
+
+ +

Class name.

+ +
+
+
+
+

+ #string + Method +

+
+
+ +

Method.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:TraceLevel(Level)

+
+ +

Set trace level

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Level +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:TraceOff()

+
+ +

Set trace off.

+ +
+
+

Defined in:

+ +

Usage:

+
-- Switch the tracing Off
+BASE:TraceOff()
+ +
+ +
+
+ +
+ +
+

AI_A2G_SEAD:TraceOn()

+
+ +

Set trace on.

+ +
+
+

Defined in:

+ +

Usage:

+
-- Switch the tracing On
+BASE:TraceOn()
+ +
+ +
+
+ +
+ +
+

AI_A2G_SEAD:TraceOnOff(TraceOnOff)

+
+ +

Set trace on or off +Note that when trace is off, no BASE.Debug statement is performed, increasing performance! +When Moose is loaded statically, (as one file), tracing is switched off by default.

+ + +

So tracing must be switched on manually in your mission if you are using Moose statically. +When moose is loading dynamically (for moose class development), tracing is switched on by default.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #boolean + TraceOnOff +

+
+
+ +

Switch the tracing on or off.

+ +
+
+

Usage:

+

+  -- Switch the tracing On
+  BASE:TraceOnOff( true )
+
+  -- Switch the tracing Off
+  BASE:TraceOnOff( false )
+
+ +
+ +
+
+ +
+ +
+

AI_A2G_SEAD:UnHandleEvent(EventID)

+
+ +

UnSubscribe to a DCS event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTS + EventID +

+
+
+ +

Event ID.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+
+ +

Trace a function call.

+ + +

This function is private.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+
+

+ DebugInfoCurrentParam +

+
+
+

+
+
+
+
+

+ DebugInfoFromParam +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:_Serialize(Arguments)

+
+ +

(Internal) Serialize arguments

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #table + Arguments +

+
+
+

+
+
+

Return value:

+
+
+

#string:

+
+
+ +

Text

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+
+ +

Trace a function logic.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+
+

+ DebugInfoCurrentParam +

+
+
+

+
+
+
+
+

+ DebugInfoFromParam +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:onEvent(event)

+
+ +

The main event handling function...

+ + +

This function captures all events generated for the class.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ DCS#Event + event +

+
+
+

+
+
+
+ +
+
+ diff --git a/Documentation/AI.AI_Air.html b/Documentation/AI.AI_Air.html index dfd21d57b..f8ebee923 100644 --- a/Documentation/AI.AI_Air.html +++ b/Documentation/AI.AI_Air.html @@ -1797,6 +1797,9 @@ Therefore, this class is considered to be deprecated

Type AI_AIR

AI_AIR +, extends Core.Fsm#FSM_CONTROLLABLE +, extends Core.Fsm#FSM +, extends Core.Base#BASE
@@ -2234,6 +2237,948 @@ Therefore, this class is considered to be deprecated

+ +

AI_AIR:onbeforeStatus()

+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Fields and Methods inherited from FSM_CONTROLLABLEDescription

AI_AIR.Controllable

+ +

AI_AIR:GetControllable()

+

Gets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+

AI_AIR:New(FSMT, Controllable)

+

Creates a new FSM_CONTROLLABLE object.

+

AI_AIR:OnAfterStop(Controllable, From, Event, To)

+

OnAfter Transition Handler for Event Stop.

+

AI_AIR:OnBeforeStop(Controllable, From, Event, To)

+

OnBefore Transition Handler for Event Stop.

+

AI_AIR:OnEnterStopped(Controllable, From, Event, To)

+

OnEnter Transition Handler for State Stopped.

+

AI_AIR:OnLeaveStopped(Controllable, From, Event, To)

+

OnLeave Transition Handler for State Stopped.

+

AI_AIR:SetControllable(FSMControllable)

+

Sets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+

AI_AIR:Stop()

+

Synchronous Event Trigger for Event Stop.

+

AI_AIR:__Stop(Delay)

+

Asynchronous Event Trigger for Event Stop.

+

AI_AIR:_call_handler(step, trigger, params, EventName)

+ +
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Fields and Methods inherited from FSMDescription

AI_AIR:AddEndState(State)

+

Adds an End state.

+

AI_AIR:AddProcess(From, Event, Process, ReturnEvents)

+

Set the default #FSM_PROCESS template with key ProcessName providing the ProcessClass and the process object when it is assigned to a Wrapper.Controllable by the task.

+

AI_AIR:AddScore(State, ScoreText, Score)

+

Adds a score for the FSM to be achieved.

+

AI_AIR:AddScoreProcess(From, Event, State, ScoreText, Score)

+

Adds a score for the FSM_PROCESS to be achieved.

+

AI_AIR:AddTransition(From, Event, To)

+

Add a new transition rule to the FSM.

+

AI_AIR.CallScheduler

+

Call scheduler.

+

AI_AIR.ClassName

+

Name of the class.

+

AI_AIR.Events

+ +

AI_AIR:GetCurrentState()

+

Get current state.

+

AI_AIR:GetEndStates()

+

Returns the End states.

+

AI_AIR:GetProcess(From, Event)

+ +

AI_AIR:GetProcesses()

+

Returns a table of the SubFSM rules defined within the FSM.

+

AI_AIR:GetScores()

+

Returns a table with the scores defined.

+

AI_AIR:GetStartState()

+

Returns the start state of the FSM.

+

AI_AIR:GetState()

+

Get current state.

+

AI_AIR:GetSubs()

+

Returns a table with the Subs defined.

+

AI_AIR:GetTransitions()

+

Returns a table of the transition rules defined within the FSM.

+

AI_AIR:Is(State)

+

Check if FSM is in state.

+

AI_AIR:LoadCallBacks(CallBackTable)

+

Load call backs.

+

AI_AIR:New()

+

Creates a new FSM object.

+

AI_AIR.Scores

+

Scores.

+

AI_AIR:SetProcess(From, Event, Fsm)

+ +

AI_AIR:SetStartState(State)

+

Sets the start state of the FSM.

+

AI_AIR._EndStates

+ +

AI_AIR._EventSchedules

+ +

AI_AIR._Processes

+ +

AI_AIR._Scores

+ +

AI_AIR._StartState

+ +

AI_AIR._Transitions

+ +

AI_AIR:_add_to_map(Map, Event)

+

Add to map.

+

AI_AIR:_call_handler(step, trigger, params, EventName)

+

Call handler.

+

AI_AIR:_create_transition(EventName)

+

Create transition.

+

AI_AIR:_delayed_transition(EventName)

+

Delayed transition.

+

AI_AIR:_eventmap(Events, EventStructure)

+

Event map.

+

AI_AIR:_gosub(ParentFrom, ParentEvent)

+

Go sub.

+

AI_AIR:_handler(EventName, ...)

+

Handler.

+

AI_AIR:_isendstate(Current)

+

Is end state.

+

AI_AIR:_submap(subs, sub, name)

+

Sub maps.

+

AI_AIR:can(e)

+

Check if can do an event.

+

AI_AIR:cannot(e)

+

Check if cannot do an event.

+

AI_AIR.current

+

Current state name.

+

AI_AIR.endstates

+ +

AI_AIR:is(State, state)

+

Check if FSM is in state.

+

AI_AIR.options

+

Options.

+

AI_AIR.subs

+

Subs.

+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Fields and Methods inherited from BASEDescription

AI_AIR.ClassID

+

The ID number of the class.

+

AI_AIR.ClassName

+

The name of the class.

+

AI_AIR.ClassNameAndID

+

The name of the class concatenated with the ID number of the class.

+

AI_AIR:ClearState(Object, StateName)

+

Clear the state of an object.

+

AI_AIR:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace)

+

Creation of a Birth Event.

+

AI_AIR:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

+

Creation of a Crash Event.

+

AI_AIR:CreateEventDead(EventTime, Initiator, IniObjectCategory)

+

Creation of a Dead Event.

+

AI_AIR:CreateEventDynamicCargoLoaded(DynamicCargo)

+

Creation of a S_EVENT_DYNAMIC_CARGO_LOADED event.

+

AI_AIR:CreateEventDynamicCargoRemoved(DynamicCargo)

+

Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event.

+

AI_AIR:CreateEventDynamicCargoUnloaded(DynamicCargo)

+

Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event.

+

AI_AIR:CreateEventNewDynamicCargo(DynamicCargo)

+

Creation of a S_EVENT_NEW_DYNAMIC_CARGO event.

+

AI_AIR:CreateEventPlayerEnterAircraft(PlayerUnit)

+

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

+

AI_AIR:CreateEventRemoveUnit(EventTime, Initiator)

+

Creation of a Remove Unit Event.

+

AI_AIR:CreateEventTakeoff(EventTime, Initiator)

+

Creation of a Takeoff Event.

+

AI_AIR:CreateEventUnitLost(EventTime, Initiator)

+

Creation of a Crash Event.

+

AI_AIR:E(Arguments)

+

Log an exception which will be traced always.

+

AI_AIR:EventDispatcher()

+

Returns the event dispatcher

+

AI_AIR:EventRemoveAll()

+

Remove all subscribed events

+

AI_AIR:F(Arguments)

+

Trace a function call.

+

AI_AIR:F2(Arguments)

+

Trace a function call level 2.

+

AI_AIR:F3(Arguments)

+

Trace a function call level 3.

+

AI_AIR:GetClassID()

+

Get the ClassID of the class instance.

+

AI_AIR:GetClassName()

+

Get the ClassName of the class instance.

+

AI_AIR:GetClassNameAndID()

+

Get the ClassName + ClassID of the class instance.

+

AI_AIR:GetEventPriority()

+

Get the Class Core.Event processing Priority.

+

AI_AIR:GetParent(Child, FromClass)

+

This is the worker method to retrieve the Parent class.

+

AI_AIR:GetState(Object, Key)

+

Get a Value given a Key from the Object.

+

AI_AIR:HandleEvent(EventID, EventFunction)

+

Subscribe to a DCS Event.

+

AI_AIR:I(Arguments)

+

Log an information which will be traced always.

+

AI_AIR:Inherit(Child, Parent)

+

This is the worker method to inherit from a parent class.

+

AI_AIR:IsInstanceOf(ClassName)

+

This is the worker method to check if an object is an (sub)instance of a class.

+

AI_AIR:IsTrace()

+

Enquires if tracing is on (for the class).

+

AI_AIR:New()

+

BASE constructor.

+

AI_AIR:OnEvent(EventData)

+

Occurs when an Event for an object is triggered.

+

AI_AIR:OnEventBDA(EventData)

+

BDA.

+

AI_AIR:OnEventBaseCaptured(EventData)

+

Occurs when a ground unit captures either an airbase or a farp.

+

AI_AIR:OnEventBirth(EventData)

+

Occurs when any object is spawned into the mission.

+

AI_AIR:OnEventCrash(EventData)

+

Occurs when any aircraft crashes into the ground and is completely destroyed.

+

AI_AIR:OnEventDead(EventData)

+

Occurs when an object is dead.

+

AI_AIR:OnEventDetailedFailure(EventData)

+

Unknown precisely what creates this event, likely tied into newer damage model.

+

AI_AIR:OnEventDiscardChairAfterEjection(EventData)

+

Discard chair after ejection.

+

AI_AIR:OnEventDynamicCargoLoaded(EventData)

+

Occurs when a player loads a dynamic cargo object with the F8 ground crew menu into a helo.

+

AI_AIR:OnEventDynamicCargoRemoved(EventData)

+

Occurs when a dynamic cargo crate is removed.

+

AI_AIR:OnEventDynamicCargoUnloaded(EventData)

+

Occurs when a player unloads a dynamic cargo object with the F8 ground crew menu from a helo.

+

AI_AIR:OnEventEjection(EventData)

+

Occurs when a pilot ejects from an aircraft +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+

AI_AIR:OnEventEngineShutdown(EventData)

+

Occurs when any aircraft shuts down its engines.

+

AI_AIR:OnEventEngineStartup(EventData)

+

Occurs when any aircraft starts its engines.

+

AI_AIR:OnEventHit(EventData)

+

Occurs whenever an object is hit by a weapon.

+

AI_AIR:OnEventHumanFailure(EventData)

+

Occurs when any system fails on a human controlled aircraft.

+

AI_AIR:OnEventKill(EventData)

+

Occurs on the death of a unit.

+

AI_AIR:OnEventLand(EventData)

+

Occurs when an aircraft lands at an airbase, farp or ship +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+

AI_AIR:OnEventLandingAfterEjection(EventData)

+

Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up.

+

AI_AIR:OnEventLandingQualityMark(EventData)

+

Landing quality mark.

+

AI_AIR:OnEventMarkAdded(EventData)

+

Occurs when a new mark was added.

+

AI_AIR:OnEventMarkChange(EventData)

+

Occurs when a mark text was changed.

+

AI_AIR:OnEventMarkRemoved(EventData)

+

Occurs when a mark was removed.

+

AI_AIR:OnEventMissionEnd(EventData)

+

Occurs when a mission ends +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+

AI_AIR:OnEventMissionStart(EventData)

+

Occurs when a mission starts +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+

AI_AIR:OnEventNewDynamicCargo(EventData)

+

Occurs when a player creates a dynamic cargo object from the F8 ground crew menu.

+

AI_AIR:OnEventParatrooperLanding(EventData)

+

Weapon add.

+

AI_AIR:OnEventPilotDead(EventData)

+

Occurs when the pilot of an aircraft is killed.

+

AI_AIR:OnEventPlayerEnterAircraft(EventData)

+

Occurs when a player enters a slot and takes control of an aircraft.

+

AI_AIR:OnEventPlayerEnterUnit(EventData)

+

Occurs when any player assumes direct control of a unit.

+

AI_AIR:OnEventPlayerLeaveUnit(EventData)

+

Occurs when any player relieves control of a unit to the AI.

+

AI_AIR:OnEventRefueling(EventData)

+

Occurs when an aircraft connects with a tanker and begins taking on fuel.

+

AI_AIR:OnEventRefuelingStop(EventData)

+

Occurs when an aircraft is finished taking fuel.

+

AI_AIR:OnEventScore(EventData)

+

Occurs when any modification to the "Score" as seen on the debrief menu would occur.

+

AI_AIR:OnEventShootingEnd(EventData)

+

Occurs when any unit stops firing its weapon.

+

AI_AIR:OnEventShootingStart(EventData)

+

Occurs when any unit begins firing a weapon that has a high rate of fire.

+

AI_AIR:OnEventShot(EventData)

+

Occurs whenever any unit in a mission fires a weapon.

+

AI_AIR:OnEventTakeoff(EventData)

+

Occurs when an aircraft takes off from an airbase, farp, or ship.

+

AI_AIR:OnEventTriggerZone(EventData)

+

Trigger zone.

+

AI_AIR:OnEventUnitLost(EventData)

+

Occurs when the game thinks an object is destroyed.

+

AI_AIR:ScheduleOnce(Start, SchedulerFunction, ...)

+

Schedule a new time event.

+

AI_AIR:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...)

+

Schedule a new time event.

+

AI_AIR:ScheduleStop(SchedulerID)

+

Stops the Schedule.

+

AI_AIR.Scheduler

+ +

AI_AIR:SetEventPriority(EventPriority)

+

Set the Class Core.Event processing Priority.

+

AI_AIR:SetState(Object, Key, Value)

+

Set a state or property of the Object given a Key and a Value.

+

AI_AIR:T(Arguments)

+

Trace a function logic level 1.

+

AI_AIR:T2(Arguments)

+

Trace a function logic level 2.

+

AI_AIR:T3(Arguments)

+

Trace a function logic level 3.

+

AI_AIR:TraceAll(TraceAll)

+

Trace all methods in MOOSE

+

AI_AIR:TraceClass(Class)

+

Set tracing for a class

+

AI_AIR:TraceClassMethod(Class, Method)

+

Set tracing for a specific method of class

+

AI_AIR:TraceLevel(Level)

+

Set trace level

+

AI_AIR:TraceOff()

+

Set trace off.

+

AI_AIR:TraceOn()

+

Set trace on.

+

AI_AIR:TraceOnOff(TraceOnOff)

+

Set trace on or off +Note that when trace is off, no BASE.Debug statement is performed, increasing performance! +When Moose is loaded statically, (as one file), tracing is switched off by default.

+

AI_AIR:UnHandleEvent(EventID)

+

UnSubscribe to a DCS event.

+

AI_AIR._

+ +

AI_AIR:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+

Trace a function call.

+

AI_AIR:_Serialize(Arguments)

+

(Internal) Serialize arguments

+

AI_AIR:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+

Trace a function logic.

+

AI_AIR.__

+ +

AI_AIR:onEvent(event)

+

The main event handling function...

@@ -5123,6 +6068,6282 @@ A random value in this bracket is then applied in the waypoint routing generatio
+
+

Field(s)

+
+
+
+ + #boolean +AI_AIR.CheckStatus + + + +
+ +
+
+
+ + +AI_AIR.DisengageRadius + + + +
+ +
+
+
+ + +AI_AIR.FuelThresholdPercentage + + + +
+ +
+
+
+ + +AI_AIR.HomeAirbase + + + +
+ +
+
+
+ + #number +AI_AIR.IdleCount + + + +
+ +
+
+
+ + +AI_AIR.OutOfFuelOrbitTime + + + +
+ +
+
+
+ + +AI_AIR.PatrolCeilingAltitude + + + +
+ +
+
+
+ + +AI_AIR.PatrolDamageThreshold + + + +
+ +
+
+
+ + +AI_AIR.PatrolFloorAltitude + + + +
+ +
+
+
+ + #boolean +AI_AIR.PatrolManageDamage + + + +
+ +
+
+
+ + +AI_AIR.PatrolMaxSpeed + + + +
+ +
+
+
+ + +AI_AIR.PatrolMinSpeed + + + +
+ +
+
+
+ + +AI_AIR.RTBMaxSpeed + + + +
+ +
+
+
+ + +AI_AIR.RTBMinSpeed + + + +
+ +
+
+
+ + #number +AI_AIR.RTBSpeedMaxFactor + + + +
+ +
+
+
+ + #number +AI_AIR.RTBSpeedMinFactor + + + +
+ +
+
+
+ + +AI_AIR.TankerName + + + +
+ +
+
+
+ + #number +AI_AIR.TaskDelay + + + + +

The delay of each task given to the AI.

+ +
+ +
+
+

Function(s)

+
+
+ +
+

AI_AIR:GetControllable()

+
+ +

Gets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+ +
+
+

Defined in:

+ +

Return value:

+ +
+ +
+
+ +
+ +
+

AI_AIR:New(FSMT, Controllable)

+
+ +

Creates a new FSM_CONTROLLABLE object.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + FSMT +

+
+
+ +

Finite State Machine Table

+ +
+
+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

(optional) The CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+ +
+
+

Return value:

+
+ +
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_AIR:OnAfterStop(Controllable, From, Event, To)

+
+ +

OnAfter Transition Handler for Event Stop.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:OnBeforeStop(Controllable, From, Event, To)

+
+ +

OnBefore Transition Handler for Event Stop.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:OnEnterStopped(Controllable, From, Event, To)

+
+ +

OnEnter Transition Handler for State Stopped.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:OnLeaveStopped(Controllable, From, Event, To)

+
+ +

OnLeave Transition Handler for State Stopped.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:SetControllable(FSMControllable)

+
+ +

Sets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + FSMControllable +

+
+
+

+
+
+

Return value:

+
+ +
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_AIR:Stop()

+
+ +

Synchronous Event Trigger for Event Stop.

+ +
+
+

Defined in:

+ +
+ +
+
+ +
+ +
+

AI_AIR:__Stop(Delay)

+
+ +

Asynchronous Event Trigger for Event Stop.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Delay +

+
+
+ +

The delay in seconds.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:_call_handler(step, trigger, params, EventName)

+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ step +

+
+
+

+
+
+
+
+

+ trigger +

+
+
+

+
+
+
+
+

+ params +

+
+
+

+
+
+
+
+

+ EventName +

+
+
+

+
+
+
+ +
+
+ +
+

Field(s)

+
+
+
+ + #boolean +AI_AIR.CheckStatus + + + +
+ +
+
+
+ + +AI_AIR.DisengageRadius + + + +
+ +
+
+
+ + +AI_AIR.FuelThresholdPercentage + + + +
+ +
+
+
+ + +AI_AIR.HomeAirbase + + + +
+ +
+
+
+ + #number +AI_AIR.IdleCount + + + +
+ +
+
+
+ + +AI_AIR.OutOfFuelOrbitTime + + + +
+ +
+
+
+ + +AI_AIR.PatrolCeilingAltitude + + + +
+ +
+
+
+ + +AI_AIR.PatrolDamageThreshold + + + +
+ +
+
+
+ + +AI_AIR.PatrolFloorAltitude + + + +
+ +
+
+
+ + #boolean +AI_AIR.PatrolManageDamage + + + +
+ +
+
+
+ + +AI_AIR.PatrolMaxSpeed + + + +
+ +
+
+
+ + +AI_AIR.PatrolMinSpeed + + + +
+ +
+
+
+ + +AI_AIR.RTBMaxSpeed + + + +
+ +
+
+
+ + +AI_AIR.RTBMinSpeed + + + +
+ +
+
+
+ + #number +AI_AIR.RTBSpeedMaxFactor + + + +
+ +
+
+
+ + #number +AI_AIR.RTBSpeedMinFactor + + + +
+ +
+
+
+ + +AI_AIR.TankerName + + + +
+ +
+
+
+ + #number +AI_AIR.TaskDelay + + + + +

The delay of each task given to the AI.

+ +
+ +
+
+

Function(s)

+
+
+ +
+

AI_AIR:AddEndState(State)

+
+ +

Adds an End state.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + State +

+
+
+ +

The FSM state.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:AddProcess(From, Event, Process, ReturnEvents)

+
+ +

Set the default #FSM_PROCESS template with key ProcessName providing the ProcessClass and the process object when it is assigned to a Wrapper.Controllable by the task.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + From +

+
+
+ +

Can contain a string indicating the From state or a table of strings containing multiple From states.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event name.

+ +
+
+
+
+

+ Core.Fsm#FSM_PROCESS + Process +

+
+
+ +

An sub-process FSM.

+ +
+
+
+
+

+ #table + ReturnEvents +

+
+
+ +

A table indicating for which returned events of the SubFSM which Event must be triggered in the FSM.

+ +
+
+

Return value:

+
+ +
+ +

The SubFSM.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:AddScore(State, ScoreText, Score)

+
+ +

Adds a score for the FSM to be achieved.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + State +

+
+
+ +

is the state of the process when the score needs to be given. (See the relevant state descriptions of the process).

+ +
+
+
+
+

+ #string + ScoreText +

+
+
+ +

is a text describing the score that is given according the status.

+ +
+
+
+
+

+ #number + Score +

+
+
+ +

is a number providing the score of the status.

+ +
+
+

Return value:

+
+
+

#FSM:

+
+
+ +

self

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:AddScoreProcess(From, Event, State, ScoreText, Score)

+
+ +

Adds a score for the FSM_PROCESS to be achieved.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + From +

+
+
+ +

is the From State of the main process.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

is the Event of the main process.

+ +
+
+
+
+

+ #string + State +

+
+
+ +

is the state of the process when the score needs to be given. (See the relevant state descriptions of the process).

+ +
+
+
+
+

+ #string + ScoreText +

+
+
+ +

is a text describing the score that is given according the status.

+ +
+
+
+
+

+ #number + Score +

+
+
+ +

is a number providing the score of the status.

+ +
+
+

Return value:

+
+
+

#FSM:

+
+
+ +

self

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:AddTransition(From, Event, To)

+
+ +

Add a new transition rule to the FSM.

+ + +

A transition rule defines when and if the FSM can transition from a state towards another state upon a triggered event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + From +

+
+
+ +

Can contain a string indicating the From state or a table of strings containing multiple From states.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event name.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To state.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:GetCurrentState()

+
+ +

Get current state.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

Current FSM state.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:GetEndStates()

+
+ +

Returns the End states.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

End states.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:GetProcess(From, Event)

+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ From +

+
+
+

+
+
+
+
+

+ Event +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_AIR:GetProcesses()

+
+ +

Returns a table of the SubFSM rules defined within the FSM.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Sub processes.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:GetScores()

+
+ +

Returns a table with the scores defined.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Scores.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:GetStartState()

+
+ +

Returns the start state of the FSM.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

A string containing the start state.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:GetState()

+
+ +

Get current state.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

Current FSM state.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:GetSubs()

+
+ +

Returns a table with the Subs defined.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Sub processes.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:GetTransitions()

+
+ +

Returns a table of the transition rules defined within the FSM.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Transitions.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:Is(State)

+
+ +

Check if FSM is in state.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + State +

+
+
+ +

State name.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

If true, FSM is in this state.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:LoadCallBacks(CallBackTable)

+
+ +

Load call backs.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #table + CallBackTable +

+
+
+ +

Table of call backs.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:New()

+
+ +

Creates a new FSM object.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#FSM:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_AIR:SetProcess(From, Event, Fsm)

+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ From +

+
+
+

+
+
+
+
+

+ Event +

+
+
+

+
+
+
+
+

+ Fsm +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_AIR:SetStartState(State)

+
+ +

Sets the start state of the FSM.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + State +

+
+
+ +

A string defining the start state.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:_add_to_map(Map, Event)

+
+ +

Add to map.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + Map +

+
+
+ +

Map.

+ +
+
+
+
+

+ #table + Event +

+
+
+ +

Event table.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:_call_handler(step, trigger, params, EventName)

+
+ +

Call handler.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + step +

+
+
+ +

Step "onafter", "onbefore", "onenter", "onleave".

+ +
+
+
+
+

+ #string + trigger +

+
+
+ +

Trigger.

+ +
+
+
+
+

+ #table + params +

+
+
+ +

Parameters.

+ +
+
+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+
+
+ +

Value.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:_create_transition(EventName)

+
+ +

Create transition.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+

#function:

+
+
+ +

Function.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:_delayed_transition(EventName)

+
+ +

Delayed transition.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+

#function:

+
+
+ +

Function.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:_eventmap(Events, EventStructure)

+
+ +

Event map.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + Events +

+
+
+ +

Events.

+ +
+
+
+
+

+ #table + EventStructure +

+
+
+ +

Event structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:_gosub(ParentFrom, ParentEvent)

+
+ +

Go sub.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + ParentFrom +

+
+
+ +

Parent from state.

+ +
+
+
+
+

+ #string + ParentEvent +

+
+
+ +

Parent event name.

+ +
+
+

Return value:

+
+
+

#table:

+
+
+ +

Subs.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:_handler(EventName, ...)

+
+ +

Handler.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+
+
+

+ ... +

+
+
+ +

Arguments.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:_isendstate(Current)

+
+ +

Is end state.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + Current +

+
+
+ +

Current state name.

+ +
+
+

Return values:

+
+
+

#table:

+
+
+ +

FSM parent.

+ +
+
+

#string:

+
+
+ +

Event name.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:_submap(subs, sub, name)

+
+ +

Sub maps.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + subs +

+
+
+ +

Subs.

+ +
+
+
+
+

+ #table + sub +

+
+
+ +

Sub.

+ +
+
+
+
+

+ #string + name +

+
+
+ +

Name.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:can(e)

+
+ +

Check if can do an event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + e +

+
+
+ +

Event name.

+ +
+
+

Return values:

+
+
+

#boolean:

+
+
+ +

If true, FSM can do the event.

+ +
+
+

#string:

+
+
+ +

To state.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:cannot(e)

+
+ +

Check if cannot do an event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + e +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

If true, FSM cannot do the event.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:is(State, state)

+
+ +

Check if FSM is in state.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + State +

+
+
+ +

State name.

+ +
+
+
+
+

+ state +

+
+
+

+
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

If true, FSM is in this state.

+ +
+
+
+ +
+
+ +
+

Field(s)

+
+
+
+ + #boolean +AI_AIR.CheckStatus + + + +
+ +
+
+
+ + +AI_AIR.DisengageRadius + + + +
+ +
+
+
+ + +AI_AIR.FuelThresholdPercentage + + + +
+ +
+
+
+ + +AI_AIR.HomeAirbase + + + +
+ +
+
+
+ + #number +AI_AIR.IdleCount + + + +
+ +
+
+
+ + +AI_AIR.OutOfFuelOrbitTime + + + +
+ +
+
+
+ + +AI_AIR.PatrolCeilingAltitude + + + +
+ +
+
+
+ + +AI_AIR.PatrolDamageThreshold + + + +
+ +
+
+
+ + +AI_AIR.PatrolFloorAltitude + + + +
+ +
+
+
+ + #boolean +AI_AIR.PatrolManageDamage + + + +
+ +
+
+
+ + +AI_AIR.PatrolMaxSpeed + + + +
+ +
+
+
+ + +AI_AIR.PatrolMinSpeed + + + +
+ +
+
+
+ + +AI_AIR.RTBMaxSpeed + + + +
+ +
+
+
+ + +AI_AIR.RTBMinSpeed + + + +
+ +
+
+
+ + #number +AI_AIR.RTBSpeedMaxFactor + + + +
+ +
+
+
+ + #number +AI_AIR.RTBSpeedMinFactor + + + +
+ +
+
+
+ + +AI_AIR.TankerName + + + +
+ +
+
+
+ + #number +AI_AIR.TaskDelay + + + + +

The delay of each task given to the AI.

+ +
+ +
+
+

Function(s)

+
+
+ +
+

AI_AIR:ClearState(Object, StateName)

+
+ +

Clear the state of an object.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that holds the Value set by the Key.

+ +
+
+
+
+

+ StateName +

+
+
+ +

The key that is should be cleared.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace)

+
+ +

Creation of a Birth Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+
+

+ #string + IniUnitName +

+
+
+ +

The initiating unit name.

+ +
+
+
+
+

+ place +

+
+
+

+
+
+
+
+

+ subplace +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_AIR:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

+
+ +

Creation of a Crash Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+
+

+ IniObjectCategory +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_AIR:CreateEventDead(EventTime, Initiator, IniObjectCategory)

+
+ +

Creation of a Dead Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+
+

+ IniObjectCategory +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_AIR:CreateEventDynamicCargoLoaded(DynamicCargo)

+
+ +

Creation of a S_EVENT_DYNAMIC_CARGO_LOADED event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.DynamicCargo#DYNAMICCARGO + DynamicCargo +

+
+
+ +

the dynamic cargo object

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:CreateEventDynamicCargoRemoved(DynamicCargo)

+
+ +

Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.DynamicCargo#DYNAMICCARGO + DynamicCargo +

+
+
+ +

the dynamic cargo object

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:CreateEventDynamicCargoUnloaded(DynamicCargo)

+
+ +

Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.DynamicCargo#DYNAMICCARGO + DynamicCargo +

+
+
+ +

the dynamic cargo object

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:CreateEventNewDynamicCargo(DynamicCargo)

+
+ +

Creation of a S_EVENT_NEW_DYNAMIC_CARGO event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.DynamicCargo#DYNAMICCARGO + DynamicCargo +

+
+
+ +

the dynamic cargo object

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:CreateEventPlayerEnterAircraft(PlayerUnit)

+
+ +

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.Unit#UNIT + PlayerUnit +

+
+
+ +

The aircraft unit the player entered.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:CreateEventRemoveUnit(EventTime, Initiator)

+
+ +

Creation of a Remove Unit Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:CreateEventTakeoff(EventTime, Initiator)

+
+ +

Creation of a Takeoff Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:CreateEventUnitLost(EventTime, Initiator)

+
+ +

Creation of a Crash Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:E(Arguments)

+
+ +

Log an exception which will be traced always.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:EventDispatcher()

+
+ +

Returns the event dispatcher

+ +
+
+

Defined in:

+ +

Return value:

+
+ +
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_AIR:EventRemoveAll()

+
+ +

Remove all subscribed events

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_AIR:F(Arguments)

+
+ +

Trace a function call.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:F2(Arguments)

+
+ +

Trace a function call level 2.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:F3(Arguments)

+
+ +

Trace a function call level 3.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:GetClassID()

+
+ +

Get the ClassID of the class instance.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassID of the class instance.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:GetClassName()

+
+ +

Get the ClassName of the class instance.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassName of the class instance.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:GetClassNameAndID()

+
+ +

Get the ClassName + ClassID of the class instance.

+ + +

The ClassName + ClassID is formatted as '%s#%09d'.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassName + ClassID of the class instance.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:GetEventPriority()

+
+ +

Get the Class Core.Event processing Priority.

+ + +

The Event processing Priority is a number from 1 to 10, +reflecting the order of the classes subscribed to the Event to be processed.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#number:

+
+
+ +

The Core.Event processing Priority.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:GetParent(Child, FromClass)

+
+ +

This is the worker method to retrieve the Parent class.

+ + +

Note that the Parent class must be passed to call the parent class method.

+ +
self:GetParent(self):ParentMethod()
+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #BASE + Child +

+
+
+ +

This is the Child class from which the Parent class needs to be retrieved.

+ +
+
+
+
+

+ #BASE + FromClass +

+
+
+ +

(Optional) The class from which to get the parent.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_AIR:GetState(Object, Key)

+
+ +

Get a Value given a Key from the Object.

+ + +

Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that holds the Value set by the Key.

+ +
+
+
+
+

+ Key +

+
+
+ +

The key that is used to retrieve the value. Note that the key can be a #string, but it can also be any other type!

+ +
+
+

Return value:

+
+
+
+
+ +

The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:HandleEvent(EventID, EventFunction)

+
+ +

Subscribe to a DCS Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Core.Event#EVENTS + EventID +

+
+
+ +

Event ID.

+ +
+
+
+
+

+ #function + EventFunction +

+
+
+ +

(optional) The function to be called when the event occurs for the unit.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_AIR:I(Arguments)

+
+ +

Log an information which will be traced always.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:Inherit(Child, Parent)

+
+ +

This is the worker method to inherit from a parent class.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Child +

+
+
+ +

is the Child class that inherits.

+ +
+
+
+
+

+ #BASE + Parent +

+
+
+ +

is the Parent class that the Child inherits from.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ +

Child

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:IsInstanceOf(ClassName)

+
+ +

This is the worker method to check if an object is an (sub)instance of a class.

+ + + +

Examples:

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ ClassName +

+
+
+ +

is the name of the class or the class itself to run the check against

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_AIR:IsTrace()

+
+ +

Enquires if tracing is on (for the class).

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#boolean:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_AIR:New()

+
+ +

BASE constructor.

+ + + +

This is an example how to use the BASE:New() constructor in a new class definition when inheriting from BASE.

+ +
function EVENT:New()
+  local self = BASE:Inherit( self, BASE:New() ) -- #EVENT
+  return self
+end
+
+ + +
+
+

Defined in:

+ +

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_AIR:OnEvent(EventData)

+
+ +

Occurs when an Event for an object is triggered.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that triggered the event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:OnEventBDA(EventData)

+
+ +

BDA.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:OnEventBaseCaptured(EventData)

+
+ +

Occurs when a ground unit captures either an airbase or a farp.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that captured the base +place: The airbase that was captured, can be a FARP or Airbase. When calling place:getCoalition() the faction will already be the new owning faction.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:OnEventBirth(EventData)

+
+ +

Occurs when any object is spawned into the mission.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that was spawned

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:OnEventCrash(EventData)

+
+ +

Occurs when any aircraft crashes into the ground and is completely destroyed.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that has crashed

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:OnEventDead(EventData)

+
+ +

Occurs when an object is dead.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is dead.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:OnEventDetailedFailure(EventData)

+
+ +

Unknown precisely what creates this event, likely tied into newer damage model.

+ + +

Will update this page when new information become available.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:OnEventDiscardChairAfterEjection(EventData)

+
+ +

Discard chair after ejection.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:OnEventDynamicCargoLoaded(EventData)

+
+ +

Occurs when a player loads a dynamic cargo object with the F8 ground crew menu into a helo.

+ + +

* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:OnEventDynamicCargoRemoved(EventData)

+
+ +

Occurs when a dynamic cargo crate is removed.

+ + +

* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:OnEventDynamicCargoUnloaded(EventData)

+
+ +

Occurs when a player unloads a dynamic cargo object with the F8 ground crew menu from a helo.

+ + +

* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:OnEventEjection(EventData)

+
+ +

Occurs when a pilot ejects from an aircraft +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ + +

initiator : The unit that has ejected

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:OnEventEngineShutdown(EventData)

+
+ +

Occurs when any aircraft shuts down its engines.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is stopping its engines.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:OnEventEngineStartup(EventData)

+
+ +

Occurs when any aircraft starts its engines.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is starting its engines.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:OnEventHit(EventData)

+
+ +

Occurs whenever an object is hit by a weapon.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit object the fired the weapon +weapon: Weapon object that hit the target +target: The Object that was hit.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:OnEventHumanFailure(EventData)

+
+ +

Occurs when any system fails on a human controlled aircraft.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that had the failure

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:OnEventKill(EventData)

+
+ +

Occurs on the death of a unit.

+ + +

Contains more and different information. Similar to unit_lost it will occur for aircraft before the aircraft crash event occurs. +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:OnEventLand(EventData)

+
+ +

Occurs when an aircraft lands at an airbase, farp or ship +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ + +

initiator : The unit that has landed +place: Object that the unit landed on. Can be an Airbase Object, FARP, or Ships

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:OnEventLandingAfterEjection(EventData)

+
+ +

Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up.

+ + +

Event does not occur if the pilot lands in the water and sub combs to Davey Jones Locker. +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:OnEventLandingQualityMark(EventData)

+
+ +

Landing quality mark.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:OnEventMarkAdded(EventData)

+
+ +

Occurs when a new mark was added.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +MarkID: ID of the mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:OnEventMarkChange(EventData)

+
+ +

Occurs when a mark text was changed.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +MarkID: ID of the mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:OnEventMarkRemoved(EventData)

+
+ +

Occurs when a mark was removed.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +MarkID: ID of the mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:OnEventMissionEnd(EventData)

+
+ +

Occurs when a mission ends +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:OnEventMissionStart(EventData)

+
+ +

Occurs when a mission starts +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:OnEventNewDynamicCargo(EventData)

+
+ +

Occurs when a player creates a dynamic cargo object from the F8 ground crew menu.

+ + +

* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:OnEventParatrooperLanding(EventData)

+
+ +

Weapon add.

+ + +

Fires when entering a mission per pylon with the name of the weapon (double pylons not counted, infinite wep reload not counted. +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:OnEventPilotDead(EventData)

+
+ +

Occurs when the pilot of an aircraft is killed.

+ + +

Can occur either if the player is alive and crashes or if a weapon kills the pilot without completely destroying the plane. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that the pilot has died in.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:OnEventPlayerEnterAircraft(EventData)

+
+ +

Occurs when a player enters a slot and takes control of an aircraft.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +NOTE: This is a workaround of a long standing DCS bug with the PLAYER_ENTER_UNIT event. +initiator : The unit that is being taken control of.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:OnEventPlayerEnterUnit(EventData)

+
+ +

Occurs when any player assumes direct control of a unit.

+ + +

Note - not Mulitplayer safe. Use PlayerEnterAircraft. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is being taken control of.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:OnEventPlayerLeaveUnit(EventData)

+
+ +

Occurs when any player relieves control of a unit to the AI.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that the player left.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:OnEventRefueling(EventData)

+
+ +

Occurs when an aircraft connects with a tanker and begins taking on fuel.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is receiving fuel.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:OnEventRefuelingStop(EventData)

+
+ +

Occurs when an aircraft is finished taking fuel.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that was receiving fuel.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:OnEventScore(EventData)

+
+ +

Occurs when any modification to the "Score" as seen on the debrief menu would occur.

+ + +

There is no information on what values the score was changed to. Event is likely similar to player_comment in this regard. +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:OnEventShootingEnd(EventData)

+
+ +

Occurs when any unit stops firing its weapon.

+ + +

Event will always correspond with a shooting start event. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that was doing the shooting.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:OnEventShootingStart(EventData)

+
+ +

Occurs when any unit begins firing a weapon that has a high rate of fire.

+ + +

Most common with aircraft cannons (GAU-8), autocannons, and machine guns. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is doing the shooting. +target: The unit that is being targeted.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:OnEventShot(EventData)

+
+ +

Occurs whenever any unit in a mission fires a weapon.

+ + +

But not any machine gun or autocannon based weapon, those are handled by EVENT.ShootingStart. +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:OnEventTakeoff(EventData)

+
+ +

Occurs when an aircraft takes off from an airbase, farp, or ship.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that tookoff +place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:OnEventTriggerZone(EventData)

+
+ +

Trigger zone.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:OnEventUnitLost(EventData)

+
+ +

Occurs when the game thinks an object is destroyed.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:ScheduleOnce(Start, SchedulerFunction, ...)

+
+ +

Schedule a new time event.

+ + +

Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + Start +

+
+
+ +

Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.

+ +
+
+
+
+

+ #function + SchedulerFunction +

+
+
+ +

The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.

+ +
+
+
+
+

+ #table + ... +

+
+
+ +

Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.

+ +
+
+

Return value:

+
+
+

#string:

+
+
+ +

The Schedule ID of the planned schedule.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...)

+
+ +

Schedule a new time event.

+ + +

Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + Start +

+
+
+ +

Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.

+ +
+
+
+
+

+ #number + Repeat +

+
+
+ +

Specifies the interval in seconds when the scheduler will call the event function.

+ +
+
+
+
+

+ #number + RandomizeFactor +

+
+
+ +

Specifies a randomization factor between 0 and 1 to randomize the Repeat.

+ +
+
+
+
+

+ #number + Stop +

+
+
+ +

Specifies the amount of seconds when the scheduler will be stopped.

+ +
+
+
+
+

+ #function + SchedulerFunction +

+
+
+ +

The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.

+ +
+
+
+
+

+ #table + ... +

+
+
+ +

Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.

+ +
+
+

Return value:

+
+
+

#string:

+
+
+ +

The Schedule ID of the planned schedule.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:ScheduleStop(SchedulerID)

+
+ +

Stops the Schedule.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + SchedulerID +

+
+
+ +

(Optional) Scheduler ID to be stopped. If nil, all pending schedules are stopped.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:SetEventPriority(EventPriority)

+
+ +

Set the Class Core.Event processing Priority.

+ + +

The Event processing Priority is a number from 1 to 10, +reflecting the order of the classes subscribed to the Event to be processed.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + EventPriority +

+
+
+ +

The Core.Event processing Priority.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ +

self

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:SetState(Object, Key, Value)

+
+ +

Set a state or property of the Object given a Key and a Value.

+ + +

Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that will hold the Value set by the Key.

+ +
+
+
+
+

+ Key +

+
+
+ +

The key that is used as a reference of the value. Note that the key can be a #string, but it can also be any other type!

+ +
+
+
+
+

+ Value +

+
+
+ +

The value to is stored in the object.

+ +
+
+

Return value:

+
+
+
+
+ +

The Value set.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:T(Arguments)

+
+ +

Trace a function logic level 1.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:T2(Arguments)

+
+ +

Trace a function logic level 2.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:T3(Arguments)

+
+ +

Trace a function logic level 3.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:TraceAll(TraceAll)

+
+ +

Trace all methods in MOOSE

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #boolean + TraceAll +

+
+
+ +

true = trace all methods in MOOSE.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:TraceClass(Class)

+
+ +

Set tracing for a class

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + Class +

+
+
+ +

Class name.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:TraceClassMethod(Class, Method)

+
+ +

Set tracing for a specific method of class

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + Class +

+
+
+ +

Class name.

+ +
+
+
+
+

+ #string + Method +

+
+
+ +

Method.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:TraceLevel(Level)

+
+ +

Set trace level

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Level +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_AIR:TraceOff()

+
+ +

Set trace off.

+ +
+
+

Defined in:

+ +

Usage:

+
-- Switch the tracing Off
+BASE:TraceOff()
+ +
+ +
+
+ +
+ +
+

AI_AIR:TraceOn()

+
+ +

Set trace on.

+ +
+
+

Defined in:

+ +

Usage:

+
-- Switch the tracing On
+BASE:TraceOn()
+ +
+ +
+
+ +
+ +
+

AI_AIR:TraceOnOff(TraceOnOff)

+
+ +

Set trace on or off +Note that when trace is off, no BASE.Debug statement is performed, increasing performance! +When Moose is loaded statically, (as one file), tracing is switched off by default.

+ + +

So tracing must be switched on manually in your mission if you are using Moose statically. +When moose is loading dynamically (for moose class development), tracing is switched on by default.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #boolean + TraceOnOff +

+
+
+ +

Switch the tracing on or off.

+ +
+
+

Usage:

+

+  -- Switch the tracing On
+  BASE:TraceOnOff( true )
+
+  -- Switch the tracing Off
+  BASE:TraceOnOff( false )
+
+ +
+ +
+
+ +
+ +
+

AI_AIR:UnHandleEvent(EventID)

+
+ +

UnSubscribe to a DCS event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTS + EventID +

+
+
+ +

Event ID.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_AIR:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+
+ +

Trace a function call.

+ + +

This function is private.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+
+

+ DebugInfoCurrentParam +

+
+
+

+
+
+
+
+

+ DebugInfoFromParam +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_AIR:_Serialize(Arguments)

+
+ +

(Internal) Serialize arguments

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #table + Arguments +

+
+
+

+
+
+

Return value:

+
+
+

#string:

+
+
+ +

Text

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+
+ +

Trace a function logic.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+
+

+ DebugInfoCurrentParam +

+
+
+

+
+
+
+
+

+ DebugInfoFromParam +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_AIR:onEvent(event)

+
+ +

The main event handling function...

+ + +

This function captures all events generated for the class.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ DCS#Event + event +

+
+
+

+
+
+
+ +
+
+ diff --git a/Documentation/AI.AI_Air_Dispatcher.html b/Documentation/AI.AI_Air_Dispatcher.html index d8767b4cc..a34f3f274 100644 --- a/Documentation/AI.AI_Air_Dispatcher.html +++ b/Documentation/AI.AI_Air_Dispatcher.html @@ -4663,17 +4663,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

The Defender Default Settings over all Squadrons.

- - - -
-
- - #number -AI_AIR_DISPATCHER.DefenderPatrolIndex - - -
@@ -9993,17 +9982,6 @@ multiplied by the Overhead and rounded up to the smallest integer.

The Defender Default Settings over all Squadrons.

- - - -
-
- - #number -AI_AIR_DISPATCHER.DefenderPatrolIndex - - -
@@ -11319,17 +11297,6 @@ multiplied by the Overhead and rounded up to the smallest integer.

The Defender Default Settings over all Squadrons.

- - - -
-
- - #number -AI_AIR_DISPATCHER.DefenderPatrolIndex - - -
@@ -12947,17 +12914,6 @@ multiplied by the Overhead and rounded up to the smallest integer.

The Defender Default Settings over all Squadrons.

- - - -
-
- - #number -AI_AIR_DISPATCHER.DefenderPatrolIndex - - -
diff --git a/Documentation/AI.AI_Air_Patrol.html b/Documentation/AI.AI_Air_Patrol.html index 44ee4ae90..da7eb7d9c 100644 --- a/Documentation/AI.AI_Air_Patrol.html +++ b/Documentation/AI.AI_Air_Patrol.html @@ -1832,6 +1832,9 @@ Therefore, this class is considered to be deprecated

AI_AIR_PATROL , extends AI.AI_Air#AI_AIR +, extends Core.Fsm#FSM_CONTROLLABLE +, extends Core.Fsm#FSM +, extends Core.Base#BASE
@@ -2469,6 +2472,948 @@ Therefore, this class is considered to be deprecated

+ +

AI_AIR_PATROL:onbeforeStatus()

+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Fields and Methods inherited from FSM_CONTROLLABLEDescription

AI_AIR_PATROL.Controllable

+ +

AI_AIR_PATROL:GetControllable()

+

Gets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+

AI_AIR_PATROL:New(FSMT, Controllable)

+

Creates a new FSM_CONTROLLABLE object.

+

AI_AIR_PATROL:OnAfterStop(Controllable, From, Event, To)

+

OnAfter Transition Handler for Event Stop.

+

AI_AIR_PATROL:OnBeforeStop(Controllable, From, Event, To)

+

OnBefore Transition Handler for Event Stop.

+

AI_AIR_PATROL:OnEnterStopped(Controllable, From, Event, To)

+

OnEnter Transition Handler for State Stopped.

+

AI_AIR_PATROL:OnLeaveStopped(Controllable, From, Event, To)

+

OnLeave Transition Handler for State Stopped.

+

AI_AIR_PATROL:SetControllable(FSMControllable)

+

Sets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+

AI_AIR_PATROL:Stop()

+

Synchronous Event Trigger for Event Stop.

+

AI_AIR_PATROL:__Stop(Delay)

+

Asynchronous Event Trigger for Event Stop.

+

AI_AIR_PATROL:_call_handler(step, trigger, params, EventName)

+ +
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Fields and Methods inherited from FSMDescription

AI_AIR_PATROL:AddEndState(State)

+

Adds an End state.

+

AI_AIR_PATROL:AddProcess(From, Event, Process, ReturnEvents)

+

Set the default #FSM_PROCESS template with key ProcessName providing the ProcessClass and the process object when it is assigned to a Wrapper.Controllable by the task.

+

AI_AIR_PATROL:AddScore(State, ScoreText, Score)

+

Adds a score for the FSM to be achieved.

+

AI_AIR_PATROL:AddScoreProcess(From, Event, State, ScoreText, Score)

+

Adds a score for the FSM_PROCESS to be achieved.

+

AI_AIR_PATROL:AddTransition(From, Event, To)

+

Add a new transition rule to the FSM.

+

AI_AIR_PATROL.CallScheduler

+

Call scheduler.

+

AI_AIR_PATROL.ClassName

+

Name of the class.

+

AI_AIR_PATROL.Events

+ +

AI_AIR_PATROL:GetCurrentState()

+

Get current state.

+

AI_AIR_PATROL:GetEndStates()

+

Returns the End states.

+

AI_AIR_PATROL:GetProcess(From, Event)

+ +

AI_AIR_PATROL:GetProcesses()

+

Returns a table of the SubFSM rules defined within the FSM.

+

AI_AIR_PATROL:GetScores()

+

Returns a table with the scores defined.

+

AI_AIR_PATROL:GetStartState()

+

Returns the start state of the FSM.

+

AI_AIR_PATROL:GetState()

+

Get current state.

+

AI_AIR_PATROL:GetSubs()

+

Returns a table with the Subs defined.

+

AI_AIR_PATROL:GetTransitions()

+

Returns a table of the transition rules defined within the FSM.

+

AI_AIR_PATROL:Is(State)

+

Check if FSM is in state.

+

AI_AIR_PATROL:LoadCallBacks(CallBackTable)

+

Load call backs.

+

AI_AIR_PATROL:New()

+

Creates a new FSM object.

+

AI_AIR_PATROL.Scores

+

Scores.

+

AI_AIR_PATROL:SetProcess(From, Event, Fsm)

+ +

AI_AIR_PATROL:SetStartState(State)

+

Sets the start state of the FSM.

+

AI_AIR_PATROL._EndStates

+ +

AI_AIR_PATROL._EventSchedules

+ +

AI_AIR_PATROL._Processes

+ +

AI_AIR_PATROL._Scores

+ +

AI_AIR_PATROL._StartState

+ +

AI_AIR_PATROL._Transitions

+ +

AI_AIR_PATROL:_add_to_map(Map, Event)

+

Add to map.

+

AI_AIR_PATROL:_call_handler(step, trigger, params, EventName)

+

Call handler.

+

AI_AIR_PATROL:_create_transition(EventName)

+

Create transition.

+

AI_AIR_PATROL:_delayed_transition(EventName)

+

Delayed transition.

+

AI_AIR_PATROL:_eventmap(Events, EventStructure)

+

Event map.

+

AI_AIR_PATROL:_gosub(ParentFrom, ParentEvent)

+

Go sub.

+

AI_AIR_PATROL:_handler(EventName, ...)

+

Handler.

+

AI_AIR_PATROL:_isendstate(Current)

+

Is end state.

+

AI_AIR_PATROL:_submap(subs, sub, name)

+

Sub maps.

+

AI_AIR_PATROL:can(e)

+

Check if can do an event.

+

AI_AIR_PATROL:cannot(e)

+

Check if cannot do an event.

+

AI_AIR_PATROL.current

+

Current state name.

+

AI_AIR_PATROL.endstates

+ +

AI_AIR_PATROL:is(State, state)

+

Check if FSM is in state.

+

AI_AIR_PATROL.options

+

Options.

+

AI_AIR_PATROL.subs

+

Subs.

+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Fields and Methods inherited from BASEDescription

AI_AIR_PATROL.ClassID

+

The ID number of the class.

+

AI_AIR_PATROL.ClassName

+

The name of the class.

+

AI_AIR_PATROL.ClassNameAndID

+

The name of the class concatenated with the ID number of the class.

+

AI_AIR_PATROL:ClearState(Object, StateName)

+

Clear the state of an object.

+

AI_AIR_PATROL:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace)

+

Creation of a Birth Event.

+

AI_AIR_PATROL:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

+

Creation of a Crash Event.

+

AI_AIR_PATROL:CreateEventDead(EventTime, Initiator, IniObjectCategory)

+

Creation of a Dead Event.

+

AI_AIR_PATROL:CreateEventDynamicCargoLoaded(DynamicCargo)

+

Creation of a S_EVENT_DYNAMIC_CARGO_LOADED event.

+

AI_AIR_PATROL:CreateEventDynamicCargoRemoved(DynamicCargo)

+

Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event.

+

AI_AIR_PATROL:CreateEventDynamicCargoUnloaded(DynamicCargo)

+

Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event.

+

AI_AIR_PATROL:CreateEventNewDynamicCargo(DynamicCargo)

+

Creation of a S_EVENT_NEW_DYNAMIC_CARGO event.

+

AI_AIR_PATROL:CreateEventPlayerEnterAircraft(PlayerUnit)

+

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

+

AI_AIR_PATROL:CreateEventRemoveUnit(EventTime, Initiator)

+

Creation of a Remove Unit Event.

+

AI_AIR_PATROL:CreateEventTakeoff(EventTime, Initiator)

+

Creation of a Takeoff Event.

+

AI_AIR_PATROL:CreateEventUnitLost(EventTime, Initiator)

+

Creation of a Crash Event.

+

AI_AIR_PATROL:E(Arguments)

+

Log an exception which will be traced always.

+

AI_AIR_PATROL:EventDispatcher()

+

Returns the event dispatcher

+

AI_AIR_PATROL:EventRemoveAll()

+

Remove all subscribed events

+

AI_AIR_PATROL:F(Arguments)

+

Trace a function call.

+

AI_AIR_PATROL:F2(Arguments)

+

Trace a function call level 2.

+

AI_AIR_PATROL:F3(Arguments)

+

Trace a function call level 3.

+

AI_AIR_PATROL:GetClassID()

+

Get the ClassID of the class instance.

+

AI_AIR_PATROL:GetClassName()

+

Get the ClassName of the class instance.

+

AI_AIR_PATROL:GetClassNameAndID()

+

Get the ClassName + ClassID of the class instance.

+

AI_AIR_PATROL:GetEventPriority()

+

Get the Class Core.Event processing Priority.

+

AI_AIR_PATROL:GetParent(Child, FromClass)

+

This is the worker method to retrieve the Parent class.

+

AI_AIR_PATROL:GetState(Object, Key)

+

Get a Value given a Key from the Object.

+

AI_AIR_PATROL:HandleEvent(EventID, EventFunction)

+

Subscribe to a DCS Event.

+

AI_AIR_PATROL:I(Arguments)

+

Log an information which will be traced always.

+

AI_AIR_PATROL:Inherit(Child, Parent)

+

This is the worker method to inherit from a parent class.

+

AI_AIR_PATROL:IsInstanceOf(ClassName)

+

This is the worker method to check if an object is an (sub)instance of a class.

+

AI_AIR_PATROL:IsTrace()

+

Enquires if tracing is on (for the class).

+

AI_AIR_PATROL:New()

+

BASE constructor.

+

AI_AIR_PATROL:OnEvent(EventData)

+

Occurs when an Event for an object is triggered.

+

AI_AIR_PATROL:OnEventBDA(EventData)

+

BDA.

+

AI_AIR_PATROL:OnEventBaseCaptured(EventData)

+

Occurs when a ground unit captures either an airbase or a farp.

+

AI_AIR_PATROL:OnEventBirth(EventData)

+

Occurs when any object is spawned into the mission.

+

AI_AIR_PATROL:OnEventCrash(EventData)

+

Occurs when any aircraft crashes into the ground and is completely destroyed.

+

AI_AIR_PATROL:OnEventDead(EventData)

+

Occurs when an object is dead.

+

AI_AIR_PATROL:OnEventDetailedFailure(EventData)

+

Unknown precisely what creates this event, likely tied into newer damage model.

+

AI_AIR_PATROL:OnEventDiscardChairAfterEjection(EventData)

+

Discard chair after ejection.

+

AI_AIR_PATROL:OnEventDynamicCargoLoaded(EventData)

+

Occurs when a player loads a dynamic cargo object with the F8 ground crew menu into a helo.

+

AI_AIR_PATROL:OnEventDynamicCargoRemoved(EventData)

+

Occurs when a dynamic cargo crate is removed.

+

AI_AIR_PATROL:OnEventDynamicCargoUnloaded(EventData)

+

Occurs when a player unloads a dynamic cargo object with the F8 ground crew menu from a helo.

+

AI_AIR_PATROL:OnEventEjection(EventData)

+

Occurs when a pilot ejects from an aircraft +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+

AI_AIR_PATROL:OnEventEngineShutdown(EventData)

+

Occurs when any aircraft shuts down its engines.

+

AI_AIR_PATROL:OnEventEngineStartup(EventData)

+

Occurs when any aircraft starts its engines.

+

AI_AIR_PATROL:OnEventHit(EventData)

+

Occurs whenever an object is hit by a weapon.

+

AI_AIR_PATROL:OnEventHumanFailure(EventData)

+

Occurs when any system fails on a human controlled aircraft.

+

AI_AIR_PATROL:OnEventKill(EventData)

+

Occurs on the death of a unit.

+

AI_AIR_PATROL:OnEventLand(EventData)

+

Occurs when an aircraft lands at an airbase, farp or ship +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+

AI_AIR_PATROL:OnEventLandingAfterEjection(EventData)

+

Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up.

+

AI_AIR_PATROL:OnEventLandingQualityMark(EventData)

+

Landing quality mark.

+

AI_AIR_PATROL:OnEventMarkAdded(EventData)

+

Occurs when a new mark was added.

+

AI_AIR_PATROL:OnEventMarkChange(EventData)

+

Occurs when a mark text was changed.

+

AI_AIR_PATROL:OnEventMarkRemoved(EventData)

+

Occurs when a mark was removed.

+

AI_AIR_PATROL:OnEventMissionEnd(EventData)

+

Occurs when a mission ends +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+

AI_AIR_PATROL:OnEventMissionStart(EventData)

+

Occurs when a mission starts +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+

AI_AIR_PATROL:OnEventNewDynamicCargo(EventData)

+

Occurs when a player creates a dynamic cargo object from the F8 ground crew menu.

+

AI_AIR_PATROL:OnEventParatrooperLanding(EventData)

+

Weapon add.

+

AI_AIR_PATROL:OnEventPilotDead(EventData)

+

Occurs when the pilot of an aircraft is killed.

+

AI_AIR_PATROL:OnEventPlayerEnterAircraft(EventData)

+

Occurs when a player enters a slot and takes control of an aircraft.

+

AI_AIR_PATROL:OnEventPlayerEnterUnit(EventData)

+

Occurs when any player assumes direct control of a unit.

+

AI_AIR_PATROL:OnEventPlayerLeaveUnit(EventData)

+

Occurs when any player relieves control of a unit to the AI.

+

AI_AIR_PATROL:OnEventRefueling(EventData)

+

Occurs when an aircraft connects with a tanker and begins taking on fuel.

+

AI_AIR_PATROL:OnEventRefuelingStop(EventData)

+

Occurs when an aircraft is finished taking fuel.

+

AI_AIR_PATROL:OnEventScore(EventData)

+

Occurs when any modification to the "Score" as seen on the debrief menu would occur.

+

AI_AIR_PATROL:OnEventShootingEnd(EventData)

+

Occurs when any unit stops firing its weapon.

+

AI_AIR_PATROL:OnEventShootingStart(EventData)

+

Occurs when any unit begins firing a weapon that has a high rate of fire.

+

AI_AIR_PATROL:OnEventShot(EventData)

+

Occurs whenever any unit in a mission fires a weapon.

+

AI_AIR_PATROL:OnEventTakeoff(EventData)

+

Occurs when an aircraft takes off from an airbase, farp, or ship.

+

AI_AIR_PATROL:OnEventTriggerZone(EventData)

+

Trigger zone.

+

AI_AIR_PATROL:OnEventUnitLost(EventData)

+

Occurs when the game thinks an object is destroyed.

+

AI_AIR_PATROL:ScheduleOnce(Start, SchedulerFunction, ...)

+

Schedule a new time event.

+

AI_AIR_PATROL:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...)

+

Schedule a new time event.

+

AI_AIR_PATROL:ScheduleStop(SchedulerID)

+

Stops the Schedule.

+

AI_AIR_PATROL.Scheduler

+ +

AI_AIR_PATROL:SetEventPriority(EventPriority)

+

Set the Class Core.Event processing Priority.

+

AI_AIR_PATROL:SetState(Object, Key, Value)

+

Set a state or property of the Object given a Key and a Value.

+

AI_AIR_PATROL:T(Arguments)

+

Trace a function logic level 1.

+

AI_AIR_PATROL:T2(Arguments)

+

Trace a function logic level 2.

+

AI_AIR_PATROL:T3(Arguments)

+

Trace a function logic level 3.

+

AI_AIR_PATROL:TraceAll(TraceAll)

+

Trace all methods in MOOSE

+

AI_AIR_PATROL:TraceClass(Class)

+

Set tracing for a class

+

AI_AIR_PATROL:TraceClassMethod(Class, Method)

+

Set tracing for a specific method of class

+

AI_AIR_PATROL:TraceLevel(Level)

+

Set trace level

+

AI_AIR_PATROL:TraceOff()

+

Set trace off.

+

AI_AIR_PATROL:TraceOn()

+

Set trace on.

+

AI_AIR_PATROL:TraceOnOff(TraceOnOff)

+

Set trace on or off +Note that when trace is off, no BASE.Debug statement is performed, increasing performance! +When Moose is loaded statically, (as one file), tracing is switched off by default.

+

AI_AIR_PATROL:UnHandleEvent(EventID)

+

UnSubscribe to a DCS event.

+

AI_AIR_PATROL._

+ +

AI_AIR_PATROL:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+

Trace a function call.

+

AI_AIR_PATROL:_Serialize(Arguments)

+

(Internal) Serialize arguments

+

AI_AIR_PATROL:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+

Trace a function logic.

+

AI_AIR_PATROL.__

+ +

AI_AIR_PATROL:onEvent(event)

+

The main event handling function...

@@ -6414,6 +7359,5877 @@ A random value in this bracket is then applied in the waypoint routing generatio
+
+

Field(s)

+
+
+
+ + +AI_AIR_PATROL.EngageRange + + + +
+ +
+
+
+ + +AI_AIR_PATROL.PatrolZone + + + +
+ +
+
+
+ + #boolean +AI_AIR_PATROL.racetrack + + + +
+ +
+
+
+ + +AI_AIR_PATROL.racetrackcapcoordinates + + + +
+ +
+
+
+ + +AI_AIR_PATROL.racetrackdurationmax + + + +
+ +
+
+
+ + +AI_AIR_PATROL.racetrackdurationmin + + + +
+ +
+
+

Function(s)

+
+
+ +
+

AI_AIR_PATROL:GetControllable()

+
+ +

Gets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+ +
+
+

Defined in:

+ +

Return value:

+ +
+ +
+
+ +
+ +
+

AI_AIR_PATROL:New(FSMT, Controllable)

+
+ +

Creates a new FSM_CONTROLLABLE object.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + FSMT +

+
+
+ +

Finite State Machine Table

+ +
+
+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

(optional) The CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+ +
+
+

Return value:

+
+ +
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:OnAfterStop(Controllable, From, Event, To)

+
+ +

OnAfter Transition Handler for Event Stop.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:OnBeforeStop(Controllable, From, Event, To)

+
+ +

OnBefore Transition Handler for Event Stop.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:OnEnterStopped(Controllable, From, Event, To)

+
+ +

OnEnter Transition Handler for State Stopped.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:OnLeaveStopped(Controllable, From, Event, To)

+
+ +

OnLeave Transition Handler for State Stopped.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:SetControllable(FSMControllable)

+
+ +

Sets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + FSMControllable +

+
+
+

+
+
+

Return value:

+
+ +
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:Stop()

+
+ +

Synchronous Event Trigger for Event Stop.

+ +
+
+

Defined in:

+ +
+ +
+
+ +
+ +
+

AI_AIR_PATROL:__Stop(Delay)

+
+ +

Asynchronous Event Trigger for Event Stop.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Delay +

+
+
+ +

The delay in seconds.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:_call_handler(step, trigger, params, EventName)

+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ step +

+
+
+

+
+
+
+
+

+ trigger +

+
+
+

+
+
+
+
+

+ params +

+
+
+

+
+
+
+
+

+ EventName +

+
+
+

+
+
+
+ +
+
+ +
+

Field(s)

+
+
+
+ + +AI_AIR_PATROL.EngageRange + + + +
+ +
+
+
+ + +AI_AIR_PATROL.PatrolZone + + + +
+ +
+
+
+ + #boolean +AI_AIR_PATROL.racetrack + + + +
+ +
+
+
+ + +AI_AIR_PATROL.racetrackcapcoordinates + + + +
+ +
+
+
+ + +AI_AIR_PATROL.racetrackdurationmax + + + +
+ +
+
+
+ + +AI_AIR_PATROL.racetrackdurationmin + + + +
+ +
+
+

Function(s)

+
+
+ +
+

AI_AIR_PATROL:AddEndState(State)

+
+ +

Adds an End state.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + State +

+
+
+ +

The FSM state.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:AddProcess(From, Event, Process, ReturnEvents)

+
+ +

Set the default #FSM_PROCESS template with key ProcessName providing the ProcessClass and the process object when it is assigned to a Wrapper.Controllable by the task.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + From +

+
+
+ +

Can contain a string indicating the From state or a table of strings containing multiple From states.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event name.

+ +
+
+
+
+

+ Core.Fsm#FSM_PROCESS + Process +

+
+
+ +

An sub-process FSM.

+ +
+
+
+
+

+ #table + ReturnEvents +

+
+
+ +

A table indicating for which returned events of the SubFSM which Event must be triggered in the FSM.

+ +
+
+

Return value:

+
+ +
+ +

The SubFSM.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:AddScore(State, ScoreText, Score)

+
+ +

Adds a score for the FSM to be achieved.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + State +

+
+
+ +

is the state of the process when the score needs to be given. (See the relevant state descriptions of the process).

+ +
+
+
+
+

+ #string + ScoreText +

+
+
+ +

is a text describing the score that is given according the status.

+ +
+
+
+
+

+ #number + Score +

+
+
+ +

is a number providing the score of the status.

+ +
+
+

Return value:

+
+
+

#FSM:

+
+
+ +

self

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:AddScoreProcess(From, Event, State, ScoreText, Score)

+
+ +

Adds a score for the FSM_PROCESS to be achieved.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + From +

+
+
+ +

is the From State of the main process.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

is the Event of the main process.

+ +
+
+
+
+

+ #string + State +

+
+
+ +

is the state of the process when the score needs to be given. (See the relevant state descriptions of the process).

+ +
+
+
+
+

+ #string + ScoreText +

+
+
+ +

is a text describing the score that is given according the status.

+ +
+
+
+
+

+ #number + Score +

+
+
+ +

is a number providing the score of the status.

+ +
+
+

Return value:

+
+
+

#FSM:

+
+
+ +

self

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:AddTransition(From, Event, To)

+
+ +

Add a new transition rule to the FSM.

+ + +

A transition rule defines when and if the FSM can transition from a state towards another state upon a triggered event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + From +

+
+
+ +

Can contain a string indicating the From state or a table of strings containing multiple From states.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event name.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To state.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:GetCurrentState()

+
+ +

Get current state.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

Current FSM state.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:GetEndStates()

+
+ +

Returns the End states.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

End states.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:GetProcess(From, Event)

+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ From +

+
+
+

+
+
+
+
+

+ Event +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:GetProcesses()

+
+ +

Returns a table of the SubFSM rules defined within the FSM.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Sub processes.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:GetScores()

+
+ +

Returns a table with the scores defined.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Scores.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:GetStartState()

+
+ +

Returns the start state of the FSM.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

A string containing the start state.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:GetState()

+
+ +

Get current state.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

Current FSM state.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:GetSubs()

+
+ +

Returns a table with the Subs defined.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Sub processes.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:GetTransitions()

+
+ +

Returns a table of the transition rules defined within the FSM.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Transitions.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:Is(State)

+
+ +

Check if FSM is in state.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + State +

+
+
+ +

State name.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

If true, FSM is in this state.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:LoadCallBacks(CallBackTable)

+
+ +

Load call backs.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #table + CallBackTable +

+
+
+ +

Table of call backs.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:New()

+
+ +

Creates a new FSM object.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#FSM:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:SetProcess(From, Event, Fsm)

+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ From +

+
+
+

+
+
+
+
+

+ Event +

+
+
+

+
+
+
+
+

+ Fsm +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:SetStartState(State)

+
+ +

Sets the start state of the FSM.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + State +

+
+
+ +

A string defining the start state.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:_add_to_map(Map, Event)

+
+ +

Add to map.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + Map +

+
+
+ +

Map.

+ +
+
+
+
+

+ #table + Event +

+
+
+ +

Event table.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:_call_handler(step, trigger, params, EventName)

+
+ +

Call handler.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + step +

+
+
+ +

Step "onafter", "onbefore", "onenter", "onleave".

+ +
+
+
+
+

+ #string + trigger +

+
+
+ +

Trigger.

+ +
+
+
+
+

+ #table + params +

+
+
+ +

Parameters.

+ +
+
+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+
+
+ +

Value.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:_create_transition(EventName)

+
+ +

Create transition.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+

#function:

+
+
+ +

Function.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:_delayed_transition(EventName)

+
+ +

Delayed transition.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+

#function:

+
+
+ +

Function.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:_eventmap(Events, EventStructure)

+
+ +

Event map.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + Events +

+
+
+ +

Events.

+ +
+
+
+
+

+ #table + EventStructure +

+
+
+ +

Event structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:_gosub(ParentFrom, ParentEvent)

+
+ +

Go sub.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + ParentFrom +

+
+
+ +

Parent from state.

+ +
+
+
+
+

+ #string + ParentEvent +

+
+
+ +

Parent event name.

+ +
+
+

Return value:

+
+
+

#table:

+
+
+ +

Subs.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:_handler(EventName, ...)

+
+ +

Handler.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+
+
+

+ ... +

+
+
+ +

Arguments.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:_isendstate(Current)

+
+ +

Is end state.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + Current +

+
+
+ +

Current state name.

+ +
+
+

Return values:

+
+
+

#table:

+
+
+ +

FSM parent.

+ +
+
+

#string:

+
+
+ +

Event name.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:_submap(subs, sub, name)

+
+ +

Sub maps.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + subs +

+
+
+ +

Subs.

+ +
+
+
+
+

+ #table + sub +

+
+
+ +

Sub.

+ +
+
+
+
+

+ #string + name +

+
+
+ +

Name.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:can(e)

+
+ +

Check if can do an event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + e +

+
+
+ +

Event name.

+ +
+
+

Return values:

+
+
+

#boolean:

+
+
+ +

If true, FSM can do the event.

+ +
+
+

#string:

+
+
+ +

To state.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:cannot(e)

+
+ +

Check if cannot do an event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + e +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

If true, FSM cannot do the event.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:is(State, state)

+
+ +

Check if FSM is in state.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + State +

+
+
+ +

State name.

+ +
+
+
+
+

+ state +

+
+
+

+
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

If true, FSM is in this state.

+ +
+
+
+ +
+
+ +
+

Field(s)

+
+
+
+ + +AI_AIR_PATROL.EngageRange + + + +
+ +
+
+
+ + +AI_AIR_PATROL.PatrolZone + + + +
+ +
+
+
+ + #boolean +AI_AIR_PATROL.racetrack + + + +
+ +
+
+
+ + +AI_AIR_PATROL.racetrackcapcoordinates + + + +
+ +
+
+
+ + +AI_AIR_PATROL.racetrackdurationmax + + + +
+ +
+
+
+ + +AI_AIR_PATROL.racetrackdurationmin + + + +
+ +
+
+

Function(s)

+
+
+ +
+

AI_AIR_PATROL:ClearState(Object, StateName)

+
+ +

Clear the state of an object.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that holds the Value set by the Key.

+ +
+
+
+
+

+ StateName +

+
+
+ +

The key that is should be cleared.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace)

+
+ +

Creation of a Birth Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+
+

+ #string + IniUnitName +

+
+
+ +

The initiating unit name.

+ +
+
+
+
+

+ place +

+
+
+

+
+
+
+
+

+ subplace +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

+
+ +

Creation of a Crash Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+
+

+ IniObjectCategory +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:CreateEventDead(EventTime, Initiator, IniObjectCategory)

+
+ +

Creation of a Dead Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+
+

+ IniObjectCategory +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:CreateEventDynamicCargoLoaded(DynamicCargo)

+
+ +

Creation of a S_EVENT_DYNAMIC_CARGO_LOADED event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.DynamicCargo#DYNAMICCARGO + DynamicCargo +

+
+
+ +

the dynamic cargo object

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:CreateEventDynamicCargoRemoved(DynamicCargo)

+
+ +

Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.DynamicCargo#DYNAMICCARGO + DynamicCargo +

+
+
+ +

the dynamic cargo object

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:CreateEventDynamicCargoUnloaded(DynamicCargo)

+
+ +

Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.DynamicCargo#DYNAMICCARGO + DynamicCargo +

+
+
+ +

the dynamic cargo object

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:CreateEventNewDynamicCargo(DynamicCargo)

+
+ +

Creation of a S_EVENT_NEW_DYNAMIC_CARGO event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.DynamicCargo#DYNAMICCARGO + DynamicCargo +

+
+
+ +

the dynamic cargo object

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:CreateEventPlayerEnterAircraft(PlayerUnit)

+
+ +

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.Unit#UNIT + PlayerUnit +

+
+
+ +

The aircraft unit the player entered.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:CreateEventRemoveUnit(EventTime, Initiator)

+
+ +

Creation of a Remove Unit Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:CreateEventTakeoff(EventTime, Initiator)

+
+ +

Creation of a Takeoff Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:CreateEventUnitLost(EventTime, Initiator)

+
+ +

Creation of a Crash Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:E(Arguments)

+
+ +

Log an exception which will be traced always.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:EventDispatcher()

+
+ +

Returns the event dispatcher

+ +
+
+

Defined in:

+ +

Return value:

+
+ +
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:EventRemoveAll()

+
+ +

Remove all subscribed events

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:F(Arguments)

+
+ +

Trace a function call.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:F2(Arguments)

+
+ +

Trace a function call level 2.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:F3(Arguments)

+
+ +

Trace a function call level 3.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:GetClassID()

+
+ +

Get the ClassID of the class instance.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassID of the class instance.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:GetClassName()

+
+ +

Get the ClassName of the class instance.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassName of the class instance.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:GetClassNameAndID()

+
+ +

Get the ClassName + ClassID of the class instance.

+ + +

The ClassName + ClassID is formatted as '%s#%09d'.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassName + ClassID of the class instance.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:GetEventPriority()

+
+ +

Get the Class Core.Event processing Priority.

+ + +

The Event processing Priority is a number from 1 to 10, +reflecting the order of the classes subscribed to the Event to be processed.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#number:

+
+
+ +

The Core.Event processing Priority.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:GetParent(Child, FromClass)

+
+ +

This is the worker method to retrieve the Parent class.

+ + +

Note that the Parent class must be passed to call the parent class method.

+ +
self:GetParent(self):ParentMethod()
+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #BASE + Child +

+
+
+ +

This is the Child class from which the Parent class needs to be retrieved.

+ +
+
+
+
+

+ #BASE + FromClass +

+
+
+ +

(Optional) The class from which to get the parent.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:GetState(Object, Key)

+
+ +

Get a Value given a Key from the Object.

+ + +

Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that holds the Value set by the Key.

+ +
+
+
+
+

+ Key +

+
+
+ +

The key that is used to retrieve the value. Note that the key can be a #string, but it can also be any other type!

+ +
+
+

Return value:

+
+
+
+
+ +

The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:HandleEvent(EventID, EventFunction)

+
+ +

Subscribe to a DCS Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Core.Event#EVENTS + EventID +

+
+
+ +

Event ID.

+ +
+
+
+
+

+ #function + EventFunction +

+
+
+ +

(optional) The function to be called when the event occurs for the unit.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:I(Arguments)

+
+ +

Log an information which will be traced always.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:Inherit(Child, Parent)

+
+ +

This is the worker method to inherit from a parent class.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Child +

+
+
+ +

is the Child class that inherits.

+ +
+
+
+
+

+ #BASE + Parent +

+
+
+ +

is the Parent class that the Child inherits from.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ +

Child

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:IsInstanceOf(ClassName)

+
+ +

This is the worker method to check if an object is an (sub)instance of a class.

+ + + +

Examples:

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ ClassName +

+
+
+ +

is the name of the class or the class itself to run the check against

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:IsTrace()

+
+ +

Enquires if tracing is on (for the class).

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#boolean:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:New()

+
+ +

BASE constructor.

+ + + +

This is an example how to use the BASE:New() constructor in a new class definition when inheriting from BASE.

+ +
function EVENT:New()
+  local self = BASE:Inherit( self, BASE:New() ) -- #EVENT
+  return self
+end
+
+ + +
+
+

Defined in:

+ +

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:OnEvent(EventData)

+
+ +

Occurs when an Event for an object is triggered.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that triggered the event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:OnEventBDA(EventData)

+
+ +

BDA.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:OnEventBaseCaptured(EventData)

+
+ +

Occurs when a ground unit captures either an airbase or a farp.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that captured the base +place: The airbase that was captured, can be a FARP or Airbase. When calling place:getCoalition() the faction will already be the new owning faction.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:OnEventBirth(EventData)

+
+ +

Occurs when any object is spawned into the mission.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that was spawned

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:OnEventCrash(EventData)

+
+ +

Occurs when any aircraft crashes into the ground and is completely destroyed.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that has crashed

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:OnEventDead(EventData)

+
+ +

Occurs when an object is dead.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is dead.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:OnEventDetailedFailure(EventData)

+
+ +

Unknown precisely what creates this event, likely tied into newer damage model.

+ + +

Will update this page when new information become available.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:OnEventDiscardChairAfterEjection(EventData)

+
+ +

Discard chair after ejection.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:OnEventDynamicCargoLoaded(EventData)

+
+ +

Occurs when a player loads a dynamic cargo object with the F8 ground crew menu into a helo.

+ + +

* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:OnEventDynamicCargoRemoved(EventData)

+
+ +

Occurs when a dynamic cargo crate is removed.

+ + +

* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:OnEventDynamicCargoUnloaded(EventData)

+
+ +

Occurs when a player unloads a dynamic cargo object with the F8 ground crew menu from a helo.

+ + +

* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:OnEventEjection(EventData)

+
+ +

Occurs when a pilot ejects from an aircraft +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ + +

initiator : The unit that has ejected

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:OnEventEngineShutdown(EventData)

+
+ +

Occurs when any aircraft shuts down its engines.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is stopping its engines.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:OnEventEngineStartup(EventData)

+
+ +

Occurs when any aircraft starts its engines.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is starting its engines.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:OnEventHit(EventData)

+
+ +

Occurs whenever an object is hit by a weapon.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit object the fired the weapon +weapon: Weapon object that hit the target +target: The Object that was hit.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:OnEventHumanFailure(EventData)

+
+ +

Occurs when any system fails on a human controlled aircraft.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that had the failure

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:OnEventKill(EventData)

+
+ +

Occurs on the death of a unit.

+ + +

Contains more and different information. Similar to unit_lost it will occur for aircraft before the aircraft crash event occurs. +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:OnEventLand(EventData)

+
+ +

Occurs when an aircraft lands at an airbase, farp or ship +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ + +

initiator : The unit that has landed +place: Object that the unit landed on. Can be an Airbase Object, FARP, or Ships

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:OnEventLandingAfterEjection(EventData)

+
+ +

Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up.

+ + +

Event does not occur if the pilot lands in the water and sub combs to Davey Jones Locker. +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:OnEventLandingQualityMark(EventData)

+
+ +

Landing quality mark.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:OnEventMarkAdded(EventData)

+
+ +

Occurs when a new mark was added.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +MarkID: ID of the mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:OnEventMarkChange(EventData)

+
+ +

Occurs when a mark text was changed.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +MarkID: ID of the mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:OnEventMarkRemoved(EventData)

+
+ +

Occurs when a mark was removed.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +MarkID: ID of the mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:OnEventMissionEnd(EventData)

+
+ +

Occurs when a mission ends +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:OnEventMissionStart(EventData)

+
+ +

Occurs when a mission starts +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:OnEventNewDynamicCargo(EventData)

+
+ +

Occurs when a player creates a dynamic cargo object from the F8 ground crew menu.

+ + +

* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:OnEventParatrooperLanding(EventData)

+
+ +

Weapon add.

+ + +

Fires when entering a mission per pylon with the name of the weapon (double pylons not counted, infinite wep reload not counted. +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:OnEventPilotDead(EventData)

+
+ +

Occurs when the pilot of an aircraft is killed.

+ + +

Can occur either if the player is alive and crashes or if a weapon kills the pilot without completely destroying the plane. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that the pilot has died in.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:OnEventPlayerEnterAircraft(EventData)

+
+ +

Occurs when a player enters a slot and takes control of an aircraft.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +NOTE: This is a workaround of a long standing DCS bug with the PLAYER_ENTER_UNIT event. +initiator : The unit that is being taken control of.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:OnEventPlayerEnterUnit(EventData)

+
+ +

Occurs when any player assumes direct control of a unit.

+ + +

Note - not Mulitplayer safe. Use PlayerEnterAircraft. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is being taken control of.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:OnEventPlayerLeaveUnit(EventData)

+
+ +

Occurs when any player relieves control of a unit to the AI.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that the player left.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:OnEventRefueling(EventData)

+
+ +

Occurs when an aircraft connects with a tanker and begins taking on fuel.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is receiving fuel.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:OnEventRefuelingStop(EventData)

+
+ +

Occurs when an aircraft is finished taking fuel.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that was receiving fuel.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:OnEventScore(EventData)

+
+ +

Occurs when any modification to the "Score" as seen on the debrief menu would occur.

+ + +

There is no information on what values the score was changed to. Event is likely similar to player_comment in this regard. +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:OnEventShootingEnd(EventData)

+
+ +

Occurs when any unit stops firing its weapon.

+ + +

Event will always correspond with a shooting start event. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that was doing the shooting.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:OnEventShootingStart(EventData)

+
+ +

Occurs when any unit begins firing a weapon that has a high rate of fire.

+ + +

Most common with aircraft cannons (GAU-8), autocannons, and machine guns. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is doing the shooting. +target: The unit that is being targeted.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:OnEventShot(EventData)

+
+ +

Occurs whenever any unit in a mission fires a weapon.

+ + +

But not any machine gun or autocannon based weapon, those are handled by EVENT.ShootingStart. +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:OnEventTakeoff(EventData)

+
+ +

Occurs when an aircraft takes off from an airbase, farp, or ship.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that tookoff +place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:OnEventTriggerZone(EventData)

+
+ +

Trigger zone.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:OnEventUnitLost(EventData)

+
+ +

Occurs when the game thinks an object is destroyed.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:ScheduleOnce(Start, SchedulerFunction, ...)

+
+ +

Schedule a new time event.

+ + +

Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + Start +

+
+
+ +

Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.

+ +
+
+
+
+

+ #function + SchedulerFunction +

+
+
+ +

The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.

+ +
+
+
+
+

+ #table + ... +

+
+
+ +

Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.

+ +
+
+

Return value:

+
+
+

#string:

+
+
+ +

The Schedule ID of the planned schedule.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...)

+
+ +

Schedule a new time event.

+ + +

Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + Start +

+
+
+ +

Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.

+ +
+
+
+
+

+ #number + Repeat +

+
+
+ +

Specifies the interval in seconds when the scheduler will call the event function.

+ +
+
+
+
+

+ #number + RandomizeFactor +

+
+
+ +

Specifies a randomization factor between 0 and 1 to randomize the Repeat.

+ +
+
+
+
+

+ #number + Stop +

+
+
+ +

Specifies the amount of seconds when the scheduler will be stopped.

+ +
+
+
+
+

+ #function + SchedulerFunction +

+
+
+ +

The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.

+ +
+
+
+
+

+ #table + ... +

+
+
+ +

Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.

+ +
+
+

Return value:

+
+
+

#string:

+
+
+ +

The Schedule ID of the planned schedule.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:ScheduleStop(SchedulerID)

+
+ +

Stops the Schedule.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + SchedulerID +

+
+
+ +

(Optional) Scheduler ID to be stopped. If nil, all pending schedules are stopped.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:SetEventPriority(EventPriority)

+
+ +

Set the Class Core.Event processing Priority.

+ + +

The Event processing Priority is a number from 1 to 10, +reflecting the order of the classes subscribed to the Event to be processed.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + EventPriority +

+
+
+ +

The Core.Event processing Priority.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ +

self

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:SetState(Object, Key, Value)

+
+ +

Set a state or property of the Object given a Key and a Value.

+ + +

Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that will hold the Value set by the Key.

+ +
+
+
+
+

+ Key +

+
+
+ +

The key that is used as a reference of the value. Note that the key can be a #string, but it can also be any other type!

+ +
+
+
+
+

+ Value +

+
+
+ +

The value to is stored in the object.

+ +
+
+

Return value:

+
+
+
+
+ +

The Value set.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:T(Arguments)

+
+ +

Trace a function logic level 1.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:T2(Arguments)

+
+ +

Trace a function logic level 2.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:T3(Arguments)

+
+ +

Trace a function logic level 3.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:TraceAll(TraceAll)

+
+ +

Trace all methods in MOOSE

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #boolean + TraceAll +

+
+
+ +

true = trace all methods in MOOSE.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:TraceClass(Class)

+
+ +

Set tracing for a class

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + Class +

+
+
+ +

Class name.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:TraceClassMethod(Class, Method)

+
+ +

Set tracing for a specific method of class

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + Class +

+
+
+ +

Class name.

+ +
+
+
+
+

+ #string + Method +

+
+
+ +

Method.

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:TraceLevel(Level)

+
+ +

Set trace level

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Level +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:TraceOff()

+
+ +

Set trace off.

+ +
+
+

Defined in:

+ +

Usage:

+
-- Switch the tracing Off
+BASE:TraceOff()
+ +
+ +
+
+ +
+ +
+

AI_AIR_PATROL:TraceOn()

+
+ +

Set trace on.

+ +
+
+

Defined in:

+ +

Usage:

+
-- Switch the tracing On
+BASE:TraceOn()
+ +
+ +
+
+ +
+ +
+

AI_AIR_PATROL:TraceOnOff(TraceOnOff)

+
+ +

Set trace on or off +Note that when trace is off, no BASE.Debug statement is performed, increasing performance! +When Moose is loaded statically, (as one file), tracing is switched off by default.

+ + +

So tracing must be switched on manually in your mission if you are using Moose statically. +When moose is loading dynamically (for moose class development), tracing is switched on by default.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #boolean + TraceOnOff +

+
+
+ +

Switch the tracing on or off.

+ +
+
+

Usage:

+

+  -- Switch the tracing On
+  BASE:TraceOnOff( true )
+
+  -- Switch the tracing Off
+  BASE:TraceOnOff( false )
+
+ +
+ +
+
+ +
+ +
+

AI_AIR_PATROL:UnHandleEvent(EventID)

+
+ +

UnSubscribe to a DCS event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTS + EventID +

+
+
+ +

Event ID.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+
+ +

Trace a function call.

+ + +

This function is private.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+
+

+ DebugInfoCurrentParam +

+
+
+

+
+
+
+
+

+ DebugInfoFromParam +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:_Serialize(Arguments)

+
+ +

(Internal) Serialize arguments

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #table + Arguments +

+
+
+

+
+
+

Return value:

+
+
+

#string:

+
+
+ +

Text

+ +
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+
+ +

Trace a function logic.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+
+

+ DebugInfoCurrentParam +

+
+
+

+
+
+
+
+

+ DebugInfoFromParam +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_AIR_PATROL:onEvent(event)

+
+ +

The main event handling function...

+ + +

This function captures all events generated for the class.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ DCS#Event + event +

+
+
+

+
+
+
+ +
+
+ diff --git a/Documentation/AI.AI_Air_Squadron.html b/Documentation/AI.AI_Air_Squadron.html index 3c90988a5..d43baa1e9 100644 --- a/Documentation/AI.AI_Air_Squadron.html +++ b/Documentation/AI.AI_Air_Squadron.html @@ -2131,17 +2131,6 @@ Therefore, this class is considered to be deprecated

- - - -
-
- - -AI_AIR_SQUADRON.ResourceCount - - -
diff --git a/Documentation/AI.AI_Cargo_Airplane.html b/Documentation/AI.AI_Cargo_Airplane.html index 25bb66d7d..24db742d9 100644 --- a/Documentation/AI.AI_Cargo_Airplane.html +++ b/Documentation/AI.AI_Cargo_Airplane.html @@ -2971,6 +2971,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

Aircraft is on a pickup mission.

+ @@ -4755,6 +4758,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

Aircraft is on a pickup mission.

+ @@ -5381,6 +5387,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

Aircraft is on a pickup mission.

+ @@ -6895,6 +6904,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

Aircraft is on a pickup mission.

+ diff --git a/Documentation/AI.AI_Cargo_Helicopter.html b/Documentation/AI.AI_Cargo_Helicopter.html index 8935ade0a..b7a7efadc 100644 --- a/Documentation/AI.AI_Cargo_Helicopter.html +++ b/Documentation/AI.AI_Cargo_Helicopter.html @@ -3070,22 +3070,28 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #number AI_CARGO_HELICOPTER.landingheight + +

meter

+
- + #number AI_CARGO_HELICOPTER.landingspeed + +

kph

+
@@ -4988,22 +4994,28 @@ Adjust if necessary.
- + #number AI_CARGO_HELICOPTER.landingheight + +

meter

+
- + #number AI_CARGO_HELICOPTER.landingspeed + +

kph

+
@@ -5658,22 +5670,28 @@ Adjust if necessary.
- + #number AI_CARGO_HELICOPTER.landingheight + +

meter

+
- + #number AI_CARGO_HELICOPTER.landingspeed + +

kph

+
@@ -7216,22 +7234,28 @@ Adjust if necessary.
- + #number AI_CARGO_HELICOPTER.landingheight + +

meter

+
- + #number AI_CARGO_HELICOPTER.landingspeed + +

kph

+
diff --git a/Documentation/AI.AI_Patrol.html b/Documentation/AI.AI_Patrol.html index 945c654f6..3380bb4bc 100644 --- a/Documentation/AI.AI_Patrol.html +++ b/Documentation/AI.AI_Patrol.html @@ -3421,6 +3421,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

This table contains the targets detected during patrol.

+ @@ -6688,6 +6691,9 @@ The default interval is 30 seconds.

+ +

This table contains the targets detected during patrol.

+ @@ -7432,6 +7438,9 @@ The default interval is 30 seconds.

+ +

This table contains the targets detected during patrol.

+ @@ -9064,6 +9073,9 @@ The default interval is 30 seconds.

+ +

This table contains the targets detected during patrol.

+ diff --git a/Documentation/Cargo.Cargo.html b/Documentation/Cargo.Cargo.html index 971141dec..1f363c654 100644 --- a/Documentation/Cargo.Cargo.html +++ b/Documentation/Cargo.Cargo.html @@ -2918,6 +2918,17 @@ All derived classes from CARGO follow the same state machine, expose the same ca + + + +
+
+ + +CARGO.Weight + + +
diff --git a/Documentation/Cargo.CargoUnit.html b/Documentation/Cargo.CargoUnit.html index 4dc712074..f7f7ebf65 100644 --- a/Documentation/Cargo.CargoUnit.html +++ b/Documentation/Cargo.CargoUnit.html @@ -1943,6 +1943,17 @@ Therefore, this class is considered to be deprecated

Set cargo object.

+ + + +
+
+ + #number +CARGO_UNIT.RunCount + + +
@@ -2658,6 +2669,17 @@ Therefore, this class is considered to be deprecated

Set cargo object.

+ + + +
+
+ + #number +CARGO_UNIT.RunCount + + +
diff --git a/Documentation/Core.Fsm.html b/Documentation/Core.Fsm.html index 901975fa9..8204d42d2 100644 --- a/Documentation/Core.Fsm.html +++ b/Documentation/Core.Fsm.html @@ -6117,7 +6117,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #string FSM._StartState @@ -7716,7 +7716,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #string FSM._StartState diff --git a/Documentation/Core.Point.html b/Documentation/Core.Point.html index 0f4dd018a..125a2d844 100644 --- a/Documentation/Core.Point.html +++ b/Documentation/Core.Point.html @@ -17338,6 +17338,17 @@ When moose is loading dynamically (for moose class development), tracing is swit +
+ +
+
+
+ + +POINT_VEC2.z + + +
diff --git a/Documentation/Core.Settings.html b/Documentation/Core.Settings.html index e68efecf8..3fbae6c63 100644 --- a/Documentation/Core.Settings.html +++ b/Documentation/Core.Settings.html @@ -3072,6 +3072,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau +
+ +
+
+
+ + +SETTINGS.PlayerMenu + + +
@@ -5254,6 +5265,17 @@ It is advised to use this method at the start of the mission.

+ + + +
+
+ + +SETTINGS.PlayerMenu + + +
diff --git a/Documentation/Core.Spawn.html b/Documentation/Core.Spawn.html index 27b4df8e9..73c30b734 100644 --- a/Documentation/Core.Spawn.html +++ b/Documentation/Core.Spawn.html @@ -3206,12 +3206,6 @@ and any spaces before and after the resulting name are removed.

SPAWN:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)

- - - -

SPAWN.communication

- - @@ -3221,19 +3215,13 @@ and any spaces before and after the resulting name are removed.

-

SPAWN.livery_id

+

SPAWN.hidden

-

SPAWN.modulation

- - - - - -

SPAWN.skill

+

SPAWN.uncontrolled

@@ -4062,17 +4050,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - - - -
-
- - -SPAWN.SpawnGrouping - - -
@@ -4285,6 +4262,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

By default, no InitLimit

+ @@ -4393,7 +4373,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #number SPAWN.SpawnMaxGroups @@ -4407,7 +4387,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #number SPAWN.SpawnMaxUnitsAlive @@ -4564,6 +4544,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau +
+ +
+
+
+ + #boolean +SPAWN.SpawnUnControlled + + +
@@ -4598,7 +4589,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -

When the first Spawn executes, all the Groups need to be made visible before start.

+

Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.

@@ -4672,17 +4663,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -
- - -
-
- - -SPAWN.communication - - -
@@ -4701,7 +4681,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
-SPAWN.livery_id +SPAWN.hidden @@ -4712,18 +4692,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
-SPAWN.modulation - - - -
- -
-
-
- - -SPAWN.skill +SPAWN.uncontrolled @@ -10513,17 +10482,6 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

- -
-
-
- - -SPAWN.SpawnGrouping - - -
@@ -10736,6 +10694,9 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

By default, no InitLimit

+
@@ -10844,7 +10805,7 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

- + #number SPAWN.SpawnMaxGroups @@ -10858,7 +10819,7 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

- + #number SPAWN.SpawnMaxUnitsAlive @@ -11015,6 +10976,17 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

+ +
+
+
+ + #boolean +SPAWN.SpawnUnControlled + + +
@@ -11049,7 +11021,7 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

When the first Spawn executes, all the Groups need to be made visible before start.

+

Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.

@@ -11123,17 +11095,6 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

- - -
-
- - -SPAWN.communication - - -
@@ -11152,7 +11113,7 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

-SPAWN.livery_id +SPAWN.hidden @@ -11163,18 +11124,7 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

-SPAWN.modulation - - - - - - -
-
- - -SPAWN.skill +SPAWN.uncontrolled diff --git a/Documentation/Core.Zone.html b/Documentation/Core.Zone.html index 629685d75..6fb3963e9 100644 --- a/Documentation/Core.Zone.html +++ b/Documentation/Core.Zone.html @@ -15908,6 +15908,17 @@ When moose is loading dynamically (for moose class development), tracing is swit
+ZONE_OVAL.Angle + + + +
+ +
+
+
+ + #table ZONE_OVAL.CenterVec2 @@ -16612,6 +16623,17 @@ When moose is loading dynamically (for moose class development), tracing is swit
+ZONE_OVAL.Angle + + + +
+ +
+
+
+ + #table ZONE_OVAL.CenterVec2 @@ -18560,6 +18582,17 @@ end
+ZONE_OVAL.Angle + + + +
+ +
+
+
+ + #table ZONE_OVAL.CenterVec2 @@ -20060,6 +20093,17 @@ end
+ZONE_OVAL.Angle + + + +
+ +
+
+
+ + #table ZONE_OVAL.CenterVec2 diff --git a/Documentation/Functional.ATC_Ground.html b/Documentation/Functional.ATC_Ground.html index 8f4e80882..94583881b 100644 --- a/Documentation/Functional.ATC_Ground.html +++ b/Documentation/Functional.ATC_Ground.html @@ -4089,7 +4089,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #table ATC_GROUND.Airbases @@ -4677,7 +4677,7 @@ An airbase can be specified to set the maximum kick speed for.

- + #table ATC_GROUND.Airbases diff --git a/Documentation/Functional.Designate.html b/Documentation/Functional.Designate.html index 04ca01dd8..5362c47f3 100644 --- a/Documentation/Functional.Designate.html +++ b/Documentation/Functional.Designate.html @@ -2690,17 +2690,6 @@ Use the method DESIGNATE.SetMission() to -
- -
-
-
- - #table -DESIGNATE.LaserCodes - - -
diff --git a/Documentation/Functional.Detection.html b/Documentation/Functional.Detection.html index fd8d0e62d..cdcfddc72 100644 --- a/Documentation/Functional.Detection.html +++ b/Documentation/Functional.Detection.html @@ -19993,6 +19993,17 @@ When moose is loading dynamically (for moose class development), tracing is swit +
+ +
+
+
+ + #number +DETECTION_BASE.DetectedItemMax + + +
@@ -20125,17 +20136,6 @@ When moose is loading dynamically (for moose class development), tracing is swit -
- -
-
-
- - #boolean -DETECTION_BASE.Locking - - -
@@ -24751,6 +24751,17 @@ zones that reflect cloudy areas where detected units may not be so easily visual +
+ +
+
+
+ + #number +DETECTION_BASE.DetectedItemMax + + +
@@ -24883,17 +24894,6 @@ zones that reflect cloudy areas where detected units may not be so easily visual -
- -
-
-
- - #boolean -DETECTION_BASE.Locking - - -
@@ -26504,6 +26504,17 @@ zones that reflect cloudy areas where detected units may not be so easily visual + + + +
+
+ + #number +DETECTION_BASE.DetectedItemMax + + +
@@ -26636,17 +26647,6 @@ zones that reflect cloudy areas where detected units may not be so easily visual - - - -
-
- - #boolean -DETECTION_BASE.Locking - - -
diff --git a/Documentation/Functional.Mantis.html b/Documentation/Functional.Mantis.html index 0ca09bea0..1d4529f87 100644 --- a/Documentation/Functional.Mantis.html +++ b/Documentation/Functional.Mantis.html @@ -4126,6 +4126,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

The #DETECTION_AREAS object for AWACS

+ + + +
+
+ + #table +MANTIS.AcceptZones + + +
@@ -4159,6 +4170,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + + + +
+
+ + #table +MANTIS.ConflictZones + + +
@@ -4258,6 +4280,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

The ME name of the HQ object

+ + + +
+
+ + #table +MANTIS.RejectZones + + +
@@ -4715,50 +4748,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Prefix for logging

- - - -
-
- - #number -MANTIS.maxclassic - - - -
- -
-
-
- - #number -MANTIS.maxlongrange - - - -
- -
-
-
- - #number -MANTIS.maxmidrange - - - -
- -
-
-
- - #number -MANTIS.maxshortrange - - -
@@ -4828,6 +4817,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

switch alarm state RED

+ @@ -4839,6 +4831,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

self.SAMCheckRanges = {}

+ @@ -8801,6 +8796,17 @@ E.g. `mymantis:SetAdvancedMode(true, 90)`

The #DETECTION_AREAS object for AWACS

+ + + +
+
+ + #table +MANTIS.AcceptZones + + +
@@ -8834,6 +8840,17 @@ E.g. `mymantis:SetAdvancedMode(true, 90)` + + + +
+
+ + #table +MANTIS.ConflictZones + + +
@@ -8933,6 +8950,17 @@ E.g. `mymantis:SetAdvancedMode(true, 90)`

The ME name of the HQ object

+ + + +
+
+ + #table +MANTIS.RejectZones + + +
@@ -9390,50 +9418,6 @@ E.g. `mymantis:SetAdvancedMode(true, 90)`

Prefix for logging

- - - -
-
- - #number -MANTIS.maxclassic - - - -
- -
-
-
- - #number -MANTIS.maxlongrange - - - -
- -
-
-
- - #number -MANTIS.maxmidrange - - - -
- -
-
-
- - #number -MANTIS.maxshortrange - - -
@@ -9503,6 +9487,9 @@ E.g. `mymantis:SetAdvancedMode(true, 90)` + +

switch alarm state RED

+ @@ -9514,6 +9501,9 @@ E.g. `mymantis:SetAdvancedMode(true, 90)` + +

self.SAMCheckRanges = {}

+ diff --git a/Documentation/Functional.Movement.html b/Documentation/Functional.Movement.html index 0b34c21cc..09456d65e 100644 --- a/Documentation/Functional.Movement.html +++ b/Documentation/Functional.Movement.html @@ -2427,20 +2427,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Field(s)

-
-
- - #number -MOVEMENT.AliveUnits - - - - -

Contains the counter how many units are currently alive.

- -
- -
@@ -2671,20 +2657,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Field(s)

-
-
- - #number -MOVEMENT.AliveUnits - - - - -

Contains the counter how many units are currently alive.

- -
- -
diff --git a/Documentation/Functional.RAT.html b/Documentation/Functional.RAT.html index 623ac5506..b935a5e40 100644 --- a/Documentation/Functional.RAT.html +++ b/Documentation/Functional.RAT.html @@ -4762,12 +4762,6 @@ and any spaces before and after the resulting name are removed.

RAT:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)

- - - -

RAT.communication

- - @@ -4777,19 +4771,13 @@ and any spaces before and after the resulting name are removed.

-

RAT.livery_id

+

RAT.hidden

-

RAT.modulation

- - - - - -

RAT.skill

+

RAT.uncontrolled

diff --git a/Documentation/Functional.Scoring.html b/Documentation/Functional.Scoring.html index 2913c7fff..ff31d059b 100644 --- a/Documentation/Functional.Scoring.html +++ b/Documentation/Functional.Scoring.html @@ -3065,17 +3065,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -
-
-
- - SCORING.AutoSavePath @@ -3276,7 +3265,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #boolean SCORING.penaltyoncoalitionchange @@ -3287,7 +3276,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #boolean SCORING.penaltyonfratricide @@ -5999,17 +5988,6 @@ The scale magnifies the scores given to the players.

- -
-
-
- - SCORING.AutoSavePath @@ -6210,7 +6188,7 @@ The scale magnifies the scores given to the players.

- + #boolean SCORING.penaltyoncoalitionchange @@ -6221,7 +6199,7 @@ The scale magnifies the scores given to the players.

- + #boolean SCORING.penaltyonfratricide diff --git a/Documentation/Ops.Airboss.html b/Documentation/Ops.Airboss.html index f688e9dae..c80646849 100644 --- a/Documentation/Ops.Airboss.html +++ b/Documentation/Ops.Airboss.html @@ -9777,6 +9777,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Radio queue of LSO.

+
+ +
+
+
+ + +AIRBOSS.RQLid + + +
@@ -9788,6 +9799,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Radio queue of marshal.

+
+ +
+
+
+ + +AIRBOSS.RQMid + + +
@@ -30125,6 +30147,17 @@ If removed flight is the section lead, we try to find a new leader.

Radio queue of LSO.

+
+ +
+
+
+ + +AIRBOSS.RQLid + + +
@@ -30136,6 +30169,17 @@ If removed flight is the section lead, we try to find a new leader.

Radio queue of marshal.

+
+ +
+
+
+ + +AIRBOSS.RQMid + + +
@@ -33215,6 +33259,17 @@ If removed flight is the section lead, we try to find a new leader.

Radio queue of LSO.

+
+ +
+
+
+ + +AIRBOSS.RQLid + + +
@@ -33226,6 +33281,17 @@ If removed flight is the section lead, we try to find a new leader.

Radio queue of marshal.

+
+ +
+
+
+ + +AIRBOSS.RQMid + + +
@@ -41162,9 +41228,6 @@ When moose is loading dynamically (for moose class development), tracing is swit - -

Set case of f

-
@@ -41228,20 +41291,6 @@ When moose is loading dynamically (for moose class development), tracing is swit
-AIRBOSS.PlayerData.flag - - - - -

Decrease stack/flag. Human player needs to take care himself.

- -
- - -
-
- - AIRBOSS.PlayerData.grade @@ -41260,17 +41309,6 @@ When moose is loading dynamically (for moose class development), tracing is swit

Data table at each position in the groove. Elements are of type AIRBOSS.GrooveData.

-
- -
-
-
- - #boolean -AIRBOSS.PlayerData.holding - - -
@@ -41407,7 +41445,7 @@ When moose is loading dynamically (for moose class development), tracing is swit -

Make player section lead if he was not before.

+

Set section lead of player flight.

@@ -41431,9 +41469,6 @@ When moose is loading dynamically (for moose class development), tracing is swit - -

Set Stable Hover

- @@ -41467,9 +41502,6 @@ When moose is loading dynamically (for moose class development), tracing is swit - -

Set time stamp.

- @@ -41628,6 +41660,17 @@ When moose is loading dynamically (for moose class development), tracing is swit

Band modulation.

+ + + +
+
+ + +AIRBOSS.Radio.voice + + +
diff --git a/Documentation/Ops.CSAR.html b/Documentation/Ops.CSAR.html index fefa35a6c..558e32f72 100644 --- a/Documentation/Ops.CSAR.html +++ b/Documentation/Ops.CSAR.html @@ -2711,12 +2711,6 @@ Dropped troop noMessage and forcedesc parameters aren't saved.

CSAR.inTransitGroups

- - - -

CSAR.index

- - @@ -4189,7 +4183,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #table + CSAR.FreeVHFFrequencies @@ -4657,6 +4651,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau +
+ +
+
+
+ + #number +CSAR.downedpilotcounter + + +
@@ -4780,17 +4785,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

contain a table for each SAR with all units he has with the original names

- - - -
-
- - -CSAR.index - - -
@@ -4999,6 +4993,20 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +
+
+ + #number +CSAR.rescuedpilots + + + + +

counter for saved pilots

+ +
+
@@ -5024,6 +5032,20 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
+
+
+
+ + #number +CSAR.rescues + + + + +

counter for successful rescue landings at FARP/AFB/MASH

+ +
+
@@ -10299,7 +10321,7 @@ callsigns from playername or group name.

- #table + CSAR.FreeVHFFrequencies @@ -10767,6 +10789,17 @@ callsigns from playername or group name.

+
+ +
+
+
+ + #number +CSAR.downedpilotcounter + + +
@@ -10890,17 +10923,6 @@ callsigns from playername or group name.

contain a table for each SAR with all units he has with the original names

-
- -
-
-
- - -CSAR.index - - -
@@ -11109,6 +11131,20 @@ callsigns from playername or group name.

+ +
+
+ + #number +CSAR.rescuedpilots + + + + +

counter for saved pilots

+ +
+
@@ -11134,6 +11170,20 @@ callsigns from playername or group name.

+
+
+
+ + #number +CSAR.rescues + + + + +

counter for successful rescue landings at FARP/AFB/MASH

+ +
+
@@ -12810,7 +12860,7 @@ callsigns from playername or group name.

- #table + CSAR.FreeVHFFrequencies @@ -13278,6 +13328,17 @@ callsigns from playername or group name.

+
+ +
+
+
+ + #number +CSAR.downedpilotcounter + + +
@@ -13401,17 +13462,6 @@ callsigns from playername or group name.

contain a table for each SAR with all units he has with the original names

-
- -
-
-
- - -CSAR.index - - -
@@ -13620,6 +13670,20 @@ callsigns from playername or group name.

+ +
+
+ + #number +CSAR.rescuedpilots + + + + +

counter for saved pilots

+ +
+
@@ -13645,6 +13709,20 @@ callsigns from playername or group name.

+
+
+
+ + #number +CSAR.rescues + + + + +

counter for successful rescue landings at FARP/AFB/MASH

+ +
+
diff --git a/Documentation/Ops.CTLD.html b/Documentation/Ops.CTLD.html index fe3abf7ed..2d51b4b07 100644 --- a/Documentation/Ops.CTLD.html +++ b/Documentation/Ops.CTLD.html @@ -8145,6 +8145,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Name of the class.

+
+ +
+
+
+ + #number +CTLD.CrateCounter + + +
@@ -8165,7 +8176,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #table CTLD.CtldUnits @@ -8278,9 +8289,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -

Beacons

-
@@ -8401,14 +8409,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #string CTLD.RadioPath - -

Folderpath.

-
@@ -8650,17 +8655,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

#1570

- - - -
-
- - #table -CTLD.droppedBeacons - - -
@@ -9019,7 +9013,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #number CTLD.troopdropzoneradius @@ -18822,6 +18816,17 @@ However, if you create a new folder inside the miz file, which contains the soun

Name of the class.

+
+ +
+
+
+ + #number +CTLD.CrateCounter + + +
@@ -18842,7 +18847,7 @@ However, if you create a new folder inside the miz file, which contains the soun
- + #table CTLD.CtldUnits @@ -18955,9 +18960,6 @@ However, if you create a new folder inside the miz file, which contains the soun - -

Beacons

-
@@ -19078,14 +19080,11 @@ However, if you create a new folder inside the miz file, which contains the soun
- + #string CTLD.RadioPath - -

Folderpath.

-
@@ -19327,17 +19326,6 @@ However, if you create a new folder inside the miz file, which contains the soun

#1570

- - - -
-
- - #table -CTLD.droppedBeacons - - -
@@ -19696,7 +19684,7 @@ However, if you create a new folder inside the miz file, which contains the soun
- + #number CTLD.troopdropzoneradius @@ -21273,6 +21261,17 @@ However, if you create a new folder inside the miz file, which contains the soun

Name of the class.

+
+ +
+
+
+ + #number +CTLD.CrateCounter + + +
@@ -21293,7 +21292,7 @@ However, if you create a new folder inside the miz file, which contains the soun
- + #table CTLD.CtldUnits @@ -21406,9 +21405,6 @@ However, if you create a new folder inside the miz file, which contains the soun - -

Beacons

-
@@ -21529,14 +21525,11 @@ However, if you create a new folder inside the miz file, which contains the soun
- + #string CTLD.RadioPath - -

Folderpath.

-
@@ -21778,17 +21771,6 @@ However, if you create a new folder inside the miz file, which contains the soun

#1570

- - - -
-
- - #table -CTLD.droppedBeacons - - -
@@ -22147,7 +22129,7 @@ However, if you create a new folder inside the miz file, which contains the soun
- + #number CTLD.troopdropzoneradius @@ -32284,17 +32266,6 @@ When moose is loading dynamically (for moose class development), tracing is swit -
- -
-
-
- - Core.Point#COORDINATE -CTLD_ENGINEERING.currwpt - - -
@@ -32948,17 +32919,6 @@ When moose is loading dynamically (for moose class development), tracing is swit - - - -
-
- - Core.Point#COORDINATE -CTLD_ENGINEERING.currwpt - - -
diff --git a/Documentation/Tasking.Task.html b/Documentation/Tasking.Task.html index dd6d68c3a..097318923 100644 --- a/Documentation/Tasking.Task.html +++ b/Documentation/Tasking.Task.html @@ -3043,6 +3043,17 @@ but can separately be modified later in your mission using the + + + +
+
+ + +TASK.TaskControlMenu + + +
@@ -7679,6 +7690,17 @@ If the Unit is part of the Task, true is returned.

+ + + +
+
+ + +TASK.TaskControlMenu + + +
diff --git a/Documentation/Tasking.Task_A2A_Dispatcher.html b/Documentation/Tasking.Task_A2A_Dispatcher.html index 6a0d9e8c2..c700a145b 100644 --- a/Documentation/Tasking.Task_A2A_Dispatcher.html +++ b/Documentation/Tasking.Task_A2A_Dispatcher.html @@ -3098,7 +3098,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #boolean TASK_A2A_DISPATCHER.FlashNewTask @@ -3823,7 +3823,7 @@ If too large, any airborne cap may not be able to reach the detected target area
- + #boolean TASK_A2A_DISPATCHER.FlashNewTask @@ -4999,7 +4999,7 @@ If too large, any airborne cap may not be able to reach the detected target area
- + #boolean TASK_A2A_DISPATCHER.FlashNewTask @@ -6477,7 +6477,7 @@ If too large, any airborne cap may not be able to reach the detected target area
- + #boolean TASK_A2A_DISPATCHER.FlashNewTask diff --git a/Documentation/Tasking.Task_CARGO.html b/Documentation/Tasking.Task_CARGO.html index a1d464001..4e7617360 100644 --- a/Documentation/Tasking.Task_CARGO.html +++ b/Documentation/Tasking.Task_CARGO.html @@ -3372,7 +3372,7 @@ based on the tasking capabilities defined in
- + #number TASK_CARGO.CargoLimit @@ -4794,7 +4794,7 @@ based on the tasking capabilities defined in
- + #number TASK_CARGO.CargoLimit @@ -9326,7 +9326,7 @@ If the Unit is part of the Task, true is returned.

- + #number TASK_CARGO.CargoLimit diff --git a/Documentation/Tasking.Task_Cargo_Dispatcher.html b/Documentation/Tasking.Task_Cargo_Dispatcher.html index 823d85ffe..9dd1582f8 100644 --- a/Documentation/Tasking.Task_Cargo_Dispatcher.html +++ b/Documentation/Tasking.Task_Cargo_Dispatcher.html @@ -3376,50 +3376,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -
- - -
-
- - #boolean -TASK_CARGO_DISPATCHER.CSARTasks - - - -
- -
-
-
- - #table TASK_CARGO_DISPATCHER.DefaultDeployZones @@ -4526,50 +4482,6 @@ This method can only be used once!

- -
- - -
-
- - #boolean -TASK_CARGO_DISPATCHER.CSARTasks - - - -
- -
-
-
- - #table TASK_CARGO_DISPATCHER.DefaultDeployZones @@ -5428,50 +5340,6 @@ This method can only be used once!

- -
- - -
-
- - #boolean -TASK_CARGO_DISPATCHER.CSARTasks - - - -
- -
-
-
- - #table TASK_CARGO_DISPATCHER.DefaultDeployZones @@ -6961,50 +6829,6 @@ This method can only be used once!

- -
- - -
-
- - #boolean -TASK_CARGO_DISPATCHER.CSARTasks - - - -
- -
-
-
- - #table TASK_CARGO_DISPATCHER.DefaultDeployZones diff --git a/Documentation/Utilities.FiFo.html b/Documentation/Utilities.FiFo.html index 7eea845f2..51617a45f 100644 --- a/Documentation/Utilities.FiFo.html +++ b/Documentation/Utilities.FiFo.html @@ -3467,17 +3467,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Stack by pointer.

-
- -
-
-
- - #number -FIFO.uniquecounter - - -
@@ -4327,17 +4316,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Stack by pointer.

-
- -
-
-
- - #number -FIFO.uniquecounter - - -
diff --git a/Documentation/Wrapper.Marker.html b/Documentation/Wrapper.Marker.html index e57e7ae9f..0c0bed85a 100644 --- a/Documentation/Wrapper.Marker.html +++ b/Documentation/Wrapper.Marker.html @@ -3269,6 +3269,28 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau +
+ +
+
+
+ + #boolean +MARKER.tocoalition + + + +
+ +
+
+
+ + #boolean +MARKER.togroup + + +
@@ -5386,6 +5408,28 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau +
+ +
+
+
+ + #boolean +MARKER.tocoalition + + + +
+ +
+
+
+ + #boolean +MARKER.togroup + + +
@@ -6974,6 +7018,28 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau +
+ +
+
+
+ + #boolean +MARKER.tocoalition + + + +
+ +
+
+
+ + #boolean +MARKER.togroup + + +