From 0b24abee500d4b68e0df8a97d86d4e6003dc0b93 Mon Sep 17 00:00:00 2001
From: MooseBotter Flash messages to player
Flash messages to player
-Flash messages to player
-Flash messages to player
-The Defender Default Settings over all Squadrons.
+ + + +The Defender Default Settings over all Squadrons.
+ + + +The Defender Default Settings over all Squadrons.
+ + + +The Defender Default Settings over all Squadrons.
+ + + +Set destination airbase for next :Route() command.
+Aircraft is on a depoly mission.
-Set destination airbase for next :Route() command.
+Aircraft is on a depoly mission.
-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 deprecatedSet cargo object.
-Set cargo object.
-the y coordinate in meters.
+the y coordinate in meters.
+the y coordinate in meters.
+ + + +SPAWN:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)
The AI is on by default when spawning a group.
+The internal counter of the amount of spawning the has happened since SpawnStart.
+Overwrite unit names by default with group name.
+By default, no InitLimit
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.
The AI is on by default when spawning a group.
+The internal counter of the amount of spawning the has happened since SpawnStart.
+Overwrite unit names by default with group name.
+By default, no InitLimit
Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.
Spawns a new static using a given template.
+| + | @@ -2304,42 +2302,18 @@ Beware that when the amount of units detected is large, the DetectedItems list w | - | -||
| - |
- The list of detected objects. |
|||
|
- Map of the DetectedObjects identified. + |
||||
|
Report detailed of a detection result. - |
- ||||
| - | - - | -|||
| - |
- The range till which targets are accepted to be detected. - |
- |||
| - | - | |||
| - | -||||
| - |
- The Core.Set of GROUPs in the Forward Air Controller role. |
|||
|
OnLeave Transition Handler for State Stopped. + |
+ ||||
| + | + + | +|||
| + | + + | +|||
| + | + + | +|||
| + | + | |||
|
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. |
|||
| - | -
| Fields and Methods inherited from FSM | -Description | -
|---|---|
| - |
- 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. - |
-
| - |
- 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. - |
-
| - |
- Add a new transition rule to the FSM. - |
-
| - |
- Call scheduler. - |
-
| - |
- Name of the class. - |
-
| - | - - | -
| - |
- Get current state. - |
-
| - |
- Returns the End states. - |
-
| - | - - | -
| - |
- Returns a table of the SubFSM rules defined within the FSM. - |
-
| - |
- Returns a table with the scores defined. - |
-
| - |
- Returns the start state of the FSM. - |
-
| - |
- Get current state. - |
-
| - |
- Returns a table with the Subs defined. - |
-
| - |
- Returns a table of the transition rules defined within the FSM. - |
-
| - |
- Check if FSM is in state. - |
-
| - |
- Load call backs. - |
-
| - |
- Creates a new FSM object. - |
-
| - |
- Scores. - |
-
| - | - - | -
| - |
- Sets the start state of the FSM. - |
-
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - |
- Add to map. - |
-
DETECTION_AREAS:_call_handler(step, trigger, params, EventName) |
-
- Call handler. - |
-
| - |
- Create transition. - |
-
| - |
- Delayed transition. - |
-
| - |
- Event map. - |
-
| - |
- Go sub. - |
-
| - |
- Handler. - |
-
| - |
- Is end state. - |
-
| - |
- Sub maps. - |
-
| - |
- Check if can do an event. - |
-
| - |
- Check if cannot do an event. - |
-
| - |
- Current state name. - |
-
| - | - - | -
| - |
- Check if FSM is in state. - |
-
| - |
- Options. - |
-
| - |
- Subs. - |
-
| Fields and Methods inherited from BASE | -Description | -
|---|---|
| - |
- The ID number of the class. - |
-
| - |
- The name of the class. - |
-
| - |
- The name of the class concatenated with the ID number of the class. - |
-
| - |
- 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. - |
-
| - |
- Creation of a |
-
| - |
- Creation of a Remove Unit Event. - |
-
| - |
- Creation of a Takeoff Event. - |
-
| - |
- Creation of a Crash Event. - |
-
| - |
- Log an exception which will be traced always. - |
-
| - |
- Returns the event dispatcher - |
-
| - |
- Remove all subscribed events - |
-
| - |
- Trace a function call. - |
-
| - |
- Trace a function call level 2. - |
-
| - |
- Trace a function call level 3. - |
-
| - |
- Get the ClassID of the class instance. - |
-
| - |
- Get the ClassName of the class instance. - |
-
| - |
- Get the ClassName + ClassID of the class instance. - |
-
| - |
- Get the Class Core.Event processing Priority. - |
-
| - |
- This is the worker method to retrieve the Parent class. - |
-
| - |
- Get a Value given a Key from the Object. - |
-
| - |
- Subscribe to a DCS Event. - |
-
| - |
- Log an information which will be traced always. - |
-
| - |
- This is the worker method to inherit from a parent class. - |
-
| - |
- This is the worker method to check if an object is an (sub)instance of a class. - |
-
| - |
- Enquires if tracing is on (for the class). - |
-
| - |
- BASE constructor. - |
-
| - |
- Occurs when an Event for an object is triggered. - |
-
| - |
- BDA. - |
-
| - |
- Occurs when a ground unit captures either an airbase or a farp. - |
-
| - |
- Occurs when any object is spawned into the mission. - |
-
| - |
- Occurs when any aircraft crashes into the ground and is completely destroyed. - |
-
| - |
- Occurs when an object is dead. - |
-
| - |
- Unknown precisely what creates this event, likely tied into newer damage model. - |
-
| - |
- Discard chair after ejection. - |
-
| - |
- Occurs when a pilot ejects from an aircraft -Have a look at the class Core.Event#EVENT as these are just the prototypes. - |
-
| - |
- Occurs when any aircraft shuts down its engines. - |
-
| - |
- Occurs when any aircraft starts its engines. - |
-
| - |
- Occurs whenever an object is hit by a weapon. - |
-
| - |
- Occurs when any system fails on a human controlled aircraft. - |
-
| - |
- Occurs on the death of a unit. - |
-
| - |
- 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. - |
-
| - |
- Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up. - |
-
| - |
- Landing quality mark. - |
-
| - |
- Occurs when a new mark was added. - |
-
| - |
- Occurs when a mark text was changed. - |
-
| - |
- Occurs when a mark was removed. - |
-
| - |
- Occurs when a mission ends -Have a look at the class Core.Event#EVENT as these are just the prototypes. - |
-
| - |
- Occurs when a mission starts -Have a look at the class Core.Event#EVENT as these are just the prototypes. - |
-
| - |
- Weapon add. - |
-
| - |
- Occurs when the pilot of an aircraft is killed. - |
-
| - |
- Occurs when a player enters a slot and takes control of an aircraft. - |
-
| - |
- Occurs when any player assumes direct control of a unit. - |
-
| - |
- Occurs when any player relieves control of a unit to the AI. - |
-
| - |
- Occurs when an aircraft connects with a tanker and begins taking on fuel. - |
-
| - |
- Occurs when an aircraft is finished taking fuel. - |
-
| - |
- Occurs when any modification to the "Score" as seen on the debrief menu would occur. - |
-
| - |
- Occurs when any unit stops firing its weapon. - |
-
| - |
- Occurs when any unit begins firing a weapon that has a high rate of fire. - |
-
| - |
- Occurs whenever any unit in a mission fires a weapon. - |
-
| - |
- Occurs when an aircraft takes off from an airbase, farp, or ship. - |
-
| - |
- Trigger zone. - |
-
| - |
- Occurs when the game thinks an object is destroyed. - |
-
| - |
- Schedule a new time event. - |
-
DETECTION_AREAS:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...) |
-
- Schedule a new time event. - |
-
| - |
- Stops the Schedule. - |
-
| - | - - | -
| - |
- Set the Class Core.Event processing Priority. - |
-
| - |
- Set a state or property of the Object given a Key and a Value. - |
-
| - |
- Trace a function logic level 1. - |
-
| - |
- Trace a function logic level 2. - |
-
| - |
- Trace a function logic level 3. - |
-
| - |
- Trace all methods in MOOSE - |
-
| - |
- Set tracing for a class - |
-
| - |
- Set tracing for a specific method of class - |
-
| - |
- Set trace level - |
-
| - |
- Set trace off. - |
-
| - |
- Set trace on. - |
-
| - |
- 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. - |
-
| - |
- UnSubscribe to a DCS event. - |
-
| - | - - | -
DETECTION_AREAS:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
-
- Trace a function call. - |
-
DETECTION_AREAS:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
-
- Trace a function logic. - |
-
| - | - - | -
| - |
- The main event handling function... |
| + | @@ -3888,42 +3070,18 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau | - | -||
| - |
- The list of detected objects. |
|||
|
- Map of the DetectedObjects identified. + |
||||
|
Report detailed of a detection result. - |
- ||||
| - | - - | -|||
| - |
- The range till which targets are accepted to be detected. - |
- |||
| - | - | |||
| - | -||||
| - |
- The Core.Set of GROUPs in the Forward Air Controller role. |
|||
|
OnLeave Transition Handler for State Stopped. + |
+ ||||
| + | + + | +|||
| + | + + | +|||
| + | + + | +|||
| + | + | |||
|
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. |
|||
| - | -
| Fields and Methods inherited from FSM | -Description | -
|---|---|
| - |
- 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. - |
-
| - |
- 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. - |
-
| - |
- Add a new transition rule to the FSM. - |
-
| - |
- Call scheduler. - |
-
| - |
- Name of the class. - |
-
| - | - - | -
| - |
- Get current state. - |
-
| - |
- Returns the End states. - |
-
| - | - - | -
| - |
- Returns a table of the SubFSM rules defined within the FSM. - |
-
| - |
- Returns a table with the scores defined. - |
-
| - |
- Returns the start state of the FSM. - |
-
| - |
- Get current state. - |
-
| - |
- Returns a table with the Subs defined. - |
-
| - |
- Returns a table of the transition rules defined within the FSM. - |
-
| - |
- Check if FSM is in state. - |
-
| - |
- Load call backs. - |
-
| - |
- Creates a new FSM object. - |
-
| - |
- Scores. - |
-
| - | - - | -
| - |
- Sets the start state of the FSM. - |
-
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - |
- Add to map. - |
-
DETECTION_BASE:_call_handler(step, trigger, params, EventName) |
-
- Call handler. - |
-
| - |
- Create transition. - |
-
| - |
- Delayed transition. - |
-
| - |
- Event map. - |
-
| - |
- Go sub. - |
-
| - |
- Handler. - |
-
| - |
- Is end state. - |
-
| - |
- Sub maps. - |
-
| - |
- Check if can do an event. - |
-
| - |
- Check if cannot do an event. - |
-
| - |
- Current state name. - |
-
| - | - - | -
| - |
- Check if FSM is in state. - |
-
| - |
- Options. - |
-
| - |
- Subs. - |
-
| Fields and Methods inherited from BASE | -Description | -
|---|---|
| - |
- The ID number of the class. - |
-
| - |
- The name of the class. - |
-
| - |
- The name of the class concatenated with the ID number of the class. - |
-
| - |
- 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. - |
-
| - |
- Creation of a |
-
| - |
- Creation of a Remove Unit Event. - |
-
| - |
- Creation of a Takeoff Event. - |
-
| - |
- Creation of a Crash Event. - |
-
| - |
- Log an exception which will be traced always. - |
-
| - |
- Returns the event dispatcher - |
-
| - |
- Remove all subscribed events - |
-
| - |
- Trace a function call. - |
-
| - |
- Trace a function call level 2. - |
-
| - |
- Trace a function call level 3. - |
-
| - |
- Get the ClassID of the class instance. - |
-
| - |
- Get the ClassName of the class instance. - |
-
| - |
- Get the ClassName + ClassID of the class instance. - |
-
| - |
- Get the Class Core.Event processing Priority. - |
-
| - |
- This is the worker method to retrieve the Parent class. - |
-
| - |
- Get a Value given a Key from the Object. - |
-
| - |
- Subscribe to a DCS Event. - |
-
| - |
- Log an information which will be traced always. - |
-
| - |
- This is the worker method to inherit from a parent class. - |
-
| - |
- This is the worker method to check if an object is an (sub)instance of a class. - |
-
| - |
- Enquires if tracing is on (for the class). - |
-
| - |
- BASE constructor. - |
-
| - |
- Occurs when an Event for an object is triggered. - |
-
| - |
- BDA. - |
-
| - |
- Occurs when a ground unit captures either an airbase or a farp. - |
-
| - |
- Occurs when any object is spawned into the mission. - |
-
| - |
- Occurs when any aircraft crashes into the ground and is completely destroyed. - |
-
| - |
- Occurs when an object is dead. - |
-
| - |
- Unknown precisely what creates this event, likely tied into newer damage model. - |
-
| - |
- Discard chair after ejection. - |
-
| - |
- Occurs when a pilot ejects from an aircraft -Have a look at the class Core.Event#EVENT as these are just the prototypes. - |
-
| - |
- Occurs when any aircraft shuts down its engines. - |
-
| - |
- Occurs when any aircraft starts its engines. - |
-
| - |
- Occurs whenever an object is hit by a weapon. - |
-
| - |
- Occurs when any system fails on a human controlled aircraft. - |
-
| - |
- Occurs on the death of a unit. - |
-
| - |
- 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. - |
-
| - |
- Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up. - |
-
| - |
- Landing quality mark. - |
-
| - |
- Occurs when a new mark was added. - |
-
| - |
- Occurs when a mark text was changed. - |
-
| - |
- Occurs when a mark was removed. - |
-
| - |
- Occurs when a mission ends -Have a look at the class Core.Event#EVENT as these are just the prototypes. - |
-
| - |
- Occurs when a mission starts -Have a look at the class Core.Event#EVENT as these are just the prototypes. - |
-
| - |
- Weapon add. - |
-
| - |
- Occurs when the pilot of an aircraft is killed. - |
-
| - |
- Occurs when a player enters a slot and takes control of an aircraft. - |
-
| - |
- Occurs when any player assumes direct control of a unit. - |
-
| - |
- Occurs when any player relieves control of a unit to the AI. - |
-
| - |
- Occurs when an aircraft connects with a tanker and begins taking on fuel. - |
-
| - |
- Occurs when an aircraft is finished taking fuel. - |
-
| - |
- Occurs when any modification to the "Score" as seen on the debrief menu would occur. - |
-
| - |
- Occurs when any unit stops firing its weapon. - |
-
| - |
- Occurs when any unit begins firing a weapon that has a high rate of fire. - |
-
| - |
- Occurs whenever any unit in a mission fires a weapon. - |
-
| - |
- Occurs when an aircraft takes off from an airbase, farp, or ship. - |
-
| - |
- Trigger zone. - |
-
| - |
- Occurs when the game thinks an object is destroyed. - |
-
| - |
- Schedule a new time event. - |
-
DETECTION_BASE:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...) |
-
- Schedule a new time event. - |
-
| - |
- Stops the Schedule. - |
-
| - | - - | -
| - |
- Set the Class Core.Event processing Priority. - |
-
| - |
- Set a state or property of the Object given a Key and a Value. - |
-
| - |
- Trace a function logic level 1. - |
-
| - |
- Trace a function logic level 2. - |
-
| - |
- Trace a function logic level 3. - |
-
| - |
- Trace all methods in MOOSE - |
-
| - |
- Set tracing for a class - |
-
| - |
- Set tracing for a specific method of class - |
-
| - |
- Set trace level - |
-
| - |
- Set trace off. - |
-
| - |
- Set trace on. - |
-
| - |
- 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. - |
-
| - |
- UnSubscribe to a DCS event. - |
-
| - | - - | -
DETECTION_BASE:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
-
- Trace a function call. - |
-
DETECTION_BASE:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
-
- Trace a function logic. - |
-
| - | - - | -
| - |
- The main event handling function... |
The Zone of the detected area.
-| Fields and Methods inherited from DETECTION_BASE.DetectedObject | -Description | -
|---|---|
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - |
| - | - -
| Fields and Methods inherited from DETECTION_BASE | -Description | -
|---|---|
| - |
- Accepts changes from the detected item. - |
-
| - | - - | -
| - | - - | -
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:CleanDetectionItem(DetectedItem, DetectedItemID) |
-
- Clean the DetectedItem table. - |
-
| - | - - | -
| - |
- Make a DetectionSet table. - |
-
| - |
- Synchronous Event Trigger for Event Detect. - |
-
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - |
- Synchronous Event Trigger for Event Detected. - |
-
| - | - - | -
| - | - - | -
DETECTION_TYPES:DetectedItemReportSummary(DetectedItem, AttackGroup, Settings) |
-
- Report summary of a detected item using a given numeric index. - |
-
| - | - - | -
| - |
- The list of detected objects. - |
-
| - |
- Map of the DetectedObjects identified. - |
-
| - |
- Report detailed of a detection result. - |
-
| - | - - | -
| - |
- The range till which targets are accepted to be detected. - |
-
| - | - - | -
| - | - - | -
| - | - - | -
| - |
- The Core.Set of GROUPs in the Forward Air Controller role. - |
-
| - | - - | -
| - |
- Filter the detected units based on Unit.Category
Multiple Unit.Category entries can be given as a table and then these will be evaluated as an OR expression. - |
-
| - | - - | -
| - |
- Forget a Unit from a DetectionItem - |
-
| - | - - | -
| - | - - | -
| - |
- Get a detected ID using a given numeric index. - |
-
| - |
- Get a detected item using a given numeric index. - |
-
| - |
- Get a detected item using a given Key. - |
-
| - |
- Get the detected item coordinate. - |
-
| - |
- Get a list of the detected item coordinates. - |
-
| - |
- Get a detected ItemID using a given numeric index. - |
-
| - |
- Get the Core.Set#SET_UNIT of a detection area using a given numeric index. - |
-
| - |
- Get the detected item coordinate. - |
-
| - |
- Get the Core.Zone#ZONE_UNIT of a detection area using a given numeric index. - |
-
| - |
- Get the DetectedItems by Key. - |
-
| - |
- Get the DetectedItems by Index. - |
-
| - |
- Get the amount of SETs with detected objects. - |
-
| - |
- Gets a detected object with a given name. - |
-
| - |
- Gets a detected unit type name, taking into account the detection results. - |
-
| - |
- Get the Detection Set. - |
-
| - |
- Returns the distance used to identify friendlies near the detected item ... - |
-
| - |
- Returns friendly units nearby the FAC units ... - |
-
| - |
- Returns friendly units nearby the intercept point ... - |
-
| - |
- Returns friendly units nearby the FAC units ... - |
-
| - |
- Identifies a detected object during detection processing. - |
-
| - |
- Detect DLINK. - |
-
| - |
- Detect IRST. - |
-
| - |
- Detect Optical. - |
-
| - |
- Detect RWR. - |
-
| - |
- Detect Radar. - |
-
| - |
- Detect Visual. - |
-
| - | - - | -
| - | - - | -
| - |
- Checks if there is at least one UNIT detected in the Set of the the DetectedItem. - |
-
| - |
- Validate if the detected item is locked. - |
-
| - |
- Determines if a detected object has already been identified during detection processing. - |
-
| - |
- Returns if there are friendlies nearby the FAC units ... - |
-
| - |
- Returns if there are friendlies nearby the intercept ... - |
-
| - |
- Returns if there are friendlies nearby the FAC units ... - |
-
| - |
- Lock a detected item. - |
-
| - |
- Lock the detected items when created and lock all existing detected items. - |
-
| - | - - | -
| - |
- Find the nearest Recce of the DetectedItem. - |
-
| - |
- DETECTION constructor. - |
-
| - |
- OnAfter Transition Handler for Event Detect. - |
-
| - |
- OnAfter Transition Handler for Event Detected. - |
-
DETECTION_TYPES:OnAfterDetectedItem(From, Event, To, DetectedItem) |
-
- OnAfter Transition Handler for Event DetectedItem. - |
-
| - |
- OnAfter Transition Handler for Event Start. - |
-
| - |
- OnAfter Transition Handler for Event Stop. - |
-
| - |
- OnBefore Transition Handler for Event Detect. - |
-
| - |
- OnBefore Transition Handler for Event Detected. - |
-
| - |
- OnBefore Transition Handler for Event Start. - |
-
| - |
- OnBefore Transition Handler for Event Stop. - |
-
| - |
- OnEnter Transition Handler for State Detecting. - |
-
| - |
- OnEnter Transition Handler for State Stopped. - |
-
| - |
- OnLeave Transition Handler for State Detecting. - |
-
| - |
- OnLeave Transition Handler for State Stopped. - |
-
| - | - - | -
| - | - - | -
| - |
- Removes an existing DetectedItem from the DetectedItems list. - |
-
| - |
- Background worker function to determine if there are friendlies nearby ... - |
-
| - |
- Schedule the DETECTION construction. - |
-
| - | - - | -
| - | - - | -
| - |
- Accept detections if within a range in meters. - |
-
| - |
- 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. - |
-
| - |
- Upon a visual detection, the further away a detected object is, the less likely it is to be detected properly. - |
-
| - |
- Set the radius in meters to validate if friendlies are nearby. - |
-
| - |
- This will allow during friendly search any recce or detection unit to be also considered as a friendly. - |
-
| - |
- Set the parameters to calculate to optimal intercept point. - |
-
| - |
- Set the detection interval time in seconds. - |
-
| - |
- Reject detections if within the specified zone(s). - |
-
| - |
- 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. - |
-
| - |
- 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. - |
-
| - |
- Unlock a detected item. - |
-
| - |
- Unlock the detected items when created and unlock all existing detected items. - |
-
| - |
- Set IsDetected flag for the DetectedItem, which can have more units. - |
-
| - | - - | -
| - |
- Asynchronous Event Trigger for Event Detect. - |
-
| - |
- Asynchronous Event Trigger for Event Detected. - |
-
| - |
- Asynchronous Event Trigger for Event Start. - |
-
| - |
- Asynchronous Event Trigger for Event Stop. - |
-
| - | - - | -
DETECTION_TYPES:onafterDetection(From, Event, To, Detection, DetectionTimeStamp) |
- - - | -
| - | - - | -
| Fields and Methods inherited from FSM | -Description | -
|---|---|
| - |
- 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. - |
-
| - |
- 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. - |
-
| - |
- Add a new transition rule to the FSM. - |
-
| - |
- Call scheduler. - |
-
| - |
- Name of the class. - |
-
| - | - - | -
| - |
- Get current state. - |
-
| - |
- Returns the End states. - |
-
| - | - - | -
| - |
- Returns a table of the SubFSM rules defined within the FSM. - |
-
| - |
- Returns a table with the scores defined. - |
-
| - |
- Returns the start state of the FSM. - |
-
| - |
- Get current state. - |
-
| - |
- Returns a table with the Subs defined. - |
-
| - |
- Returns a table of the transition rules defined within the FSM. - |
-
| - |
- Check if FSM is in state. - |
-
| - |
- Load call backs. - |
-
| - |
- Creates a new FSM object. - |
-
| - |
- Scores. - |
-
| - | - - | -
| - |
- Sets the start state of the FSM. - |
-
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - |
- Add to map. - |
-
DETECTION_TYPES:_call_handler(step, trigger, params, EventName) |
-
- Call handler. - |
-
| - |
- Create transition. - |
-
| - |
- Delayed transition. - |
-
| - |
- Event map. - |
-
| - |
- Go sub. - |
-
| - |
- Handler. - |
-
| - |
- Is end state. - |
-
| - |
- Sub maps. - |
-
| - |
- Check if can do an event. - |
-
| - |
- Check if cannot do an event. - |
-
| - |
- Current state name. - |
-
| - | - - | -
| - |
- Check if FSM is in state. - |
-
| - |
- Options. - |
-
| - |
- Subs. - |
-
| Fields and Methods inherited from BASE | -Description | -
|---|---|
| - |
- The ID number of the class. - |
-
| - |
- The name of the class. - |
-
| - |
- The name of the class concatenated with the ID number of the class. - |
-
| - |
- 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. - |
-
| - |
- Creation of a |
-
| - |
- Creation of a Remove Unit Event. - |
-
| - |
- Creation of a Takeoff Event. - |
-
| - |
- Creation of a Crash Event. - |
-
| - |
- Log an exception which will be traced always. - |
-
| - |
- Returns the event dispatcher - |
-
| - |
- Remove all subscribed events - |
-
| - |
- Trace a function call. - |
-
| - |
- Trace a function call level 2. - |
-
| - |
- Trace a function call level 3. - |
-
| - |
- Get the ClassID of the class instance. - |
-
| - |
- Get the ClassName of the class instance. - |
-
| - |
- Get the ClassName + ClassID of the class instance. - |
-
| - |
- Get the Class Core.Event processing Priority. - |
-
| - |
- This is the worker method to retrieve the Parent class. - |
-
| - |
- Get a Value given a Key from the Object. - |
-
| - |
- Subscribe to a DCS Event. - |
-
| - |
- Log an information which will be traced always. - |
-
| - |
- This is the worker method to inherit from a parent class. - |
-
| - |
- This is the worker method to check if an object is an (sub)instance of a class. - |
-
| - |
- Enquires if tracing is on (for the class). - |
-
| - |
- BASE constructor. - |
-
| - |
- Occurs when an Event for an object is triggered. - |
-
| - |
- BDA. - |
-
| - |
- Occurs when a ground unit captures either an airbase or a farp. - |
-
| - |
- Occurs when any object is spawned into the mission. - |
-
| - |
- Occurs when any aircraft crashes into the ground and is completely destroyed. - |
-
| - |
- Occurs when an object is dead. - |
-
| - |
- Unknown precisely what creates this event, likely tied into newer damage model. - |
-
| - |
- Discard chair after ejection. - |
-
| - |
- Occurs when a pilot ejects from an aircraft -Have a look at the class Core.Event#EVENT as these are just the prototypes. - |
-
| - |
- Occurs when any aircraft shuts down its engines. - |
-
| - |
- Occurs when any aircraft starts its engines. - |
-
| - |
- Occurs whenever an object is hit by a weapon. - |
-
| - |
- Occurs when any system fails on a human controlled aircraft. - |
-
| - |
- Occurs on the death of a unit. - |
-
| - |
- 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. - |
-
| - |
- Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up. - |
-
| - |
- Landing quality mark. - |
-
| - |
- Occurs when a new mark was added. - |
-
| - |
- Occurs when a mark text was changed. - |
-
| - |
- Occurs when a mark was removed. - |
-
| - |
- Occurs when a mission ends -Have a look at the class Core.Event#EVENT as these are just the prototypes. - |
-
| - |
- Occurs when a mission starts -Have a look at the class Core.Event#EVENT as these are just the prototypes. - |
-
| - |
- Weapon add. - |
-
| - |
- Occurs when the pilot of an aircraft is killed. - |
-
| - |
- Occurs when a player enters a slot and takes control of an aircraft. - |
-
| - |
- Occurs when any player assumes direct control of a unit. - |
-
| - |
- Occurs when any player relieves control of a unit to the AI. - |
-
| - |
- Occurs when an aircraft connects with a tanker and begins taking on fuel. - |
-
| - |
- Occurs when an aircraft is finished taking fuel. - |
-
| - |
- Occurs when any modification to the "Score" as seen on the debrief menu would occur. - |
-
| - |
- Occurs when any unit stops firing its weapon. - |
-
| - |
- Occurs when any unit begins firing a weapon that has a high rate of fire. - |
-
| - |
- Occurs whenever any unit in a mission fires a weapon. - |
-
| - |
- Occurs when an aircraft takes off from an airbase, farp, or ship. - |
-
| - |
- Trigger zone. - |
-
| - |
- Occurs when the game thinks an object is destroyed. - |
-
| - |
- Schedule a new time event. - |
-
DETECTION_TYPES:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...) |
-
- Schedule a new time event. - |
-
| - |
- Stops the Schedule. - |
-
| - | - - | -
| - |
- Set the Class Core.Event processing Priority. - |
-
| - |
- Set a state or property of the Object given a Key and a Value. - |
-
| - |
- Trace a function logic level 1. - |
-
| - |
- Trace a function logic level 2. - |
-
| - |
- Trace a function logic level 3. - |
-
| - |
- Trace all methods in MOOSE - |
-
| - |
- Set tracing for a class - |
-
| - |
- Set tracing for a specific method of class - |
-
| - |
- Set trace level - |
-
| - |
- Set trace off. - |
-
| - |
- Set trace on. - |
-
| - |
- 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. - |
-
| - |
- UnSubscribe to a DCS event. - |
-
| - | - - | -
DETECTION_TYPES:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
-
- Trace a function call. - |
-
DETECTION_TYPES:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
-
- Trace a function logic. - |
-
| - | - - | -
| - |
- The main event handling function... |
| + | @@ -7448,42 +4161,18 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau | - | -||
| - |
- The list of detected objects. |
|||
|
- Map of the DetectedObjects identified. + |
||||
|
Report detailed of a detection result. - |
- ||||
| - | - - | -|||
| - |
- The range till which targets are accepted to be detected. - |
- |||
| - | - | |||
| - | -||||
| - |
- The Core.Set of GROUPs in the Forward Air Controller role. |
|||
|
OnLeave Transition Handler for State Stopped. + |
+ ||||
| + | + + | +|||
| + | + + | +|||
| + | + + | +|||
| + | + | |||
|
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. |
|||
| - | -
| Fields and Methods inherited from FSM | -Description | -
|---|---|
| - |
- 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. - |
-
| - |
- 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. - |
-
| - |
- Add a new transition rule to the FSM. - |
-
| - |
- Call scheduler. - |
-
| - |
- Name of the class. - |
-
| - | - - | -
| - |
- Get current state. - |
-
| - |
- Returns the End states. - |
-
| - | - - | -
| - |
- Returns a table of the SubFSM rules defined within the FSM. - |
-
| - |
- Returns a table with the scores defined. - |
-
| - |
- Returns the start state of the FSM. - |
-
| - |
- Get current state. - |
-
| - |
- Returns a table with the Subs defined. - |
-
| - |
- Returns a table of the transition rules defined within the FSM. - |
-
| - |
- Check if FSM is in state. - |
-
| - |
- Load call backs. - |
-
| - |
- Creates a new FSM object. - |
-
| - |
- Scores. - |
-
| - | - - | -
| - |
- Sets the start state of the FSM. - |
-
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - |
- Add to map. - |
-
DETECTION_UNITS:_call_handler(step, trigger, params, EventName) |
-
- Call handler. - |
-
| - |
- Create transition. - |
-
| - |
- Delayed transition. - |
-
| - |
- Event map. - |
-
| - |
- Go sub. - |
-
| - |
- Handler. - |
-
| - |
- Is end state. - |
-
| - |
- Sub maps. - |
-
| - |
- Check if can do an event. - |
-
| - |
- Check if cannot do an event. - |
-
| - |
- Current state name. - |
-
| - | - - | -
| - |
- Check if FSM is in state. - |
-
| - |
- Options. - |
-
| - |
- Subs. - |
-
| Fields and Methods inherited from BASE | -Description | -
|---|---|
| - |
- The ID number of the class. - |
-
| - |
- The name of the class. - |
-
| - |
- The name of the class concatenated with the ID number of the class. - |
-
| - |
- 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. - |
-
| - |
- Creation of a |
-
| - |
- Creation of a Remove Unit Event. - |
-
| - |
- Creation of a Takeoff Event. - |
-
| - |
- Creation of a Crash Event. - |
-
| - |
- Log an exception which will be traced always. - |
-
| - |
- Returns the event dispatcher - |
-
| - |
- Remove all subscribed events - |
-
| - |
- Trace a function call. - |
-
| - |
- Trace a function call level 2. - |
-
| - |
- Trace a function call level 3. - |
-
| - |
- Get the ClassID of the class instance. - |
-
| - |
- Get the ClassName of the class instance. - |
-
| - |
- Get the ClassName + ClassID of the class instance. - |
-
| - |
- Get the Class Core.Event processing Priority. - |
-
| - |
- This is the worker method to retrieve the Parent class. - |
-
| - |
- Get a Value given a Key from the Object. - |
-
| - |
- Subscribe to a DCS Event. - |
-
| - |
- Log an information which will be traced always. - |
-
| - |
- This is the worker method to inherit from a parent class. - |
-
| - |
- This is the worker method to check if an object is an (sub)instance of a class. - |
-
| - |
- Enquires if tracing is on (for the class). - |
-
| - |
- BASE constructor. - |
-
| - |
- Occurs when an Event for an object is triggered. - |
-
| - |
- BDA. - |
-
| - |
- Occurs when a ground unit captures either an airbase or a farp. - |
-
| - |
- Occurs when any object is spawned into the mission. - |
-
| - |
- Occurs when any aircraft crashes into the ground and is completely destroyed. - |
-
| - |
- Occurs when an object is dead. - |
-
| - |
- Unknown precisely what creates this event, likely tied into newer damage model. - |
-
| - |
- Discard chair after ejection. - |
-
| - |
- Occurs when a pilot ejects from an aircraft -Have a look at the class Core.Event#EVENT as these are just the prototypes. - |
-
| - |
- Occurs when any aircraft shuts down its engines. - |
-
| - |
- Occurs when any aircraft starts its engines. - |
-
| - |
- Occurs whenever an object is hit by a weapon. - |
-
| - |
- Occurs when any system fails on a human controlled aircraft. - |
-
| - |
- Occurs on the death of a unit. - |
-
| - |
- 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. - |
-
| - |
- Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up. - |
-
| - |
- Landing quality mark. - |
-
| - |
- Occurs when a new mark was added. - |
-
| - |
- Occurs when a mark text was changed. - |
-
| - |
- Occurs when a mark was removed. - |
-
| - |
- Occurs when a mission ends -Have a look at the class Core.Event#EVENT as these are just the prototypes. - |
-
| - |
- Occurs when a mission starts -Have a look at the class Core.Event#EVENT as these are just the prototypes. - |
-
| - |
- Weapon add. - |
-
| - |
- Occurs when the pilot of an aircraft is killed. - |
-
| - |
- Occurs when a player enters a slot and takes control of an aircraft. - |
-
| - |
- Occurs when any player assumes direct control of a unit. - |
-
| - |
- Occurs when any player relieves control of a unit to the AI. - |
-
| - |
- Occurs when an aircraft connects with a tanker and begins taking on fuel. - |
-
| - |
- Occurs when an aircraft is finished taking fuel. - |
-
| - |
- Occurs when any modification to the "Score" as seen on the debrief menu would occur. - |
-
| - |
- Occurs when any unit stops firing its weapon. - |
-
| - |
- Occurs when any unit begins firing a weapon that has a high rate of fire. - |
-
| - |
- Occurs whenever any unit in a mission fires a weapon. - |
-
| - |
- Occurs when an aircraft takes off from an airbase, farp, or ship. - |
-
| - |
- Trigger zone. - |
-
| - |
- Occurs when the game thinks an object is destroyed. - |
-
| - |
- Schedule a new time event. - |
-
DETECTION_UNITS:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...) |
-
- Schedule a new time event. - |
-
| - |
- Stops the Schedule. - |
-
| - | - - | -
| - |
- Set the Class Core.Event processing Priority. - |
-
| - |
- Set a state or property of the Object given a Key and a Value. - |
-
| - |
- Trace a function logic level 1. - |
-
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- Trace a function logic level 2. - |
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- Trace a function logic level 3. - |
-
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- Trace all methods in MOOSE - |
-
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- Set tracing for a class - |
-
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- Set tracing for a specific method of class - |
-
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- Set trace level - |
-
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- Set trace off. - |
-
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- Set trace on. - |
-
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- 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. - |
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- UnSubscribe to a DCS event. - |
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DETECTION_UNITS:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
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- Trace a function call. - |
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DETECTION_UNITS:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
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- Trace a function logic. - |
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- The main event handling function... |
@param #DETECTION_BASE self + @param #number The amount of alive recce.
+- #number - The -
-amount of alive recce.
- -@param #DETECTION_BASE self
+Method to make the radar detection less accurate, e.g.
+ + +for WWII scenarios.
+ ++ #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)
+ +self
+ +@param #DETECTION_BASE self + @param #string From The From State string. + @param #string Event The Event string. + @param #string To The To State string.
+- #string From
The From State string.
- +- #string Event
The Event string.
- +- #string To
The To State string.
- +@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.
+- #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.
- +@param #DETECTION_BASE self + @param #string From The From State string. + @param #string Event The Event string. + @param #string To The To State string.
+- #string From
The From State string.
- +- #string Event
The Event string.
- +- #string To
The To State string.
- -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.
- -The range till which targets are grouped upon the first detected target.
- -Adds an End state.
- -- #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.
- -- #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.
- -The SubFSM.
- -Adds a score for the FSM to be achieved.
- -- #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.
- -#FSM:
-self
- -Adds a score for the FSM_PROCESS to be achieved.
- -- #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.
- -#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.
- -- #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.
- -Returns the End states.
- -Returns a table of the SubFSM rules defined within the FSM.
- -Returns a table with the scores defined.
- -Returns the start state of the FSM.
- -#string:
-A string containing the start state.
- -Get current state.
- -Returns a table with the Subs defined.
- -Returns a table of the transition rules defined within the FSM.
- -Check if FSM is in state.
- -- #string - State -
-State name.
- -#boolean:
-If true, FSM is in this state.
- -Load call backs.
- -- #table - CallBackTable -
-Table of call backs.
- -Creates a new FSM object.
- -- From -
-- Event -
-- Fsm -
-Sets the start state of the FSM.
- -- #string - State -
-A string defining the start state.
- -Add to map.
- -- #table - Map -
-Map.
- -- #table - Event -
-Event table.
- -Call handler.
- -- #string - step -
-Step "onafter", "onbefore", "onenter", "onleave".
- -- #string - trigger -
-Trigger.
- -- #table - params -
-Parameters.
- -- #string - EventName -
-Event name.
- -Value.
- -Create transition.
- -- #string - EventName -
-Event name.
- -#function:
-Function.
- -Delayed transition.
- -- #string - EventName -
-Event name.
- -#function:
-Function.
- -Event map.
- -- #table - Events -
-Events.
- -- #table - EventStructure -
-Event structure.
- -Go sub.
- -- #string - ParentFrom -
-Parent from state.
- -- #string - ParentEvent -
-Parent event name.
- -#table:
-Subs.
- -Handler.
- -- #string - EventName -
-Event name.
- -- ... -
-Arguments.
- -Is end state.
- -- #string - Current -
-Current state name.
- -#table:
-FSM parent.
- -#string:
-Event name.
- -Sub maps.
- -- #table - subs -
-Subs.
- -- #table - sub -
-Sub.
- -- #string - name -
-Name.
- -Check if can do an event.
- -- #string - e -
-Event name.
- -#boolean:
-If true, FSM can do the event.
- -#string:
-To state.
- -Check if cannot do an event.
- -- #string - e -
-Event name.
- -#boolean:
-If true, FSM cannot do the event.
- -Check if FSM is in state.
- -- #string - State -
-State name.
- -- state -
-#boolean:
-If true, FSM is in this state.
- -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.
- -The range till which targets are grouped upon the first detected target.
- -Clear the state of an object.
- -- Object -
-The object that holds the Value set by the Key.
- -- StateName -
-The key that is should be cleared.
- -Creation of a Birth Event.
- -- 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.
- -- DCS#Time - EventTime -
-The time stamp of the event.
- -- DCS#Object - Initiator -
-The initiating object of the event.
- -- IniObjectCategory -
-Creation of a Dead Event.
- -- 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.
- Wrapper.Unit#UNIT - PlayerUnit -
-The aircraft unit the player entered.
- -Creation of a Remove Unit Event.
- -- DCS#Time - EventTime -
-The time stamp of the event.
- -- DCS#Object - Initiator -
-The initiating object of the event.
- -Creation of a Takeoff Event.
- -- DCS#Time - EventTime -
-The time stamp of the event.
- -- DCS#Object - Initiator -
-The initiating object of the event.
- -Creation of a Crash Event.
- -- 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.
- -- Arguments -
-A #table or any field.
- -Returns the event dispatcher
- -Remove all subscribed events
- -Trace a function call.
- - -Must be at the beginning of the function logic.
- -- Arguments -
-A #table or any field.
- -Trace a function call level 2.
- - -Must be at the beginning of the function logic.
- -- Arguments -
-A #table or any field.
- -Trace a function call level 3.
- - -Must be at the beginning of the function logic.
- -- Arguments -
-A #table or any field.
- -Get the ClassID of the class instance.
- -#string:
-The ClassID of the class instance.
- -Get the ClassName of the class instance.
- -#string:
-The ClassName of the class instance.
- -Get the ClassName + ClassID of the class instance.
- - -The ClassName + ClassID is formatted as '%s#%09d'.
- -#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.
- -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()
-
-
-
-
-
-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.
- -- 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!
- -The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.
- -Subscribe to a DCS Event.
- -- Core.Event#EVENTS - EventID -
-Event ID.
- -- #function - EventFunction -
-(optional) The function to be called when the event occurs for the unit.
- -Log an information which will be traced always.
- - -Can be anywhere within the function logic.
- -- Arguments -
-A #table or any field.
- -This is the worker method to inherit from a parent class.
- -- Child -
-is the Child class that inherits.
- -- #BASE - Parent -
-is the Parent class that the Child inherits from.
- -Child
- -This is the worker method to check if an object is an (sub)instance of a class.
- - - -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
- ClassName -
-is the name of the class or the class itself to run the check against
- -#boolean:
-Enquires if tracing is on (for the class).
- -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
-
-
-
-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.
- -- Core.Event#EVENTDATA - EventData -
-The EventData structure.
- -BDA.
- - -Have a look at the class Core.Event#EVENT as these are just the prototypes.
- -- 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.
- -- 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
- -- 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
- -- 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.
- -- 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.
- -- 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.
- -- 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
- -- 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.
- -- 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.
- -- 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.
- -- 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
- -- 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.
- -- 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
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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
- -- Core.Event#EVENTDATA - EventData -
-The EventData structure.
- -Trigger zone.
- - -Have a look at the class Core.Event#EVENT as these are just the prototypes.
- -- 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.
- -- 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.
- -- #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, ... }.
- -#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.
- -- #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, ... }.
- -#string:
-The Schedule ID of the planned schedule.
- -Stops the Schedule.
- -- #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.
- -- #number - EventPriority -
-The Core.Event processing Priority.
- -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.
- -- 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.
- -The Value set.
- -Trace a function logic level 1.
- - -Can be anywhere within the function logic.
- -- Arguments -
-A #table or any field.
- -Trace a function logic level 2.
- - -Can be anywhere within the function logic.
- -- Arguments -
-A #table or any field.
- -Trace a function logic level 3.
- - -Can be anywhere within the function logic.
- -- Arguments -
-A #table or any field.
- -Trace all methods in MOOSE
- -- #boolean - TraceAll -
-true = trace all methods in MOOSE.
- -Set tracing for a class
- -Set tracing for a specific method of class
- -- #string - Class -
-Class name.
- -- #string - Method -
-Method.
- -Set trace level
- -Set trace off.
- -Set trace on.
- -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.
- -- #boolean - TraceOnOff -
-Switch the tracing on or off.
- -
- -- Switch the tracing On
- BASE:TraceOnOff( true )
-
- -- Switch the tracing Off
- BASE:TraceOnOff( false )
-
-
-UnSubscribe to a DCS event.
- -- Core.Event#EVENTS - EventID -
-Event ID.
- -Trace a function call.
- - -This function is private.
- -- Arguments -
-A #table or any field.
- -- DebugInfoCurrentParam -
-- DebugInfoFromParam -
-Trace a function logic.
- -- Arguments -
-A #table or any field.
- -- DebugInfoCurrentParam -
-- DebugInfoFromParam -
-The main event handling function...
- - -This function captures all events generated for the class.
- -- DCS#Event - event -
-The list of detected objects.
-Map of the DetectedObjects identified.
-The range till which targets are accepted to be detected.
- -Table will be garbage collected.
The Core.Set of GROUPs in the Forward Air Controller role.
-@param #DETECTION_BASE self + @param #number The amount of alive recce.
+DETECTION_BASE
- #number - The -
-amount of alive recce.
- -@param #DETECTION_BASE self
+Method to make the radar detection less accurate, e.g.
+ + +for WWII scenarios.
+ +DETECTION_BASE
++ #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)
+ +self
+ +@param #DETECTION_BASE self + @param #string From The From State string. + @param #string Event The Event string. + @param #string To The To State string.
+- #string From
The From State string.
- +- #string Event
The Event string.
- +- #string To
The To State string.
- +@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.
+- #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.
- +@param #DETECTION_BASE self + @param #string From The From State string. + @param #string Event The Event string. + @param #string To The To State string.
+- #string From
The From State string.
- +- #string Event
The Event string.
- +- #string To
The To State string.
- -The list of detected objects.
- -Map of the DetectedObjects identified.
- -The range till which targets are accepted to be detected.
- -The Core.Set of GROUPs in the Forward Air Controller role.
- -Adds an End state.
- -- #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.
- -- #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.
- -The SubFSM.
- -Adds a score for the FSM to be achieved.
- -- #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.
- -#FSM:
-self
- -Adds a score for the FSM_PROCESS to be achieved.
- -- #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.
- -#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.
- -- #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.
- -Returns the End states.
- -Returns a table of the SubFSM rules defined within the FSM.
- -Returns a table with the scores defined.
- -Returns the start state of the FSM.
- -#string:
-A string containing the start state.
- -Get current state.
- -Returns a table with the Subs defined.
- -Returns a table of the transition rules defined within the FSM.
- -Check if FSM is in state.
- -- #string - State -
-State name.
- -#boolean:
-If true, FSM is in this state.
- -Load call backs.
- -- #table - CallBackTable -
-Table of call backs.
- -Creates a new FSM object.
- -- From -
-- Event -
-- Fsm -
-Sets the start state of the FSM.
- -- #string - State -
-A string defining the start state.
- -Add to map.
- -- #table - Map -
-Map.
- -- #table - Event -
-Event table.
- -Call handler.
- -- #string - step -
-Step "onafter", "onbefore", "onenter", "onleave".
- -- #string - trigger -
-Trigger.
- -- #table - params -
-Parameters.
- -- #string - EventName -
-Event name.
- -Value.
- -Create transition.
- -- #string - EventName -
-Event name.
- -#function:
-Function.
- -Delayed transition.
- -- #string - EventName -
-Event name.
- -#function:
-Function.
- -Event map.
- -- #table - Events -
-Events.
- -- #table - EventStructure -
-Event structure.
- -Go sub.
- -- #string - ParentFrom -
-Parent from state.
- -- #string - ParentEvent -
-Parent event name.
- -#table:
-Subs.
- -Handler.
- -- #string - EventName -
-Event name.
- -- ... -
-Arguments.
- -Is end state.
- -- #string - Current -
-Current state name.
- -#table:
-FSM parent.
- -#string:
-Event name.
- -Sub maps.
- -- #table - subs -
-Subs.
- -- #table - sub -
-Sub.
- -- #string - name -
-Name.
- -Check if can do an event.
- -- #string - e -
-Event name.
- -#boolean:
-If true, FSM can do the event.
- -#string:
-To state.
- -Check if cannot do an event.
- -- #string - e -
-Event name.
- -#boolean:
-If true, FSM cannot do the event.
- -Check if FSM is in state.
- -- #string - State -
-State name.
- -- state -
-#boolean:
-If true, FSM is in this state.
- -The list of detected objects.
- -Map of the DetectedObjects identified.
- -The range till which targets are accepted to be detected.
- -The Core.Set of GROUPs in the Forward Air Controller role.
- -Clear the state of an object.
- -- Object -
-The object that holds the Value set by the Key.
- -- StateName -
-The key that is should be cleared.
- -Creation of a Birth Event.
- -- 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.
- -- DCS#Time - EventTime -
-The time stamp of the event.
- -- DCS#Object - Initiator -
-The initiating object of the event.
- -- IniObjectCategory -
-Creation of a Dead Event.
- -- 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.
- Wrapper.Unit#UNIT - PlayerUnit -
-The aircraft unit the player entered.
- -Creation of a Remove Unit Event.
- -- DCS#Time - EventTime -
-The time stamp of the event.
- -- DCS#Object - Initiator -
-The initiating object of the event.
- -Creation of a Takeoff Event.
- -- DCS#Time - EventTime -
-The time stamp of the event.
- -- DCS#Object - Initiator -
-The initiating object of the event.
- -Creation of a Crash Event.
- -- 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.
- -- Arguments -
-A #table or any field.
- -Returns the event dispatcher
- -Remove all subscribed events
- -Trace a function call.
- - -Must be at the beginning of the function logic.
- -- Arguments -
-A #table or any field.
- -Trace a function call level 2.
- - -Must be at the beginning of the function logic.
- -- Arguments -
-A #table or any field.
- -Trace a function call level 3.
- - -Must be at the beginning of the function logic.
- -- Arguments -
-A #table or any field.
- -Get the ClassID of the class instance.
- -#string:
-The ClassID of the class instance.
- -Get the ClassName of the class instance.
- -#string:
-The ClassName of the class instance.
- -Get the ClassName + ClassID of the class instance.
- - -The ClassName + ClassID is formatted as '%s#%09d'.
- -#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.
- -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()
-
-
-
-
-
-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.
- -- 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!
- -The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.
- -Subscribe to a DCS Event.
- -- Core.Event#EVENTS - EventID -
-Event ID.
- -- #function - EventFunction -
-(optional) The function to be called when the event occurs for the unit.
- -Log an information which will be traced always.
- - -Can be anywhere within the function logic.
- -- Arguments -
-A #table or any field.
- -This is the worker method to inherit from a parent class.
- -- Child -
-is the Child class that inherits.
- -- #BASE - Parent -
-is the Parent class that the Child inherits from.
- -Child
- -This is the worker method to check if an object is an (sub)instance of a class.
- - - -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
- ClassName -
-is the name of the class or the class itself to run the check against
- -#boolean:
-Enquires if tracing is on (for the class).
- -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
-
-
-
-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.
- -- Core.Event#EVENTDATA - EventData -
-The EventData structure.
- -BDA.
- - -Have a look at the class Core.Event#EVENT as these are just the prototypes.
- -- 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.
- -- 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
- -- 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
- -- 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.
- -- 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.
- -- 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.
- -- 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
- -- 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.
- -- 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.
- -- 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.
- -- 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
- -- 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.
- -- 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
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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
- -- Core.Event#EVENTDATA - EventData -
-The EventData structure.
- -Trigger zone.
- - -Have a look at the class Core.Event#EVENT as these are just the prototypes.
- -- 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.
- -- 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.
- -- #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, ... }.
- -#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.
- -- #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, ... }.
- -#string:
-The Schedule ID of the planned schedule.
- -Stops the Schedule.
- -- #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.
- -- #number - EventPriority -
-The Core.Event processing Priority.
- -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.
- -- 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.
- -The Value set.
- -Trace a function logic level 1.
- - -Can be anywhere within the function logic.
- -- Arguments -
-A #table or any field.
- -Trace a function logic level 2.
- - -Can be anywhere within the function logic.
- -- Arguments -
-A #table or any field.
- -Trace a function logic level 3.
- - -Can be anywhere within the function logic.
- -- Arguments -
-A #table or any field.
- -Trace all methods in MOOSE
- -- #boolean - TraceAll -
-true = trace all methods in MOOSE.
- -Set tracing for a class
- -Set tracing for a specific method of class
- -- #string - Class -
-Class name.
- -- #string - Method -
-Method.
- -Set trace level
- -Set trace off.
- -Set trace on.
- -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.
- -- #boolean - TraceOnOff -
-Switch the tracing on or off.
- -
- -- Switch the tracing On
- BASE:TraceOnOff( true )
-
- -- Switch the tracing Off
- BASE:TraceOnOff( false )
-
-
-UnSubscribe to a DCS event.
- -- Core.Event#EVENTS - EventID -
-Event ID.
- -Trace a function call.
- - -This function is private.
- -- Arguments -
-A #table or any field.
- -- DebugInfoCurrentParam -
-- DebugInfoFromParam -
-Trace a function logic.
- -- Arguments -
-A #table or any field.
- -- DebugInfoCurrentParam -
-- DebugInfoFromParam -
-The main event handling function...
- - -This function captures all events generated for the class.
- -- DCS#Event - event -
-The Zone of the detected area.
-Accepts changes from the detected item.
- -- #DETECTION_BASE.DetectedItem - DetectedItem -
-self
- -Add a change to the detected zone.
- -- #DETECTION_BASE.DetectedItem - DetectedItem -
-- #string - ChangeCode -
-- ItemUnitType -
-self
- -Add a change to the detected zone.
- -- #DETECTION_BASE.DetectedItem - DetectedItem -
-- #string - ChangeCode -
-- #string - ChangeUnitType -
-self
- -Adds a new DetectedItem to the DetectedItems list.
- - -The DetectedItem is a table and contains a SET_UNIT in the field Set.
- -- #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.
- -Adds a new DetectedItem to the DetectedItems list.
- - -The DetectedItem is a table and contains a SET_UNIT in the field Set.
- -- 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 -
-Clean the DetectedItem table.
- -- DetectedItem -
-- DetectedItemID -
-- #number - The -
-amount of alive recce.
- -Make a DetectionSet table.
- - -This function will be overridden in the derived clsses.
- -Synchronous Event Trigger for Event Detect.
- -Synchronous Event Trigger for Event Detected.
- -- #table - Units -
-Table of detected units.
- -Report summary of a detected item using a given numeric index.
- -- #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.
- -Report detailed of a detection result.
- -- Wrapper.Group#GROUP - AttackGroup -
-The group to generate the report for.
- -#string:
-Filter the detected units based on Unit.Category
-The different values of Unit.Category can be:
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 } )
-
-
-
-- #list<DCS#Unit> - FilterCategories -
-The Categories entries
- -self
- -- IteratorFunction -
-- ... -
-Forget a Unit from a DetectionItem
- -- #string - UnitName -
-The UnitName that needs to be forgotten from the DetectionItem Sets.
- -Get a detected ID using a given numeric index.
- -- #number - Index -
-#string:
-DetectedItemID
- -Get a detected item using a given numeric index.
- -- #number - Index -
-Get a detected item using a given Key.
- -- Key -
-Get the detected item coordinate.
- -- #DETECTION_BASE.DetectedItem - DetectedItem -
-The DetectedItem to set the coordinate at.
- -Get a list of the detected item coordinates.
- -#table:
-A table of Core.Point#COORDINATE
- -Get a detected ItemID using a given numeric index.
- -- #DETECTION_BASE.DetectedItem - DetectedItem -
-The DetectedItem.
- -#string:
-DetectedItemID
- -Get the Core.Set#SET_UNIT of a detection area using a given numeric index.
- -- #DETECTION_BASE.DetectedItem - DetectedItem -
-DetectedSet
- -Get the detected item coordinate.
- -- #DETECTION_BASE.DetectedItem - DetectedItem -
-The DetectedItem.
- -#number:
-ThreatLevel
- -Get the Core.Zone#ZONE_UNIT of a detection area using a given numeric index.
- -- #DETECTION_BASE.DetectedItem - DetectedItem -
-The DetectedItem.
- -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.
- -Get the DetectedItems by Index.
- - -This will return the DetectedItems collection, indexed by an internal numerical Index.
- -Get the amount of SETs with detected objects.
- -#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.
- -- #string - ObjectName -
-Gets a detected unit type name, taking into account the detection results.
- -- Wrapper.Unit#UNIT - DetectedUnit -
-#string:
-The type name
- -Get the Detection Set.
- -self
- -Returns the distance used to identify friendlies near the detected item ...
- -- #DETECTION_BASE.DetectedItem - DetectedItem -
-The detected item.
- -#table:
-A table of distances to friendlies.
- -Returns friendly units nearby the FAC units ...
- -- #DETECTION_BASE.DetectedItem - DetectedItem -
-- DCS#Unit.Category - Category -
-The category of the unit.
- -#map<#string,Wrapper.Unit#UNIT>:
-The map of Friendly UNITs.
- -Returns friendly units nearby the intercept point ...
- -- #DETECTION_BASE.DetectedItem - DetectedItem -
-The detected item.
- -#map<#string,Wrapper.Unit#UNIT>:
-The map of Friendly UNITs.
- -Returns friendly units nearby the FAC units ...
- -- #DETECTION_BASE.DetectedItem - DetectedItem -
-The detected item.
- -#map<#string,Wrapper.Unit#UNIT>:
-The map of Friendly UNITs.
- -Identifies a detected object during detection processing.
- -Detect DLINK.
- -- #boolean - DetectDLINK -
-self
- -Detect IRST.
- -- #boolean - DetectIRST -
-self
- -Detect Optical.
- -- #boolean - DetectOptical -
-self
- -Detect RWR.
- -- #boolean - DetectRWR -
-self
- -Detect Radar.
- -- #boolean - DetectRadar -
-self
- -Detect Visual.
- -- #boolean - DetectVisual -
-self
- -Checks if there is at least one UNIT detected in the Set of the the DetectedItem.
- -- #DETECTION_BASE.DetectedItem - DetectedItem -
-#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.
- -- #DETECTION_BASE.DetectedItem - DetectedItem -
-The DetectedItem.
- -#boolean:
-Determines if a detected object has already been identified during detection processing.
- -- #DETECTION_BASE.DetectedObject - DetectedObject -
-#boolean:
-true if already identified.
- -Returns if there are friendlies nearby the FAC units ...
- -- #DETECTION_BASE.DetectedItem - DetectedItem -
-- DCS#Unit.Category - Category -
-The category of the unit.
- -#boolean:
-true if there are friendlies nearby
- -Returns if there are friendlies nearby the intercept ...
- -- #DETECTION_BASE.DetectedItem - DetectedItem -
-#boolean:
-trhe if there are friendlies near the intercept.
- -Returns if there are friendlies nearby the FAC units ...
- -- #DETECTION_BASE.DetectedItem - DetectedItem -
-#boolean:
-true if there are friendlies nearby
- -Lock a detected item.
- -- #DETECTION_BASE.DetectedItem - DetectedItem -
-The DetectedItem.
- -Lock the detected items when created and lock all existing detected items.
- -Find the nearest Recce of the DetectedItem.
- -- #DETECTION_BASE.DetectedItem - DetectedItem -
-The nearest FAC unit
- -DETECTION constructor.
- -- Core.Set#SET_GROUP - DetectionSet -
-The Core.Set of Wrapper.Groups that is used to detect the units.
- -self
- -OnAfter Transition Handler for Event Detect.
- -- #string - From -
-The From State string.
- -- #string - Event -
-The Event string.
- -- #string - To -
-The To State string.
- -OnAfter Transition Handler for Event Detected.
- -- #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.
- -- #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.
- -- #string - From -
-The From State string.
- -- #string - Event -
-The Event string.
- -- #string - To -
-The To State string.
- -OnAfter Transition Handler for Event Stop.
- -- #string - From -
-The From State string.
- -- #string - Event -
-The Event string.
- -- #string - To -
-The To State string.
- -OnBefore Transition Handler for Event Detect.
- -- #string - From -
-The From State string.
- -- #string - Event -
-The Event string.
- -- #string - To -
-The To State string.
- -#boolean:
-Return false to cancel Transition.
- -OnBefore Transition Handler for Event Detected.
- -- #string - From -
-The From State string.
- -- #string - Event -
-The Event string.
- -- #string - To -
-The To State string.
- -#boolean:
-Return false to cancel Transition.
- -OnBefore Transition Handler for Event Start.
- -- #string - From -
-The From State string.
- -- #string - Event -
-The Event string.
- -- #string - To -
-The To State string.
- -#boolean:
-Return false to cancel Transition.
- -OnBefore Transition Handler for Event Stop.
- -- #string - From -
-The From State string.
- -- #string - Event -
-The Event string.
- -- #string - To -
-The To State string.
- -#boolean:
-Return false to cancel Transition.
- -OnEnter Transition Handler for State Detecting.
- -- #string - From -
-The From State string.
- -- #string - Event -
-The Event string.
- -- #string - To -
-The To State string.
- -OnEnter Transition Handler for State Stopped.
- -- #string - From -
-The From State string.
- -- #string - Event -
-The Event string.
- -- #string - To -
-The To State string.
- -OnLeave Transition Handler for State Detecting.
- -- #string - From -
-The From State string.
- -- #string - Event -
-The Event string.
- -- #string - To -
-The To State string.
- -#boolean:
-Return false to cancel Transition.
- -OnLeave Transition Handler for State Stopped.
- -- #string - From -
-The From State string.
- -- #string - Event -
-The Event string.
- -- #string - To -
-The To State string.
- -#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.
- -- DetectedItemKey -
-The key in the DetectedItems list where the item needs to be removed.
- -Background worker function to determine if there are friendlies nearby ...
- -- #table - TargetData -
-Schedule the DETECTION construction.
- -- #number - DelayTime -
-The delay in seconds to wait the reporting.
- -- #number - RepeatInterval -
-The repeat interval in seconds for the reporting to happen repeatedly.
- -self
- -Accept detections if within a range in meters.
- -- #number - AcceptRange -
-Accept a detection if the unit is within the AcceptRange in meters.
- -self
- -Accept detections if within the specified zone(s).
- -- Core.Zone#ZONE_BASE - AcceptZones -
-Can be a list or ZONE_BASE objects, or a single ZONE_BASE object.
- -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%
- -- AlphaAngleProbability -
-The probability factor.
- -self
- -Set the detected item coordinate.
- -- #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.
- -Set the detected item threat level.
- -- #DETECTION_BASE.DetectedItem - The -
-DetectedItem to calculate the threat level for.
- -- DetectedItem -
-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%.
- -- DistanceProbability -
-The probability factor.
- -self
- -Set the radius in meters to validate if friendlies are nearby.
- -- #number - FriendliesRange -
-Radius to use when checking if Friendlies are nearby.
- -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.
- -- #string - FriendlyPrefixes -
-A string or a list of prefixes.
- -Set the parameters to calculate to optimal intercept point.
- -- #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.
- -self
- -Set the detection interval time in seconds.
- -- #number - RefreshTimeInterval -
-Interval in seconds.
- -self
- -Reject detections if within the specified zone(s).
- -- Core.Zone#ZONE_BASE - RejectZones -
-Can be a list or ZONE_BASE objects, or a single ZONE_BASE object.
- -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.
- -- ZoneArray -
-Aray of a The ZONE_BASE object and a ZoneProbability pair..
- -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.
- -Unlock a detected item.
- -- #DETECTION_BASE.DetectedItem - DetectedItem -
-The DetectedItem.
- -Unlock the detected items when created and unlock all existing detected items.
- -Set IsDetected flag for the DetectedItem, which can have more units.
- -- DetectedItem -
-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.
- -- #number - Delay -
-The delay in seconds.
- -Asynchronous Event Trigger for Event Detected.
- -- #number - Delay -
-The delay in seconds.
- -- #table - Units -
-Table of detected units.
- -Asynchronous Event Trigger for Event Start.
- -- #number - Delay -
-The delay in seconds.
- -Asynchronous Event Trigger for Event Stop.
- -- #number - Delay -
-The delay in seconds.
- -- #string - From -
-The From State string.
- -- #string - Event -
-The Event string.
- -- #string - To -
-The To State string.
- -- #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.
- -- #string - From -
-The From State string.
- -- #string - Event -
-The Event string.
- -- #string - To -
-The To State string.
- -Adds an End state.
- -- #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.
- -- #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.
- -The SubFSM.
- -Adds a score for the FSM to be achieved.
- -- #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.
- -#FSM:
-self
- -Adds a score for the FSM_PROCESS to be achieved.
- -- #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.
- -#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.
- -- #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.
- -Returns the End states.
- -Returns a table of the SubFSM rules defined within the FSM.
- -Returns a table with the scores defined.
- -Returns the start state of the FSM.
- -#string:
-A string containing the start state.
- -Get current state.
- -Returns a table with the Subs defined.
- -Returns a table of the transition rules defined within the FSM.
- -Check if FSM is in state.
- -- #string - State -
-State name.
- -#boolean:
-If true, FSM is in this state.
- -Load call backs.
- -- #table - CallBackTable -
-Table of call backs.
- -Creates a new FSM object.
- -- From -
-- Event -
-- Fsm -
-Sets the start state of the FSM.
- -- #string - State -
-A string defining the start state.
- -Add to map.
- -- #table - Map -
-Map.
- -- #table - Event -
-Event table.
- -Call handler.
- -- #string - step -
-Step "onafter", "onbefore", "onenter", "onleave".
- -- #string - trigger -
-Trigger.
- -- #table - params -
-Parameters.
- -- #string - EventName -
-Event name.
- -Value.
- -Create transition.
- -- #string - EventName -
-Event name.
- -#function:
-Function.
- -Delayed transition.
- -- #string - EventName -
-Event name.
- -#function:
-Function.
- -Event map.
- -- #table - Events -
-Events.
- -- #table - EventStructure -
-Event structure.
- -Go sub.
- -- #string - ParentFrom -
-Parent from state.
- -- #string - ParentEvent -
-Parent event name.
- -#table:
-Subs.
- -Handler.
- -- #string - EventName -
-Event name.
- -- ... -
-Arguments.
- -Is end state.
- -- #string - Current -
-Current state name.
- -#table:
-FSM parent.
- -#string:
-Event name.
- -Sub maps.
- -- #table - subs -
-Subs.
- -- #table - sub -
-Sub.
- -- #string - name -
-Name.
- -Check if can do an event.
- -- #string - e -
-Event name.
- -#boolean:
-If true, FSM can do the event.
- -#string:
-To state.
- -Check if cannot do an event.
- -- #string - e -
-Event name.
- -#boolean:
-If true, FSM cannot do the event.
- -Check if FSM is in state.
- -- #string - State -
-State name.
- -- state -
-#boolean:
-If true, FSM is in this state.
- -Clear the state of an object.
- -- Object -
-The object that holds the Value set by the Key.
- -- StateName -
-The key that is should be cleared.
- -Creation of a Birth Event.
- -- 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.
- -- DCS#Time - EventTime -
-The time stamp of the event.
- -- DCS#Object - Initiator -
-The initiating object of the event.
- -- IniObjectCategory -
-Creation of a Dead Event.
- -- 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.
- Wrapper.Unit#UNIT - PlayerUnit -
-The aircraft unit the player entered.
- -Creation of a Remove Unit Event.
- -- DCS#Time - EventTime -
-The time stamp of the event.
- -- DCS#Object - Initiator -
-The initiating object of the event.
- -Creation of a Takeoff Event.
- -- DCS#Time - EventTime -
-The time stamp of the event.
- -- DCS#Object - Initiator -
-The initiating object of the event.
- -Creation of a Crash Event.
- -- 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.
- -- Arguments -
-A #table or any field.
- -Returns the event dispatcher
- -Remove all subscribed events
- -Trace a function call.
- - -Must be at the beginning of the function logic.
- -- Arguments -
-A #table or any field.
- -Trace a function call level 2.
- - -Must be at the beginning of the function logic.
- -- Arguments -
-A #table or any field.
- -Trace a function call level 3.
- - -Must be at the beginning of the function logic.
- -- Arguments -
-A #table or any field.
- -Get the ClassID of the class instance.
- -#string:
-The ClassID of the class instance.
- -Get the ClassName of the class instance.
- -#string:
-The ClassName of the class instance.
- -Get the ClassName + ClassID of the class instance.
- - -The ClassName + ClassID is formatted as '%s#%09d'.
- -#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.
- -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()
-
-
-
-
-
-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.
- -- 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!
- -The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.
- -Subscribe to a DCS Event.
- -- Core.Event#EVENTS - EventID -
-Event ID.
- -- #function - EventFunction -
-(optional) The function to be called when the event occurs for the unit.
- -Log an information which will be traced always.
- - -Can be anywhere within the function logic.
- -- Arguments -
-A #table or any field.
- -This is the worker method to inherit from a parent class.
- -- Child -
-is the Child class that inherits.
- -- #BASE - Parent -
-is the Parent class that the Child inherits from.
- -Child
- -This is the worker method to check if an object is an (sub)instance of a class.
- - - -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
- ClassName -
-is the name of the class or the class itself to run the check against
- -#boolean:
-Enquires if tracing is on (for the class).
- -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
-
-
-
-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.
- -- Core.Event#EVENTDATA - EventData -
-The EventData structure.
- -BDA.
- - -Have a look at the class Core.Event#EVENT as these are just the prototypes.
- -- 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.
- -- 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
- -- 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
- -- 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.
- -- 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.
- -- 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.
- -- 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
- -- 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.
- -- 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.
- -- 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.
- -- 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
- -- 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.
- -- 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
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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
- -- Core.Event#EVENTDATA - EventData -
-The EventData structure.
- -Trigger zone.
- - -Have a look at the class Core.Event#EVENT as these are just the prototypes.
- -- 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.
- -- 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.
- -- #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, ... }.
- -#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.
- -- #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, ... }.
- -#string:
-The Schedule ID of the planned schedule.
- -Stops the Schedule.
- -- #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.
- -- #number - EventPriority -
-The Core.Event processing Priority.
- -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.
- -- 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.
- -The Value set.
- -Trace a function logic level 1.
- - -Can be anywhere within the function logic.
- -- Arguments -
-A #table or any field.
- -Trace a function logic level 2.
- - -Can be anywhere within the function logic.
- -- Arguments -
-A #table or any field.
- -Trace a function logic level 3.
- - -Can be anywhere within the function logic.
- -- Arguments -
-A #table or any field.
- -Trace all methods in MOOSE
- -- #boolean - TraceAll -
-true = trace all methods in MOOSE.
- -Set tracing for a class
- -Set tracing for a specific method of class
- -- #string - Class -
-Class name.
- -- #string - Method -
-Method.
- -Set trace level
- -Set trace off.
- -Set trace on.
- -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.
- -- #boolean - TraceOnOff -
-Switch the tracing on or off.
- -
- -- Switch the tracing On
- BASE:TraceOnOff( true )
-
- -- Switch the tracing Off
- BASE:TraceOnOff( false )
-
-
-UnSubscribe to a DCS event.
- -- Core.Event#EVENTS - EventID -
-Event ID.
- -Trace a function call.
- - -This function is private.
- -- Arguments -
-A #table or any field.
- -- DebugInfoCurrentParam -
-- DebugInfoFromParam -
-Trace a function logic.
- -- Arguments -
-A #table or any field.
- -- DebugInfoCurrentParam -
-- DebugInfoFromParam -
-The main event handling function...
- - -This function captures all events generated for the class.
- -@param #DETECTION_BASE self + @param #number The amount of alive recce.
+- #number - The -
-amount of alive recce.
- -@param #DETECTION_BASE self
+Method to make the radar detection less accurate, e.g.
+ + +for WWII scenarios.
+ ++ #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)
+ +self
+ +@param #DETECTION_BASE self + @param #string From The From State string. + @param #string Event The Event string. + @param #string To The To State string.
+- #string From
The From State string.
- +- #string Event
The Event string.
- +- #string To
The To State string.
- +@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.
+- #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.
- +@param #DETECTION_BASE self + @param #string From The From State string. + @param #string Event The Event string. + @param #string To The To State string.
+- #string From
The From State string.
- +- #string Event
The Event string.
- +- #string To
The To State string.
- -Adds an End state.
- -- #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.
- -- #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.
- -The SubFSM.
- -Adds a score for the FSM to be achieved.
- -- #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.
- -#FSM:
-self
- -Adds a score for the FSM_PROCESS to be achieved.
- -- #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.
- -#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.
- -- #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.
- -Returns the End states.
- -Returns a table of the SubFSM rules defined within the FSM.
- -Returns a table with the scores defined.
- -Returns the start state of the FSM.
- -#string:
-A string containing the start state.
- -Get current state.
- -Returns a table with the Subs defined.
- -Returns a table of the transition rules defined within the FSM.
- -Check if FSM is in state.
- -- #string - State -
-State name.
- -#boolean:
-If true, FSM is in this state.
- -Load call backs.
- -- #table - CallBackTable -
-Table of call backs.
- -Creates a new FSM object.
- -- From -
-- Event -
-- Fsm -
-Sets the start state of the FSM.
- -- #string - State -
-A string defining the start state.
- -Add to map.
- -- #table - Map -
-Map.
- -- #table - Event -
-Event table.
- -Call handler.
- -- #string - step -
-Step "onafter", "onbefore", "onenter", "onleave".
- -- #string - trigger -
-Trigger.
- -- #table - params -
-Parameters.
- -- #string - EventName -
-Event name.
- -Value.
- -Create transition.
- -- #string - EventName -
-Event name.
- -#function:
-Function.
- -Delayed transition.
- -- #string - EventName -
-Event name.
- -#function:
-Function.
- -Event map.
- -- #table - Events -
-Events.
- -- #table - EventStructure -
-Event structure.
- -Go sub.
- -- #string - ParentFrom -
-Parent from state.
- -- #string - ParentEvent -
-Parent event name.
- -#table:
-Subs.
- -Handler.
- -- #string - EventName -
-Event name.
- -- ... -
-Arguments.
- -Is end state.
- -- #string - Current -
-Current state name.
- -#table:
-FSM parent.
- -#string:
-Event name.
- -Sub maps.
- -- #table - subs -
-Subs.
- -- #table - sub -
-Sub.
- -- #string - name -
-Name.
- -Check if can do an event.
- -- #string - e -
-Event name.
- -#boolean:
-If true, FSM can do the event.
- -#string:
-To state.
- -Check if cannot do an event.
- -- #string - e -
-Event name.
- -#boolean:
-If true, FSM cannot do the event.
- -Check if FSM is in state.
- -- #string - State -
-State name.
- -- state -
-#boolean:
-If true, FSM is in this state.
- -Clear the state of an object.
- -- Object -
-The object that holds the Value set by the Key.
- -- StateName -
-The key that is should be cleared.
- -Creation of a Birth Event.
- -- 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.
- -- DCS#Time - EventTime -
-The time stamp of the event.
- -- DCS#Object - Initiator -
-The initiating object of the event.
- -- IniObjectCategory -
-Creation of a Dead Event.
- -- 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.
- Wrapper.Unit#UNIT - PlayerUnit -
-The aircraft unit the player entered.
- -Creation of a Remove Unit Event.
- -- DCS#Time - EventTime -
-The time stamp of the event.
- -- DCS#Object - Initiator -
-The initiating object of the event.
- -Creation of a Takeoff Event.
- -- DCS#Time - EventTime -
-The time stamp of the event.
- -- DCS#Object - Initiator -
-The initiating object of the event.
- -Creation of a Crash Event.
- -- 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.
- -- Arguments -
-A #table or any field.
- -Returns the event dispatcher
- -Remove all subscribed events
- -Trace a function call.
- - -Must be at the beginning of the function logic.
- -- Arguments -
-A #table or any field.
- -Trace a function call level 2.
- - -Must be at the beginning of the function logic.
- -- Arguments -
-A #table or any field.
- -Trace a function call level 3.
- - -Must be at the beginning of the function logic.
- -- Arguments -
-A #table or any field.
- -Get the ClassID of the class instance.
- -#string:
-The ClassID of the class instance.
- -Get the ClassName of the class instance.
- -#string:
-The ClassName of the class instance.
- -Get the ClassName + ClassID of the class instance.
- - -The ClassName + ClassID is formatted as '%s#%09d'.
- -#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.
- -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()
-
-
-
-
-
-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.
- -- 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!
- -The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.
- -Subscribe to a DCS Event.
- -- Core.Event#EVENTS - EventID -
-Event ID.
- -- #function - EventFunction -
-(optional) The function to be called when the event occurs for the unit.
- -Log an information which will be traced always.
- - -Can be anywhere within the function logic.
- -- Arguments -
-A #table or any field.
- -This is the worker method to inherit from a parent class.
- -- Child -
-is the Child class that inherits.
- -- #BASE - Parent -
-is the Parent class that the Child inherits from.
- -Child
- -This is the worker method to check if an object is an (sub)instance of a class.
- - - -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
- ClassName -
-is the name of the class or the class itself to run the check against
- -#boolean:
-Enquires if tracing is on (for the class).
- -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
-
-
-
-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.
- -- Core.Event#EVENTDATA - EventData -
-The EventData structure.
- -BDA.
- - -Have a look at the class Core.Event#EVENT as these are just the prototypes.
- -- 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.
- -- 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
- -- 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
- -- 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.
- -- 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.
- -- 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.
- -- 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
- -- 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.
- -- 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.
- -- 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.
- -- 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
- -- 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.
- -- 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
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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
- -- Core.Event#EVENTDATA - EventData -
-The EventData structure.
- -Trigger zone.
- - -Have a look at the class Core.Event#EVENT as these are just the prototypes.
- -- 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.
- -- 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.
- -- #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, ... }.
- -#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.
- -- #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, ... }.
- -#string:
-The Schedule ID of the planned schedule.
- -Stops the Schedule.
- -- #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.
- -- #number - EventPriority -
-The Core.Event processing Priority.
- -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.
- -- 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.
- -The Value set.
- -Trace a function logic level 1.
- - -Can be anywhere within the function logic.
- -- Arguments -
-A #table or any field.
- -Trace a function logic level 2.
- - -Can be anywhere within the function logic.
- -- Arguments -
-A #table or any field.
- -Trace a function logic level 3.
- - -Can be anywhere within the function logic.
- -- Arguments -
-A #table or any field.
- -Trace all methods in MOOSE
- -- #boolean - TraceAll -
-true = trace all methods in MOOSE.
- -Set tracing for a class
- -Set tracing for a specific method of class
- -- #string - Class -
-Class name.
- -- #string - Method -
-Method.
- -Set trace level
- -Set trace off.
- -Set trace on.
- -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.
- -- #boolean - TraceOnOff -
-Switch the tracing on or off.
- -
- -- Switch the tracing On
- BASE:TraceOnOff( true )
-
- -- Switch the tracing Off
- BASE:TraceOnOff( false )
-
-
-UnSubscribe to a DCS event.
- -- Core.Event#EVENTS - EventID -
-Event ID.
- -Trace a function call.
- - -This function is private.
- -- Arguments -
-A #table or any field.
- -- DebugInfoCurrentParam -
-- DebugInfoFromParam -
-Trace a function logic.
- -- Arguments -
-A #table or any field.
- -- DebugInfoCurrentParam -
-- DebugInfoFromParam -
-The main event handling function...
- - -This function captures all events generated for the class.
- -- DCS#Event - event -
-| Fields and Methods inherited from FSM | -Description | -
|---|---|
| - |
- 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. - |
-
| - |
- 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. - |
-
| - |
- Add a new transition rule to the FSM. - |
-
| - |
- Call scheduler. - |
-
| - |
- Name of the class. - |
-
| - | - - | -
| - |
- Get current state. - |
-
| - |
- Returns the End states. - |
-
| - | - - | -
| - |
- Returns a table of the SubFSM rules defined within the FSM. - |
-
| - |
- Returns a table with the scores defined. - |
-
| - |
- Returns the start state of the FSM. - |
-
| - |
- Get current state. - |
-
| - |
- Returns a table with the Subs defined. - |
-
| - |
- Returns a table of the transition rules defined within the FSM. - |
-
| - |
- Check if FSM is in state. - |
-
| - |
- Load call backs. - |
-
| - |
- Creates a new FSM object. - |
-
| - |
- Scores. - |
-
| - | - - | -
| - |
- Sets the start state of the FSM. - |
-
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - |
- Add to map. - |
-
DETECTION_ZONES:_call_handler(step, trigger, params, EventName) |
-
- Call handler. - |
-
| - |
- Create transition. - |
-
| - |
- Delayed transition. - |
-
| - |
- Event map. - |
-
| - |
- Go sub. - |
-
| - |
- Handler. - |
-
| - |
- Is end state. - |
-
| - |
- Sub maps. - |
-
| - |
- Check if can do an event. - |
-
| - |
- Check if cannot do an event. - |
-
| - |
- Current state name. - |
-
| - | - - | -
| - |
- Check if FSM is in state. - |
-
| - |
- Options. - |
-
| - |
- Subs. - |
-
| Fields and Methods inherited from BASE | -Description | -
|---|---|
| - |
- The ID number of the class. - |
-
| - |
- The name of the class. - |
-
| - |
- The name of the class concatenated with the ID number of the class. - |
-
| - |
- 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. - |
-
| - |
- Creation of a |
-
| - |
- Creation of a Remove Unit Event. - |
-
| - |
- Creation of a Takeoff Event. - |
-
| - |
- Creation of a Crash Event. - |
-
| - |
- Log an exception which will be traced always. - |
-
| - |
- Returns the event dispatcher - |
-
| - |
- Remove all subscribed events - |
-
| - |
- Trace a function call. - |
-
| - |
- Trace a function call level 2. - |
-
| - |
- Trace a function call level 3. - |
-
| - |
- Get the ClassID of the class instance. - |
-
| - |
- Get the ClassName of the class instance. - |
-
| - |
- Get the ClassName + ClassID of the class instance. - |
-
| - |
- Get the Class Core.Event processing Priority. - |
-
| - |
- This is the worker method to retrieve the Parent class. - |
-
| - |
- Get a Value given a Key from the Object. - |
-
| - |
- Subscribe to a DCS Event. - |
-
| - |
- Log an information which will be traced always. - |
-
| - |
- This is the worker method to inherit from a parent class. - |
-
| - |
- This is the worker method to check if an object is an (sub)instance of a class. - |
-
| - |
- Enquires if tracing is on (for the class). - |
-
| - |
- BASE constructor. - |
-
| - |
- Occurs when an Event for an object is triggered. - |
-
| - |
- BDA. - |
-
| - |
- Occurs when a ground unit captures either an airbase or a farp. - |
-
| - |
- Occurs when any object is spawned into the mission. - |
-
| - |
- Occurs when any aircraft crashes into the ground and is completely destroyed. - |
-
| - |
- Occurs when an object is dead. - |
-
| - |
- Unknown precisely what creates this event, likely tied into newer damage model. - |
-
| - |
- Discard chair after ejection. - |
-
| - |
- Occurs when a pilot ejects from an aircraft -Have a look at the class Core.Event#EVENT as these are just the prototypes. - |
-
| - |
- Occurs when any aircraft shuts down its engines. - |
-
| - |
- Occurs when any aircraft starts its engines. - |
-
| - |
- Occurs whenever an object is hit by a weapon. - |
-
| - |
- Occurs when any system fails on a human controlled aircraft. - |
-
| - |
- Occurs on the death of a unit. - |
-
| - |
- 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. - |
-
| - |
- Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up. - |
-
| - |
- Landing quality mark. - |
-
| - |
- Occurs when a new mark was added. - |
-
| - |
- Occurs when a mark text was changed. - |
-
| - |
- Occurs when a mark was removed. - |
-
| - |
- Occurs when a mission ends -Have a look at the class Core.Event#EVENT as these are just the prototypes. - |
-
| - |
- Occurs when a mission starts -Have a look at the class Core.Event#EVENT as these are just the prototypes. - |
-
| - |
- Weapon add. - |
-
| - |
- Occurs when the pilot of an aircraft is killed. - |
-
| - |
- Occurs when a player enters a slot and takes control of an aircraft. - |
-
| - |
- Occurs when any player assumes direct control of a unit. - |
-
| - |
- Occurs when any player relieves control of a unit to the AI. - |
-
| - |
- Occurs when an aircraft connects with a tanker and begins taking on fuel. - |
-
| - |
- Occurs when an aircraft is finished taking fuel. - |
-
| - |
- Occurs when any modification to the "Score" as seen on the debrief menu would occur. - |
-
| - |
- Occurs when any unit stops firing its weapon. - |
-
| - |
- Occurs when any unit begins firing a weapon that has a high rate of fire. - |
-
| - |
- Occurs whenever any unit in a mission fires a weapon. - |
-
| - |
- Occurs when an aircraft takes off from an airbase, farp, or ship. - |
-
| - |
- Trigger zone. - |
-
| - |
- Occurs when the game thinks an object is destroyed. - |
-
| - |
- Schedule a new time event. - |
-
DETECTION_ZONES:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...) |
-
- Schedule a new time event. - |
-
| - |
- Stops the Schedule. - |
-
| - | - - | -
| - |
- Set the Class Core.Event processing Priority. - |
-
| - |
- Set a state or property of the Object given a Key and a Value. - |
-
| - |
- Trace a function logic level 1. - |
-
| - |
- Trace a function logic level 2. - |
-
| - |
- Trace a function logic level 3. - |
-
| - |
- Trace all methods in MOOSE - |
-
| - |
- Set tracing for a class - |
-
| - |
- Set tracing for a specific method of class - |
-
| - |
- Set trace level - |
-
| - |
- Set trace off. - |
-
| - |
- Set trace on. - |
-
| - |
- 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. - |
-
| - |
- UnSubscribe to a DCS event. - |
-
| - | - - | -
DETECTION_ZONES:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
-
- Trace a function call. - |
-
DETECTION_ZONES:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
-
- Trace a function logic. - |
-
| - | - - | -
| - |
- The main event handling function... |
@param #DETECTION_BASE self + @param #number The amount of alive recce.
+- #number - The -
-amount of alive recce.
- -@param #DETECTION_BASE self
+Method to make the radar detection less accurate, e.g.
+ + +for WWII scenarios.
+ ++ #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)
+ +self
+ +@param #DETECTION_BASE self + @param #string From The From State string. + @param #string Event The Event string. + @param #string To The To State string.
+- #string From
The From State string.
- +- #string Event
The Event string.
- +- #string To
The To State string.
- +@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.
+- #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.
- +@param #DETECTION_BASE self + @param #string From The From State string. + @param #string Event The Event string. + @param #string To The To State string.
+- #string From
The From State string.
- +- #string Event
The Event string.
- +- #string To
The To State string.
- -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.
- -The range till which targets are grouped upon the first detected target.
- -Adds an End state.
- -- #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.
- -- #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.
- -The SubFSM.
- -Adds a score for the FSM to be achieved.
- -- #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.
- -#FSM:
-self
- -Adds a score for the FSM_PROCESS to be achieved.
- -- #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.
- -#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.
- -- #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.
- -Returns the End states.
- -Returns a table of the SubFSM rules defined within the FSM.
- -Returns a table with the scores defined.
- -Returns the start state of the FSM.
- -#string:
-A string containing the start state.
- -Get current state.
- -Returns a table with the Subs defined.
- -Returns a table of the transition rules defined within the FSM.
- -Check if FSM is in state.
- -- #string - State -
-State name.
- -#boolean:
-If true, FSM is in this state.
- -Load call backs.
- -- #table - CallBackTable -
-Table of call backs.
- -Creates a new FSM object.
- -- From -
-- Event -
-- Fsm -
-Sets the start state of the FSM.
- -- #string - State -
-A string defining the start state.
- -Add to map.
- -- #table - Map -
-Map.
- -- #table - Event -
-Event table.
- -Call handler.
- -- #string - step -
-Step "onafter", "onbefore", "onenter", "onleave".
- -- #string - trigger -
-Trigger.
- -- #table - params -
-Parameters.
- -- #string - EventName -
-Event name.
- -Value.
- -Create transition.
- -- #string - EventName -
-Event name.
- -#function:
-Function.
- -Delayed transition.
- -- #string - EventName -
-Event name.
- -#function:
-Function.
- -Event map.
- -- #table - Events -
-Events.
- -- #table - EventStructure -
-Event structure.
- -Go sub.
- -- #string - ParentFrom -
-Parent from state.
- -- #string - ParentEvent -
-Parent event name.
- -#table:
-Subs.
- -Handler.
- -- #string - EventName -
-Event name.
- -- ... -
-Arguments.
- -Is end state.
- -- #string - Current -
-Current state name.
- -#table:
-FSM parent.
- -#string:
-Event name.
- -Sub maps.
- -- #table - subs -
-Subs.
- -- #table - sub -
-Sub.
- -- #string - name -
-Name.
- -Check if can do an event.
- -- #string - e -
-Event name.
- -#boolean:
-If true, FSM can do the event.
- -#string:
-To state.
- -Check if cannot do an event.
- -- #string - e -
-Event name.
- -#boolean:
-If true, FSM cannot do the event.
- -Check if FSM is in state.
- -- #string - State -
-State name.
- -- state -
-#boolean:
-If true, FSM is in this state.
- -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.
- -The range till which targets are grouped upon the first detected target.
- -Clear the state of an object.
- -- Object -
-The object that holds the Value set by the Key.
- -- StateName -
-The key that is should be cleared.
- -Creation of a Birth Event.
- -- 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.
- -- DCS#Time - EventTime -
-The time stamp of the event.
- -- DCS#Object - Initiator -
-The initiating object of the event.
- -- IniObjectCategory -
-Creation of a Dead Event.
- -- 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.
- Wrapper.Unit#UNIT - PlayerUnit -
-The aircraft unit the player entered.
- -Creation of a Remove Unit Event.
- -- DCS#Time - EventTime -
-The time stamp of the event.
- -- DCS#Object - Initiator -
-The initiating object of the event.
- -Creation of a Takeoff Event.
- -- DCS#Time - EventTime -
-The time stamp of the event.
- -- DCS#Object - Initiator -
-The initiating object of the event.
- -Creation of a Crash Event.
- -- 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.
- -- Arguments -
-A #table or any field.
- -Returns the event dispatcher
- -Remove all subscribed events
- -Trace a function call.
- - -Must be at the beginning of the function logic.
- -- Arguments -
-A #table or any field.
- -Trace a function call level 2.
- - -Must be at the beginning of the function logic.
- -- Arguments -
-A #table or any field.
- -Trace a function call level 3.
- - -Must be at the beginning of the function logic.
- -- Arguments -
-A #table or any field.
- -Get the ClassID of the class instance.
- -#string:
-The ClassID of the class instance.
- -Get the ClassName of the class instance.
- -#string:
-The ClassName of the class instance.
- -Get the ClassName + ClassID of the class instance.
- - -The ClassName + ClassID is formatted as '%s#%09d'.
- -#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.
- -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()
-
-
-
-
-
-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.
- -- 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!
- -The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.
- -Subscribe to a DCS Event.
- -- Core.Event#EVENTS - EventID -
-Event ID.
- -- #function - EventFunction -
-(optional) The function to be called when the event occurs for the unit.
- -Log an information which will be traced always.
- - -Can be anywhere within the function logic.
- -- Arguments -
-A #table or any field.
- -This is the worker method to inherit from a parent class.
- -- Child -
-is the Child class that inherits.
- -- #BASE - Parent -
-is the Parent class that the Child inherits from.
- -Child
- -This is the worker method to check if an object is an (sub)instance of a class.
- - - -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
- ClassName -
-is the name of the class or the class itself to run the check against
- -#boolean:
-Enquires if tracing is on (for the class).
- -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
-
-
-
-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.
- -- Core.Event#EVENTDATA - EventData -
-The EventData structure.
- -BDA.
- - -Have a look at the class Core.Event#EVENT as these are just the prototypes.
- -- 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.
- -- 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
- -- 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
- -- 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.
- -- 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.
- -- 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.
- -- 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
- -- 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.
- -- 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.
- -- 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.
- -- 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
- -- 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.
- -- 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
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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
- -- Core.Event#EVENTDATA - EventData -
-The EventData structure.
- -Trigger zone.
- - -Have a look at the class Core.Event#EVENT as these are just the prototypes.
- -- 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.
- -- 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.
- -- #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, ... }.
- -#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.
- -- #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, ... }.
- -#string:
-The Schedule ID of the planned schedule.
- -Stops the Schedule.
- -- #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.
- -- #number - EventPriority -
-The Core.Event processing Priority.
- -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.
- -- 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.
- -The Value set.
- -Trace a function logic level 1.
- - -Can be anywhere within the function logic.
- -- Arguments -
-A #table or any field.
- -Trace a function logic level 2.
- - -Can be anywhere within the function logic.
- -- Arguments -
-A #table or any field.
- -Trace a function logic level 3.
- - -Can be anywhere within the function logic.
- -- Arguments -
-A #table or any field.
- -Trace all methods in MOOSE
- -- #boolean - TraceAll -
-true = trace all methods in MOOSE.
- -Set tracing for a class
- -Set tracing for a specific method of class
- -- #string - Class -
-Class name.
- -- #string - Method -
-Method.
- -Set trace level
- -Set trace off.
- -Set trace on.
- -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.
- -- #boolean - TraceOnOff -
-Switch the tracing on or off.
- -
- -- Switch the tracing On
- BASE:TraceOnOff( true )
-
- -- Switch the tracing Off
- BASE:TraceOnOff( false )
-
-
-UnSubscribe to a DCS event.
- -- Core.Event#EVENTS - EventID -
-Event ID.
- -Trace a function call.
- - -This function is private.
- -- Arguments -
-A #table or any field.
- -- DebugInfoCurrentParam -
-- DebugInfoFromParam -
-Trace a function logic.
- -- Arguments -
-A #table or any field.
- -- DebugInfoCurrentParam -
-- DebugInfoFromParam -
-The main event handling function...
- - -This function captures all events generated for the class.
- -- DCS#Event - event -
-Type of terminal to be used when spawning at an airbase.
+RAT:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)
Type of terminal to be used when spawning at an airbase.
+Type of terminal to be used when spawning at an airbase.
+Make player section lead if he was not before.
+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.contain a table for each SAR with all units he has with the original names
+ + + +contain a table for each SAR with all units he has with the original names
+ + + +contain a table for each SAR with all units he has with the original names
+ + + +Name of the class.
- - - -use as counter
- -tables
+Name of the class.
-use as counter
- -tables
+Name of the class.
-use as counter
- -tables
+Flag for direct loading.
-Flag for direct loading.
- - - -template for a group of 10 paratroopers
- - - -template for a group of 10 paratroopers
- - - -set to false to suppress flash messages
+set to false to suppress flash messages
+set to false to suppress flash messages
+set to false to suppress flash messages
+