diff --git a/Documentation/AI.AI_A2A_Dispatcher.html b/Documentation/AI.AI_A2A_Dispatcher.html index 218364666..0dbf08969 100644 --- a/Documentation/AI.AI_A2A_Dispatcher.html +++ b/Documentation/AI.AI_A2A_Dispatcher.html @@ -4876,14 +4876,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #boolean + AI_A2A_DISPATCHER.SetSendPlayerMessages - -

Flash messages to player

-
@@ -11543,14 +11540,11 @@ They will lock the parking spot.

- #boolean + AI_A2A_DISPATCHER.SetSendPlayerMessages - -

Flash messages to player

-
@@ -12808,14 +12802,11 @@ They will lock the parking spot.

- #boolean + AI_A2A_DISPATCHER.SetSendPlayerMessages - -

Flash messages to player

-
@@ -14375,14 +14366,11 @@ They will lock the parking spot.

- #boolean + AI_A2A_DISPATCHER.SetSendPlayerMessages - -

Flash messages to player

-
diff --git a/Documentation/AI.AI_Air.html b/Documentation/AI.AI_Air.html index 20850b47e..24807f361 100644 --- a/Documentation/AI.AI_Air.html +++ b/Documentation/AI.AI_Air.html @@ -3078,17 +3078,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - - - -
-
- - #number -AI_AIR.IdleCount - - -
@@ -5917,17 +5906,6 @@ A random value in this bracket is then applied in the waypoint routing generatio - - - -
-
- - #number -AI_AIR.IdleCount - - -
@@ -6675,17 +6653,6 @@ A random value in this bracket is then applied in the waypoint routing generatio - - - -
-
- - #number -AI_AIR.IdleCount - - -
@@ -8321,17 +8288,6 @@ A random value in this bracket is then applied in the waypoint routing generatio - - - -
-
- - #number -AI_AIR.IdleCount - - -
diff --git a/Documentation/AI.AI_Air_Dispatcher.html b/Documentation/AI.AI_Air_Dispatcher.html index e5f79260b..16ab626f0 100644 --- a/Documentation/AI.AI_Air_Dispatcher.html +++ b/Documentation/AI.AI_Air_Dispatcher.html @@ -4516,6 +4516,17 @@ 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 + + +
@@ -9813,6 +9824,17 @@ multiplied by the Overhead and rounded up to the smallest integer.

The Defender Default Settings over all Squadrons.

+ + + +
+
+ + #number +AI_AIR_DISPATCHER.DefenderPatrolIndex + + +
@@ -11130,6 +11152,17 @@ multiplied by the Overhead and rounded up to the smallest integer.

The Defender Default Settings over all Squadrons.

+ + + +
+
+ + #number +AI_AIR_DISPATCHER.DefenderPatrolIndex + + +
@@ -12749,6 +12782,17 @@ 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_Squadron.html b/Documentation/AI.AI_Air_Squadron.html index ca3a03ff5..7f173ddbf 100644 --- a/Documentation/AI.AI_Air_Squadron.html +++ b/Documentation/AI.AI_Air_Squadron.html @@ -2563,17 +2563,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - - - -
-
- - -AI_AIR_SQUADRON.ResourceCount - - -
@@ -3645,17 +3634,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - - - -
-
- - -AI_AIR_SQUADRON.ResourceCount - - -
diff --git a/Documentation/AI.AI_Cargo.html b/Documentation/AI.AI_Cargo.html index ad13105cf..6cbfca874 100644 --- a/Documentation/AI.AI_Cargo.html +++ b/Documentation/AI.AI_Cargo.html @@ -2759,7 +2759,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + Wrapper.Group#GROUP AI_CARGO.CargoCarrier @@ -4789,7 +4789,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + Wrapper.Group#GROUP AI_CARGO.CargoCarrier @@ -5401,7 +5401,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + Wrapper.Group#GROUP AI_CARGO.CargoCarrier @@ -6901,7 +6901,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + Wrapper.Group#GROUP AI_CARGO.CargoCarrier diff --git a/Documentation/AI.AI_Cargo_Airplane.html b/Documentation/AI.AI_Cargo_Airplane.html index 98e017490..4d9605eea 100644 --- a/Documentation/AI.AI_Cargo_Airplane.html +++ b/Documentation/AI.AI_Cargo_Airplane.html @@ -2754,6 +2754,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

Set destination airbase for next :Route() command.

+
@@ -2787,9 +2790,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -

Aircraft is on a depoly mission.

-
@@ -4541,6 +4541,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

Set destination airbase for next :Route() command.

+
@@ -4574,9 +4577,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -

Aircraft is on a depoly mission.

-
@@ -5170,6 +5170,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

Set destination airbase for next :Route() command.

+ @@ -5203,9 +5206,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -

Aircraft is on a depoly mission.

- @@ -6687,6 +6687,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

Set destination airbase for next :Route() command.

+ @@ -6720,9 +6723,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -

Aircraft is on a depoly mission.

- diff --git a/Documentation/Cargo.CargoUnit.html b/Documentation/Cargo.CargoUnit.html index 0e4193069..0fec1ae3d 100644 --- a/Documentation/Cargo.CargoUnit.html +++ b/Documentation/Cargo.CargoUnit.html @@ -1816,17 +1816,6 @@ Therefore, this class is considered to be deprecated

-CARGO_UNIT.CargoCarrier - - - -
- - -
-
- - CARGO_UNIT.CargoInAir @@ -1845,17 +1834,6 @@ Therefore, this class is considered to be deprecated

Set cargo object.

-
- -
-
-
- - #number -CARGO_UNIT.RunCount - - -
@@ -2542,17 +2520,6 @@ Therefore, this class is considered to be deprecated

-CARGO_UNIT.CargoCarrier - - - -
- - -
-
- - CARGO_UNIT.CargoInAir @@ -2571,17 +2538,6 @@ 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 e2b6bc060..383eaa450 100644 --- a/Documentation/Core.Fsm.html +++ b/Documentation/Core.Fsm.html @@ -5796,7 +5796,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #string + FSM._StartState @@ -7395,7 +7395,7 @@ 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 7eec64aed..4ae17e3e9 100644 --- a/Documentation/Core.Point.html +++ b/Documentation/Core.Point.html @@ -18195,6 +18195,17 @@ When moose is loading dynamically (for moose class development), tracing is swit

the y coordinate in meters.

+
+ +
+
+
+ + +POINT_VEC2.z + + +
@@ -18993,6 +19004,17 @@ When moose is loading dynamically (for moose class development), tracing is swit

the y coordinate in meters.

+
+ +
+
+
+ + +POINT_VEC2.z + + +
@@ -27867,6 +27889,17 @@ Creates a line on the F10 map from one point to another.

the y coordinate in meters.

+ + + +
+
+ + +POINT_VEC2.z + + +
diff --git a/Documentation/Core.Spawn.html b/Documentation/Core.Spawn.html index c17694429..dbdb7801f 100644 --- a/Documentation/Core.Spawn.html +++ b/Documentation/Core.Spawn.html @@ -2952,42 +2952,6 @@ and any spaces before and after the resulting name are removed.

SPAWN:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)

- - - -

SPAWN.communication

- - - - - -

SPAWN.frequency

- - - - - -

SPAWN.livery_id

- - - - - -

SPAWN.modulation

- - - - - -

SPAWN.skill

- - - - - -

SPAWN.uncontrolled

- - @@ -3547,11 +3511,14 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #boolean SPAWN.AIOnOff + +

The AI is on by default when spawning a group.

+
@@ -3679,6 +3646,20 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + + + +
+
+ + #number +SPAWN.SpawnCount + + + + +

The internal counter of the amount of spawning the has happened since SpawnStart.

+
@@ -3712,17 +3693,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - - - -
-
- - -SPAWN.SpawnGrouping - - -
@@ -3759,17 +3729,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - - - -
-
- - -SPAWN.SpawnInitAirbase - - -
@@ -3803,17 +3762,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - - - -
-
- - -SPAWN.SpawnInitFreq - - -
@@ -3869,6 +3817,20 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + + + +
+
+ + #boolean +SPAWN.SpawnInitKeepUnitNames + + + + +

Overwrite unit names by default with group name.

+
@@ -3880,60 +3842,8 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - - - -
-
- -SPAWN.SpawnInitLivery - - - -
- -
-
-
- - -SPAWN.SpawnInitModex - - - -
- -
-
-
- - -SPAWN.SpawnInitModexPostfix - - - -
- -
-
-
- - -SPAWN.SpawnInitModexPrefix - - - -
- -
-
-
- - -SPAWN.SpawnInitModu - - +

By default, no InitLimit

@@ -3977,7 +3887,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #number SPAWN.SpawnMaxGroups @@ -3991,7 +3901,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #number SPAWN.SpawnMaxUnitsAlive @@ -4148,6 +4058,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau +
+ +
+
+
+ + #boolean +SPAWN.SpawnUnControlled + + +
@@ -4182,7 +4103,7 @@ 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.

@@ -4259,72 +4180,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -
- -
-
-
- - -SPAWN.communication - - - -
- -
-
-
- - -SPAWN.frequency - - - -
- -
-
-
- - -SPAWN.livery_id - - - -
- -
-
-
- - -SPAWN.modulation - - - -
- -
-
-
- - -SPAWN.skill - - - -
- -
-
-
- - -SPAWN.uncontrolled - - -
@@ -9481,11 +9336,14 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

- + #boolean SPAWN.AIOnOff + +

The AI is on by default when spawning a group.

+
@@ -9613,6 +9471,20 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

+ + +
+
+ + #number +SPAWN.SpawnCount + + + + +

The internal counter of the amount of spawning the has happened since SpawnStart.

+
@@ -9646,17 +9518,6 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

- - -
-
- - -SPAWN.SpawnGrouping - - -
@@ -9693,17 +9554,6 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

- - -
-
- - -SPAWN.SpawnInitAirbase - - -
@@ -9737,17 +9587,6 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

- - -
-
- - -SPAWN.SpawnInitFreq - - -
@@ -9803,6 +9642,20 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

+ + +
+
+ + #boolean +SPAWN.SpawnInitKeepUnitNames + + + + +

Overwrite unit names by default with group name.

+
@@ -9814,60 +9667,8 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

- - -
-
- -SPAWN.SpawnInitLivery - - - -
- -
-
-
- - -SPAWN.SpawnInitModex - - - -
- -
-
-
- - -SPAWN.SpawnInitModexPostfix - - - -
- -
-
-
- - -SPAWN.SpawnInitModexPrefix - - - -
- -
-
-
- - -SPAWN.SpawnInitModu - - +

By default, no InitLimit

@@ -9911,7 +9712,7 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

- + #number SPAWN.SpawnMaxGroups @@ -9925,7 +9726,7 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

- + #number SPAWN.SpawnMaxUnitsAlive @@ -10082,6 +9883,17 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

+ +
+
+
+ + #boolean +SPAWN.SpawnUnControlled + + +
@@ -10116,7 +9928,7 @@ 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.

@@ -10193,72 +10005,6 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

- -
-
-
- - -SPAWN.communication - - - -
- -
-
-
- - -SPAWN.frequency - - - -
- -
-
-
- - -SPAWN.livery_id - - - -
- -
-
-
- - -SPAWN.modulation - - - -
- -
-
-
- - -SPAWN.skill - - - -
- -
-
-
- - -SPAWN.uncontrolled - - -
diff --git a/Documentation/Core.SpawnStatic.html b/Documentation/Core.SpawnStatic.html index 5285688c4..27c7a141a 100644 --- a/Documentation/Core.SpawnStatic.html +++ b/Documentation/Core.SpawnStatic.html @@ -1996,6 +1996,24 @@ such as position and heading.

SPAWNSTATIC:_SpawnStatic(Template, CountryID)

Spawns a new static using a given template.

+ + + +

SPAWNSTATIC.heliport_callsign_id

+ + + + + +

SPAWNSTATIC.heliport_frequency

+ + + + + +

SPAWNSTATIC.heliport_modulation

+ + @@ -2910,6 +2928,39 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + + + +
+
+ + +SPAWNSTATIC.heliport_callsign_id + + + +
+ +
+
+
+ + +SPAWNSTATIC.heliport_frequency + + + +
+ +
+
+
+ + +SPAWNSTATIC.heliport_modulation + + +
@@ -4263,6 +4314,39 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + + + +
+
+ + +SPAWNSTATIC.heliport_callsign_id + + + +
+ +
+
+
+ + +SPAWNSTATIC.heliport_frequency + + + +
+ +
+
+
+ + +SPAWNSTATIC.heliport_modulation + + +
diff --git a/Documentation/Functional.Designate.html b/Documentation/Functional.Designate.html index f72a37db9..474cf4d77 100644 --- a/Documentation/Functional.Designate.html +++ b/Documentation/Functional.Designate.html @@ -3554,6 +3554,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + + + +
+
+ + #table +DESIGNATE.LaserCodes + + +
@@ -6718,6 +6729,17 @@ Using the menu system, the player can "forget" a designation, so that gradually + + + +
+
+ + #table +DESIGNATE.LaserCodes + + +
@@ -7517,6 +7539,17 @@ Using the menu system, the player can "forget" a designation, so that gradually + + + +
+
+ + #table +DESIGNATE.LaserCodes + + +
@@ -8286,6 +8319,17 @@ Using the menu system, the player can "forget" a designation, so that gradually + + + +
+
+ + #table +DESIGNATE.LaserCodes + + +
@@ -9943,6 +9987,17 @@ Using the menu system, the player can "forget" a designation, so that gradually + + + +
+
+ + #table +DESIGNATE.LaserCodes + + +
diff --git a/Documentation/Functional.Detection.html b/Documentation/Functional.Detection.html index 7c8725915..018359717 100644 --- a/Documentation/Functional.Detection.html +++ b/Documentation/Functional.Detection.html @@ -2013,8 +2013,6 @@ Beware that when the amount of units detected is large, the DetectedItems list w
DETECTION_AREAS , extends Functional.Detection#DETECTION_BASE -, extends Core.Fsm#FSM -, extends Core.Base#BASE
@@ -2223,7 +2221,7 @@ Beware that when the amount of units detected is large, the DetectedItems list w - + @@ -2304,42 +2302,18 @@ Beware that when the amount of units detected is large, the DetectedItems list w - - - - - - - - - - - - - - - - @@ -2352,12 +2326,6 @@ Beware that when the amount of units detected is large, the DetectedItems list w - - - - @@ -2717,6 +2685,30 @@ The different values of Unit.Category can be:

+ + + + + + + + + + + + + + + + @@ -2813,6 +2805,12 @@ The different values of Unit.Category can be:

+ + + + @@ -2921,820 +2919,6 @@ The different values of Unit.Category can be:

- -

DETECTION_AREAS:CountAliveRecce(The)

DETECTION_AREAS:CountAliveRecce()

DETECTION_AREAS.DetectedItems

-

DETECTION_AREAS.DetectedObjects

-

The list of detected objects.

DETECTION_AREAS.DetectedObjectsIdentified

-

Map of the DetectedObjects identified.

+

DETECTION_AREAS:DetectedReportDetailed(AttackGroup)

Report detailed of a detection result.

-

DETECTION_AREAS.DetectionCount

- -

DETECTION_AREAS.DetectionRange

-

The range till which targets are accepted to be detected.

-

DETECTION_AREAS.DetectionRun

-

DETECTION_AREAS.DetectionSet

-

DETECTION_AREAS.DetectionSetGroup

-

The Core.Set of GROUPs in the Forward Air Controller role.

DETECTION_AREAS:OnLeaveStopped(From, Event, To)

OnLeave Transition Handler for State Stopped.

+

DETECTION_AREAS.RadarBlur

+ +

DETECTION_AREAS.RadarBlurMinHeight

+ +

DETECTION_AREAS.RadarBlurThresBlur

+ +

DETECTION_AREAS.RadarBlurThresHeight

+

DETECTION_AREAS:SetIntercept(Intercept, InterceptDelay)

Set the parameters to calculate to optimal intercept point.

+

DETECTION_AREAS:SetRadarBlur(minheight, thresheight, thresblur)

+

Method to make the radar detection less accurate, e.g.

DETECTION_AREAS:onafterStart(From, Event, To)

-
-
-
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Fields and Methods inherited from FSMDescription

DETECTION_AREAS:AddEndState(State)

-

Adds an End state.

-

DETECTION_AREAS: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.

-

DETECTION_AREAS:AddScore(State, ScoreText, Score)

-

Adds a score for the FSM to be achieved.

-

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

-

Adds a score for the FSM_PROCESS to be achieved.

-

DETECTION_AREAS:AddTransition(From, Event, To)

-

Add a new transition rule to the FSM.

-

DETECTION_AREAS.CallScheduler

-

Call scheduler.

-

DETECTION_AREAS.ClassName

-

Name of the class.

-

DETECTION_AREAS.Events

- -

DETECTION_AREAS:GetCurrentState()

-

Get current state.

-

DETECTION_AREAS:GetEndStates()

-

Returns the End states.

-

DETECTION_AREAS:GetProcess(From, Event)

- -

DETECTION_AREAS:GetProcesses()

-

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

-

DETECTION_AREAS:GetScores()

-

Returns a table with the scores defined.

-

DETECTION_AREAS:GetStartState()

-

Returns the start state of the FSM.

-

DETECTION_AREAS:GetState()

-

Get current state.

-

DETECTION_AREAS:GetSubs()

-

Returns a table with the Subs defined.

-

DETECTION_AREAS:GetTransitions()

-

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

-

DETECTION_AREAS:Is(State)

-

Check if FSM is in state.

-

DETECTION_AREAS:LoadCallBacks(CallBackTable)

-

Load call backs.

-

DETECTION_AREAS:New()

-

Creates a new FSM object.

-

DETECTION_AREAS.Scores

-

Scores.

-

DETECTION_AREAS:SetProcess(From, Event, Fsm)

- -

DETECTION_AREAS:SetStartState(State)

-

Sets the start state of the FSM.

-

DETECTION_AREAS._EndStates

- -

DETECTION_AREAS._EventSchedules

- -

DETECTION_AREAS._Processes

- -

DETECTION_AREAS._Scores

- -

DETECTION_AREAS._StartState

- -

DETECTION_AREAS._Transitions

- -

DETECTION_AREAS:_add_to_map(Map, Event)

-

Add to map.

-

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

-

Call handler.

-

DETECTION_AREAS:_create_transition(EventName)

-

Create transition.

-

DETECTION_AREAS:_delayed_transition(EventName)

-

Delayed transition.

-

DETECTION_AREAS:_eventmap(Events, EventStructure)

-

Event map.

-

DETECTION_AREAS:_gosub(ParentFrom, ParentEvent)

-

Go sub.

-

DETECTION_AREAS:_handler(EventName, ...)

-

Handler.

-

DETECTION_AREAS:_isendstate(Current)

-

Is end state.

-

DETECTION_AREAS:_submap(subs, sub, name)

-

Sub maps.

-

DETECTION_AREAS:can(e)

-

Check if can do an event.

-

DETECTION_AREAS:cannot(e)

-

Check if cannot do an event.

-

DETECTION_AREAS.current

-

Current state name.

-

DETECTION_AREAS.endstates

- -

DETECTION_AREAS:is(State, state)

-

Check if FSM is in state.

-

DETECTION_AREAS.options

-

Options.

-

DETECTION_AREAS.subs

-

Subs.

-
-
-
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Fields and Methods inherited from BASEDescription

DETECTION_AREAS.ClassID

-

The ID number of the class.

-

DETECTION_AREAS.ClassName

-

The name of the class.

-

DETECTION_AREAS.ClassNameAndID

-

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

-

DETECTION_AREAS:ClearState(Object, StateName)

-

Clear the state of an object.

-

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

-

Creation of a Birth Event.

-

DETECTION_AREAS:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

-

Creation of a Crash Event.

-

DETECTION_AREAS:CreateEventDead(EventTime, Initiator, IniObjectCategory)

-

Creation of a Dead Event.

-

DETECTION_AREAS:CreateEventPlayerEnterAircraft(PlayerUnit)

-

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

-

DETECTION_AREAS:CreateEventRemoveUnit(EventTime, Initiator)

-

Creation of a Remove Unit Event.

-

DETECTION_AREAS:CreateEventTakeoff(EventTime, Initiator)

-

Creation of a Takeoff Event.

-

DETECTION_AREAS:CreateEventUnitLost(EventTime, Initiator)

-

Creation of a Crash Event.

-

DETECTION_AREAS:E(Arguments)

-

Log an exception which will be traced always.

-

DETECTION_AREAS:EventDispatcher()

-

Returns the event dispatcher

-

DETECTION_AREAS:EventRemoveAll()

-

Remove all subscribed events

-

DETECTION_AREAS:F(Arguments)

-

Trace a function call.

-

DETECTION_AREAS:F2(Arguments)

-

Trace a function call level 2.

-

DETECTION_AREAS:F3(Arguments)

-

Trace a function call level 3.

-

DETECTION_AREAS:GetClassID()

-

Get the ClassID of the class instance.

-

DETECTION_AREAS:GetClassName()

-

Get the ClassName of the class instance.

-

DETECTION_AREAS:GetClassNameAndID()

-

Get the ClassName + ClassID of the class instance.

-

DETECTION_AREAS:GetEventPriority()

-

Get the Class Core.Event processing Priority.

-

DETECTION_AREAS:GetParent(Child, FromClass)

-

This is the worker method to retrieve the Parent class.

-

DETECTION_AREAS:GetState(Object, Key)

-

Get a Value given a Key from the Object.

-

DETECTION_AREAS:HandleEvent(EventID, EventFunction)

-

Subscribe to a DCS Event.

-

DETECTION_AREAS:I(Arguments)

-

Log an information which will be traced always.

-

DETECTION_AREAS:Inherit(Child, Parent)

-

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

-

DETECTION_AREAS:IsInstanceOf(ClassName)

-

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

-

DETECTION_AREAS:IsTrace()

-

Enquires if tracing is on (for the class).

-

DETECTION_AREAS:New()

-

BASE constructor.

-

DETECTION_AREAS:OnEvent(EventData)

-

Occurs when an Event for an object is triggered.

-

DETECTION_AREAS:OnEventBDA(EventData)

-

BDA.

-

DETECTION_AREAS:OnEventBaseCaptured(EventData)

-

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

-

DETECTION_AREAS:OnEventBirth(EventData)

-

Occurs when any object is spawned into the mission.

-

DETECTION_AREAS:OnEventCrash(EventData)

-

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

-

DETECTION_AREAS:OnEventDead(EventData)

-

Occurs when an object is dead.

-

DETECTION_AREAS:OnEventDetailedFailure(EventData)

-

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

-

DETECTION_AREAS:OnEventDiscardChairAfterEjection(EventData)

-

Discard chair after ejection.

-

DETECTION_AREAS: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.

-

DETECTION_AREAS:OnEventEngineShutdown(EventData)

-

Occurs when any aircraft shuts down its engines.

-

DETECTION_AREAS:OnEventEngineStartup(EventData)

-

Occurs when any aircraft starts its engines.

-

DETECTION_AREAS:OnEventHit(EventData)

-

Occurs whenever an object is hit by a weapon.

-

DETECTION_AREAS:OnEventHumanFailure(EventData)

-

Occurs when any system fails on a human controlled aircraft.

-

DETECTION_AREAS:OnEventKill(EventData)

-

Occurs on the death of a unit.

-

DETECTION_AREAS: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.

-

DETECTION_AREAS:OnEventLandingAfterEjection(EventData)

-

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

-

DETECTION_AREAS:OnEventLandingQualityMark(EventData)

-

Landing quality mark.

-

DETECTION_AREAS:OnEventMarkAdded(EventData)

-

Occurs when a new mark was added.

-

DETECTION_AREAS:OnEventMarkChange(EventData)

-

Occurs when a mark text was changed.

-

DETECTION_AREAS:OnEventMarkRemoved(EventData)

-

Occurs when a mark was removed.

-

DETECTION_AREAS:OnEventMissionEnd(EventData)

-

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

-

DETECTION_AREAS:OnEventMissionStart(EventData)

-

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

-

DETECTION_AREAS:OnEventParatrooperLanding(EventData)

-

Weapon add.

-

DETECTION_AREAS:OnEventPilotDead(EventData)

-

Occurs when the pilot of an aircraft is killed.

-

DETECTION_AREAS:OnEventPlayerEnterAircraft(EventData)

-

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

-

DETECTION_AREAS:OnEventPlayerEnterUnit(EventData)

-

Occurs when any player assumes direct control of a unit.

-

DETECTION_AREAS:OnEventPlayerLeaveUnit(EventData)

-

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

-

DETECTION_AREAS:OnEventRefueling(EventData)

-

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

-

DETECTION_AREAS:OnEventRefuelingStop(EventData)

-

Occurs when an aircraft is finished taking fuel.

-

DETECTION_AREAS:OnEventScore(EventData)

-

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

-

DETECTION_AREAS:OnEventShootingEnd(EventData)

-

Occurs when any unit stops firing its weapon.

-

DETECTION_AREAS:OnEventShootingStart(EventData)

-

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

-

DETECTION_AREAS:OnEventShot(EventData)

-

Occurs whenever any unit in a mission fires a weapon.

-

DETECTION_AREAS:OnEventTakeoff(EventData)

-

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

-

DETECTION_AREAS:OnEventTriggerZone(EventData)

-

Trigger zone.

-

DETECTION_AREAS:OnEventUnitLost(EventData)

-

Occurs when the game thinks an object is destroyed.

-

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

-

Schedule a new time event.

-

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

-

Schedule a new time event.

-

DETECTION_AREAS:ScheduleStop(SchedulerID)

-

Stops the Schedule.

-

DETECTION_AREAS.Scheduler

- -

DETECTION_AREAS:SetEventPriority(EventPriority)

-

Set the Class Core.Event processing Priority.

-

DETECTION_AREAS:SetState(Object, Key, Value)

-

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

-

DETECTION_AREAS:T(Arguments)

-

Trace a function logic level 1.

-

DETECTION_AREAS:T2(Arguments)

-

Trace a function logic level 2.

-

DETECTION_AREAS:T3(Arguments)

-

Trace a function logic level 3.

-

DETECTION_AREAS:TraceAll(TraceAll)

-

Trace all methods in MOOSE

-

DETECTION_AREAS:TraceClass(Class)

-

Set tracing for a class

-

DETECTION_AREAS:TraceClassMethod(Class, Method)

-

Set tracing for a specific method of class

-

DETECTION_AREAS:TraceLevel(Level)

-

Set trace level

-

DETECTION_AREAS:TraceOff()

-

Set trace off.

-

DETECTION_AREAS:TraceOn()

-

Set trace on.

-

DETECTION_AREAS: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.

-

DETECTION_AREAS:UnHandleEvent(EventID)

-

UnSubscribe to a DCS event.

-

DETECTION_AREAS._

- -

DETECTION_AREAS:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

-

Trace a function call.

-

DETECTION_AREAS:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

-

Trace a function logic.

-

DETECTION_AREAS.__

- -

DETECTION_AREAS:onEvent(event)

-

The main event handling function...

@@ -3743,8 +2927,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Type DETECTION_BASE

DETECTION_BASE -, extends Core.Fsm#FSM -, extends Core.Base#BASE
@@ -3807,7 +2989,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - + @@ -3888,42 +3070,18 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - - - - - - - - - - - - - - - - @@ -3936,12 +3094,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - - - - @@ -4301,6 +3453,30 @@ The different values of Unit.Category can be:

+ + + + + + + + + + + + + + + + @@ -4397,6 +3573,12 @@ The different values of Unit.Category can be:

+ + + + @@ -4505,820 +3687,6 @@ The different values of Unit.Category can be:

- -

DETECTION_BASE:CountAliveRecce(The)

DETECTION_BASE:CountAliveRecce()

DETECTION_BASE.DetectedItems

-

DETECTION_BASE.DetectedObjects

-

The list of detected objects.

DETECTION_BASE.DetectedObjectsIdentified

-

Map of the DetectedObjects identified.

+

DETECTION_BASE:DetectedReportDetailed(AttackGroup)

Report detailed of a detection result.

-

DETECTION_BASE.DetectionCount

- -

DETECTION_BASE.DetectionRange

-

The range till which targets are accepted to be detected.

-

DETECTION_BASE.DetectionRun

-

DETECTION_BASE.DetectionSet

-

DETECTION_BASE.DetectionSetGroup

-

The Core.Set of GROUPs in the Forward Air Controller role.

DETECTION_BASE:OnLeaveStopped(From, Event, To)

OnLeave Transition Handler for State Stopped.

+

DETECTION_BASE.RadarBlur

+ +

DETECTION_BASE.RadarBlurMinHeight

+ +

DETECTION_BASE.RadarBlurThresBlur

+ +

DETECTION_BASE.RadarBlurThresHeight

+

DETECTION_BASE:SetIntercept(Intercept, InterceptDelay)

Set the parameters to calculate to optimal intercept point.

+

DETECTION_BASE:SetRadarBlur(minheight, thresheight, thresblur)

+

Method to make the radar detection less accurate, e.g.

DETECTION_BASE:onafterStart(From, Event, To)

-
-
-
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Fields and Methods inherited from FSMDescription

DETECTION_BASE:AddEndState(State)

-

Adds an End state.

-

DETECTION_BASE: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.

-

DETECTION_BASE:AddScore(State, ScoreText, Score)

-

Adds a score for the FSM to be achieved.

-

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

-

Adds a score for the FSM_PROCESS to be achieved.

-

DETECTION_BASE:AddTransition(From, Event, To)

-

Add a new transition rule to the FSM.

-

DETECTION_BASE.CallScheduler

-

Call scheduler.

-

DETECTION_BASE.ClassName

-

Name of the class.

-

DETECTION_BASE.Events

- -

DETECTION_BASE:GetCurrentState()

-

Get current state.

-

DETECTION_BASE:GetEndStates()

-

Returns the End states.

-

DETECTION_BASE:GetProcess(From, Event)

- -

DETECTION_BASE:GetProcesses()

-

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

-

DETECTION_BASE:GetScores()

-

Returns a table with the scores defined.

-

DETECTION_BASE:GetStartState()

-

Returns the start state of the FSM.

-

DETECTION_BASE:GetState()

-

Get current state.

-

DETECTION_BASE:GetSubs()

-

Returns a table with the Subs defined.

-

DETECTION_BASE:GetTransitions()

-

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

-

DETECTION_BASE:Is(State)

-

Check if FSM is in state.

-

DETECTION_BASE:LoadCallBacks(CallBackTable)

-

Load call backs.

-

DETECTION_BASE:New()

-

Creates a new FSM object.

-

DETECTION_BASE.Scores

-

Scores.

-

DETECTION_BASE:SetProcess(From, Event, Fsm)

- -

DETECTION_BASE:SetStartState(State)

-

Sets the start state of the FSM.

-

DETECTION_BASE._EndStates

- -

DETECTION_BASE._EventSchedules

- -

DETECTION_BASE._Processes

- -

DETECTION_BASE._Scores

- -

DETECTION_BASE._StartState

- -

DETECTION_BASE._Transitions

- -

DETECTION_BASE:_add_to_map(Map, Event)

-

Add to map.

-

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

-

Call handler.

-

DETECTION_BASE:_create_transition(EventName)

-

Create transition.

-

DETECTION_BASE:_delayed_transition(EventName)

-

Delayed transition.

-

DETECTION_BASE:_eventmap(Events, EventStructure)

-

Event map.

-

DETECTION_BASE:_gosub(ParentFrom, ParentEvent)

-

Go sub.

-

DETECTION_BASE:_handler(EventName, ...)

-

Handler.

-

DETECTION_BASE:_isendstate(Current)

-

Is end state.

-

DETECTION_BASE:_submap(subs, sub, name)

-

Sub maps.

-

DETECTION_BASE:can(e)

-

Check if can do an event.

-

DETECTION_BASE:cannot(e)

-

Check if cannot do an event.

-

DETECTION_BASE.current

-

Current state name.

-

DETECTION_BASE.endstates

- -

DETECTION_BASE:is(State, state)

-

Check if FSM is in state.

-

DETECTION_BASE.options

-

Options.

-

DETECTION_BASE.subs

-

Subs.

-
-
-
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Fields and Methods inherited from BASEDescription

DETECTION_BASE.ClassID

-

The ID number of the class.

-

DETECTION_BASE.ClassName

-

The name of the class.

-

DETECTION_BASE.ClassNameAndID

-

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

-

DETECTION_BASE:ClearState(Object, StateName)

-

Clear the state of an object.

-

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

-

Creation of a Birth Event.

-

DETECTION_BASE:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

-

Creation of a Crash Event.

-

DETECTION_BASE:CreateEventDead(EventTime, Initiator, IniObjectCategory)

-

Creation of a Dead Event.

-

DETECTION_BASE:CreateEventPlayerEnterAircraft(PlayerUnit)

-

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

-

DETECTION_BASE:CreateEventRemoveUnit(EventTime, Initiator)

-

Creation of a Remove Unit Event.

-

DETECTION_BASE:CreateEventTakeoff(EventTime, Initiator)

-

Creation of a Takeoff Event.

-

DETECTION_BASE:CreateEventUnitLost(EventTime, Initiator)

-

Creation of a Crash Event.

-

DETECTION_BASE:E(Arguments)

-

Log an exception which will be traced always.

-

DETECTION_BASE:EventDispatcher()

-

Returns the event dispatcher

-

DETECTION_BASE:EventRemoveAll()

-

Remove all subscribed events

-

DETECTION_BASE:F(Arguments)

-

Trace a function call.

-

DETECTION_BASE:F2(Arguments)

-

Trace a function call level 2.

-

DETECTION_BASE:F3(Arguments)

-

Trace a function call level 3.

-

DETECTION_BASE:GetClassID()

-

Get the ClassID of the class instance.

-

DETECTION_BASE:GetClassName()

-

Get the ClassName of the class instance.

-

DETECTION_BASE:GetClassNameAndID()

-

Get the ClassName + ClassID of the class instance.

-

DETECTION_BASE:GetEventPriority()

-

Get the Class Core.Event processing Priority.

-

DETECTION_BASE:GetParent(Child, FromClass)

-

This is the worker method to retrieve the Parent class.

-

DETECTION_BASE:GetState(Object, Key)

-

Get a Value given a Key from the Object.

-

DETECTION_BASE:HandleEvent(EventID, EventFunction)

-

Subscribe to a DCS Event.

-

DETECTION_BASE:I(Arguments)

-

Log an information which will be traced always.

-

DETECTION_BASE:Inherit(Child, Parent)

-

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

-

DETECTION_BASE:IsInstanceOf(ClassName)

-

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

-

DETECTION_BASE:IsTrace()

-

Enquires if tracing is on (for the class).

-

DETECTION_BASE:New()

-

BASE constructor.

-

DETECTION_BASE:OnEvent(EventData)

-

Occurs when an Event for an object is triggered.

-

DETECTION_BASE:OnEventBDA(EventData)

-

BDA.

-

DETECTION_BASE:OnEventBaseCaptured(EventData)

-

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

-

DETECTION_BASE:OnEventBirth(EventData)

-

Occurs when any object is spawned into the mission.

-

DETECTION_BASE:OnEventCrash(EventData)

-

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

-

DETECTION_BASE:OnEventDead(EventData)

-

Occurs when an object is dead.

-

DETECTION_BASE:OnEventDetailedFailure(EventData)

-

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

-

DETECTION_BASE:OnEventDiscardChairAfterEjection(EventData)

-

Discard chair after ejection.

-

DETECTION_BASE: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.

-

DETECTION_BASE:OnEventEngineShutdown(EventData)

-

Occurs when any aircraft shuts down its engines.

-

DETECTION_BASE:OnEventEngineStartup(EventData)

-

Occurs when any aircraft starts its engines.

-

DETECTION_BASE:OnEventHit(EventData)

-

Occurs whenever an object is hit by a weapon.

-

DETECTION_BASE:OnEventHumanFailure(EventData)

-

Occurs when any system fails on a human controlled aircraft.

-

DETECTION_BASE:OnEventKill(EventData)

-

Occurs on the death of a unit.

-

DETECTION_BASE: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.

-

DETECTION_BASE:OnEventLandingAfterEjection(EventData)

-

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

-

DETECTION_BASE:OnEventLandingQualityMark(EventData)

-

Landing quality mark.

-

DETECTION_BASE:OnEventMarkAdded(EventData)

-

Occurs when a new mark was added.

-

DETECTION_BASE:OnEventMarkChange(EventData)

-

Occurs when a mark text was changed.

-

DETECTION_BASE:OnEventMarkRemoved(EventData)

-

Occurs when a mark was removed.

-

DETECTION_BASE:OnEventMissionEnd(EventData)

-

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

-

DETECTION_BASE:OnEventMissionStart(EventData)

-

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

-

DETECTION_BASE:OnEventParatrooperLanding(EventData)

-

Weapon add.

-

DETECTION_BASE:OnEventPilotDead(EventData)

-

Occurs when the pilot of an aircraft is killed.

-

DETECTION_BASE:OnEventPlayerEnterAircraft(EventData)

-

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

-

DETECTION_BASE:OnEventPlayerEnterUnit(EventData)

-

Occurs when any player assumes direct control of a unit.

-

DETECTION_BASE:OnEventPlayerLeaveUnit(EventData)

-

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

-

DETECTION_BASE:OnEventRefueling(EventData)

-

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

-

DETECTION_BASE:OnEventRefuelingStop(EventData)

-

Occurs when an aircraft is finished taking fuel.

-

DETECTION_BASE:OnEventScore(EventData)

-

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

-

DETECTION_BASE:OnEventShootingEnd(EventData)

-

Occurs when any unit stops firing its weapon.

-

DETECTION_BASE:OnEventShootingStart(EventData)

-

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

-

DETECTION_BASE:OnEventShot(EventData)

-

Occurs whenever any unit in a mission fires a weapon.

-

DETECTION_BASE:OnEventTakeoff(EventData)

-

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

-

DETECTION_BASE:OnEventTriggerZone(EventData)

-

Trigger zone.

-

DETECTION_BASE:OnEventUnitLost(EventData)

-

Occurs when the game thinks an object is destroyed.

-

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

-

Schedule a new time event.

-

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

-

Schedule a new time event.

-

DETECTION_BASE:ScheduleStop(SchedulerID)

-

Stops the Schedule.

-

DETECTION_BASE.Scheduler

- -

DETECTION_BASE:SetEventPriority(EventPriority)

-

Set the Class Core.Event processing Priority.

-

DETECTION_BASE:SetState(Object, Key, Value)

-

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

-

DETECTION_BASE:T(Arguments)

-

Trace a function logic level 1.

-

DETECTION_BASE:T2(Arguments)

-

Trace a function logic level 2.

-

DETECTION_BASE:T3(Arguments)

-

Trace a function logic level 3.

-

DETECTION_BASE:TraceAll(TraceAll)

-

Trace all methods in MOOSE

-

DETECTION_BASE:TraceClass(Class)

-

Set tracing for a class

-

DETECTION_BASE:TraceClassMethod(Class, Method)

-

Set tracing for a specific method of class

-

DETECTION_BASE:TraceLevel(Level)

-

Set trace level

-

DETECTION_BASE:TraceOff()

-

Set trace off.

-

DETECTION_BASE:TraceOn()

-

Set trace on.

-

DETECTION_BASE: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.

-

DETECTION_BASE:UnHandleEvent(EventID)

-

UnSubscribe to a DCS event.

-

DETECTION_BASE._

- -

DETECTION_BASE:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

-

Trace a function call.

-

DETECTION_BASE:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

-

Trace a function logic.

-

DETECTION_BASE.__

- -

DETECTION_BASE:onEvent(event)

-

The main event handling function...

@@ -5494,79 +3862,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

DETECTION_BASE.DetectedItem.Zone

The Zone of the detected area.

- - - -
- -

Type DETECTION_BASE.DetectedObject

-
- DETECTION_BASE.DetectedObject -
-
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Fields and Methods inherited from DETECTION_BASE.DetectedObjectDescription

DETECTION_BASE.DetectedObject.Distance

- -

DETECTION_BASE.DetectedObject.Identified

- -

DETECTION_BASE.DetectedObject.IsVisible

- -

DETECTION_BASE.DetectedObject.KnowDistance

- -

DETECTION_BASE.DetectedObject.KnowType

- -

DETECTION_BASE.DetectedObject.LastPos

- -

DETECTION_BASE.DetectedObject.LastTime

- -

DETECTION_BASE.DetectedObject.LastVelocity

- -

DETECTION_BASE.DetectedObject.Name

- -

DETECTION_BASE.DetectedObject.Type

-
@@ -5575,9 +3870,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
@@ -5643,1583 +3935,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -

DETECTION_TYPES._SmokeDetectedZones

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Fields and Methods inherited from DETECTION_BASEDescription

DETECTION_TYPES:AcceptChanges(DetectedItem)

-

Accepts changes from the detected item.

-

DETECTION_TYPES.AcceptRange

- -

DETECTION_TYPES.AcceptZones

- -

DETECTION_TYPES:AddChangeItem(DetectedItem, ChangeCode, ItemUnitType)

-

Add a change to the detected zone.

-

DETECTION_TYPES:AddChangeUnit(DetectedItem, ChangeCode, ChangeUnitType)

-

Add a change to the detected zone.

-

DETECTION_TYPES:AddDetectedItem(ItemPrefix, DetectedItemKey, Set)

-

Adds a new DetectedItem to the DetectedItems list.

-

DETECTION_TYPES:AddDetectedItemZone(DetectedItemKey, Set, Zone, ItemPrefix)

-

Adds a new DetectedItem to the DetectedItems list.

-

DETECTION_TYPES.AlphaAngleProbability

- -

DETECTION_TYPES:CleanDetectionItem(DetectedItem, DetectedItemID)

-

Clean the DetectedItem table.

-

DETECTION_TYPES:CountAliveRecce(The)

- -

DETECTION_TYPES:CreateDetectionItems()

-

Make a DetectionSet table.

-

DETECTION_TYPES:Detect()

-

Synchronous Event Trigger for Event Detect.

-

DETECTION_TYPES.DetectDLINK

- -

DETECTION_TYPES.DetectIRST

- -

DETECTION_TYPES.DetectOptical

- -

DETECTION_TYPES.DetectRWR

- -

DETECTION_TYPES.DetectRadar

- -

DETECTION_TYPES.DetectVisual

- -

DETECTION_TYPES:Detected(Units)

-

Synchronous Event Trigger for Event Detected.

-

DETECTION_TYPES.DetectedItemCount

- -

DETECTION_TYPES.DetectedItemMax

- -

DETECTION_TYPES:DetectedItemReportSummary(DetectedItem, AttackGroup, Settings)

-

Report summary of a detected item using a given numeric index.

-

DETECTION_TYPES.DetectedItems

- -

DETECTION_TYPES.DetectedObjects

-

The list of detected objects.

-

DETECTION_TYPES.DetectedObjectsIdentified

-

Map of the DetectedObjects identified.

-

DETECTION_TYPES:DetectedReportDetailed(AttackGroup)

-

Report detailed of a detection result.

-

DETECTION_TYPES.DetectionCount

- -

DETECTION_TYPES.DetectionRange

-

The range till which targets are accepted to be detected.

-

DETECTION_TYPES.DetectionRun

- -

DETECTION_TYPES.DetectionScheduler

- -

DETECTION_TYPES.DetectionSet

- -

DETECTION_TYPES.DetectionSetGroup

-

The Core.Set of GROUPs in the Forward Air Controller role.

-

DETECTION_TYPES.DistanceProbability

- -

DETECTION_TYPES:FilterCategories(FilterCategories)

-

Filter the detected units based on Unit.Category
-The different values of Unit.Category can be:

- -
    -
  • Unit.Category.AIRPLANE
  • -
  • Unit.Category.GROUND_UNIT
  • -
  • Unit.Category.HELICOPTER
  • -
  • Unit.Category.SHIP
  • -
  • Unit.Category.STRUCTURE
  • -
- -

Multiple Unit.Category entries can be given as a table and then these will be evaluated as an OR expression.

-

DETECTION_TYPES:ForEachAliveRecce(IteratorFunction, ...)

- -

DETECTION_TYPES:ForgetDetectedUnit(UnitName)

-

Forget a Unit from a DetectionItem

-

DETECTION_TYPES.FriendliesRange

- -

DETECTION_TYPES.FriendlyPrefixes

- -

DETECTION_TYPES:GetDetectedID(Index)

-

Get a detected ID using a given numeric index.

-

DETECTION_TYPES:GetDetectedItemByIndex(Index)

-

Get a detected item using a given numeric index.

-

DETECTION_TYPES:GetDetectedItemByKey(Key)

-

Get a detected item using a given Key.

-

DETECTION_TYPES:GetDetectedItemCoordinate(DetectedItem)

-

Get the detected item coordinate.

-

DETECTION_TYPES:GetDetectedItemCoordinates()

-

Get a list of the detected item coordinates.

-

DETECTION_TYPES:GetDetectedItemID(DetectedItem)

-

Get a detected ItemID using a given numeric index.

-

DETECTION_TYPES:GetDetectedItemSet(DetectedItem)

-

Get the Core.Set#SET_UNIT of a detection area using a given numeric index.

-

DETECTION_TYPES:GetDetectedItemThreatLevel(DetectedItem)

-

Get the detected item coordinate.

-

DETECTION_TYPES:GetDetectedItemZone(DetectedItem)

-

Get the Core.Zone#ZONE_UNIT of a detection area using a given numeric index.

-

DETECTION_TYPES:GetDetectedItems()

-

Get the DetectedItems by Key.

-

DETECTION_TYPES:GetDetectedItemsByIndex()

-

Get the DetectedItems by Index.

-

DETECTION_TYPES:GetDetectedItemsCount()

-

Get the amount of SETs with detected objects.

-

DETECTION_TYPES:GetDetectedObject(ObjectName)

-

Gets a detected object with a given name.

-

DETECTION_TYPES:GetDetectedUnitTypeName(DetectedUnit)

-

Gets a detected unit type name, taking into account the detection results.

-

DETECTION_TYPES:GetDetectionSet()

-

Get the Detection Set.

-

DETECTION_TYPES:GetFriendliesDistance(DetectedItem)

-

Returns the distance used to identify friendlies near the detected item ...

-

DETECTION_TYPES:GetFriendliesNearBy(DetectedItem, Category)

-

Returns friendly units nearby the FAC units ...

-

DETECTION_TYPES:GetFriendliesNearIntercept(DetectedItem)

-

Returns friendly units nearby the intercept point ...

-

DETECTION_TYPES:GetPlayersNearBy(DetectedItem)

-

Returns friendly units nearby the FAC units ...

-

DETECTION_TYPES:IdentifyDetectedObject(DetectedObject)

-

Identifies a detected object during detection processing.

-

DETECTION_TYPES:InitDetectDLINK(DetectDLINK)

-

Detect DLINK.

-

DETECTION_TYPES:InitDetectIRST(DetectIRST)

-

Detect IRST.

-

DETECTION_TYPES:InitDetectOptical(DetectOptical)

-

Detect Optical.

-

DETECTION_TYPES:InitDetectRWR(DetectRWR)

-

Detect RWR.

-

DETECTION_TYPES:InitDetectRadar(DetectRadar)

-

Detect Radar.

-

DETECTION_TYPES:InitDetectVisual(DetectVisual)

-

Detect Visual.

-

DETECTION_TYPES.Intercept

- -

DETECTION_TYPES.InterceptDelay

- -

DETECTION_TYPES:IsDetectedItemDetected(DetectedItem)

-

Checks if there is at least one UNIT detected in the Set of the the DetectedItem.

-

DETECTION_TYPES:IsDetectedItemLocked(DetectedItem)

-

Validate if the detected item is locked.

-

DETECTION_TYPES:IsDetectedObjectIdentified(DetectedObject)

-

Determines if a detected object has already been identified during detection processing.

-

DETECTION_TYPES:IsFriendliesNearBy(DetectedItem, Category)

-

Returns if there are friendlies nearby the FAC units ...

-

DETECTION_TYPES:IsFriendliesNearIntercept(DetectedItem)

-

Returns if there are friendlies nearby the intercept ...

-

DETECTION_TYPES:IsPlayersNearBy(DetectedItem)

-

Returns if there are friendlies nearby the FAC units ...

-

DETECTION_TYPES:LockDetectedItem(DetectedItem)

-

Lock a detected item.

-

DETECTION_TYPES:LockDetectedItems()

-

Lock the detected items when created and lock all existing detected items.

-

DETECTION_TYPES.Locking

- -

DETECTION_TYPES:NearestRecce(DetectedItem)

-

Find the nearest Recce of the DetectedItem.

-

DETECTION_TYPES:New(DetectionSet)

-

DETECTION constructor.

-

DETECTION_TYPES:OnAfterDetect(From, Event, To)

-

OnAfter Transition Handler for Event Detect.

-

DETECTION_TYPES:OnAfterDetected(From, Event, To, Units)

-

OnAfter Transition Handler for Event Detected.

-

DETECTION_TYPES:OnAfterDetectedItem(From, Event, To, DetectedItem)

-

OnAfter Transition Handler for Event DetectedItem.

-

DETECTION_TYPES:OnAfterStart(From, Event, To)

-

OnAfter Transition Handler for Event Start.

-

DETECTION_TYPES:OnAfterStop(From, Event, To)

-

OnAfter Transition Handler for Event Stop.

-

DETECTION_TYPES:OnBeforeDetect(From, Event, To)

-

OnBefore Transition Handler for Event Detect.

-

DETECTION_TYPES:OnBeforeDetected(From, Event, To)

-

OnBefore Transition Handler for Event Detected.

-

DETECTION_TYPES:OnBeforeStart(From, Event, To)

-

OnBefore Transition Handler for Event Start.

-

DETECTION_TYPES:OnBeforeStop(From, Event, To)

-

OnBefore Transition Handler for Event Stop.

-

DETECTION_TYPES:OnEnterDetecting(From, Event, To)

-

OnEnter Transition Handler for State Detecting.

-

DETECTION_TYPES:OnEnterStopped(From, Event, To)

-

OnEnter Transition Handler for State Stopped.

-

DETECTION_TYPES:OnLeaveDetecting(From, Event, To)

-

OnLeave Transition Handler for State Detecting.

-

DETECTION_TYPES:OnLeaveStopped(From, Event, To)

-

OnLeave Transition Handler for State Stopped.

-

DETECTION_TYPES.RefreshTimeInterval

- -

DETECTION_TYPES.RejectZones

- -

DETECTION_TYPES:RemoveDetectedItem(DetectedItemKey)

-

Removes an existing DetectedItem from the DetectedItems list.

-

DETECTION_TYPES:ReportFriendliesNearBy(TargetData)

-

Background worker function to determine if there are friendlies nearby ...

-

DETECTION_TYPES:Schedule(DelayTime, RepeatInterval)

-

Schedule the DETECTION construction.

-

DETECTION_TYPES.ScheduleDelayTime

- -

DETECTION_TYPES.ScheduleRepeatInterval

- -

DETECTION_TYPES:SetAcceptRange(AcceptRange)

-

Accept detections if within a range in meters.

-

DETECTION_TYPES:SetAcceptZones(AcceptZones)

-

Accept detections if within the specified zone(s).

-

DETECTION_TYPES:SetAlphaAngleProbability(AlphaAngleProbability)

-

Upon a visual detection, the higher the unit is during the detecting process, the more likely the detected unit is to be detected properly.

-

DETECTION_TYPES:SetDetectedItemCoordinate(DetectedItem, Coordinate, DetectedItemUnit)

-

Set the detected item coordinate.

-

DETECTION_TYPES:SetDetectedItemThreatLevel(The, DetectedItem)

-

Set the detected item threat level.

-

DETECTION_TYPES:SetDistanceProbability(DistanceProbability)

-

Upon a visual detection, the further away a detected object is, the less likely it is to be detected properly.

-

DETECTION_TYPES:SetFriendliesRange(FriendliesRange)

-

Set the radius in meters to validate if friendlies are nearby.

-

DETECTION_TYPES:SetFriendlyPrefixes(FriendlyPrefixes)

-

This will allow during friendly search any recce or detection unit to be also considered as a friendly.

-

DETECTION_TYPES:SetIntercept(Intercept, InterceptDelay)

-

Set the parameters to calculate to optimal intercept point.

-

DETECTION_TYPES:SetRefreshTimeInterval(RefreshTimeInterval)

-

Set the detection interval time in seconds.

-

DETECTION_TYPES:SetRejectZones(RejectZones)

-

Reject detections if within the specified zone(s).

-

DETECTION_TYPES:SetZoneProbability(ZoneArray)

-

Upon a visual detection, the more a detected unit is within a cloudy zone, the less likely the detected unit is to be detected successfully.

-

DETECTION_TYPES:Start()

-

Synchronous Event Trigger for Event Start.

-

DETECTION_TYPES:Stop()

-

Synchronous Event Trigger for Event Stop.

-

DETECTION_TYPES:UnIdentifyAllDetectedObjects()

-

UnIdentify all detected objects during detection processing.

-

DETECTION_TYPES:UnIdentifyDetectedObject(DetectedObject)

-

UnIdentify a detected object during detection processing.

-

DETECTION_TYPES:UnlockDetectedItem(DetectedItem)

-

Unlock a detected item.

-

DETECTION_TYPES:UnlockDetectedItems()

-

Unlock the detected items when created and unlock all existing detected items.

-

DETECTION_TYPES:UpdateDetectedItemDetection(DetectedItem)

-

Set IsDetected flag for the DetectedItem, which can have more units.

-

DETECTION_TYPES.ZoneProbability

- -

DETECTION_TYPES:__Detect(Delay)

-

Asynchronous Event Trigger for Event Detect.

-

DETECTION_TYPES:__Detected(Delay, Units)

-

Asynchronous Event Trigger for Event Detected.

-

DETECTION_TYPES:__Start(Delay)

-

Asynchronous Event Trigger for Event Start.

-

DETECTION_TYPES:__Stop(Delay)

-

Asynchronous Event Trigger for Event Stop.

-

DETECTION_TYPES:onafterDetect(From, Event, To)

- -

DETECTION_TYPES:onafterDetection(From, Event, To, Detection, DetectionTimeStamp)

- -

DETECTION_TYPES:onafterStart(From, Event, To)

- -
-
-
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Fields and Methods inherited from FSMDescription

DETECTION_TYPES:AddEndState(State)

-

Adds an End state.

-

DETECTION_TYPES: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.

-

DETECTION_TYPES:AddScore(State, ScoreText, Score)

-

Adds a score for the FSM to be achieved.

-

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

-

Adds a score for the FSM_PROCESS to be achieved.

-

DETECTION_TYPES:AddTransition(From, Event, To)

-

Add a new transition rule to the FSM.

-

DETECTION_TYPES.CallScheduler

-

Call scheduler.

-

DETECTION_TYPES.ClassName

-

Name of the class.

-

DETECTION_TYPES.Events

- -

DETECTION_TYPES:GetCurrentState()

-

Get current state.

-

DETECTION_TYPES:GetEndStates()

-

Returns the End states.

-

DETECTION_TYPES:GetProcess(From, Event)

- -

DETECTION_TYPES:GetProcesses()

-

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

-

DETECTION_TYPES:GetScores()

-

Returns a table with the scores defined.

-

DETECTION_TYPES:GetStartState()

-

Returns the start state of the FSM.

-

DETECTION_TYPES:GetState()

-

Get current state.

-

DETECTION_TYPES:GetSubs()

-

Returns a table with the Subs defined.

-

DETECTION_TYPES:GetTransitions()

-

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

-

DETECTION_TYPES:Is(State)

-

Check if FSM is in state.

-

DETECTION_TYPES:LoadCallBacks(CallBackTable)

-

Load call backs.

-

DETECTION_TYPES:New()

-

Creates a new FSM object.

-

DETECTION_TYPES.Scores

-

Scores.

-

DETECTION_TYPES:SetProcess(From, Event, Fsm)

- -

DETECTION_TYPES:SetStartState(State)

-

Sets the start state of the FSM.

-

DETECTION_TYPES._EndStates

- -

DETECTION_TYPES._EventSchedules

- -

DETECTION_TYPES._Processes

- -

DETECTION_TYPES._Scores

- -

DETECTION_TYPES._StartState

- -

DETECTION_TYPES._Transitions

- -

DETECTION_TYPES:_add_to_map(Map, Event)

-

Add to map.

-

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

-

Call handler.

-

DETECTION_TYPES:_create_transition(EventName)

-

Create transition.

-

DETECTION_TYPES:_delayed_transition(EventName)

-

Delayed transition.

-

DETECTION_TYPES:_eventmap(Events, EventStructure)

-

Event map.

-

DETECTION_TYPES:_gosub(ParentFrom, ParentEvent)

-

Go sub.

-

DETECTION_TYPES:_handler(EventName, ...)

-

Handler.

-

DETECTION_TYPES:_isendstate(Current)

-

Is end state.

-

DETECTION_TYPES:_submap(subs, sub, name)

-

Sub maps.

-

DETECTION_TYPES:can(e)

-

Check if can do an event.

-

DETECTION_TYPES:cannot(e)

-

Check if cannot do an event.

-

DETECTION_TYPES.current

-

Current state name.

-

DETECTION_TYPES.endstates

- -

DETECTION_TYPES:is(State, state)

-

Check if FSM is in state.

-

DETECTION_TYPES.options

-

Options.

-

DETECTION_TYPES.subs

-

Subs.

-
-
-
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Fields and Methods inherited from BASEDescription

DETECTION_TYPES.ClassID

-

The ID number of the class.

-

DETECTION_TYPES.ClassName

-

The name of the class.

-

DETECTION_TYPES.ClassNameAndID

-

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

-

DETECTION_TYPES:ClearState(Object, StateName)

-

Clear the state of an object.

-

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

-

Creation of a Birth Event.

-

DETECTION_TYPES:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

-

Creation of a Crash Event.

-

DETECTION_TYPES:CreateEventDead(EventTime, Initiator, IniObjectCategory)

-

Creation of a Dead Event.

-

DETECTION_TYPES:CreateEventPlayerEnterAircraft(PlayerUnit)

-

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

-

DETECTION_TYPES:CreateEventRemoveUnit(EventTime, Initiator)

-

Creation of a Remove Unit Event.

-

DETECTION_TYPES:CreateEventTakeoff(EventTime, Initiator)

-

Creation of a Takeoff Event.

-

DETECTION_TYPES:CreateEventUnitLost(EventTime, Initiator)

-

Creation of a Crash Event.

-

DETECTION_TYPES:E(Arguments)

-

Log an exception which will be traced always.

-

DETECTION_TYPES:EventDispatcher()

-

Returns the event dispatcher

-

DETECTION_TYPES:EventRemoveAll()

-

Remove all subscribed events

-

DETECTION_TYPES:F(Arguments)

-

Trace a function call.

-

DETECTION_TYPES:F2(Arguments)

-

Trace a function call level 2.

-

DETECTION_TYPES:F3(Arguments)

-

Trace a function call level 3.

-

DETECTION_TYPES:GetClassID()

-

Get the ClassID of the class instance.

-

DETECTION_TYPES:GetClassName()

-

Get the ClassName of the class instance.

-

DETECTION_TYPES:GetClassNameAndID()

-

Get the ClassName + ClassID of the class instance.

-

DETECTION_TYPES:GetEventPriority()

-

Get the Class Core.Event processing Priority.

-

DETECTION_TYPES:GetParent(Child, FromClass)

-

This is the worker method to retrieve the Parent class.

-

DETECTION_TYPES:GetState(Object, Key)

-

Get a Value given a Key from the Object.

-

DETECTION_TYPES:HandleEvent(EventID, EventFunction)

-

Subscribe to a DCS Event.

-

DETECTION_TYPES:I(Arguments)

-

Log an information which will be traced always.

-

DETECTION_TYPES:Inherit(Child, Parent)

-

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

-

DETECTION_TYPES:IsInstanceOf(ClassName)

-

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

-

DETECTION_TYPES:IsTrace()

-

Enquires if tracing is on (for the class).

-

DETECTION_TYPES:New()

-

BASE constructor.

-

DETECTION_TYPES:OnEvent(EventData)

-

Occurs when an Event for an object is triggered.

-

DETECTION_TYPES:OnEventBDA(EventData)

-

BDA.

-

DETECTION_TYPES:OnEventBaseCaptured(EventData)

-

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

-

DETECTION_TYPES:OnEventBirth(EventData)

-

Occurs when any object is spawned into the mission.

-

DETECTION_TYPES:OnEventCrash(EventData)

-

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

-

DETECTION_TYPES:OnEventDead(EventData)

-

Occurs when an object is dead.

-

DETECTION_TYPES:OnEventDetailedFailure(EventData)

-

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

-

DETECTION_TYPES:OnEventDiscardChairAfterEjection(EventData)

-

Discard chair after ejection.

-

DETECTION_TYPES: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.

-

DETECTION_TYPES:OnEventEngineShutdown(EventData)

-

Occurs when any aircraft shuts down its engines.

-

DETECTION_TYPES:OnEventEngineStartup(EventData)

-

Occurs when any aircraft starts its engines.

-

DETECTION_TYPES:OnEventHit(EventData)

-

Occurs whenever an object is hit by a weapon.

-

DETECTION_TYPES:OnEventHumanFailure(EventData)

-

Occurs when any system fails on a human controlled aircraft.

-

DETECTION_TYPES:OnEventKill(EventData)

-

Occurs on the death of a unit.

-

DETECTION_TYPES: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.

-

DETECTION_TYPES:OnEventLandingAfterEjection(EventData)

-

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

-

DETECTION_TYPES:OnEventLandingQualityMark(EventData)

-

Landing quality mark.

-

DETECTION_TYPES:OnEventMarkAdded(EventData)

-

Occurs when a new mark was added.

-

DETECTION_TYPES:OnEventMarkChange(EventData)

-

Occurs when a mark text was changed.

-

DETECTION_TYPES:OnEventMarkRemoved(EventData)

-

Occurs when a mark was removed.

-

DETECTION_TYPES:OnEventMissionEnd(EventData)

-

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

-

DETECTION_TYPES:OnEventMissionStart(EventData)

-

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

-

DETECTION_TYPES:OnEventParatrooperLanding(EventData)

-

Weapon add.

-

DETECTION_TYPES:OnEventPilotDead(EventData)

-

Occurs when the pilot of an aircraft is killed.

-

DETECTION_TYPES:OnEventPlayerEnterAircraft(EventData)

-

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

-

DETECTION_TYPES:OnEventPlayerEnterUnit(EventData)

-

Occurs when any player assumes direct control of a unit.

-

DETECTION_TYPES:OnEventPlayerLeaveUnit(EventData)

-

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

-

DETECTION_TYPES:OnEventRefueling(EventData)

-

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

-

DETECTION_TYPES:OnEventRefuelingStop(EventData)

-

Occurs when an aircraft is finished taking fuel.

-

DETECTION_TYPES:OnEventScore(EventData)

-

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

-

DETECTION_TYPES:OnEventShootingEnd(EventData)

-

Occurs when any unit stops firing its weapon.

-

DETECTION_TYPES:OnEventShootingStart(EventData)

-

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

-

DETECTION_TYPES:OnEventShot(EventData)

-

Occurs whenever any unit in a mission fires a weapon.

-

DETECTION_TYPES:OnEventTakeoff(EventData)

-

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

-

DETECTION_TYPES:OnEventTriggerZone(EventData)

-

Trigger zone.

-

DETECTION_TYPES:OnEventUnitLost(EventData)

-

Occurs when the game thinks an object is destroyed.

-

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

-

Schedule a new time event.

-

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

-

Schedule a new time event.

-

DETECTION_TYPES:ScheduleStop(SchedulerID)

-

Stops the Schedule.

-

DETECTION_TYPES.Scheduler

- -

DETECTION_TYPES:SetEventPriority(EventPriority)

-

Set the Class Core.Event processing Priority.

-

DETECTION_TYPES:SetState(Object, Key, Value)

-

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

-

DETECTION_TYPES:T(Arguments)

-

Trace a function logic level 1.

-

DETECTION_TYPES:T2(Arguments)

-

Trace a function logic level 2.

-

DETECTION_TYPES:T3(Arguments)

-

Trace a function logic level 3.

-

DETECTION_TYPES:TraceAll(TraceAll)

-

Trace all methods in MOOSE

-

DETECTION_TYPES:TraceClass(Class)

-

Set tracing for a class

-

DETECTION_TYPES:TraceClassMethod(Class, Method)

-

Set tracing for a specific method of class

-

DETECTION_TYPES:TraceLevel(Level)

-

Set trace level

-

DETECTION_TYPES:TraceOff()

-

Set trace off.

-

DETECTION_TYPES:TraceOn()

-

Set trace on.

-

DETECTION_TYPES: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.

-

DETECTION_TYPES:UnHandleEvent(EventID)

-

UnSubscribe to a DCS event.

-

DETECTION_TYPES._

- -

DETECTION_TYPES:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

-

Trace a function call.

-

DETECTION_TYPES:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

-

Trace a function logic.

-

DETECTION_TYPES.__

- -

DETECTION_TYPES:onEvent(event)

-

The main event handling function...

@@ -7229,8 +3944,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
@@ -7367,7 +4080,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - + @@ -7448,42 +4161,18 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - - - - - - - - - - - - - - - - @@ -7496,12 +4185,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - - - - @@ -7861,6 +4544,30 @@ The different values of Unit.Category can be:

+ + + + + + + + + + + + + + + + @@ -7957,6 +4664,12 @@ The different values of Unit.Category can be:

+ + + + @@ -8065,820 +4778,6 @@ The different values of Unit.Category can be:

- -

DETECTION_UNITS:CountAliveRecce(The)

DETECTION_UNITS:CountAliveRecce()

DETECTION_UNITS.DetectedItems

-

DETECTION_UNITS.DetectedObjects

-

The list of detected objects.

DETECTION_UNITS.DetectedObjectsIdentified

-

Map of the DetectedObjects identified.

+

DETECTION_UNITS:DetectedReportDetailed(AttackGroup)

Report detailed of a detection result.

-

DETECTION_UNITS.DetectionCount

- -

DETECTION_UNITS.DetectionRange

-

The range till which targets are accepted to be detected.

-

DETECTION_UNITS.DetectionRun

-

DETECTION_UNITS.DetectionSet

-

DETECTION_UNITS.DetectionSetGroup

-

The Core.Set of GROUPs in the Forward Air Controller role.

DETECTION_UNITS:OnLeaveStopped(From, Event, To)

OnLeave Transition Handler for State Stopped.

+

DETECTION_UNITS.RadarBlur

+ +

DETECTION_UNITS.RadarBlurMinHeight

+ +

DETECTION_UNITS.RadarBlurThresBlur

+ +

DETECTION_UNITS.RadarBlurThresHeight

+

DETECTION_UNITS:SetIntercept(Intercept, InterceptDelay)

Set the parameters to calculate to optimal intercept point.

+

DETECTION_UNITS:SetRadarBlur(minheight, thresheight, thresblur)

+

Method to make the radar detection less accurate, e.g.

DETECTION_UNITS:onafterStart(From, Event, To)

-
-
-
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Fields and Methods inherited from FSMDescription

DETECTION_UNITS:AddEndState(State)

-

Adds an End state.

-

DETECTION_UNITS: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.

-

DETECTION_UNITS:AddScore(State, ScoreText, Score)

-

Adds a score for the FSM to be achieved.

-

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

-

Adds a score for the FSM_PROCESS to be achieved.

-

DETECTION_UNITS:AddTransition(From, Event, To)

-

Add a new transition rule to the FSM.

-

DETECTION_UNITS.CallScheduler

-

Call scheduler.

-

DETECTION_UNITS.ClassName

-

Name of the class.

-

DETECTION_UNITS.Events

- -

DETECTION_UNITS:GetCurrentState()

-

Get current state.

-

DETECTION_UNITS:GetEndStates()

-

Returns the End states.

-

DETECTION_UNITS:GetProcess(From, Event)

- -

DETECTION_UNITS:GetProcesses()

-

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

-

DETECTION_UNITS:GetScores()

-

Returns a table with the scores defined.

-

DETECTION_UNITS:GetStartState()

-

Returns the start state of the FSM.

-

DETECTION_UNITS:GetState()

-

Get current state.

-

DETECTION_UNITS:GetSubs()

-

Returns a table with the Subs defined.

-

DETECTION_UNITS:GetTransitions()

-

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

-

DETECTION_UNITS:Is(State)

-

Check if FSM is in state.

-

DETECTION_UNITS:LoadCallBacks(CallBackTable)

-

Load call backs.

-

DETECTION_UNITS:New()

-

Creates a new FSM object.

-

DETECTION_UNITS.Scores

-

Scores.

-

DETECTION_UNITS:SetProcess(From, Event, Fsm)

- -

DETECTION_UNITS:SetStartState(State)

-

Sets the start state of the FSM.

-

DETECTION_UNITS._EndStates

- -

DETECTION_UNITS._EventSchedules

- -

DETECTION_UNITS._Processes

- -

DETECTION_UNITS._Scores

- -

DETECTION_UNITS._StartState

- -

DETECTION_UNITS._Transitions

- -

DETECTION_UNITS:_add_to_map(Map, Event)

-

Add to map.

-

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

-

Call handler.

-

DETECTION_UNITS:_create_transition(EventName)

-

Create transition.

-

DETECTION_UNITS:_delayed_transition(EventName)

-

Delayed transition.

-

DETECTION_UNITS:_eventmap(Events, EventStructure)

-

Event map.

-

DETECTION_UNITS:_gosub(ParentFrom, ParentEvent)

-

Go sub.

-

DETECTION_UNITS:_handler(EventName, ...)

-

Handler.

-

DETECTION_UNITS:_isendstate(Current)

-

Is end state.

-

DETECTION_UNITS:_submap(subs, sub, name)

-

Sub maps.

-

DETECTION_UNITS:can(e)

-

Check if can do an event.

-

DETECTION_UNITS:cannot(e)

-

Check if cannot do an event.

-

DETECTION_UNITS.current

-

Current state name.

-

DETECTION_UNITS.endstates

- -

DETECTION_UNITS:is(State, state)

-

Check if FSM is in state.

-

DETECTION_UNITS.options

-

Options.

-

DETECTION_UNITS.subs

-

Subs.

-
-
-
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Fields and Methods inherited from BASEDescription

DETECTION_UNITS.ClassID

-

The ID number of the class.

-

DETECTION_UNITS.ClassName

-

The name of the class.

-

DETECTION_UNITS.ClassNameAndID

-

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

-

DETECTION_UNITS:ClearState(Object, StateName)

-

Clear the state of an object.

-

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

-

Creation of a Birth Event.

-

DETECTION_UNITS:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

-

Creation of a Crash Event.

-

DETECTION_UNITS:CreateEventDead(EventTime, Initiator, IniObjectCategory)

-

Creation of a Dead Event.

-

DETECTION_UNITS:CreateEventPlayerEnterAircraft(PlayerUnit)

-

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

-

DETECTION_UNITS:CreateEventRemoveUnit(EventTime, Initiator)

-

Creation of a Remove Unit Event.

-

DETECTION_UNITS:CreateEventTakeoff(EventTime, Initiator)

-

Creation of a Takeoff Event.

-

DETECTION_UNITS:CreateEventUnitLost(EventTime, Initiator)

-

Creation of a Crash Event.

-

DETECTION_UNITS:E(Arguments)

-

Log an exception which will be traced always.

-

DETECTION_UNITS:EventDispatcher()

-

Returns the event dispatcher

-

DETECTION_UNITS:EventRemoveAll()

-

Remove all subscribed events

-

DETECTION_UNITS:F(Arguments)

-

Trace a function call.

-

DETECTION_UNITS:F2(Arguments)

-

Trace a function call level 2.

-

DETECTION_UNITS:F3(Arguments)

-

Trace a function call level 3.

-

DETECTION_UNITS:GetClassID()

-

Get the ClassID of the class instance.

-

DETECTION_UNITS:GetClassName()

-

Get the ClassName of the class instance.

-

DETECTION_UNITS:GetClassNameAndID()

-

Get the ClassName + ClassID of the class instance.

-

DETECTION_UNITS:GetEventPriority()

-

Get the Class Core.Event processing Priority.

-

DETECTION_UNITS:GetParent(Child, FromClass)

-

This is the worker method to retrieve the Parent class.

-

DETECTION_UNITS:GetState(Object, Key)

-

Get a Value given a Key from the Object.

-

DETECTION_UNITS:HandleEvent(EventID, EventFunction)

-

Subscribe to a DCS Event.

-

DETECTION_UNITS:I(Arguments)

-

Log an information which will be traced always.

-

DETECTION_UNITS:Inherit(Child, Parent)

-

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

-

DETECTION_UNITS:IsInstanceOf(ClassName)

-

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

-

DETECTION_UNITS:IsTrace()

-

Enquires if tracing is on (for the class).

-

DETECTION_UNITS:New()

-

BASE constructor.

-

DETECTION_UNITS:OnEvent(EventData)

-

Occurs when an Event for an object is triggered.

-

DETECTION_UNITS:OnEventBDA(EventData)

-

BDA.

-

DETECTION_UNITS:OnEventBaseCaptured(EventData)

-

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

-

DETECTION_UNITS:OnEventBirth(EventData)

-

Occurs when any object is spawned into the mission.

-

DETECTION_UNITS:OnEventCrash(EventData)

-

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

-

DETECTION_UNITS:OnEventDead(EventData)

-

Occurs when an object is dead.

-

DETECTION_UNITS:OnEventDetailedFailure(EventData)

-

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

-

DETECTION_UNITS:OnEventDiscardChairAfterEjection(EventData)

-

Discard chair after ejection.

-

DETECTION_UNITS: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.

-

DETECTION_UNITS:OnEventEngineShutdown(EventData)

-

Occurs when any aircraft shuts down its engines.

-

DETECTION_UNITS:OnEventEngineStartup(EventData)

-

Occurs when any aircraft starts its engines.

-

DETECTION_UNITS:OnEventHit(EventData)

-

Occurs whenever an object is hit by a weapon.

-

DETECTION_UNITS:OnEventHumanFailure(EventData)

-

Occurs when any system fails on a human controlled aircraft.

-

DETECTION_UNITS:OnEventKill(EventData)

-

Occurs on the death of a unit.

-

DETECTION_UNITS: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.

-

DETECTION_UNITS:OnEventLandingAfterEjection(EventData)

-

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

-

DETECTION_UNITS:OnEventLandingQualityMark(EventData)

-

Landing quality mark.

-

DETECTION_UNITS:OnEventMarkAdded(EventData)

-

Occurs when a new mark was added.

-

DETECTION_UNITS:OnEventMarkChange(EventData)

-

Occurs when a mark text was changed.

-

DETECTION_UNITS:OnEventMarkRemoved(EventData)

-

Occurs when a mark was removed.

-

DETECTION_UNITS:OnEventMissionEnd(EventData)

-

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

-

DETECTION_UNITS:OnEventMissionStart(EventData)

-

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

-

DETECTION_UNITS:OnEventParatrooperLanding(EventData)

-

Weapon add.

-

DETECTION_UNITS:OnEventPilotDead(EventData)

-

Occurs when the pilot of an aircraft is killed.

-

DETECTION_UNITS:OnEventPlayerEnterAircraft(EventData)

-

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

-

DETECTION_UNITS:OnEventPlayerEnterUnit(EventData)

-

Occurs when any player assumes direct control of a unit.

-

DETECTION_UNITS:OnEventPlayerLeaveUnit(EventData)

-

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

-

DETECTION_UNITS:OnEventRefueling(EventData)

-

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

-

DETECTION_UNITS:OnEventRefuelingStop(EventData)

-

Occurs when an aircraft is finished taking fuel.

-

DETECTION_UNITS:OnEventScore(EventData)

-

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

-

DETECTION_UNITS:OnEventShootingEnd(EventData)

-

Occurs when any unit stops firing its weapon.

-

DETECTION_UNITS:OnEventShootingStart(EventData)

-

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

-

DETECTION_UNITS:OnEventShot(EventData)

-

Occurs whenever any unit in a mission fires a weapon.

-

DETECTION_UNITS:OnEventTakeoff(EventData)

-

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

-

DETECTION_UNITS:OnEventTriggerZone(EventData)

-

Trigger zone.

-

DETECTION_UNITS:OnEventUnitLost(EventData)

-

Occurs when the game thinks an object is destroyed.

-

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

-

Schedule a new time event.

-

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

-

Schedule a new time event.

-

DETECTION_UNITS:ScheduleStop(SchedulerID)

-

Stops the Schedule.

-

DETECTION_UNITS.Scheduler

- -

DETECTION_UNITS:SetEventPriority(EventPriority)

-

Set the Class Core.Event processing Priority.

-

DETECTION_UNITS:SetState(Object, Key, Value)

-

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

-

DETECTION_UNITS:T(Arguments)

-

Trace a function logic level 1.

-

DETECTION_UNITS:T2(Arguments)

-

Trace a function logic level 2.

-

DETECTION_UNITS:T3(Arguments)

-

Trace a function logic level 3.

-

DETECTION_UNITS:TraceAll(TraceAll)

-

Trace all methods in MOOSE

-

DETECTION_UNITS:TraceClass(Class)

-

Set tracing for a class

-

DETECTION_UNITS:TraceClassMethod(Class, Method)

-

Set tracing for a specific method of class

-

DETECTION_UNITS:TraceLevel(Level)

-

Set trace level

-

DETECTION_UNITS:TraceOff()

-

Set trace off.

-

DETECTION_UNITS:TraceOn()

-

Set trace on.

-

DETECTION_UNITS: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.

-

DETECTION_UNITS:UnHandleEvent(EventID)

-

UnSubscribe to a DCS event.

-

DETECTION_UNITS._

- -

DETECTION_UNITS:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

-

Trace a function call.

-

DETECTION_UNITS:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

-

Trace a function logic.

-

DETECTION_UNITS.__

- -

DETECTION_UNITS:onEvent(event)

-

The main event handling function...

@@ -10058,31 +5957,21 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
+ +

@param #DETECTION_BASE self + @param #number The amount of alive recce.

+

Defined in:

-

Parameter:

-
-
-

- #number - The -

-
-
- -

amount of alive recce.

- -
-
@@ -10363,6 +6252,9 @@ The different values of Unit.Category can be:

+ +

@param #DETECTION_BASE self

+

Defined in:

@@ -13361,6 +9253,79 @@ This, this method allows to register for a detection the CAP unit name prefixes
+
+
+ +
+ + + +

Method to make the radar detection less accurate, e.g.

+ + +

for WWII scenarios.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + minheight +

+
+
+ +

Minimum flight height to be detected, in meters AGL (above ground)

+ +
+
+
+
+

+ #number + thresheight +

+
+
+ +

Threshold to escape the radar if flying below minheight, defaults to 90 (90% escape chance)

+ +
+
+
+
+

+ #number + thresblur +

+
+
+ +

Threshold to be detected by the radar overall, defaults to 85 (85% chance to be found)

+ +
+
+

Return value:

+
+ +
+ +

self

+ +
+
+
+
@@ -13863,6 +9828,12 @@ zones that reflect cloudy areas where detected units may not be so easily visual + +

@param #DETECTION_BASE self + @param #string From The From State string. + @param #string Event The Event string. + @param #string To The To State string.

+

Defined in:

@@ -13873,40 +9844,31 @@ zones that reflect cloudy areas where detected units may not be so easily visual

- #string From

- -

The From State string.

- +

- #string Event

- -

The Event string.

- +

- #string To

- -

The To State string.

- +

@@ -13922,6 +9884,14 @@ zones that reflect cloudy areas where detected units may not be so easily visual + +

@param #DETECTION_BASE self + @param #string From The From State string. + @param #string Event The Event string. + @param #string To The To State string. + @param Wrapper.Group#GROUP Detection The Group detecting. + @param #number DetectionTimeStamp Time stamp of detection event.

+

Defined in:

@@ -13932,66 +9902,51 @@ zones that reflect cloudy areas where detected units may not be so easily visual

- #string From

- -

The From State string.

- +

- #string Event

- -

The Event string.

- +

- #string To

- -

The To State string.

- +

- Wrapper.Group#GROUP Detection

- -

The Group detecting.

- +

- #number DetectionTimeStamp

- -

Time stamp of detection event.

- +

@@ -14007,6 +9962,12 @@ zones that reflect cloudy areas where detected units may not be so easily visual + +

@param #DETECTION_BASE self + @param #string From The From State string. + @param #string Event The Event string. + @param #string To The To State string.

+

Defined in:

@@ -14017,5013 +9978,30 @@ zones that reflect cloudy areas where detected units may not be so easily visual

- #string From

- -

The From State string.

- +

- #string Event

- -

The Event string.

- +

- #string To

- -

The To State string.

- -
-
-
- -
-
- -
-

Field(s)

-
-
- - -
-
-
- - #DETECTION_BASE.DetectedItems -DETECTION_AREAS.DetectedItems - -

A list of areas containing the set of Wrapper.Units, Core.Zones, the center Wrapper.Unit within the zone, and ID of each area that was detected within a DetectionZoneRange.

- -
- -
-
-
- - DCS#Distance -DETECTION_AREAS.DetectionZoneRange - -

The range till which targets are grouped upon the first detected target.

- -
- -
-
- - -
-
- - -
-
- - -
-
- - -
-
- - -
-
-

Function(s)

-
-
- - - -

Adds an End state.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #string - State -

-
-
- -

The FSM state.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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

- -
-
-
- -
-
- -
- - - -

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

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

Get current state.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#string:

-
-
- -

Current FSM state.

- -
-
-
- -
-
- -
- - - -

Returns the End states.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#table:

-
-
- -

End states.

- -
-
-
- -
-
- -
- - - - - -
-
-

Defined in:

- -

Parameters:

-
-
-

- From -

-
-
-

-
-
-
-
-

- Event -

-
-
-

-
-
-
- -
-
- -
- - - -

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

- -
-
-

Defined in:

- -

Return value:

-
-
-

#table:

-
-
- -

Sub processes.

- -
-
-
- -
-
- -
- - - -

Returns a table with the scores defined.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#table:

-
-
- -

Scores.

- -
-
-
- -
-
- -
- - - -

Returns the start state of the FSM.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#string:

-
-
- -

A string containing the start state.

- -
-
-
- -
-
- -
- - - -

Get current state.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#string:

-
-
- -

Current FSM state.

- -
-
-
- -
-
- -
- - - -

Returns a table with the Subs defined.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#table:

-
-
- -

Sub processes.

- -
-
-
- -
-
- -
- - - -

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

- -
-
-

Defined in:

- -

Return value:

-
-
-

#table:

-
-
- -

Transitions.

- -
-
-
- -
-
- -
- - - -

Check if FSM is in state.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #string - State -

-
-
- -

State name.

- -
-
-

Return value:

-
-
-

#boolean:

-
-
- -

If true, FSM is in this state.

- -
-
-
- -
-
- -
- - - -

Load call backs.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #table - CallBackTable -

-
-
- -

Table of call backs.

- -
-
-
- -
-
- -
- - - -

Creates a new FSM object.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#FSM:

-
-
- - - -
-
-
- -
-
- -
- - - - - -
-
-

Defined in:

- -

Parameters:

-
-
-

- From -

-
-
-

-
-
-
-
-

- Event -

-
-
-

-
-
-
-
-

- Fsm -

-
-
-

-
-
-
- -
-
- -
- - - -

Sets the start state of the FSM.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #string - State -

-
-
- -

A string defining the start state.

- -
-
-
- -
-
- -
- - - -

Add to map.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #table - Map -

-
-
- -

Map.

- -
-
-
-
-

- #table - Event -

-
-
- -

Event table.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

Create transition.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #string - EventName -

-
-
- -

Event name.

- -
-
-

Return value:

-
-
-

#function:

-
-
- -

Function.

- -
-
-
- -
-
- -
- - - -

Delayed transition.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #string - EventName -

-
-
- -

Event name.

- -
-
-

Return value:

-
-
-

#function:

-
-
- -

Function.

- -
-
-
- -
-
- -
- - - -

Event map.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #table - Events -

-
-
- -

Events.

- -
-
-
-
-

- #table - EventStructure -

-
-
- -

Event structure.

- -
-
-
- -
-
- -
- - - -

Go sub.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #string - ParentFrom -

-
-
- -

Parent from state.

- -
-
-
-
-

- #string - ParentEvent -

-
-
- -

Parent event name.

- -
-
-

Return value:

-
-
-

#table:

-
-
- -

Subs.

- -
-
-
- -
-
- -
- - - -

Handler.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #string - EventName -

-
-
- -

Event name.

- -
-
-
-
-

- ... -

-
-
- -

Arguments.

- -
-
-
- -
-
- -
- - - -

Is end state.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #string - Current -

-
-
- -

Current state name.

- -
-
-

Return values:

-
-
-

#table:

-
-
- -

FSM parent.

- -
-
-

#string:

-
-
- -

Event name.

- -
-
-
- -
-
- -
- - - -

Sub maps.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #table - subs -

-
-
- -

Subs.

- -
-
-
-
-

- #table - sub -

-
-
- -

Sub.

- -
-
-
-
-

- #string - name -

-
-
- -

Name.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

Check if cannot do an event.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #string - e -

-
-
- -

Event name.

- -
-
-

Return value:

-
-
-

#boolean:

-
-
- -

If true, FSM cannot do the event.

- -
-
-
- -
-
- -
- - - -

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)

-
-
- - -
-
-
- - #DETECTION_BASE.DetectedItems -DETECTION_AREAS.DetectedItems - -

A list of areas containing the set of Wrapper.Units, Core.Zones, the center Wrapper.Unit within the zone, and ID of each area that was detected within a DetectionZoneRange.

- -
- -
-
-
- - DCS#Distance -DETECTION_AREAS.DetectionZoneRange - -

The range till which targets are grouped upon the first detected target.

- -
- -
-
- - -
-
- - -
-
- - -
-
- - -
-
- - -
-
-

Function(s)

-
-
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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 -

-
-
-

-
-
-
- -
-
- -
- - - -

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 -

-
-
-

-
-
-
- -
-
- -
- - - -

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 -

-
-
-

-
-
-
- -
-
- -
- - - -

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Wrapper.Unit#UNIT - PlayerUnit -

-
-
- -

The aircraft unit the player entered.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

Log an exception which will be traced always.

- - -

Can be anywhere within the function logic.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

- -
-
-
- -
-
- -
- - - -

Returns the event dispatcher

- -
-
-

Defined in:

- -

Return value:

-
- -
- - - -
-
-
- -
-
- -
- - - -

Remove all subscribed events

- -
-
-

Defined in:

- -

Return value:

-
-
-

#BASE:

-
-
- - - -
-
-
- -
-
- -
- - - -

Trace a function call.

- - -

Must be at the beginning of the function logic.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

- -
-
-
- -
-
- -
- - - -

Trace a function call level 2.

- - -

Must be at the beginning of the function logic.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

- -
-
-
- -
-
- -
- - - -

Trace a function call level 3.

- - -

Must be at the beginning of the function logic.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

- -
-
-
- -
-
- -
- - - -

Get the ClassID of the class instance.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#string:

-
-
- -

The ClassID of the class instance.

- -
-
-
- -
-
- -
- - - -

Get the ClassName of the class instance.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#string:

-
-
- -

The ClassName of the class instance.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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:

-
-
- - - -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

Subscribe to a DCS Event.

- -
-
-

Defined in:

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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:

-
-
- - - -
-
-
- -
-
- -
- - - -

Log an information which will be traced always.

- - -

Can be anywhere within the function logic.

- -
-
-

Defined in:

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Parameter:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

- -
-
-
- -
-
- -
- - - -

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

- -
-
-
- -
-
- -
- - - -

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

- - - -

Examples:

- -
    -
  • ZONE:New( 'some zone' ):IsInstanceOf( ZONE ) will return true

  • -
  • ZONE:New( 'some zone' ):IsInstanceOf( 'ZONE' ) will return true

  • -
  • ZONE:New( 'some zone' ):IsInstanceOf( 'zone' ) will return true

  • -
  • ZONE:New( 'some zone' ):IsInstanceOf( 'BASE' ) will return true

  • -
  • ZONE:New( 'some zone' ):IsInstanceOf( 'GROUP' ) will return false

  • -
- - -
-
-

Defined in:

- -

Parameter:

-
-
-

- ClassName -

-
-
- -

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

- -
-
-

Return value:

-
-
-

#boolean:

-
-
- - - -
-
-
- -
-
- -
- - - -

Enquires if tracing is on (for the class).

- -
-
-

Defined in:

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Return value:

-
-
-

#boolean:

-
-
- - - -
-
-
- -
-
- -
- - - -

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:

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Return value:

-
-
-

#BASE:

-
-
- - - -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

BDA.

- - -

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

- -
-
-

Defined in:

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Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

- -
-
-
- -
-
- -
- - - -

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:

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Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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

- - -

Will update this page when new information become available.

- -
    -
  • initiator: The unit that had the failure.
  • -
- - -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
    -
  • initiator: The unit that killed the target
  • -
  • target: Target Object
  • -
  • weapon: Weapon Object
  • -
- - -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
    -
  • initiator: Static object representing the ejected pilot. Place : Aircraft that the pilot ejected from.
  • -
  • place: may not return as a valid object if the aircraft has crashed into the ground and no longer exists.
  • -
  • subplace: is always 0 for unknown reasons.
  • -
- - -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

Occurs when the game thinks an object is destroyed.

- - -

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

- -
    -
  • initiator: The unit that is was destroyed.
  • -
- - -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

Stops the Schedule.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #string - SchedulerID -

-
-
- -

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

- -
-
-
- -
-
- -
- - - -

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

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

Trace a function logic level 1.

- - -

Can be anywhere within the function logic.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

- -
-
-
- -
-
- -
- - - -

Trace a function logic level 2.

- - -

Can be anywhere within the function logic.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

- -
-
-
- -
-
- -
- - - -

Trace a function logic level 3.

- - -

Can be anywhere within the function logic.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

- -
-
-
- -
-
- -
- - - -

Trace all methods in MOOSE

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #boolean - TraceAll -

-
-
- -

true = trace all methods in MOOSE.

- -
-
-
- -
-
- -
- - - -

Set tracing for a class

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #string - Class -

-
-
- -

Class name.

- -
-
-
- -
-
- -
- - - -

Set tracing for a specific method of class

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #string - Class -

-
-
- -

Class name.

- -
-
-
-
-

- #string - Method -

-
-
- -

Method.

- -
-
-
- -
-
- -
- - - -

Set trace level

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #number - Level -

-
-
-

-
-
-
- -
-
- -
- - - -

Set trace off.

- -
-
-

Defined in:

- -

Usage:

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

Set trace on.

- -
-
-

Defined in:

- -

Usage:

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

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 )
-
- -
- -
-
- -
- - - -

UnSubscribe to a DCS event.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTS - EventID -

-
-
- -

Event ID.

- -
-
-

Return value:

-
-
-

#BASE:

-
-
- - - -
-
-
- -
-
- -
- - - -

Trace a function call.

- - -

This function is private.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

- -
-
-
-
-

- DebugInfoCurrentParam -

-
-
-

-
-
-
-
-

- DebugInfoFromParam -

-
-
-

-
-
-
- -
-
- -
- - - -

Trace a function logic.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

- -
-
-
-
-

- DebugInfoCurrentParam -

-
-
-

-
-
-
-
-

- DebugInfoFromParam -

-
-
-

-
-
-
- -
-
- -
- - - -

The main event handling function...

- - -

This function captures all events generated for the class.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- DCS#Event - event -

-
-

@@ -19137,6 +10115,28 @@ When moose is loading dynamically (for moose class development), tracing is swit +
+ +
+
+
+ + #number +DETECTION_BASE.DetectedItemCount + + + +
+ +
+
+
+ + #number +DETECTION_BASE.DetectedItemMax + + +
@@ -19148,17 +10148,6 @@ When moose is loading dynamically (for moose class development), tracing is swit -
- -
-
-
- - #DETECTION_BASE.DetectedObjects -DETECTION_BASE.DetectedObjects - -

The list of detected objects.

-
@@ -19168,40 +10157,10 @@ When moose is loading dynamically (for moose class development), tracing is swit #table DETECTION_BASE.DetectedObjectsIdentified -

Map of the DetectedObjects identified.

-
-
-
-
- - #number -DETECTION_BASE.DetectionCount - - -
- -
-
-
- - DCS#Distance -DETECTION_BASE.DetectionRange - -

The range till which targets are accepted to be detected.

- -
- -
-
-
- - #number -DETECTION_BASE.DetectionRun - - +

Table will be garbage collected.

@@ -19225,17 +10184,6 @@ When moose is loading dynamically (for moose class development), tracing is swit -
- -
-
-
- - Core.Set#SET_GROUP -DETECTION_BASE.DetectionSetGroup - -

The Core.Set of GROUPs in the Forward Air Controller role.

-
@@ -19287,7 +10235,7 @@ When moose is loading dynamically (for moose class development), tracing is swit
#boolean -DETECTION_BASE.Locking +DETECTION_BASE.RadarBlur @@ -19297,7 +10245,7 @@ When moose is loading dynamically (for moose class development), tracing is swit
- + #number DETECTION_BASE.RefreshTimeInterval @@ -19730,31 +10678,21 @@ When moose is loading dynamically (for moose class development), tracing is swit
+ +

@param #DETECTION_BASE self + @param #number The amount of alive recce.

+

Defined in:

DETECTION_BASE

-

Parameter:

-
-
-

- #number - The -

-
-
- -

amount of alive recce.

- -
-
@@ -20035,6 +10973,9 @@ The different values of Unit.Category can be:

+ +

@param #DETECTION_BASE self

+

Defined in:

@@ -23033,6 +13974,79 @@ This, this method allows to register for a detection the CAP unit name prefixes
+
+
+ +
+ + + +

Method to make the radar detection less accurate, e.g.

+ + +

for WWII scenarios.

+ +
+
+

Defined in:

+
+

DETECTION_BASE

+
+

Parameters:

+
+
+

+ #number + minheight +

+
+
+ +

Minimum flight height to be detected, in meters AGL (above ground)

+ +
+
+
+
+

+ #number + thresheight +

+
+
+ +

Threshold to escape the radar if flying below minheight, defaults to 90 (90% escape chance)

+ +
+
+
+
+

+ #number + thresblur +

+
+
+ +

Threshold to be detected by the radar overall, defaults to 85 (85% chance to be found)

+ +
+
+

Return value:

+
+ +
+ +

self

+ +
+
+
+
@@ -23535,6 +14549,12 @@ zones that reflect cloudy areas where detected units may not be so easily visual + +

@param #DETECTION_BASE self + @param #string From The From State string. + @param #string Event The Event string. + @param #string To The To State string.

+

Defined in:

@@ -23545,40 +14565,31 @@ zones that reflect cloudy areas where detected units may not be so easily visual

- #string From

- -

The From State string.

- +

- #string Event

- -

The Event string.

- +

- #string To

- -

The To State string.

- +

@@ -23594,6 +14605,14 @@ zones that reflect cloudy areas where detected units may not be so easily visual + +

@param #DETECTION_BASE self + @param #string From The From State string. + @param #string Event The Event string. + @param #string To The To State string. + @param Wrapper.Group#GROUP Detection The Group detecting. + @param #number DetectionTimeStamp Time stamp of detection event.

+

Defined in:

@@ -23604,66 +14623,51 @@ zones that reflect cloudy areas where detected units may not be so easily visual

- #string From

- -

The From State string.

- +

- #string Event

- -

The Event string.

- +

- #string To

- -

The To State string.

- +

- Wrapper.Group#GROUP Detection

- -

The Group detecting.

- +

- #number DetectionTimeStamp

- -

Time stamp of detection event.

- +

@@ -23679,6 +14683,12 @@ zones that reflect cloudy areas where detected units may not be so easily visual + +

@param #DETECTION_BASE self + @param #string From The From State string. + @param #string Event The Event string. + @param #string To The To State string.

+

Defined in:

@@ -23689,5453 +14699,30 @@ zones that reflect cloudy areas where detected units may not be so easily visual

- #string From

- -

The From State string.

- +

- #string Event

- -

The Event string.

- +

- #string To

- -

The To State string.

- -
-
-
- -
-
- -
-

Field(s)

-
-
- - -
-
-
- - #table -DETECTION_BASE.AcceptZones - - - -
- -
-
- - -
-
- - -
-
- - -
-
- - -
-
- - -
-
- - -
-
- - -
-
-
- - #table -DETECTION_BASE.DetectedItems - - - -
- -
-
-
- - #DETECTION_BASE.DetectedObjects -DETECTION_BASE.DetectedObjects - -

The list of detected objects.

- -
- -
-
-
- - #table -DETECTION_BASE.DetectedObjectsIdentified - -

Map of the DetectedObjects identified.

- -
- -
-
-
- - #number -DETECTION_BASE.DetectionCount - - - -
- -
-
-
- - DCS#Distance -DETECTION_BASE.DetectionRange - -

The range till which targets are accepted to be detected.

- -
- -
-
-
- - #number -DETECTION_BASE.DetectionRun - - - -
- -
-
- - -
-
- - -
-
-
- - Core.Set#SET_GROUP -DETECTION_BASE.DetectionSetGroup - -

The Core.Set of GROUPs in the Forward Air Controller role.

- -
- -
-
- - -
-
- - -
-
- - -
-
- - -
-
-
- - #boolean -DETECTION_BASE.Locking - - - -
- -
-
- - -
-
-
- - #table -DETECTION_BASE.RejectZones - - - -
- -
-
- - -
-
- - -
-
- - -
-
-

Function(s)

-
-
- - - -

Adds an End state.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #string - State -

-
-
- -

The FSM state.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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

- -
-
-
- -
-
- -
- - - -

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

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

Get current state.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#string:

-
-
- -

Current FSM state.

- -
-
-
- -
-
- -
- - - -

Returns the End states.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#table:

-
-
- -

End states.

- -
-
-
- -
-
- -
- - - - - -
-
-

Defined in:

- -

Parameters:

-
-
-

- From -

-
-
-

-
-
-
-
-

- Event -

-
-
-

-
-
-
- -
-
- -
- - - -

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

- -
-
-

Defined in:

- -

Return value:

-
-
-

#table:

-
-
- -

Sub processes.

- -
-
-
- -
-
- -
- - - -

Returns a table with the scores defined.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#table:

-
-
- -

Scores.

- -
-
-
- -
-
- -
- - - -

Returns the start state of the FSM.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#string:

-
-
- -

A string containing the start state.

- -
-
-
- -
-
- -
- - - -

Get current state.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#string:

-
-
- -

Current FSM state.

- -
-
-
- -
-
- -
- - - -

Returns a table with the Subs defined.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#table:

-
-
- -

Sub processes.

- -
-
-
- -
-
- -
- - - -

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

- -
-
-

Defined in:

- -

Return value:

-
-
-

#table:

-
-
- -

Transitions.

- -
-
-
- -
-
- -
- - - -

Check if FSM is in state.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #string - State -

-
-
- -

State name.

- -
-
-

Return value:

-
-
-

#boolean:

-
-
- -

If true, FSM is in this state.

- -
-
-
- -
-
- -
- - - -

Load call backs.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #table - CallBackTable -

-
-
- -

Table of call backs.

- -
-
-
- -
-
- -
- - - -

Creates a new FSM object.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#FSM:

-
-
- - - -
-
-
- -
-
- -
- - - - - -
-
-

Defined in:

- -

Parameters:

-
-
-

- From -

-
-
-

-
-
-
-
-

- Event -

-
-
-

-
-
-
-
-

- Fsm -

-
-
-

-
-
-
- -
-
- -
- - - -

Sets the start state of the FSM.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #string - State -

-
-
- -

A string defining the start state.

- -
-
-
- -
-
- -
- - - -

Add to map.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #table - Map -

-
-
- -

Map.

- -
-
-
-
-

- #table - Event -

-
-
- -

Event table.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

Create transition.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #string - EventName -

-
-
- -

Event name.

- -
-
-

Return value:

-
-
-

#function:

-
-
- -

Function.

- -
-
-
- -
-
- -
- - - -

Delayed transition.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #string - EventName -

-
-
- -

Event name.

- -
-
-

Return value:

-
-
-

#function:

-
-
- -

Function.

- -
-
-
- -
-
- -
- - - -

Event map.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #table - Events -

-
-
- -

Events.

- -
-
-
-
-

- #table - EventStructure -

-
-
- -

Event structure.

- -
-
-
- -
-
- -
- - - -

Go sub.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #string - ParentFrom -

-
-
- -

Parent from state.

- -
-
-
-
-

- #string - ParentEvent -

-
-
- -

Parent event name.

- -
-
-

Return value:

-
-
-

#table:

-
-
- -

Subs.

- -
-
-
- -
-
- -
- - - -

Handler.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #string - EventName -

-
-
- -

Event name.

- -
-
-
-
-

- ... -

-
-
- -

Arguments.

- -
-
-
- -
-
- -
- - - -

Is end state.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #string - Current -

-
-
- -

Current state name.

- -
-
-

Return values:

-
-
-

#table:

-
-
- -

FSM parent.

- -
-
-

#string:

-
-
- -

Event name.

- -
-
-
- -
-
- -
- - - -

Sub maps.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #table - subs -

-
-
- -

Subs.

- -
-
-
-
-

- #table - sub -

-
-
- -

Sub.

- -
-
-
-
-

- #string - name -

-
-
- -

Name.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

Check if cannot do an event.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #string - e -

-
-
- -

Event name.

- -
-
-

Return value:

-
-
-

#boolean:

-
-
- -

If true, FSM cannot do the event.

- -
-
-
- -
-
- -
- - - -

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)

-
-
- - -
-
-
- - #table -DETECTION_BASE.AcceptZones - - - -
- -
-
- - -
-
- - -
-
- - -
-
- - -
-
- - -
-
- - -
-
- - -
-
-
- - #table -DETECTION_BASE.DetectedItems - - - -
- -
-
-
- - #DETECTION_BASE.DetectedObjects -DETECTION_BASE.DetectedObjects - -

The list of detected objects.

- -
- -
-
-
- - #table -DETECTION_BASE.DetectedObjectsIdentified - -

Map of the DetectedObjects identified.

- -
- -
-
-
- - #number -DETECTION_BASE.DetectionCount - - - -
- -
-
-
- - DCS#Distance -DETECTION_BASE.DetectionRange - -

The range till which targets are accepted to be detected.

- -
- -
-
-
- - #number -DETECTION_BASE.DetectionRun - - - -
- -
-
- - -
-
- - -
-
-
- - Core.Set#SET_GROUP -DETECTION_BASE.DetectionSetGroup - -

The Core.Set of GROUPs in the Forward Air Controller role.

- -
- -
-
- - -
-
- - -
-
- - -
-
- - -
-
-
- - #boolean -DETECTION_BASE.Locking - - - -
- -
-
- - -
-
-
- - #table -DETECTION_BASE.RejectZones - - - -
- -
-
- - -
-
- - -
-
- - -
-
-

Function(s)

-
-
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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 -

-
-
-

-
-
-
- -
-
- -
- - - -

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 -

-
-
-

-
-
-
- -
-
- -
- - - -

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 -

-
-
-

-
-
-
- -
-
- -
- - - -

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Wrapper.Unit#UNIT - PlayerUnit -

-
-
- -

The aircraft unit the player entered.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

Log an exception which will be traced always.

- - -

Can be anywhere within the function logic.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

- -
-
-
- -
-
- -
- - - -

Returns the event dispatcher

- -
-
-

Defined in:

- -

Return value:

-
- -
- - - -
-
-
- -
-
- -
- - - -

Remove all subscribed events

- -
-
-

Defined in:

- -

Return value:

-
-
-

#BASE:

-
-
- - - -
-
-
- -
-
- -
- - - -

Trace a function call.

- - -

Must be at the beginning of the function logic.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

- -
-
-
- -
-
- -
- - - -

Trace a function call level 2.

- - -

Must be at the beginning of the function logic.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

- -
-
-
- -
-
- -
- - - -

Trace a function call level 3.

- - -

Must be at the beginning of the function logic.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

- -
-
-
- -
-
- -
- - - -

Get the ClassID of the class instance.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#string:

-
-
- -

The ClassID of the class instance.

- -
-
-
- -
-
- -
- - - -

Get the ClassName of the class instance.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#string:

-
-
- -

The ClassName of the class instance.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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:

-
-
- - - -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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:

-
-
- - - -
-
-
- -
-
- -
- - - -

Log an information which will be traced always.

- - -

Can be anywhere within the function logic.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

- -
-
-
- -
-
- -
- - - -

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

- -
-
-
- -
-
- -
- - - -

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

- - - -

Examples:

- -
    -
  • ZONE:New( 'some zone' ):IsInstanceOf( ZONE ) will return true

  • -
  • ZONE:New( 'some zone' ):IsInstanceOf( 'ZONE' ) will return true

  • -
  • ZONE:New( 'some zone' ):IsInstanceOf( 'zone' ) will return true

  • -
  • ZONE:New( 'some zone' ):IsInstanceOf( 'BASE' ) will return true

  • -
  • ZONE:New( 'some zone' ):IsInstanceOf( 'GROUP' ) will return false

  • -
- - -
-
-

Defined in:

- -

Parameter:

-
-
-

- ClassName -

-
-
- -

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

- -
-
-

Return value:

-
-
-

#boolean:

-
-
- - - -
-
-
- -
-
- -
- - - -

Enquires if tracing is on (for the class).

- -
-
-

Defined in:

- -

Return value:

-
-
-

#boolean:

-
-
- - - -
-
-
- -
-
- -
- - - -

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:

-
-
- - - -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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

- - -

Will update this page when new information become available.

- -
    -
  • initiator: The unit that had the failure.
  • -
- - -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
    -
  • initiator: The unit that killed the target
  • -
  • target: Target Object
  • -
  • weapon: Weapon Object
  • -
- - -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
    -
  • initiator: Static object representing the ejected pilot. Place : Aircraft that the pilot ejected from.
  • -
  • place: may not return as a valid object if the aircraft has crashed into the ground and no longer exists.
  • -
  • subplace: is always 0 for unknown reasons.
  • -
- - -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

Occurs when the game thinks an object is destroyed.

- - -

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

- -
    -
  • initiator: The unit that is was destroyed.
  • -
- - -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

Stops the Schedule.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #string - SchedulerID -

-
-
- -

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

- -
-
-
- -
-
- -
- - - -

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

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

Trace a function logic level 1.

- - -

Can be anywhere within the function logic.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

- -
-
-
- -
-
- -
- - - -

Trace a function logic level 2.

- - -

Can be anywhere within the function logic.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

- -
-
-
- -
-
- -
- - - -

Trace a function logic level 3.

- - -

Can be anywhere within the function logic.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

- -
-
-
- -
-
- -
- - - -

Trace all methods in MOOSE

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #boolean - TraceAll -

-
-
- -

true = trace all methods in MOOSE.

- -
-
-
- -
-
- -
- - - -

Set tracing for a class

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #string - Class -

-
-
- -

Class name.

- -
-
-
- -
-
- -
- - - -

Set tracing for a specific method of class

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #string - Class -

-
-
- -

Class name.

- -
-
-
-
-

- #string - Method -

-
-
- -

Method.

- -
-
-
- -
-
- -
- - - -

Set trace level

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #number - Level -

-
-
-

-
-
-
- -
-
- -
- - - -

Set trace off.

- -
-
-

Defined in:

- -

Usage:

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

Set trace on.

- -
-
-

Defined in:

- -

Usage:

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

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 )
-
- -
- -
-
- -
- - - -

UnSubscribe to a DCS event.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTS - EventID -

-
-
- -

Event ID.

- -
-
-

Return value:

-
-
-

#BASE:

-
-
- - - -
-
-
- -
-
- -
- - - -

Trace a function call.

- - -

This function is private.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

- -
-
-
-
-

- DebugInfoCurrentParam -

-
-
-

-
-
-
-
-

- DebugInfoFromParam -

-
-
-

-
-
-
- -
-
- -
- - - -

Trace a function logic.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

- -
-
-
-
-

- DebugInfoCurrentParam -

-
-
-

-
-
-
-
-

- DebugInfoFromParam -

-
-
-

-
-
-
- -
-
- -
- - - -

The main event handling function...

- - -

This function captures all events generated for the class.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- DCS#Event - event -

-
-

@@ -29450,128 +15037,6 @@ When moose is loading dynamically (for moose class development), tracing is swit

The Zone of the detected area.

-
- -
-
-

Function(s)

-
-
- -
- -
-
-
-

Field(s)

-
-
- - -
-
- - -
-
- - -
-
- - -
-
- - -
-
- - -
-
- - -
-
- - -
-
- - -
-
-
@@ -29878,9353 +15343,6 @@ When moose is loading dynamically (for moose class development), tracing is swit
-
-

Field(s)

-
-
- - -
-
- - -
-
- - -
-
- - -
-
- - -
-
-

Function(s)

-
-
- - - -

Accepts changes from the detected item.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #DETECTION_BASE.DetectedItem - DetectedItem -

-
-
-

-
-
-

Return value:

-
- -
- -

self

- -
-
-
- -
-
- -
- - - -

Add a change to the detected zone.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #DETECTION_BASE.DetectedItem - DetectedItem -

-
-
-

-
-
-
-
-

- #string - ChangeCode -

-
-
-

-
-
-
-
-

- ItemUnitType -

-
-
-

-
-
-

Return value:

-
- -
- -

self

- -
-
-
- -
-
- -
- - - -

Add a change to the detected zone.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #DETECTION_BASE.DetectedItem - DetectedItem -

-
-
-

-
-
-
-
-

- #string - ChangeCode -

-
-
-

-
-
-
-
-

- #string - ChangeUnitType -

-
-
-

-
-
-

Return value:

-
- -
- -

self

- -
-
-
- -
-
- -
- - - -

Adds a new DetectedItem to the DetectedItems list.

- - -

The DetectedItem is a table and contains a SET_UNIT in the field Set.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #string - ItemPrefix -

-
-
- -

Prefix of detected item.

- -
-
-
-
-

- #number - DetectedItemKey -

-
-
- -

The key of the DetectedItem. Default self.DetectedItemMax. Could also be a string in principle.

- -
-
-
-
-

- Core.Set#SET_UNIT - Set -

-
-
- -

(optional) The Set of Units to be added.

- -
-
-

Return value:

-
- -
- - - -
-
-
- -
-
- -
- - - -

Adds a new DetectedItem to the DetectedItems list.

- - -

The DetectedItem is a table and contains a SET_UNIT in the field Set.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- DetectedItemKey -

-
-
- -

The key of the DetectedItem.

- -
-
-
-
-

- Core.Set#SET_UNIT - Set -

-
-
- -

(optional) The Set of Units to be added.

- -
-
-
-
-

- Core.Zone#ZONE_UNIT - Zone -

-
-
- -

(optional) The Zone to be added where the Units are located.

- -
-
-
-
-

- ItemPrefix -

-
-
-

-
-
-

Return value:

-
- -
- - - -
-
-
- -
-
- -
- - - -

Clean the DetectedItem table.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- DetectedItem -

-
-
-

-
-
-
-
-

- DetectedItemID -

-
-
-

-
-
-

Return value:

-
- -
- - - -
-
-
- -
-
- -
- - - - - -
-
-

Defined in:

- -

Parameter:

-
-
-

- #number - The -

-
-
- -

amount of alive recce.

- -
-
-
- -
-
- -
- - - -

Make a DetectionSet table.

- - -

This function will be overridden in the derived clsses.

- -
-
-

Defined in:

- -

Return value:

-
- -
- - - -
-
-
- -
-
- -
- - - -

Synchronous Event Trigger for Event Detect.

- -
- - -
-
- -
- - - -

Synchronous Event Trigger for Event Detected.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #table - Units -

-
-
- -

Table of detected units.

- -
-
-
- -
-
- -
- - - -

Report summary of a detected item using a given numeric index.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #DETECTION_BASE.DetectedItem - DetectedItem -

-
-
- -

The DetectedItem.

- -
-
-
-
-

- Wrapper.Group#GROUP - AttackGroup -

-
-
- -

The group to generate the report for.

- -
-
-
-
-

- Core.Settings#SETTINGS - Settings -

-
-
- -

Message formatting settings to use.

- -
-
-

Return value:

-
- -
- - - -
-
-
- -
-
- -
- - - -

Report detailed of a detection result.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Wrapper.Group#GROUP - AttackGroup -

-
-
- -

The group to generate the report for.

- -
-
-

Return value:

-
-
-

#string:

-
-
- - - -
-
-
- -
-
- -
- - - -

Filter the detected units based on Unit.Category
-The different values of Unit.Category can be:

- -
    -
  • Unit.Category.AIRPLANE
  • -
  • Unit.Category.GROUND_UNIT
  • -
  • Unit.Category.HELICOPTER
  • -
  • Unit.Category.SHIP
  • -
  • Unit.Category.STRUCTURE
  • -
- -

Multiple Unit.Category entries can be given as a table and then these will be evaluated as an OR expression.

- - - -

Example to filter a single category (Unit.Category.AIRPLANE).

- -
DetectionObject:FilterCategories( Unit.Category.AIRPLANE ) 
-
- -

Example to filter multiple categories (Unit.Category.AIRPLANE, Unit.Category.HELICOPTER). Note the {}.

- -
DetectionObject:FilterCategories( { Unit.Category.AIRPLANE, Unit.Category.HELICOPTER } )
-
- - -
-
-

Defined in:

- -

Parameter:

-
-
-

- #list<DCS#Unit> - FilterCategories -

-
-
- -

The Categories entries

- -
-
-

Return value:

-
- -
- -

self

- -
-
-
- -
-
- -
- - - - - -
-
-

Defined in:

- -

Parameters:

-
-
-

- IteratorFunction -

-
-
-

-
-
-
-
-

- ... -

-
-
-

-
-
-
- -
-
- -
- - - -

Forget a Unit from a DetectionItem

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #string - UnitName -

-
-
- -

The UnitName that needs to be forgotten from the DetectionItem Sets.

- -
-
-

Return value:

-
- -
- - - -
-
-
- -
-
- -
- - - -

Get a detected ID using a given numeric index.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #number - Index -

-
-
-

-
-
-

Return value:

-
-
-

#string:

-
-
- -

DetectedItemID

- -
-
-
- -
-
- -
- - - -

Get a detected item using a given numeric index.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #number - Index -

-
-
-

-
-
-

Return value:

-
- -
- - - -
-
-
- -
-
- -
- - - -

Get a detected item using a given Key.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Key -

-
-
-

-
-
-

Return value:

-
- -
- - - -
-
-
- -
-
- -
- - - -

Get the detected item coordinate.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #DETECTION_BASE.DetectedItem - DetectedItem -

-
-
- -

The DetectedItem to set the coordinate at.

- -
-
-

Return value:

-
- -
- - - -
-
-
- -
-
- -
- - - -

Get a list of the detected item coordinates.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#table:

-
-
- -

A table of Core.Point#COORDINATE

- -
-
-
- -
-
- -
- - - -

Get a detected ItemID using a given numeric index.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #DETECTION_BASE.DetectedItem - DetectedItem -

-
-
- -

The DetectedItem.

- -
-
-

Return value:

-
-
-

#string:

-
-
- -

DetectedItemID

- -
-
-
- -
-
- -
- - - -

Get the Core.Set#SET_UNIT of a detection area using a given numeric index.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #DETECTION_BASE.DetectedItem - DetectedItem -

-
-
-

-
-
-

Return value:

-
- -
- -

DetectedSet

- -
-
-
- -
-
- -
- - - -

Get the detected item coordinate.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #DETECTION_BASE.DetectedItem - DetectedItem -

-
-
- -

The DetectedItem.

- -
-
-

Return value:

-
-
-

#number:

-
-
- -

ThreatLevel

- -
-
-
- -
-
- -
- - - -

Get the Core.Zone#ZONE_UNIT of a detection area using a given numeric index.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #DETECTION_BASE.DetectedItem - DetectedItem -

-
-
- -

The DetectedItem.

- -
-
-

Return value:

-
- -
- -

DetectedZone

- -
-
-
- -
-
- -
- - - -

Get the DetectedItems by Key.

- - -

This will return the DetectedItems collection, indexed by the Key, which can be any object that acts as the key of the detection.

- -
-
-

Defined in:

- -

Return value:

-
- -
- - - -
-
-
- -
-
- -
- - - -

Get the DetectedItems by Index.

- - -

This will return the DetectedItems collection, indexed by an internal numerical Index.

- -
-
-

Defined in:

- -

Return value:

-
- -
- - - -
-
-
- -
-
- -
- - - -

Get the amount of SETs with detected objects.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#number:

-
-
- -

The amount of detected items. Note that the amount of detected items can differ with the reality, because detections are not real-time but done in intervals!

- -
-
-
- -
-
- -
- - - -

Gets a detected object with a given name.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #string - ObjectName -

-
-
-

-
-
-

Return value:

-
- -
- - - -
-
-
- -
-
- -
- - - -

Gets a detected unit type name, taking into account the detection results.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Wrapper.Unit#UNIT - DetectedUnit -

-
-
-

-
-
-

Return value:

-
-
-

#string:

-
-
- -

The type name

- -
-
-
- -
-
- -
- - - -

Get the Detection Set.

- -
-
-

Defined in:

- -

Return value:

-
- -
- -

self

- -
-
-
- -
-
- -
- - - -

Returns the distance used to identify friendlies near the detected item ...

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #DETECTION_BASE.DetectedItem - DetectedItem -

-
-
- -

The detected item.

- -
-
-

Return value:

-
-
-

#table:

-
-
- -

A table of distances to friendlies.

- -
-
-
- -
-
- -
- - - -

Returns friendly units nearby the FAC units ...

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #DETECTION_BASE.DetectedItem - DetectedItem -

-
-
-

-
-
-
-
-

- DCS#Unit.Category - Category -

-
-
- -

The category of the unit.

- -
-
-

Return value:

-
-
-

#map<#string,Wrapper.Unit#UNIT>:

-
-
- -

The map of Friendly UNITs.

- -
-
-
- -
-
- -
- - - -

Returns friendly units nearby the intercept point ...

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #DETECTION_BASE.DetectedItem - DetectedItem -

-
-
- -

The detected item.

- -
-
-

Return value:

-
-
-

#map<#string,Wrapper.Unit#UNIT>:

-
-
- -

The map of Friendly UNITs.

- -
-
-
- -
-
- -
- - - -

Returns friendly units nearby the FAC units ...

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #DETECTION_BASE.DetectedItem - DetectedItem -

-
-
- -

The detected item.

- -
-
-

Return value:

-
-
-

#map<#string,Wrapper.Unit#UNIT>:

-
-
- -

The map of Friendly UNITs.

- -
-
-
- -
-
- -
- - - -

Identifies a detected object during detection processing.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #DETECTION_BASE.DetectedObject - DetectedObject -

-
-
-

-
-
-
- -
-
- -
- - - -

Detect DLINK.

- - -
- -
- - - -

Detect IRST.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #boolean - DetectIRST -

-
-
-

-
-
-

Return value:

-
- -
- -

self

- -
-
-
- -
-
- -
- - - -

Detect Optical.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #boolean - DetectOptical -

-
-
-

-
-
-

Return value:

-
- -
- -

self

- -
-
-
- -
-
- -
- - - -

Detect RWR.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #boolean - DetectRWR -

-
-
-

-
-
-

Return value:

-
- -
- -

self

- -
-
-
- -
-
- -
- - - -

Detect Radar.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #boolean - DetectRadar -

-
-
-

-
-
-

Return value:

-
- -
- -

self

- -
-
-
- -
-
- -
- - - -

Detect Visual.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #boolean - DetectVisual -

-
-
-

-
-
-

Return value:

-
- -
- -

self

- -
-
-
- -
-
- -
- - - -

Checks if there is at least one UNIT detected in the Set of the the DetectedItem.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #DETECTION_BASE.DetectedItem - DetectedItem -

-
-
-

-
-
-

Return value:

-
-
-

#boolean:

-
-
- -

true if at least one UNIT is detected from the DetectedSet, false if no UNIT was detected from the DetectedSet.

- -
-
-
- -
-
- -
- - - -

Validate if the detected item is locked.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #DETECTION_BASE.DetectedItem - DetectedItem -

-
-
- -

The DetectedItem.

- -
-
-

Return value:

-
-
-

#boolean:

-
-
- - - -
-
-
- -
-
- -
- - - -

Determines if a detected object has already been identified during detection processing.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #DETECTION_BASE.DetectedObject - DetectedObject -

-
-
-

-
-
-

Return value:

-
-
-

#boolean:

-
-
- -

true if already identified.

- -
-
-
- -
-
- -
- - - -

Returns if there are friendlies nearby the FAC units ...

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #DETECTION_BASE.DetectedItem - DetectedItem -

-
-
-

-
-
-
-
-

- DCS#Unit.Category - Category -

-
-
- -

The category of the unit.

- -
-
-

Return value:

-
-
-

#boolean:

-
-
- -

true if there are friendlies nearby

- -
-
-
- -
-
- -
- - - -

Returns if there are friendlies nearby the intercept ...

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #DETECTION_BASE.DetectedItem - DetectedItem -

-
-
-

-
-
-

Return value:

-
-
-

#boolean:

-
-
- -

trhe if there are friendlies near the intercept.

- -
-
-
- -
-
- -
- - - -

Returns if there are friendlies nearby the FAC units ...

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #DETECTION_BASE.DetectedItem - DetectedItem -

-
-
-

-
-
-

Return value:

-
-
-

#boolean:

-
-
- -

true if there are friendlies nearby

- -
-
-
- -
-
- -
- - - -

Lock a detected item.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #DETECTION_BASE.DetectedItem - DetectedItem -

-
-
- -

The DetectedItem.

- -
-
-

Return value:

-
- -
- - - -
-
-
- -
-
- -
- - - -

Lock the detected items when created and lock all existing detected items.

- -
-
-

Defined in:

- -

Return value:

-
- -
- - - -
-
-
- -
-
- -
- - - -

Find the nearest Recce of the DetectedItem.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #DETECTION_BASE.DetectedItem - DetectedItem -

-
-
-

-
-
-

Return value:

-
- -
- -

The nearest FAC unit

- -
-
-
- -
-
- -
- - - -

DETECTION constructor.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Set#SET_GROUP - DetectionSet -

-
-
- -

The Core.Set of Wrapper.Groups that is used to detect the units.

- -
-
-

Return value:

-
- -
- -

self

- -
-
-
- -
-
- -
- - - -

OnAfter Transition Handler for Event Detect.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #string - From -

-
-
- -

The From State string.

- -
-
-
-
-

- #string - Event -

-
-
- -

The Event string.

- -
-
-
-
-

- #string - To -

-
-
- -

The To State string.

- -
-
-
- -
-
- -
- - - -

OnAfter Transition Handler for Event Detected.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #string - From -

-
-
- -

The From State string.

- -
-
-
-
-

- #string - Event -

-
-
- -

The Event string.

- -
-
-
-
-

- #string - To -

-
-
- -

The To State string.

- -
-
-
-
-

- #table - Units -

-
-
- -

Table of detected units.

- -
-
-
- -
-
- -
- - - -

OnAfter Transition Handler for Event DetectedItem.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #string - From -

-
-
- -

The From State string.

- -
-
-
-
-

- #string - Event -

-
-
- -

The Event string.

- -
-
-
-
-

- #string - To -

-
-
- -

The To State string.

- -
-
-
-
-

- #DetectedItem - DetectedItem -

-
-
- -

The DetectedItem data structure.

- -
-
-
- -
-
- -
- - - -

OnAfter Transition Handler for Event Start.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #string - From -

-
-
- -

The From State string.

- -
-
-
-
-

- #string - Event -

-
-
- -

The Event string.

- -
-
-
-
-

- #string - To -

-
-
- -

The To State string.

- -
-
-
- -
-
- -
- - - -

OnAfter Transition Handler for Event Stop.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #string - From -

-
-
- -

The From State string.

- -
-
-
-
-

- #string - Event -

-
-
- -

The Event string.

- -
-
-
-
-

- #string - To -

-
-
- -

The To State string.

- -
-
-
- -
-
- -
- - - -

OnBefore Transition Handler for Event Detect.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #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.

- -
-
-
- -
-
- -
- - - -

OnBefore Transition Handler for Event Detected.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #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.

- -
-
-
- -
-
- -
- - - -

OnBefore Transition Handler for Event Start.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #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.

- -
-
-
- -
-
- -
- - - -

OnBefore Transition Handler for Event Stop.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #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.

- -
-
-
- -
-
- -
- - - -

OnEnter Transition Handler for State Detecting.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #string - From -

-
-
- -

The From State string.

- -
-
-
-
-

- #string - Event -

-
-
- -

The Event string.

- -
-
-
-
-

- #string - To -

-
-
- -

The To State string.

- -
-
-
- -
-
- -
- - - -

OnEnter Transition Handler for State Stopped.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #string - From -

-
-
- -

The From State string.

- -
-
-
-
-

- #string - Event -

-
-
- -

The Event string.

- -
-
-
-
-

- #string - To -

-
-
- -

The To State string.

- -
-
-
- -
-
- -
- - - -

OnLeave Transition Handler for State Detecting.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #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.

- -
-
-
- -
-
- -
- - - -

OnLeave Transition Handler for State Stopped.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #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.

- -
-
-
- -
-
- -
- - - -

Removes an existing DetectedItem from the DetectedItems list.

- - -

The DetectedItem is a table and contains a SET_UNIT in the field Set.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- DetectedItemKey -

-
-
- -

The key in the DetectedItems list where the item needs to be removed.

- -
-
-
- -
-
- -
- - - -

Background worker function to determine if there are friendlies nearby ...

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #table - TargetData -

-
-
-

-
-
-
- -
-
- -
- - - -

Schedule the DETECTION construction.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #number - DelayTime -

-
-
- -

The delay in seconds to wait the reporting.

- -
-
-
-
-

- #number - RepeatInterval -

-
-
- -

The repeat interval in seconds for the reporting to happen repeatedly.

- -
-
-

Return value:

-
- -
- -

self

- -
-
-
- -
-
- -
- - - -

Accept detections if within a range in meters.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #number - AcceptRange -

-
-
- -

Accept a detection if the unit is within the AcceptRange in meters.

- -
-
-

Return value:

-
- -
- -

self

- -
-
-
- -
-
- -
- - - -

Accept detections if within the specified zone(s).

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Zone#ZONE_BASE - AcceptZones -

-
-
- -

Can be a list or ZONE_BASE objects, or a single ZONE_BASE object.

- -
-
-

Return value:

-
- -
- -

self

- -
-
-
- -
-
- -
- - - -

Upon a visual detection, the higher the unit is during the detecting process, the more likely the detected unit is to be detected properly.

- - -

A detection at a 90% alpha angle is the most optimal, a detection at 10% is less and a detection at 0% is less likely to be correct.

- -

A probability factor between 0 and 1 can be given, that will model a progressive extrapolated probability if the target would be detected at a 0° angle.

- -

For example, if a alpha angle probability factor of 0.7 is given, the extrapolated probabilities of the different angles would look like: -0°: 70%, 10°: 75,21%, 20°: 80,26%, 30°: 85%, 40°: 89,28%, 50°: 92,98%, 60°: 95,98%, 70°: 98,19%, 80°: 99,54%, 90°: 100%

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- AlphaAngleProbability -

-
-
- -

The probability factor.

- -
-
-

Return value:

-
- -
- -

self

- -
-
-
- -
-
- -
- - - -

Set the detected item coordinate.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #DETECTION_BASE.DetectedItem - DetectedItem -

-
-
- -

The DetectedItem to set the coordinate at.

- -
-
-
-
-

- Core.Point#COORDINATE - Coordinate -

-
-
- -

The coordinate to set the last know detected position at.

- -
-
-
-
-

- Wrapper.Unit#UNIT - DetectedItemUnit -

-
-
- -

The unit to set the heading and altitude from.

- -
-
-

Return value:

-
- -
- - - -
-
-
- -
-
- -
- - - -

Set the detected item threat level.

- -
-
-

Defined in:

- -

Parameters:

-
- -
- -

DetectedItem to calculate the threat level for.

- -
-
-
-
-

- DetectedItem -

-
-
-

-
-
-

Return value:

-
- -
- - - -
-
-
- -
-
- -
- - - -

Upon a visual detection, the further away a detected object is, the less likely it is to be detected properly.

- - -

Also, the speed of accurate detection plays a role. -A distance probability factor between 0 and 1 can be given, that will model a linear extrapolated probability over 10 km distance. -For example, if a probability factor of 0.6 (60%) is given, the extrapolated probabilities over 15 kilometers would like like: -1 km: 96%, 2 km: 92%, 3 km: 88%, 4 km: 84%, 5 km: 80%, 6 km: 76%, 7 km: 72%, 8 km: 68%, 9 km: 64%, 10 km: 60%, 11 km: 56%, 12 km: 52%, 13 km: 48%, 14 km: 44%, 15 km: 40%.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- DistanceProbability -

-
-
- -

The probability factor.

- -
-
-

Return value:

-
- -
- -

self

- -
-
-
- -
-
- -
- - - -

Set the radius in meters to validate if friendlies are nearby.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #number - FriendliesRange -

-
-
- -

Radius to use when checking if Friendlies are nearby.

- -
-
-

Return value:

-
- -
- -

self

- -
-
-
- -
-
- -
- - - -

This will allow during friendly search any recce or detection unit to be also considered as a friendly.

- - -

By default, recce aren't considered friendly, because that would mean that a recce would be also an attacking friendly, -and this is wrong. -However, in a CAP situation, when the CAP is part of an EWR network, the CAP is also an attacker. -This, this method allows to register for a detection the CAP unit name prefixes to be considered CAP.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #string - FriendlyPrefixes -

-
-
- -

A string or a list of prefixes.

- -
-
-

Return value:

-
- -
- - - -
-
-
- -
-
- -
- - - -

Set the parameters to calculate to optimal intercept point.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #boolean - Intercept -

-
-
- -

Intercept is true if an intercept point is calculated. Intercept is false if it is disabled. The default Intercept is false.

- -
-
-
-
-

- #number - InterceptDelay -

-
-
- -

If Intercept is true, then InterceptDelay is the average time it takes to get airplanes airborne.

- -
-
-

Return value:

-
- -
- -

self

- -
-
-
- -
-
- -
- - - -

Set the detection interval time in seconds.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #number - RefreshTimeInterval -

-
-
- -

Interval in seconds.

- -
-
-

Return value:

-
- -
- -

self

- -
-
-
- -
-
- -
- - - -

Reject detections if within the specified zone(s).

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Zone#ZONE_BASE - RejectZones -

-
-
- -

Can be a list or ZONE_BASE objects, or a single ZONE_BASE object.

- -
-
-

Return value:

-
- -
- -

self

- -
-
-
- -
-
- -
- - - -

Upon a visual detection, the more a detected unit is within a cloudy zone, the less likely the detected unit is to be detected successfully.

- - -

The Cloudy Zones work with the ZONE_BASE derived classes. The mission designer can define within the mission -zones that reflect cloudy areas where detected units may not be so easily visually detected.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- ZoneArray -

-
-
- -

Aray of a The ZONE_BASE object and a ZoneProbability pair..

- -
-
-

Return value:

-
- -
- -

self

- -
-
-
- -
-
- -
- - - -

Synchronous Event Trigger for Event Start.

- -
- - -
-
- -
- - - -

Synchronous Event Trigger for Event Stop.

- -
- - -
-
- -
- - - -

UnIdentify all detected objects during detection processing.

- -
- - -
-
- -
- - - -

UnIdentify a detected object during detection processing.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #DETECTION_BASE.DetectedObject - DetectedObject -

-
-
-

-
-
-
- -
-
- -
- - - -

Unlock a detected item.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #DETECTION_BASE.DetectedItem - DetectedItem -

-
-
- -

The DetectedItem.

- -
-
-

Return value:

-
- -
- - - -
-
-
- -
-
- -
- - - -

Unlock the detected items when created and unlock all existing detected items.

- -
-
-

Defined in:

- -

Return value:

-
- -
- - - -
-
-
- -
-
- -
- - - -

Set IsDetected flag for the DetectedItem, which can have more units.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- DetectedItem -

-
-
-

-
-
-

Return values:

-
- -
- -

DetectedItem

- -
-
-

#boolean:

-
-
- -

true if at least one UNIT is detected from the DetectedSet, false if no UNIT was detected from the DetectedSet.

- -
-
-
- -
-
- -
- - - -

Asynchronous Event Trigger for Event Detect.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #number - Delay -

-
-
- -

The delay in seconds.

- -
-
-
- -
-
- -
- - - -

Asynchronous Event Trigger for Event Detected.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #number - Delay -

-
-
- -

The delay in seconds.

- -
-
-
-
-

- #table - Units -

-
-
- -

Table of detected units.

- -
-
-
- -
-
- -
- - - -

Asynchronous Event Trigger for Event Start.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #number - Delay -

-
-
- -

The delay in seconds.

- -
-
-
- -
-
- -
- - - -

Asynchronous Event Trigger for Event Stop.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #number - Delay -

-
-
- -

The delay in seconds.

- -
-
-
- -
-
- -
- - - - - -
-
-

Defined in:

- -

Parameters:

-
-
-

- #string - From -

-
-
- -

The From State string.

- -
-
-
-
-

- #string - Event -

-
-
- -

The Event string.

- -
-
-
-
-

- #string - To -

-
-
- -

The To State string.

- -
-
-
- -
-
- -
- - - - - -
-
-

Defined in:

- -

Parameters:

-
-
-

- #string - From -

-
-
- -

The From State string.

- -
-
-
-
-

- #string - Event -

-
-
- -

The Event string.

- -
-
-
-
-

- #string - To -

-
-
- -

The To State string.

- -
-
-
-
-

- Wrapper.Group#GROUP - Detection -

-
-
- -

The Group detecting.

- -
-
-
-
-

- #number - DetectionTimeStamp -

-
-
- -

Time stamp of detection event.

- -
-
-
- -
-
- -
- - - - - -
-
-

Defined in:

- -

Parameters:

-
-
-

- #string - From -

-
-
- -

The From State string.

- -
-
-
-
-

- #string - Event -

-
-
- -

The Event string.

- -
-
-
-
-

- #string - To -

-
-
- -

The To State string.

- -
-
-
- -
-
- -
-

Field(s)

-
-
- - -
-
- - -
-
- - -
-
- - -
-
- - -
-
-

Function(s)

-
-
- - - -

Adds an End state.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #string - State -

-
-
- -

The FSM state.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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

- -
-
-
- -
-
- -
- - - -

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

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

Get current state.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#string:

-
-
- -

Current FSM state.

- -
-
-
- -
-
- -
- - - -

Returns the End states.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#table:

-
-
- -

End states.

- -
-
-
- -
-
- -
- - - - - -
-
-

Defined in:

- -

Parameters:

-
-
-

- From -

-
-
-

-
-
-
-
-

- Event -

-
-
-

-
-
-
- -
-
- -
- - - -

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

- -
-
-

Defined in:

- -

Return value:

-
-
-

#table:

-
-
- -

Sub processes.

- -
-
-
- -
-
- -
- - - -

Returns a table with the scores defined.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#table:

-
-
- -

Scores.

- -
-
-
- -
-
- -
- - - -

Returns the start state of the FSM.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#string:

-
-
- -

A string containing the start state.

- -
-
-
- -
-
- -
- - - -

Get current state.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#string:

-
-
- -

Current FSM state.

- -
-
-
- -
-
- -
- - - -

Returns a table with the Subs defined.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#table:

-
-
- -

Sub processes.

- -
-
-
- -
-
- -
- - - -

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

- -
-
-

Defined in:

- -

Return value:

-
-
-

#table:

-
-
- -

Transitions.

- -
-
-
- -
-
- -
- - - -

Check if FSM is in state.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #string - State -

-
-
- -

State name.

- -
-
-

Return value:

-
-
-

#boolean:

-
-
- -

If true, FSM is in this state.

- -
-
-
- -
-
- -
- - - -

Load call backs.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #table - CallBackTable -

-
-
- -

Table of call backs.

- -
-
-
- -
-
- -
- - - -

Creates a new FSM object.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#FSM:

-
-
- - - -
-
-
- -
-
- -
- - - - - -
-
-

Defined in:

- -

Parameters:

-
-
-

- From -

-
-
-

-
-
-
-
-

- Event -

-
-
-

-
-
-
-
-

- Fsm -

-
-
-

-
-
-
- -
-
- -
- - - -

Sets the start state of the FSM.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #string - State -

-
-
- -

A string defining the start state.

- -
-
-
- -
-
- -
- - - -

Add to map.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #table - Map -

-
-
- -

Map.

- -
-
-
-
-

- #table - Event -

-
-
- -

Event table.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

Create transition.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #string - EventName -

-
-
- -

Event name.

- -
-
-

Return value:

-
-
-

#function:

-
-
- -

Function.

- -
-
-
- -
-
- -
- - - -

Delayed transition.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #string - EventName -

-
-
- -

Event name.

- -
-
-

Return value:

-
-
-

#function:

-
-
- -

Function.

- -
-
-
- -
-
- -
- - - -

Event map.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #table - Events -

-
-
- -

Events.

- -
-
-
-
-

- #table - EventStructure -

-
-
- -

Event structure.

- -
-
-
- -
-
- -
- - - -

Go sub.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #string - ParentFrom -

-
-
- -

Parent from state.

- -
-
-
-
-

- #string - ParentEvent -

-
-
- -

Parent event name.

- -
-
-

Return value:

-
-
-

#table:

-
-
- -

Subs.

- -
-
-
- -
-
- -
- - - -

Handler.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #string - EventName -

-
-
- -

Event name.

- -
-
-
-
-

- ... -

-
-
- -

Arguments.

- -
-
-
- -
-
- -
- - - -

Is end state.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #string - Current -

-
-
- -

Current state name.

- -
-
-

Return values:

-
-
-

#table:

-
-
- -

FSM parent.

- -
-
-

#string:

-
-
- -

Event name.

- -
-
-
- -
-
- -
- - - -

Sub maps.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #table - subs -

-
-
- -

Subs.

- -
-
-
-
-

- #table - sub -

-
-
- -

Sub.

- -
-
-
-
-

- #string - name -

-
-
- -

Name.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

Check if cannot do an event.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #string - e -

-
-
- -

Event name.

- -
-
-

Return value:

-
-
-

#boolean:

-
-
- -

If true, FSM cannot do the event.

- -
-
-
- -
-
- -
- - - -

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)

-
-
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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 -

-
-
-

-
-
-
- -
-
- -
- - - -

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 -

-
-
-

-
-
-
- -
-
- -
- - - -

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 -

-
-
-

-
-
-
- -
-
- -
- - - -

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Wrapper.Unit#UNIT - PlayerUnit -

-
-
- -

The aircraft unit the player entered.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

Log an exception which will be traced always.

- - -

Can be anywhere within the function logic.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

- -
-
-
- -
-
- -
- - - -

Returns the event dispatcher

- -
-
-

Defined in:

- -

Return value:

-
- -
- - - -
-
-
- -
-
- -
- - - -

Remove all subscribed events

- -
-
-

Defined in:

- -

Return value:

-
-
-

#BASE:

-
-
- - - -
-
-
- -
-
- -
- - - -

Trace a function call.

- - -

Must be at the beginning of the function logic.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

- -
-
-
- -
-
- -
- - - -

Trace a function call level 2.

- - -

Must be at the beginning of the function logic.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

- -
-
-
- -
-
- -
- - - -

Trace a function call level 3.

- - -

Must be at the beginning of the function logic.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

- -
-
-
- -
-
- -
- - - -

Get the ClassID of the class instance.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#string:

-
-
- -

The ClassID of the class instance.

- -
-
-
- -
-
- -
- - - -

Get the ClassName of the class instance.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#string:

-
-
- -

The ClassName of the class instance.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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:

-
-
- - - -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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:

-
-
- - - -
-
-
- -
-
- -
- - - -

Log an information which will be traced always.

- - -

Can be anywhere within the function logic.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

- -
-
-
- -
-
- -
- - - -

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

- -
-
-
- -
-
- -
- - - -

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

- - - -

Examples:

- -
    -
  • ZONE:New( 'some zone' ):IsInstanceOf( ZONE ) will return true

  • -
  • ZONE:New( 'some zone' ):IsInstanceOf( 'ZONE' ) will return true

  • -
  • ZONE:New( 'some zone' ):IsInstanceOf( 'zone' ) will return true

  • -
  • ZONE:New( 'some zone' ):IsInstanceOf( 'BASE' ) will return true

  • -
  • ZONE:New( 'some zone' ):IsInstanceOf( 'GROUP' ) will return false

  • -
- - -
-
-

Defined in:

- -

Parameter:

-
-
-

- ClassName -

-
-
- -

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

- -
-
-

Return value:

-
-
-

#boolean:

-
-
- - - -
-
-
- -
-
- -
- - - -

Enquires if tracing is on (for the class).

- -
-
-

Defined in:

- -

Return value:

-
-
-

#boolean:

-
-
- - - -
-
-
- -
-
- -
- - - -

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:

-
-
- - - -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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

- - -

Will update this page when new information become available.

- -
    -
  • initiator: The unit that had the failure.
  • -
- - -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
    -
  • initiator: The unit that killed the target
  • -
  • target: Target Object
  • -
  • weapon: Weapon Object
  • -
- - -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
    -
  • initiator: Static object representing the ejected pilot. Place : Aircraft that the pilot ejected from.
  • -
  • place: may not return as a valid object if the aircraft has crashed into the ground and no longer exists.
  • -
  • subplace: is always 0 for unknown reasons.
  • -
- - -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

Occurs when the game thinks an object is destroyed.

- - -

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

- -
    -
  • initiator: The unit that is was destroyed.
  • -
- - -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

Stops the Schedule.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #string - SchedulerID -

-
-
- -

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

- -
-
-
- -
-
- -
- - - -

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

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

Trace a function logic level 1.

- - -

Can be anywhere within the function logic.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

- -
-
-
- -
-
- -
- - - -

Trace a function logic level 2.

- - -

Can be anywhere within the function logic.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

- -
-
-
- -
-
- -
- - - -

Trace a function logic level 3.

- - -

Can be anywhere within the function logic.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

- -
-
-
- -
-
- -
- - - -

Trace all methods in MOOSE

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #boolean - TraceAll -

-
-
- -

true = trace all methods in MOOSE.

- -
-
-
- -
-
- -
- - - -

Set tracing for a class

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #string - Class -

-
-
- -

Class name.

- -
-
-
- -
-
- -
- - - -

Set tracing for a specific method of class

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #string - Class -

-
-
- -

Class name.

- -
-
-
-
-

- #string - Method -

-
-
- -

Method.

- -
-
-
- -
-
- -
- - - -

Set trace level

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #number - Level -

-
-
-

-
-
-
- -
-
- -
- - - -

Set trace off.

- -
-
-

Defined in:

- -

Usage:

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

Set trace on.

- -
-
-

Defined in:

- -

Usage:

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

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 )
-
- -
- -
-
- -
- - - -

UnSubscribe to a DCS event.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTS - EventID -

-
-
- -

Event ID.

- -
-
-

Return value:

-
-
-

#BASE:

-
-
- - - -
-
-
- -
-
- -
- - - -

Trace a function call.

- - -

This function is private.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

- -
-
-
-
-

- DebugInfoCurrentParam -

-
-
-

-
-
-
-
-

- DebugInfoFromParam -

-
-
-

-
-
-
- -
-
- -
- - - -

Trace a function logic.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

- -
-
-
-
-

- DebugInfoCurrentParam -

-
-
-

-
-
-
-
-

- DebugInfoFromParam -

-
-
-

-
-
-
- -
-
- -
- - - -

The main event handling function...

- - -

This function captures all events generated for the class.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- DCS#Event - event -

-
-
-

-
-
-
- -
-
-
@@ -39999,31 +16117,21 @@ When moose is loading dynamically (for moose class development), tracing is swit
-

DETECTION_UNITS:CountAliveRecce(The)

+

DETECTION_UNITS:CountAliveRecce()

+ +

@param #DETECTION_BASE self + @param #number The amount of alive recce.

+

Defined in:

-

Parameter:

-
-
-

- #number - The -

-
-
- -

amount of alive recce.

- -
-
@@ -40304,6 +16412,9 @@ The different values of Unit.Category can be:

+ +

@param #DETECTION_BASE self

+

Defined in:

@@ -43302,6 +19413,79 @@ This, this method allows to register for a detection the CAP unit name prefixes
+
+ + +
+ +
+

DETECTION_UNITS:SetRadarBlur(minheight, thresheight, thresblur)

+
+ +

Method to make the radar detection less accurate, e.g.

+ + +

for WWII scenarios.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + minheight +

+
+
+ +

Minimum flight height to be detected, in meters AGL (above ground)

+ +
+
+
+
+

+ #number + thresheight +

+
+
+ +

Threshold to escape the radar if flying below minheight, defaults to 90 (90% escape chance)

+ +
+
+
+
+

+ #number + thresblur +

+
+
+ +

Threshold to be detected by the radar overall, defaults to 85 (85% chance to be found)

+ +
+
+

Return value:

+
+ +
+ +

self

+ +
+
+
+
@@ -43804,6 +19988,12 @@ zones that reflect cloudy areas where detected units may not be so easily visual + +

@param #DETECTION_BASE self + @param #string From The From State string. + @param #string Event The Event string. + @param #string To The To State string.

+

Defined in:

@@ -43814,40 +20004,31 @@ zones that reflect cloudy areas where detected units may not be so easily visual

- #string From

- -

The From State string.

- +

- #string Event

- -

The Event string.

- +

- #string To

- -

The To State string.

- +

@@ -43863,6 +20044,14 @@ zones that reflect cloudy areas where detected units may not be so easily visual + +

@param #DETECTION_BASE self + @param #string From The From State string. + @param #string Event The Event string. + @param #string To The To State string. + @param Wrapper.Group#GROUP Detection The Group detecting. + @param #number DetectionTimeStamp Time stamp of detection event.

+

Defined in:

@@ -43873,66 +20062,51 @@ zones that reflect cloudy areas where detected units may not be so easily visual

- #string From

- -

The From State string.

- +

- #string Event

- -

The Event string.

- +

- #string To

- -

The To State string.

- +

- Wrapper.Group#GROUP Detection

- -

The Group detecting.

- +

- #number DetectionTimeStamp

- -

Time stamp of detection event.

- +

@@ -43948,6 +20122,12 @@ zones that reflect cloudy areas where detected units may not be so easily visual + +

@param #DETECTION_BASE self + @param #string From The From State string. + @param #string Event The Event string. + @param #string To The To State string.

+

Defined in:

@@ -43958,4969 +20138,30 @@ zones that reflect cloudy areas where detected units may not be so easily visual

- #string From

- -

The From State string.

- +

- #string Event

- -

The Event string.

- +

- #string To

- -

The To State string.

- -
-
-
- -
-
- -
-

Field(s)

-
-
-
- - DCS#Distance -DETECTION_UNITS.DetectionRange - -

The range till which targets are detected.

- -
- -
-
- - -
-
- - -
-
- - -
-
- - -
-
- - -
-
-

Function(s)

-
-
- - - -

Adds an End state.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #string - State -

-
-
- -

The FSM state.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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

- -
-
-
- -
-
- -
- - - -

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

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

Get current state.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#string:

-
-
- -

Current FSM state.

- -
-
-
- -
-
- -
- - - -

Returns the End states.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#table:

-
-
- -

End states.

- -
-
-
- -
-
- -
- - - - - -
-
-

Defined in:

- -

Parameters:

-
-
-

- From -

-
-
-

-
-
-
-
-

- Event -

-
-
-

-
-
-
- -
-
- -
- - - -

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

- -
-
-

Defined in:

- -

Return value:

-
-
-

#table:

-
-
- -

Sub processes.

- -
-
-
- -
-
- -
- - - -

Returns a table with the scores defined.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#table:

-
-
- -

Scores.

- -
-
-
- -
-
- -
- - - -

Returns the start state of the FSM.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#string:

-
-
- -

A string containing the start state.

- -
-
-
- -
-
- -
- - - -

Get current state.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#string:

-
-
- -

Current FSM state.

- -
-
-
- -
-
- -
- - - -

Returns a table with the Subs defined.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#table:

-
-
- -

Sub processes.

- -
-
-
- -
-
- -
- - - -

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

- -
-
-

Defined in:

- -

Return value:

-
-
-

#table:

-
-
- -

Transitions.

- -
-
-
- -
-
- -
- - - -

Check if FSM is in state.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #string - State -

-
-
- -

State name.

- -
-
-

Return value:

-
-
-

#boolean:

-
-
- -

If true, FSM is in this state.

- -
-
-
- -
-
- -
- - - -

Load call backs.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #table - CallBackTable -

-
-
- -

Table of call backs.

- -
-
-
- -
-
- -
- - - -

Creates a new FSM object.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#FSM:

-
-
- - - -
-
-
- -
-
- -
- - - - - -
-
-

Defined in:

- -

Parameters:

-
-
-

- From -

-
-
-

-
-
-
-
-

- Event -

-
-
-

-
-
-
-
-

- Fsm -

-
-
-

-
-
-
- -
-
- -
- - - -

Sets the start state of the FSM.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #string - State -

-
-
- -

A string defining the start state.

- -
-
-
- -
-
- -
- - - -

Add to map.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #table - Map -

-
-
- -

Map.

- -
-
-
-
-

- #table - Event -

-
-
- -

Event table.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

Create transition.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #string - EventName -

-
-
- -

Event name.

- -
-
-

Return value:

-
-
-

#function:

-
-
- -

Function.

- -
-
-
- -
-
- -
- - - -

Delayed transition.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #string - EventName -

-
-
- -

Event name.

- -
-
-

Return value:

-
-
-

#function:

-
-
- -

Function.

- -
-
-
- -
-
- -
- - - -

Event map.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #table - Events -

-
-
- -

Events.

- -
-
-
-
-

- #table - EventStructure -

-
-
- -

Event structure.

- -
-
-
- -
-
- -
- - - -

Go sub.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #string - ParentFrom -

-
-
- -

Parent from state.

- -
-
-
-
-

- #string - ParentEvent -

-
-
- -

Parent event name.

- -
-
-

Return value:

-
-
-

#table:

-
-
- -

Subs.

- -
-
-
- -
-
- -
- - - -

Handler.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #string - EventName -

-
-
- -

Event name.

- -
-
-
-
-

- ... -

-
-
- -

Arguments.

- -
-
-
- -
-
- -
- - - -

Is end state.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #string - Current -

-
-
- -

Current state name.

- -
-
-

Return values:

-
-
-

#table:

-
-
- -

FSM parent.

- -
-
-

#string:

-
-
- -

Event name.

- -
-
-
- -
-
- -
- - - -

Sub maps.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #table - subs -

-
-
- -

Subs.

- -
-
-
-
-

- #table - sub -

-
-
- -

Sub.

- -
-
-
-
-

- #string - name -

-
-
- -

Name.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

Check if cannot do an event.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #string - e -

-
-
- -

Event name.

- -
-
-

Return value:

-
-
-

#boolean:

-
-
- -

If true, FSM cannot do the event.

- -
-
-
- -
-
- -
- - - -

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)

-
-
-
- - DCS#Distance -DETECTION_UNITS.DetectionRange - -

The range till which targets are detected.

- -
- -
-
- - -
-
- - -
-
- - -
-
- - -
-
- - -
-
-

Function(s)

-
-
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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 -

-
-
-

-
-
-
- -
-
- -
- - - -

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 -

-
-
-

-
-
-
- -
-
- -
- - - -

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 -

-
-
-

-
-
-
- -
-
- -
- - - -

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Wrapper.Unit#UNIT - PlayerUnit -

-
-
- -

The aircraft unit the player entered.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

Log an exception which will be traced always.

- - -

Can be anywhere within the function logic.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

- -
-
-
- -
-
- -
- - - -

Returns the event dispatcher

- -
-
-

Defined in:

- -

Return value:

-
- -
- - - -
-
-
- -
-
- -
- - - -

Remove all subscribed events

- -
-
-

Defined in:

- -

Return value:

-
-
-

#BASE:

-
-
- - - -
-
-
- -
-
- -
- - - -

Trace a function call.

- - -

Must be at the beginning of the function logic.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

- -
-
-
- -
-
- -
- - - -

Trace a function call level 2.

- - -

Must be at the beginning of the function logic.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

- -
-
-
- -
-
- -
- - - -

Trace a function call level 3.

- - -

Must be at the beginning of the function logic.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

- -
-
-
- -
-
- -
- - - -

Get the ClassID of the class instance.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#string:

-
-
- -

The ClassID of the class instance.

- -
-
-
- -
-
- -
- - - -

Get the ClassName of the class instance.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#string:

-
-
- -

The ClassName of the class instance.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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:

-
-
- - - -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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:

-
-
- - - -
-
-
- -
-
- -
- - - -

Log an information which will be traced always.

- - -

Can be anywhere within the function logic.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

- -
-
-
- -
-
- -
- - - -

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

- -
-
-
- -
-
- -
- - - -

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:

-
-
- - - -
-
-
- -
-
- -
- - - -

Enquires if tracing is on (for the class).

- -
-
-

Defined in:

- -

Return value:

-
-
-

#boolean:

-
-
- - - -
-
-
- -
-
- -
- - - -

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:

-
-
- - - -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

Stops the Schedule.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #string - SchedulerID -

-
-
- -

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

- -
-
-
- -
-
- -
- - - -

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

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

Trace a function logic level 1.

- - -

Can be anywhere within the function logic.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

- -
-
-
- -
-
- -
- - - -

Trace a function logic level 2.

- - -

Can be anywhere within the function logic.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

- -
-
-
- -
-
- -
- - - -

Trace a function logic level 3.

- - -

Can be anywhere within the function logic.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

- -
-
-
- -
-
- -
- - - -

Trace all methods in MOOSE

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #boolean - TraceAll -

-
-
- -

true = trace all methods in MOOSE.

- -
-
-
- -
-
- -
- - - -

Set tracing for a class

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #string - Class -

-
-
- -

Class name.

- -
-
-
- -
-
- -
- - - -

Set tracing for a specific method of class

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #string - Class -

-
-
- -

Class name.

- -
-
-
-
-

- #string - Method -

-
-
- -

Method.

- -
-
-
- -
-
- -
- - - -

Set trace level

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #number - Level -

-
-
-

-
-
-
- -
-
- -
- - - -

Set trace off.

- -
-
-

Defined in:

- -

Usage:

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

Set trace on.

- -
-
-

Defined in:

- -

Usage:

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

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 )
-
- -
- -
-
- -
- - - -

UnSubscribe to a DCS event.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTS - EventID -

-
-
- -

Event ID.

- -
-
-

Return value:

-
-
-

#BASE:

-
-
- - - -
-
-
- -
-
- -
- - - -

Trace a function call.

- - -

This function is private.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

- -
-
-
-
-

- DebugInfoCurrentParam -

-
-
-

-
-
-
-
-

- DebugInfoFromParam -

-
-
-

-
-
-
- -
-
- -
- - - -

Trace a function logic.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

- -
-
-
-
-

- DebugInfoCurrentParam -

-
-
-

-
-
-
-
-

- DebugInfoFromParam -

-
-
-

-
-
-
- -
-
- -
- - - -

The main event handling function...

- - -

This function captures all events generated for the class.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- DCS#Event - event -

-
-

diff --git a/Documentation/Functional.DetectionZones.html b/Documentation/Functional.DetectionZones.html index 032a65219..363baec95 100644 --- a/Documentation/Functional.DetectionZones.html +++ b/Documentation/Functional.DetectionZones.html @@ -1693,8 +1693,6 @@ If you want to obtain a specific zone from the DetectedZones, use the method DETECTION_ZONES , extends Functional.Detection#DETECTION_BASE -, extends Core.Fsm#FSM -, extends Core.Base#BASE
@@ -1921,7 +1919,7 @@ If you want to obtain a specific zone from the DetectedZones, use the method - + @@ -2002,42 +2000,18 @@ If you want to obtain a specific zone from the DetectedZones, use the method

DETECTION_ZONES.DetectedItems

- - - - - - - - - - - - - - - - @@ -2050,12 +2024,6 @@ If you want to obtain a specific zone from the DetectedZones, use the method

DETECTION_ZONES.DetectionSet

- - - - @@ -2415,6 +2383,30 @@ The different values of Unit.Category can be:

+ + + + + + + + + + + + + + + + @@ -2511,6 +2503,12 @@ The different values of Unit.Category can be:

+ + + + @@ -2619,820 +2617,6 @@ The different values of Unit.Category can be:

- -

DETECTION_ZONES:CountAliveRecce(The)

DETECTION_ZONES:CountAliveRecce()

-

DETECTION_ZONES.DetectedObjects

-

The list of detected objects.

DETECTION_ZONES.DetectedObjectsIdentified

-

Map of the DetectedObjects identified.

+

DETECTION_ZONES:DetectedReportDetailed(AttackGroup)

Report detailed of a detection result.

-

DETECTION_ZONES.DetectionCount

- -

DETECTION_ZONES.DetectionRange

-

The range till which targets are accepted to be detected.

-

DETECTION_ZONES.DetectionRun

-
-

DETECTION_ZONES.DetectionSetGroup

-

The Core.Set of GROUPs in the Forward Air Controller role.

DETECTION_ZONES:OnLeaveStopped(From, Event, To)

OnLeave Transition Handler for State Stopped.

+

DETECTION_ZONES.RadarBlur

+ +

DETECTION_ZONES.RadarBlurMinHeight

+ +

DETECTION_ZONES.RadarBlurThresBlur

+ +

DETECTION_ZONES.RadarBlurThresHeight

+

DETECTION_ZONES:SetIntercept(Intercept, InterceptDelay)

Set the parameters to calculate to optimal intercept point.

+

DETECTION_ZONES:SetRadarBlur(minheight, thresheight, thresblur)

+

Method to make the radar detection less accurate, e.g.

DETECTION_ZONES:onafterStart(From, Event, To)

-
-
-
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Fields and Methods inherited from FSMDescription

DETECTION_ZONES:AddEndState(State)

-

Adds an End state.

-

DETECTION_ZONES: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.

-

DETECTION_ZONES:AddScore(State, ScoreText, Score)

-

Adds a score for the FSM to be achieved.

-

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

-

Adds a score for the FSM_PROCESS to be achieved.

-

DETECTION_ZONES:AddTransition(From, Event, To)

-

Add a new transition rule to the FSM.

-

DETECTION_ZONES.CallScheduler

-

Call scheduler.

-

DETECTION_ZONES.ClassName

-

Name of the class.

-

DETECTION_ZONES.Events

- -

DETECTION_ZONES:GetCurrentState()

-

Get current state.

-

DETECTION_ZONES:GetEndStates()

-

Returns the End states.

-

DETECTION_ZONES:GetProcess(From, Event)

- -

DETECTION_ZONES:GetProcesses()

-

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

-

DETECTION_ZONES:GetScores()

-

Returns a table with the scores defined.

-

DETECTION_ZONES:GetStartState()

-

Returns the start state of the FSM.

-

DETECTION_ZONES:GetState()

-

Get current state.

-

DETECTION_ZONES:GetSubs()

-

Returns a table with the Subs defined.

-

DETECTION_ZONES:GetTransitions()

-

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

-

DETECTION_ZONES:Is(State)

-

Check if FSM is in state.

-

DETECTION_ZONES:LoadCallBacks(CallBackTable)

-

Load call backs.

-

DETECTION_ZONES:New()

-

Creates a new FSM object.

-

DETECTION_ZONES.Scores

-

Scores.

-

DETECTION_ZONES:SetProcess(From, Event, Fsm)

- -

DETECTION_ZONES:SetStartState(State)

-

Sets the start state of the FSM.

-

DETECTION_ZONES._EndStates

- -

DETECTION_ZONES._EventSchedules

- -

DETECTION_ZONES._Processes

- -

DETECTION_ZONES._Scores

- -

DETECTION_ZONES._StartState

- -

DETECTION_ZONES._Transitions

- -

DETECTION_ZONES:_add_to_map(Map, Event)

-

Add to map.

-

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

-

Call handler.

-

DETECTION_ZONES:_create_transition(EventName)

-

Create transition.

-

DETECTION_ZONES:_delayed_transition(EventName)

-

Delayed transition.

-

DETECTION_ZONES:_eventmap(Events, EventStructure)

-

Event map.

-

DETECTION_ZONES:_gosub(ParentFrom, ParentEvent)

-

Go sub.

-

DETECTION_ZONES:_handler(EventName, ...)

-

Handler.

-

DETECTION_ZONES:_isendstate(Current)

-

Is end state.

-

DETECTION_ZONES:_submap(subs, sub, name)

-

Sub maps.

-

DETECTION_ZONES:can(e)

-

Check if can do an event.

-

DETECTION_ZONES:cannot(e)

-

Check if cannot do an event.

-

DETECTION_ZONES.current

-

Current state name.

-

DETECTION_ZONES.endstates

- -

DETECTION_ZONES:is(State, state)

-

Check if FSM is in state.

-

DETECTION_ZONES.options

-

Options.

-

DETECTION_ZONES.subs

-

Subs.

-
-
-
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Fields and Methods inherited from BASEDescription

DETECTION_ZONES.ClassID

-

The ID number of the class.

-

DETECTION_ZONES.ClassName

-

The name of the class.

-

DETECTION_ZONES.ClassNameAndID

-

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

-

DETECTION_ZONES:ClearState(Object, StateName)

-

Clear the state of an object.

-

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

-

Creation of a Birth Event.

-

DETECTION_ZONES:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

-

Creation of a Crash Event.

-

DETECTION_ZONES:CreateEventDead(EventTime, Initiator, IniObjectCategory)

-

Creation of a Dead Event.

-

DETECTION_ZONES:CreateEventPlayerEnterAircraft(PlayerUnit)

-

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

-

DETECTION_ZONES:CreateEventRemoveUnit(EventTime, Initiator)

-

Creation of a Remove Unit Event.

-

DETECTION_ZONES:CreateEventTakeoff(EventTime, Initiator)

-

Creation of a Takeoff Event.

-

DETECTION_ZONES:CreateEventUnitLost(EventTime, Initiator)

-

Creation of a Crash Event.

-

DETECTION_ZONES:E(Arguments)

-

Log an exception which will be traced always.

-

DETECTION_ZONES:EventDispatcher()

-

Returns the event dispatcher

-

DETECTION_ZONES:EventRemoveAll()

-

Remove all subscribed events

-

DETECTION_ZONES:F(Arguments)

-

Trace a function call.

-

DETECTION_ZONES:F2(Arguments)

-

Trace a function call level 2.

-

DETECTION_ZONES:F3(Arguments)

-

Trace a function call level 3.

-

DETECTION_ZONES:GetClassID()

-

Get the ClassID of the class instance.

-

DETECTION_ZONES:GetClassName()

-

Get the ClassName of the class instance.

-

DETECTION_ZONES:GetClassNameAndID()

-

Get the ClassName + ClassID of the class instance.

-

DETECTION_ZONES:GetEventPriority()

-

Get the Class Core.Event processing Priority.

-

DETECTION_ZONES:GetParent(Child, FromClass)

-

This is the worker method to retrieve the Parent class.

-

DETECTION_ZONES:GetState(Object, Key)

-

Get a Value given a Key from the Object.

-

DETECTION_ZONES:HandleEvent(EventID, EventFunction)

-

Subscribe to a DCS Event.

-

DETECTION_ZONES:I(Arguments)

-

Log an information which will be traced always.

-

DETECTION_ZONES:Inherit(Child, Parent)

-

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

-

DETECTION_ZONES:IsInstanceOf(ClassName)

-

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

-

DETECTION_ZONES:IsTrace()

-

Enquires if tracing is on (for the class).

-

DETECTION_ZONES:New()

-

BASE constructor.

-

DETECTION_ZONES:OnEvent(EventData)

-

Occurs when an Event for an object is triggered.

-

DETECTION_ZONES:OnEventBDA(EventData)

-

BDA.

-

DETECTION_ZONES:OnEventBaseCaptured(EventData)

-

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

-

DETECTION_ZONES:OnEventBirth(EventData)

-

Occurs when any object is spawned into the mission.

-

DETECTION_ZONES:OnEventCrash(EventData)

-

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

-

DETECTION_ZONES:OnEventDead(EventData)

-

Occurs when an object is dead.

-

DETECTION_ZONES:OnEventDetailedFailure(EventData)

-

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

-

DETECTION_ZONES:OnEventDiscardChairAfterEjection(EventData)

-

Discard chair after ejection.

-

DETECTION_ZONES: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.

-

DETECTION_ZONES:OnEventEngineShutdown(EventData)

-

Occurs when any aircraft shuts down its engines.

-

DETECTION_ZONES:OnEventEngineStartup(EventData)

-

Occurs when any aircraft starts its engines.

-

DETECTION_ZONES:OnEventHit(EventData)

-

Occurs whenever an object is hit by a weapon.

-

DETECTION_ZONES:OnEventHumanFailure(EventData)

-

Occurs when any system fails on a human controlled aircraft.

-

DETECTION_ZONES:OnEventKill(EventData)

-

Occurs on the death of a unit.

-

DETECTION_ZONES: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.

-

DETECTION_ZONES:OnEventLandingAfterEjection(EventData)

-

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

-

DETECTION_ZONES:OnEventLandingQualityMark(EventData)

-

Landing quality mark.

-

DETECTION_ZONES:OnEventMarkAdded(EventData)

-

Occurs when a new mark was added.

-

DETECTION_ZONES:OnEventMarkChange(EventData)

-

Occurs when a mark text was changed.

-

DETECTION_ZONES:OnEventMarkRemoved(EventData)

-

Occurs when a mark was removed.

-

DETECTION_ZONES:OnEventMissionEnd(EventData)

-

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

-

DETECTION_ZONES:OnEventMissionStart(EventData)

-

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

-

DETECTION_ZONES:OnEventParatrooperLanding(EventData)

-

Weapon add.

-

DETECTION_ZONES:OnEventPilotDead(EventData)

-

Occurs when the pilot of an aircraft is killed.

-

DETECTION_ZONES:OnEventPlayerEnterAircraft(EventData)

-

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

-

DETECTION_ZONES:OnEventPlayerEnterUnit(EventData)

-

Occurs when any player assumes direct control of a unit.

-

DETECTION_ZONES:OnEventPlayerLeaveUnit(EventData)

-

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

-

DETECTION_ZONES:OnEventRefueling(EventData)

-

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

-

DETECTION_ZONES:OnEventRefuelingStop(EventData)

-

Occurs when an aircraft is finished taking fuel.

-

DETECTION_ZONES:OnEventScore(EventData)

-

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

-

DETECTION_ZONES:OnEventShootingEnd(EventData)

-

Occurs when any unit stops firing its weapon.

-

DETECTION_ZONES:OnEventShootingStart(EventData)

-

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

-

DETECTION_ZONES:OnEventShot(EventData)

-

Occurs whenever any unit in a mission fires a weapon.

-

DETECTION_ZONES:OnEventTakeoff(EventData)

-

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

-

DETECTION_ZONES:OnEventTriggerZone(EventData)

-

Trigger zone.

-

DETECTION_ZONES:OnEventUnitLost(EventData)

-

Occurs when the game thinks an object is destroyed.

-

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

-

Schedule a new time event.

-

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

-

Schedule a new time event.

-

DETECTION_ZONES:ScheduleStop(SchedulerID)

-

Stops the Schedule.

-

DETECTION_ZONES.Scheduler

- -

DETECTION_ZONES:SetEventPriority(EventPriority)

-

Set the Class Core.Event processing Priority.

-

DETECTION_ZONES:SetState(Object, Key, Value)

-

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

-

DETECTION_ZONES:T(Arguments)

-

Trace a function logic level 1.

-

DETECTION_ZONES:T2(Arguments)

-

Trace a function logic level 2.

-

DETECTION_ZONES:T3(Arguments)

-

Trace a function logic level 3.

-

DETECTION_ZONES:TraceAll(TraceAll)

-

Trace all methods in MOOSE

-

DETECTION_ZONES:TraceClass(Class)

-

Set tracing for a class

-

DETECTION_ZONES:TraceClassMethod(Class, Method)

-

Set tracing for a specific method of class

-

DETECTION_ZONES:TraceLevel(Level)

-

Set trace level

-

DETECTION_ZONES:TraceOff()

-

Set trace off.

-

DETECTION_ZONES:TraceOn()

-

Set trace on.

-

DETECTION_ZONES: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.

-

DETECTION_ZONES:UnHandleEvent(EventID)

-

UnSubscribe to a DCS event.

-

DETECTION_ZONES._

- -

DETECTION_ZONES:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

-

Trace a function call.

-

DETECTION_ZONES:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

-

Trace a function logic.

-

DETECTION_ZONES.__

- -

DETECTION_ZONES:onEvent(event)

-

The main event handling function...

@@ -4742,31 +3926,21 @@ end
+ +

@param #DETECTION_BASE self + @param #number The amount of alive recce.

+

Defined in:

-

Parameter:

-
-
-

- #number - The -

-
-
- -

amount of alive recce.

- -
-
@@ -5047,6 +4221,9 @@ The different values of Unit.Category can be:

+ +

@param #DETECTION_BASE self

+

Defined in:

@@ -8045,6 +7222,79 @@ This, this method allows to register for a detection the CAP unit name prefixes
+
+
+ +
+ + + +

Method to make the radar detection less accurate, e.g.

+ + +

for WWII scenarios.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + minheight +

+
+
+ +

Minimum flight height to be detected, in meters AGL (above ground)

+ +
+
+
+
+

+ #number + thresheight +

+
+
+ +

Threshold to escape the radar if flying below minheight, defaults to 90 (90% escape chance)

+ +
+
+
+
+

+ #number + thresblur +

+
+
+ +

Threshold to be detected by the radar overall, defaults to 85 (85% chance to be found)

+ +
+
+

Return value:

+
+ +
+ +

self

+ +
+
+
+
@@ -8547,6 +7797,12 @@ zones that reflect cloudy areas where detected units may not be so easily visual + +

@param #DETECTION_BASE self + @param #string From The From State string. + @param #string Event The Event string. + @param #string To The To State string.

+

Defined in:

@@ -8557,40 +7813,31 @@ zones that reflect cloudy areas where detected units may not be so easily visual

- #string From

- -

The From State string.

- +

- #string Event

- -

The Event string.

- +

- #string To

- -

The To State string.

- +

@@ -8606,6 +7853,14 @@ zones that reflect cloudy areas where detected units may not be so easily visual + +

@param #DETECTION_BASE self + @param #string From The From State string. + @param #string Event The Event string. + @param #string To The To State string. + @param Wrapper.Group#GROUP Detection The Group detecting. + @param #number DetectionTimeStamp Time stamp of detection event.

+

Defined in:

@@ -8616,66 +7871,51 @@ zones that reflect cloudy areas where detected units may not be so easily visual

- #string From

- -

The From State string.

- +

- #string Event

- -

The Event string.

- +

- #string To

- -

The To State string.

- +

- Wrapper.Group#GROUP Detection

- -

The Group detecting.

- +

- #number DetectionTimeStamp

- -

Time stamp of detection event.

- +

@@ -8691,6 +7931,12 @@ zones that reflect cloudy areas where detected units may not be so easily visual + +

@param #DETECTION_BASE self + @param #string From The From State string. + @param #string Event The Event string. + @param #string To The To State string.

+

Defined in:

@@ -8701,5057 +7947,30 @@ zones that reflect cloudy areas where detected units may not be so easily visual

- #string From

- -

The From State string.

- +

- #string Event

- -

The Event string.

- +

- #string To

- -

The To State string.

- -
-
-
- -
-
- -
-

Field(s)

-
-
- - -
-
-
- - #DETECTION_BASE.DetectedItems -DETECTION_ZONES.DetectedItems - -

A list of areas containing the set of Wrapper.Units, Core.Zones, the center Wrapper.Unit within the zone, and ID of each area that was detected within a DetectionZoneRange.

- -
- -
-
- - -
-
- - -
-
-
- - DCS#Distance -DETECTION_ZONES.DetectionZoneRange - -

The range till which targets are grouped upon the first detected target.

- -
- -
-
- - -
-
- - -
-
- - -
-
- - -
-
- - -
-
-

Function(s)

-
-
- - - -

Adds an End state.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #string - State -

-
-
- -

The FSM state.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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

- -
-
-
- -
-
- -
- - - -

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

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

Get current state.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#string:

-
-
- -

Current FSM state.

- -
-
-
- -
-
- -
- - - -

Returns the End states.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#table:

-
-
- -

End states.

- -
-
-
- -
-
- -
- - - - - -
-
-

Defined in:

- -

Parameters:

-
-
-

- From -

-
-
-

-
-
-
-
-

- Event -

-
-
-

-
-
-
- -
-
- -
- - - -

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

- -
-
-

Defined in:

- -

Return value:

-
-
-

#table:

-
-
- -

Sub processes.

- -
-
-
- -
-
- -
- - - -

Returns a table with the scores defined.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#table:

-
-
- -

Scores.

- -
-
-
- -
-
- -
- - - -

Returns the start state of the FSM.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#string:

-
-
- -

A string containing the start state.

- -
-
-
- -
-
- -
- - - -

Get current state.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#string:

-
-
- -

Current FSM state.

- -
-
-
- -
-
- -
- - - -

Returns a table with the Subs defined.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#table:

-
-
- -

Sub processes.

- -
-
-
- -
-
- -
- - - -

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

- -
-
-

Defined in:

- -

Return value:

-
-
-

#table:

-
-
- -

Transitions.

- -
-
-
- -
-
- -
- - - -

Check if FSM is in state.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #string - State -

-
-
- -

State name.

- -
-
-

Return value:

-
-
-

#boolean:

-
-
- -

If true, FSM is in this state.

- -
-
-
- -
-
- -
- - - -

Load call backs.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #table - CallBackTable -

-
-
- -

Table of call backs.

- -
-
-
- -
-
- -
- - - -

Creates a new FSM object.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#FSM:

-
-
- - - -
-
-
- -
-
- -
- - - - - -
-
-

Defined in:

- -

Parameters:

-
-
-

- From -

-
-
-

-
-
-
-
-

- Event -

-
-
-

-
-
-
-
-

- Fsm -

-
-
-

-
-
-
- -
-
- -
- - - -

Sets the start state of the FSM.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #string - State -

-
-
- -

A string defining the start state.

- -
-
-
- -
-
- -
- - - -

Add to map.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #table - Map -

-
-
- -

Map.

- -
-
-
-
-

- #table - Event -

-
-
- -

Event table.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

Create transition.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #string - EventName -

-
-
- -

Event name.

- -
-
-

Return value:

-
-
-

#function:

-
-
- -

Function.

- -
-
-
- -
-
- -
- - - -

Delayed transition.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #string - EventName -

-
-
- -

Event name.

- -
-
-

Return value:

-
-
-

#function:

-
-
- -

Function.

- -
-
-
- -
-
- -
- - - -

Event map.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #table - Events -

-
-
- -

Events.

- -
-
-
-
-

- #table - EventStructure -

-
-
- -

Event structure.

- -
-
-
- -
-
- -
- - - -

Go sub.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #string - ParentFrom -

-
-
- -

Parent from state.

- -
-
-
-
-

- #string - ParentEvent -

-
-
- -

Parent event name.

- -
-
-

Return value:

-
-
-

#table:

-
-
- -

Subs.

- -
-
-
- -
-
- -
- - - -

Handler.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #string - EventName -

-
-
- -

Event name.

- -
-
-
-
-

- ... -

-
-
- -

Arguments.

- -
-
-
- -
-
- -
- - - -

Is end state.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #string - Current -

-
-
- -

Current state name.

- -
-
-

Return values:

-
-
-

#table:

-
-
- -

FSM parent.

- -
-
-

#string:

-
-
- -

Event name.

- -
-
-
- -
-
- -
- - - -

Sub maps.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #table - subs -

-
-
- -

Subs.

- -
-
-
-
-

- #table - sub -

-
-
- -

Sub.

- -
-
-
-
-

- #string - name -

-
-
- -

Name.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

Check if cannot do an event.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #string - e -

-
-
- -

Event name.

- -
-
-

Return value:

-
-
-

#boolean:

-
-
- -

If true, FSM cannot do the event.

- -
-
-
- -
-
- -
- - - -

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)

-
-
- - -
-
-
- - #DETECTION_BASE.DetectedItems -DETECTION_ZONES.DetectedItems - -

A list of areas containing the set of Wrapper.Units, Core.Zones, the center Wrapper.Unit within the zone, and ID of each area that was detected within a DetectionZoneRange.

- -
- -
-
- - -
-
- - -
-
-
- - DCS#Distance -DETECTION_ZONES.DetectionZoneRange - -

The range till which targets are grouped upon the first detected target.

- -
- -
-
- - -
-
- - -
-
- - -
-
- - -
-
- - -
-
-

Function(s)

-
-
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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 -

-
-
-

-
-
-
- -
-
- -
- - - -

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 -

-
-
-

-
-
-
- -
-
- -
- - - -

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 -

-
-
-

-
-
-
- -
-
- -
- - - -

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Wrapper.Unit#UNIT - PlayerUnit -

-
-
- -

The aircraft unit the player entered.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

Log an exception which will be traced always.

- - -

Can be anywhere within the function logic.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

- -
-
-
- -
-
- -
- - - -

Returns the event dispatcher

- -
-
-

Defined in:

- -

Return value:

-
- -
- - - -
-
-
- -
-
- -
- - - -

Remove all subscribed events

- -
-
-

Defined in:

- -

Return value:

-
-
-

#BASE:

-
-
- - - -
-
-
- -
-
- -
- - - -

Trace a function call.

- - -

Must be at the beginning of the function logic.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

- -
-
-
- -
-
- -
- - - -

Trace a function call level 2.

- - -

Must be at the beginning of the function logic.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

- -
-
-
- -
-
- -
- - - -

Trace a function call level 3.

- - -

Must be at the beginning of the function logic.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

- -
-
-
- -
-
- -
- - - -

Get the ClassID of the class instance.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#string:

-
-
- -

The ClassID of the class instance.

- -
-
-
- -
-
- -
- - - -

Get the ClassName of the class instance.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#string:

-
-
- -

The ClassName of the class instance.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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:

-
-
- - - -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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:

-
-
- - - -
-
-
- -
-
- -
- - - -

Log an information which will be traced always.

- - -

Can be anywhere within the function logic.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

- -
-
-
- -
-
- -
- - - -

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

- -
-
-
- -
-
- -
- - - -

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

- - - -

Examples:

- -
    -
  • ZONE:New( 'some zone' ):IsInstanceOf( ZONE ) will return true

  • -
  • ZONE:New( 'some zone' ):IsInstanceOf( 'ZONE' ) will return true

  • -
  • ZONE:New( 'some zone' ):IsInstanceOf( 'zone' ) will return true

  • -
  • ZONE:New( 'some zone' ):IsInstanceOf( 'BASE' ) will return true

  • -
  • ZONE:New( 'some zone' ):IsInstanceOf( 'GROUP' ) will return false

  • -
- - -
-
-

Defined in:

- -

Parameter:

-
-
-

- ClassName -

-
-
- -

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

- -
-
-

Return value:

-
-
-

#boolean:

-
-
- - - -
-
-
- -
-
- -
- - - -

Enquires if tracing is on (for the class).

- -
-
-

Defined in:

- -

Return value:

-
-
-

#boolean:

-
-
- - - -
-
-
- -
-
- -
- - - -

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:

-
-
- - - -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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

- - -

Will update this page when new information become available.

- -
    -
  • initiator: The unit that had the failure.
  • -
- - -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
    -
  • initiator: The unit that killed the target
  • -
  • target: Target Object
  • -
  • weapon: Weapon Object
  • -
- - -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
    -
  • initiator: Static object representing the ejected pilot. Place : Aircraft that the pilot ejected from.
  • -
  • place: may not return as a valid object if the aircraft has crashed into the ground and no longer exists.
  • -
  • subplace: is always 0 for unknown reasons.
  • -
- - -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

Occurs when the game thinks an object is destroyed.

- - -

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

- -
    -
  • initiator: The unit that is was destroyed.
  • -
- - -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

Stops the Schedule.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #string - SchedulerID -

-
-
- -

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

- -
-
-
- -
-
- -
- - - -

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

- -
-
-
- -
-
- -
- - - -

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.

- -
-
-
- -
-
- -
- - - -

Trace a function logic level 1.

- - -

Can be anywhere within the function logic.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

- -
-
-
- -
-
- -
- - - -

Trace a function logic level 2.

- - -

Can be anywhere within the function logic.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

- -
-
-
- -
-
- -
- - - -

Trace a function logic level 3.

- - -

Can be anywhere within the function logic.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

- -
-
-
- -
-
- -
- - - -

Trace all methods in MOOSE

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #boolean - TraceAll -

-
-
- -

true = trace all methods in MOOSE.

- -
-
-
- -
-
- -
- - - -

Set tracing for a class

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #string - Class -

-
-
- -

Class name.

- -
-
-
- -
-
- -
- - - -

Set tracing for a specific method of class

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #string - Class -

-
-
- -

Class name.

- -
-
-
-
-

- #string - Method -

-
-
- -

Method.

- -
-
-
- -
-
- -
- - - -

Set trace level

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #number - Level -

-
-
-

-
-
-
- -
-
- -
- - - -

Set trace off.

- -
-
-

Defined in:

- -

Usage:

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

Set trace on.

- -
-
-

Defined in:

- -

Usage:

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

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 )
-
- -
- -
-
- -
- - - -

UnSubscribe to a DCS event.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTS - EventID -

-
-
- -

Event ID.

- -
-
-

Return value:

-
-
-

#BASE:

-
-
- - - -
-
-
- -
-
- -
- - - -

Trace a function call.

- - -

This function is private.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

- -
-
-
-
-

- DebugInfoCurrentParam -

-
-
-

-
-
-
-
-

- DebugInfoFromParam -

-
-
-

-
-
-
- -
-
- -
- - - -

Trace a function logic.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

- -
-
-
-
-

- DebugInfoCurrentParam -

-
-
-

-
-
-
-
-

- DebugInfoFromParam -

-
-
-

-
-
-
- -
-
- -
- - - -

The main event handling function...

- - -

This function captures all events generated for the class.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- DCS#Event - event -

-
-

diff --git a/Documentation/Functional.RAT.html b/Documentation/Functional.RAT.html index ed13dccbb..b3020c9e7 100644 --- a/Documentation/Functional.RAT.html +++ b/Documentation/Functional.RAT.html @@ -3471,6 +3471,12 @@ manager:Stop(7200)

RAT.termtype

Type of terminal to be used when spawning at an airbase.

+ + + +

RAT.type

+ + @@ -4528,42 +4534,6 @@ and any spaces before and after the resulting name are removed.

RAT:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)

- - - -

RAT.communication

- - - - - -

RAT.frequency

- - - - - -

RAT.livery_id

- - - - - -

RAT.modulation

- - - - - -

RAT.skill

- - - - - -

RAT.uncontrolled

- - @@ -6955,6 +6925,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Type of terminal to be used when spawning at an airbase.

+
+ +
+
+
+ + +RAT.type + + +
@@ -14835,6 +14816,17 @@ Initializes the ratcraft array and group menu.

Type of terminal to be used when spawning at an airbase.

+
+ +
+
+
+ + +RAT.type + + +
@@ -21187,6 +21179,17 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

Type of terminal to be used when spawning at an airbase.

+
+ +
+
+
+ + +RAT.type + + +
diff --git a/Documentation/Ops.Airboss.html b/Documentation/Ops.Airboss.html index 21d7b714c..ecedfc01a 100644 --- a/Documentation/Ops.Airboss.html +++ b/Documentation/Ops.Airboss.html @@ -40712,6 +40712,9 @@ When moose is loading dynamically (for moose class development), tracing is swit + +

Make player section lead if he was not before.

+
@@ -40734,6 +40737,9 @@ When moose is loading dynamically (for moose class development), tracing is swit + +

Set Stable Hover

+ @@ -40767,9 +40773,6 @@ When moose is loading dynamically (for moose class development), tracing is swit - -

Set new time stamp.

- diff --git a/Documentation/Ops.CSAR.html b/Documentation/Ops.CSAR.html index f32744ea1..6d5bc4f09 100644 --- a/Documentation/Ops.CSAR.html +++ b/Documentation/Ops.CSAR.html @@ -2605,6 +2605,12 @@ Dropped troop noMessage and forcedesc parameters aren't saved.

CSAR.inTransitGroups

+ + + +

CSAR.index

+ + @@ -3999,7 +4005,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #table + CSAR.FreeVHFFrequencies @@ -4456,17 +4462,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -
- -
-
-
- - #number -CSAR.downedpilotcounter - - -
@@ -4590,6 +4585,17 @@ 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 + + +
@@ -10042,7 +10048,7 @@ callsigns from playername or group name.

- #table + CSAR.FreeVHFFrequencies @@ -10499,17 +10505,6 @@ callsigns from playername or group name.

-
- -
-
-
- - #number -CSAR.downedpilotcounter - - -
@@ -10633,6 +10628,17 @@ callsigns from playername or group name.

contain a table for each SAR with all units he has with the original names

+ + + +
+
+ + +CSAR.index + + +
@@ -12570,7 +12576,7 @@ callsigns from playername or group name.

- #table + CSAR.FreeVHFFrequencies @@ -13027,17 +13033,6 @@ callsigns from playername or group name.

-
- -
-
-
- - #number -CSAR.downedpilotcounter - - -
@@ -13161,6 +13156,17 @@ callsigns from playername or group name.

contain a table for each SAR with all units he has with the original names

+ + + +
+
+ + +CSAR.index + + +
diff --git a/Documentation/Ops.CTLD.html b/Documentation/Ops.CTLD.html index 635ccbd05..eb3b90266 100644 --- a/Documentation/Ops.CTLD.html +++ b/Documentation/Ops.CTLD.html @@ -7710,17 +7710,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Name of the class.

- - - -
-
- - #number -CTLD.CrateCounter - - -
@@ -7741,7 +7730,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #table + CTLD.CtldUnits @@ -7784,20 +7773,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
-
-
-
- - #number -CTLD.Engineers - - - - -

use as counter

- -
-
@@ -7852,7 +7827,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #table + CTLD.FreeUHFFrequencies @@ -7952,11 +7927,14 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #table CTLD.PilotGroups + +

tables

+
@@ -8054,17 +8032,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -
- -
-
-
- - #number -CTLD.TroopCounter - - -
@@ -18032,17 +17999,6 @@ However, if you create a new folder inside the miz file, which contains the soun

Name of the class.

-
- -
-
-
- - #number -CTLD.CrateCounter - - -
@@ -18063,7 +18019,7 @@ However, if you create a new folder inside the miz file, which contains the soun
- #table + CTLD.CtldUnits @@ -18106,20 +18062,6 @@ However, if you create a new folder inside the miz file, which contains the soun
-
-
-
- - #number -CTLD.Engineers - - - - -

use as counter

- -
-
@@ -18174,7 +18116,7 @@ However, if you create a new folder inside the miz file, which contains the soun
- #table + CTLD.FreeUHFFrequencies @@ -18274,11 +18216,14 @@ However, if you create a new folder inside the miz file, which contains the soun
- + #table CTLD.PilotGroups + +

tables

+
@@ -18376,17 +18321,6 @@ However, if you create a new folder inside the miz file, which contains the soun -
- -
-
-
- - #number -CTLD.TroopCounter - - -
@@ -20488,17 +20422,6 @@ However, if you create a new folder inside the miz file, which contains the soun

Name of the class.

-
- -
-
-
- - #number -CTLD.CrateCounter - - -
@@ -20519,7 +20442,7 @@ However, if you create a new folder inside the miz file, which contains the soun
- #table + CTLD.CtldUnits @@ -20562,20 +20485,6 @@ However, if you create a new folder inside the miz file, which contains the soun
-
-
-
- - #number -CTLD.Engineers - - - - -

use as counter

- -
-
@@ -20630,7 +20539,7 @@ However, if you create a new folder inside the miz file, which contains the soun
- #table + CTLD.FreeUHFFrequencies @@ -20730,11 +20639,14 @@ However, if you create a new folder inside the miz file, which contains the soun
- + #table CTLD.PilotGroups + +

tables

+
@@ -20832,17 +20744,6 @@ However, if you create a new folder inside the miz file, which contains the soun -
- -
-
-
- - #number -CTLD.TroopCounter - - -
@@ -25567,17 +25468,6 @@ When moose is loading dynamically (for moose class development), tracing is swit

Flag for direct loading.

-
- -
-
-
- - -CTLD_CARGO.Mark - - -
@@ -26704,17 +26594,6 @@ When moose is loading dynamically (for moose class development), tracing is swit

Flag for direct loading.

- - - -
-
- - -CTLD_CARGO.Mark - - -
@@ -30325,17 +30204,6 @@ When moose is loading dynamically (for moose class development), tracing is swit - - - -
-
- - Core.Point#COORDINATE -CTLD_ENGINEERING.currwpt - - -
@@ -30989,17 +30857,6 @@ When moose is loading dynamically (for moose class development), tracing is swit - - - -
-
- - Core.Point#COORDINATE -CTLD_ENGINEERING.currwpt - - -
@@ -34535,17 +34392,6 @@ When moose is loading dynamically (for moose class development), tracing is swit

template for a group of 10 paratroopers

- - - -
-
- - #number -CTLD_HERCULES.j - - -
@@ -35872,17 +35718,6 @@ Use either this method to integrate the Hercules **or** the one from the "normal

template for a group of 10 paratroopers

- - - -
-
- - #number -CTLD_HERCULES.j - - -
diff --git a/Documentation/Sound.SRS.html b/Documentation/Sound.SRS.html index fb76bb5cb..472f12ec6 100644 --- a/Documentation/Sound.SRS.html +++ b/Documentation/Sound.SRS.html @@ -3987,7 +3987,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #string MSRS.provider @@ -6378,7 +6378,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #string MSRS.provider diff --git a/Documentation/Tasking.Task.html b/Documentation/Tasking.Task.html index 28ba18190..23435a0e7 100644 --- a/Documentation/Tasking.Task.html +++ b/Documentation/Tasking.Task.html @@ -2938,17 +2938,6 @@ but can separately be modified later in your mission using the -
- -
-
-
@@ -7585,17 +7574,6 @@ 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 34058e877..b0f6202ea 100644 --- a/Documentation/Tasking.Task_A2A_Dispatcher.html +++ b/Documentation/Tasking.Task_A2A_Dispatcher.html @@ -2939,7 +2939,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #boolean + TASK_A2A_DISPATCHER.FlashNewTask @@ -3664,7 +3664,7 @@ If too large, any airborne cap may not be able to reach the detected target area
- #boolean + TASK_A2A_DISPATCHER.FlashNewTask @@ -4840,7 +4840,7 @@ If too large, any airborne cap may not be able to reach the detected target area
- #boolean + TASK_A2A_DISPATCHER.FlashNewTask @@ -6318,7 +6318,7 @@ 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_A2G_Dispatcher.html b/Documentation/Tasking.Task_A2G_Dispatcher.html index 154b1f57f..81ab791f5 100644 --- a/Documentation/Tasking.Task_A2G_Dispatcher.html +++ b/Documentation/Tasking.Task_A2G_Dispatcher.html @@ -3209,11 +3209,14 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #boolean TASK_A2G_DISPATCHER.FlashNewTask + +

set to false to suppress flash messages

+
@@ -3786,11 +3789,14 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #boolean TASK_A2G_DISPATCHER.FlashNewTask + +

set to false to suppress flash messages

+
@@ -4973,11 +4979,14 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #boolean TASK_A2G_DISPATCHER.FlashNewTask + +

set to false to suppress flash messages

+
@@ -6462,11 +6471,14 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #boolean TASK_A2G_DISPATCHER.FlashNewTask + +

set to false to suppress flash messages

+
diff --git a/Documentation/Tasking.Task_CARGO.html b/Documentation/Tasking.Task_CARGO.html index 6b31603b7..a9d8a4ebe 100644 --- a/Documentation/Tasking.Task_CARGO.html +++ b/Documentation/Tasking.Task_CARGO.html @@ -3230,7 +3230,7 @@ based on the tasking capabilities defined in
- Cargo.Cargo#CARGO + FSM_PROCESS.Cargo diff --git a/Documentation/Tasking.Task_Cargo_Dispatcher.html b/Documentation/Tasking.Task_Cargo_Dispatcher.html index bb921fa68..beb169611 100644 --- a/Documentation/Tasking.Task_Cargo_Dispatcher.html +++ b/Documentation/Tasking.Task_Cargo_Dispatcher.html @@ -3217,6 +3217,50 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +
+ + +
+
+ + #boolean +TASK_CARGO_DISPATCHER.CSARTasks + + + +
+ +
+
+
+ + #table TASK_CARGO_DISPATCHER.DefaultDeployZones @@ -4323,6 +4367,50 @@ This method can only be used once!

+ +
+ + +
+
+ + #boolean +TASK_CARGO_DISPATCHER.CSARTasks + + + +
+ +
+
+
+ + #table TASK_CARGO_DISPATCHER.DefaultDeployZones @@ -5181,6 +5269,50 @@ This method can only be used once!

+ +
+ + +
+
+ + #boolean +TASK_CARGO_DISPATCHER.CSARTasks + + + +
+ +
+
+
+ + #table TASK_CARGO_DISPATCHER.DefaultDeployZones @@ -6670,6 +6802,50 @@ 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 1cfc181f2..9f4ee0aa3 100644 --- a/Documentation/Utilities.FiFo.html +++ b/Documentation/Utilities.FiFo.html @@ -7609,17 +7609,6 @@ When moose is loading dynamically (for moose class development), tracing is swit -
- -
-
-
- - #number -LIFO.uniquecounter - - -
@@ -8469,17 +8458,6 @@ When moose is loading dynamically (for moose class development), tracing is swit -
- -
-
-
- - #number -LIFO.uniquecounter - - -
diff --git a/Documentation/Wrapper.Group.html b/Documentation/Wrapper.Group.html index 91e2eabce..096b9cc06 100644 --- a/Documentation/Wrapper.Group.html +++ b/Documentation/Wrapper.Group.html @@ -5231,7 +5231,18 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +
+
+
+ + +GROUP.InitRespawnRandomizePositionOuter @@ -9877,7 +9888,18 @@ So each unit of the group is respawned at exactly the same parking spot as it cu + +
+
+
+ + +GROUP.InitRespawnRandomizePositionOuter @@ -22033,7 +22055,18 @@ Note that when WayPointInitialize is called, the Mission of the controllable is + +
+
+
+ + +GROUP.InitRespawnRandomizePositionOuter @@ -26122,7 +26155,18 @@ Coordinates are dependent on the position of the maps origin.

+ +
+
+
+ + +GROUP.InitRespawnRandomizePositionOuter @@ -26747,7 +26791,18 @@ If the Identifiable is alive, true is returned.

+ +
+
+
+ + +GROUP.InitRespawnRandomizePositionOuter @@ -26989,7 +27044,18 @@ If the Identifiable is alive, true is returned.

+ +
+
+
+ + +GROUP.InitRespawnRandomizePositionOuter diff --git a/Documentation/Wrapper.Marker.html b/Documentation/Wrapper.Marker.html index 22a0bd77c..616aeeaa6 100644 --- a/Documentation/Wrapper.Marker.html +++ b/Documentation/Wrapper.Marker.html @@ -3110,28 +3110,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -
- -
-
-
- - #boolean -MARKER.tocoalition - - - -
- -
-
-
- - #boolean -MARKER.togroup - - -
@@ -5249,28 +5227,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -
- -
-
-
- - #boolean -MARKER.tocoalition - - - -
- -
-
-
- - #boolean -MARKER.togroup - - -
@@ -6859,28 +6815,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -
- -
-
-
- - #boolean -MARKER.tocoalition - - - -
- -
-
-
- - #boolean -MARKER.togroup - - -
diff --git a/Documentation/Wrapper.Positionable.html b/Documentation/Wrapper.Positionable.html index 6389f78cc..961ff4fc4 100644 --- a/Documentation/Wrapper.Positionable.html +++ b/Documentation/Wrapper.Positionable.html @@ -3732,17 +3732,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -
- -
- @@ -7777,17 +7766,6 @@ Coordinates are dependent on the position of the maps origin.

-
- -
- @@ -8358,17 +8336,6 @@ If the Identifiable is alive, true is returned.

-
- -
-
-
@@ -8556,17 +8523,6 @@ If the Identifiable is alive, true is returned.

-
- -
-
-