diff --git a/Documentation/AI.AI_A2A_Cap.html b/Documentation/AI.AI_A2A_Cap.html index 4dbe6d121..a4f9e4446 100644 --- a/Documentation/AI.AI_A2A_Cap.html +++ b/Documentation/AI.AI_A2A_Cap.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/AI.AI_A2A_Dispatcher.html b/Documentation/AI.AI_A2A_Dispatcher.html index 6a36c49fd..8c79c1f01 100644 --- a/Documentation/AI.AI_A2A_Dispatcher.html +++ b/Documentation/AI.AI_A2A_Dispatcher.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
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+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/AI.AI_A2A_GCI.html b/Documentation/AI.AI_A2A_GCI.html index 7e8f1e576..59487e1f2 100644 --- a/Documentation/AI.AI_A2A_GCI.html +++ b/Documentation/AI.AI_A2A_GCI.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
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+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/AI.AI_A2A_Patrol.html b/Documentation/AI.AI_A2A_Patrol.html index 77cff97a3..ca1575530 100644 --- a/Documentation/AI.AI_A2A_Patrol.html +++ b/Documentation/AI.AI_A2A_Patrol.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
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+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/AI.AI_A2G_BAI.html b/Documentation/AI.AI_A2G_BAI.html index 8047962c2..6512b2a2f 100644 --- a/Documentation/AI.AI_A2G_BAI.html +++ b/Documentation/AI.AI_A2G_BAI.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
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+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/AI.AI_A2G_CAS.html b/Documentation/AI.AI_A2G_CAS.html index e2a3e58d5..d901782dc 100644 --- a/Documentation/AI.AI_A2G_CAS.html +++ b/Documentation/AI.AI_A2G_CAS.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
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+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/AI.AI_A2G_Dispatcher.html b/Documentation/AI.AI_A2G_Dispatcher.html index 5eab9e0c0..ca8200e0e 100644 --- a/Documentation/AI.AI_A2G_Dispatcher.html +++ b/Documentation/AI.AI_A2G_Dispatcher.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

@@ -4623,17 +4645,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

The Defender Default Settings over all Squadrons.

- - - -
-
- - #number -AI_A2G_DISPATCHER.DefenderPatrolIndex - - -
@@ -12977,17 +12988,6 @@ multiplied by the Overhead and rounded up to the smallest integer.

The Defender Default Settings over all Squadrons.

- - - -
-
- - #number -AI_A2G_DISPATCHER.DefenderPatrolIndex - - -
@@ -14305,17 +14305,6 @@ multiplied by the Overhead and rounded up to the smallest integer.

The Defender Default Settings over all Squadrons.

- - - -
-
- - #number -AI_A2G_DISPATCHER.DefenderPatrolIndex - - -
@@ -15939,17 +15928,6 @@ multiplied by the Overhead and rounded up to the smallest integer.

The Defender Default Settings over all Squadrons.

- - - -
-
- - #number -AI_A2G_DISPATCHER.DefenderPatrolIndex - - -
diff --git a/Documentation/AI.AI_A2G_SEAD.html b/Documentation/AI.AI_A2G_SEAD.html index 227eb2c19..3708ec56c 100644 --- a/Documentation/AI.AI_A2G_SEAD.html +++ b/Documentation/AI.AI_A2G_SEAD.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
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+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/AI.AI_AIR_Dispatcher.html b/Documentation/AI.AI_AIR_Dispatcher.html index c0ef32012..9fed403b7 100644 --- a/Documentation/AI.AI_AIR_Dispatcher.html +++ b/Documentation/AI.AI_AIR_Dispatcher.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/AI.AI_Air.html b/Documentation/AI.AI_Air.html index 83cc0dcf5..fad2a2766 100644 --- a/Documentation/AI.AI_Air.html +++ b/Documentation/AI.AI_Air.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

@@ -2913,17 +2935,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - - - -
-
- - #number -AI_AIR.IdleCount - - -
@@ -5668,17 +5679,6 @@ Once the time is finished, the old AI will return to the base.

- - - -
-
- - #number -AI_AIR.IdleCount - - -
@@ -6404,17 +6404,6 @@ Once the time is finished, the old AI will return to the base.

- - - -
-
- - #number -AI_AIR.IdleCount - - -
@@ -8032,17 +8021,6 @@ Once the time is finished, the old AI will return to the base.

- - - -
-
- - #number -AI_AIR.IdleCount - - -
diff --git a/Documentation/AI.AI_Air_Engage.html b/Documentation/AI.AI_Air_Engage.html index ebc3da6c8..4c1a6b6c4 100644 --- a/Documentation/AI.AI_Air_Engage.html +++ b/Documentation/AI.AI_Air_Engage.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
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+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/AI.AI_Air_Patrol.html b/Documentation/AI.AI_Air_Patrol.html index 4cbfb6977..c4162f714 100644 --- a/Documentation/AI.AI_Air_Patrol.html +++ b/Documentation/AI.AI_Air_Patrol.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/AI.AI_Air_Squadron.html b/Documentation/AI.AI_Air_Squadron.html index 114443c28..5a6615cbd 100644 --- a/Documentation/AI.AI_Air_Squadron.html +++ b/Documentation/AI.AI_Air_Squadron.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
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+
+
+ Image + +
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+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/AI.AI_Bai.html b/Documentation/AI.AI_Bai.html index f9427ba6a..a4dbdc6af 100644 --- a/Documentation/AI.AI_Bai.html +++ b/Documentation/AI.AI_Bai.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
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+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/AI.AI_Balancer.html b/Documentation/AI.AI_Balancer.html index 5da96a46c..488d7fb58 100644 --- a/Documentation/AI.AI_Balancer.html +++ b/Documentation/AI.AI_Balancer.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/AI.AI_Cap.html b/Documentation/AI.AI_Cap.html index 9de1f6e1d..458982128 100644 --- a/Documentation/AI.AI_Cap.html +++ b/Documentation/AI.AI_Cap.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/AI.AI_Cargo.html b/Documentation/AI.AI_Cargo.html index 8b4f06450..8c5cfc3c4 100644 --- a/Documentation/AI.AI_Cargo.html +++ b/Documentation/AI.AI_Cargo.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
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+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/AI.AI_Cargo_APC.html b/Documentation/AI.AI_Cargo_APC.html index 31460680f..1253a6f7a 100644 --- a/Documentation/AI.AI_Cargo_APC.html +++ b/Documentation/AI.AI_Cargo_APC.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/AI.AI_Cargo_Airplane.html b/Documentation/AI.AI_Cargo_Airplane.html index 6834f18f6..e28a6de0c 100644 --- a/Documentation/AI.AI_Cargo_Airplane.html +++ b/Documentation/AI.AI_Cargo_Airplane.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

@@ -2599,6 +2621,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Field(s)

+
+
+ + +AI_CARGO_AIRPLANE.Airbase + + + +
+ +
@@ -2654,9 +2687,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -

Aircraft is on a pickup mission.

-
@@ -4375,6 +4405,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Field(s)

+
+
+ + +AI_CARGO_AIRPLANE.Airbase + + + +
+ +
@@ -4430,9 +4471,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -

Aircraft is on a pickup mission.

-
@@ -4993,6 +5031,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Field(s)

+
+
+ + +AI_CARGO_AIRPLANE.Airbase + + + +
+ +
@@ -5048,9 +5097,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -

Aircraft is on a pickup mission.

-
@@ -6503,6 +6549,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Field(s)

+
+
+ + +AI_CARGO_AIRPLANE.Airbase + + + +
+ +
@@ -6558,9 +6615,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -

Aircraft is on a pickup mission.

-
diff --git a/Documentation/AI.AI_Cargo_Dispatcher.html b/Documentation/AI.AI_Cargo_Dispatcher.html index 5a870142f..8ed8b0b06 100644 --- a/Documentation/AI.AI_Cargo_Dispatcher.html +++ b/Documentation/AI.AI_Cargo_Dispatcher.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
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+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/AI.AI_Cargo_Dispatcher_APC.html b/Documentation/AI.AI_Cargo_Dispatcher_APC.html index 0f1a942e7..6bc22fe79 100644 --- a/Documentation/AI.AI_Cargo_Dispatcher_APC.html +++ b/Documentation/AI.AI_Cargo_Dispatcher_APC.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/AI.AI_Cargo_Dispatcher_Airplane.html b/Documentation/AI.AI_Cargo_Dispatcher_Airplane.html index ce7293f7f..1aeb1c534 100644 --- a/Documentation/AI.AI_Cargo_Dispatcher_Airplane.html +++ b/Documentation/AI.AI_Cargo_Dispatcher_Airplane.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/AI.AI_Cargo_Dispatcher_Helicopter.html b/Documentation/AI.AI_Cargo_Dispatcher_Helicopter.html index 4b349142c..2ab45805b 100644 --- a/Documentation/AI.AI_Cargo_Dispatcher_Helicopter.html +++ b/Documentation/AI.AI_Cargo_Dispatcher_Helicopter.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/AI.AI_Cargo_Dispatcher_Ship.html b/Documentation/AI.AI_Cargo_Dispatcher_Ship.html index 6ef482cc3..68df01080 100644 --- a/Documentation/AI.AI_Cargo_Dispatcher_Ship.html +++ b/Documentation/AI.AI_Cargo_Dispatcher_Ship.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/AI.AI_Cargo_Helicopter.html b/Documentation/AI.AI_Cargo_Helicopter.html index cf85023b9..3a8557a4c 100644 --- a/Documentation/AI.AI_Cargo_Helicopter.html +++ b/Documentation/AI.AI_Cargo_Helicopter.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/AI.AI_Cargo_Ship.html b/Documentation/AI.AI_Cargo_Ship.html index 095e83949..029d75a09 100644 --- a/Documentation/AI.AI_Cargo_Ship.html +++ b/Documentation/AI.AI_Cargo_Ship.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/AI.AI_Cas.html b/Documentation/AI.AI_Cas.html index b72d3595e..9bb42c390 100644 --- a/Documentation/AI.AI_Cas.html +++ b/Documentation/AI.AI_Cas.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/AI.AI_ESCORT_DISPATCHER_REQUEST.html b/Documentation/AI.AI_ESCORT_DISPATCHER_REQUEST.html index 226cdcb4e..9b838b68e 100644 --- a/Documentation/AI.AI_ESCORT_DISPATCHER_REQUEST.html +++ b/Documentation/AI.AI_ESCORT_DISPATCHER_REQUEST.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/AI.AI_Escort.html b/Documentation/AI.AI_Escort.html index 8a38d7231..16cd072cb 100644 --- a/Documentation/AI.AI_Escort.html +++ b/Documentation/AI.AI_Escort.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/AI.AI_Escort_Dispatcher.html b/Documentation/AI.AI_Escort_Dispatcher.html index 926caad66..84ead4a6f 100644 --- a/Documentation/AI.AI_Escort_Dispatcher.html +++ b/Documentation/AI.AI_Escort_Dispatcher.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/AI.AI_Formation.html b/Documentation/AI.AI_Formation.html index a0c065c5c..7d72e3cd5 100644 --- a/Documentation/AI.AI_Formation.html +++ b/Documentation/AI.AI_Formation.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/AI.AI_Patrol.html b/Documentation/AI.AI_Patrol.html index 6905d3e6f..97d8158dd 100644 --- a/Documentation/AI.AI_Patrol.html +++ b/Documentation/AI.AI_Patrol.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/Actions.Account.html b/Documentation/Actions.Account.html index f0b6a1719..15fd803f4 100644 --- a/Documentation/Actions.Account.html +++ b/Documentation/Actions.Account.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/Actions.Assign.html b/Documentation/Actions.Assign.html index e59747159..bc0f8ff24 100644 --- a/Documentation/Actions.Assign.html +++ b/Documentation/Actions.Assign.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/Actions.Assist.html b/Documentation/Actions.Assist.html index 4d0c1a9dc..cf0088671 100644 --- a/Documentation/Actions.Assist.html +++ b/Documentation/Actions.Assist.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/Actions.Route.html b/Documentation/Actions.Route.html index e263ffe26..5561e2afe 100644 --- a/Documentation/Actions.Route.html +++ b/Documentation/Actions.Route.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/Cargo.Cargo.html b/Documentation/Cargo.Cargo.html index ce3a727c3..d4fa66e8b 100644 --- a/Documentation/Cargo.Cargo.html +++ b/Documentation/Cargo.Cargo.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/Cargo.CargoCrate.html b/Documentation/Cargo.CargoCrate.html index 2a2bf0f5a..04f9de5a5 100644 --- a/Documentation/Cargo.CargoCrate.html +++ b/Documentation/Cargo.CargoCrate.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/Cargo.CargoGroup.html b/Documentation/Cargo.CargoGroup.html index 2bacb21c3..c63bdb525 100644 --- a/Documentation/Cargo.CargoGroup.html +++ b/Documentation/Cargo.CargoGroup.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

@@ -1827,20 +1849,6 @@ Controls a network of short range air/missile defense groups.

- - - -
-
- - -CARGO_GROUP.CargoObject - - - - -

Now we spawn the new group based on the template created.

-
@@ -3159,20 +3167,6 @@ This works for ground only groups.

- - - -
-
- - -CARGO_GROUP.CargoObject - - - - -

Now we spawn the new group based on the template created.

-
diff --git a/Documentation/Cargo.CargoSlingload.html b/Documentation/Cargo.CargoSlingload.html index fbd327a38..c694cdfaf 100644 --- a/Documentation/Cargo.CargoSlingload.html +++ b/Documentation/Cargo.CargoSlingload.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/Cargo.CargoUnit.html b/Documentation/Cargo.CargoUnit.html index 25f496314..d20a58eda 100644 --- a/Documentation/Cargo.CargoUnit.html +++ b/Documentation/Cargo.CargoUnit.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/Core.Base.html b/Documentation/Core.Base.html index d7733533e..886b83ed7 100644 --- a/Documentation/Core.Base.html +++ b/Documentation/Core.Base.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/Core.Beacon.html b/Documentation/Core.Beacon.html index 8025e7410..ac7649919 100644 --- a/Documentation/Core.Beacon.html +++ b/Documentation/Core.Beacon.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/Core.Database.html b/Documentation/Core.Database.html index 249c6b63e..48c1f8506 100644 --- a/Documentation/Core.Database.html +++ b/Documentation/Core.Database.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/Core.Event.html b/Documentation/Core.Event.html index cc1aaeee1..78c4b063a 100644 --- a/Documentation/Core.Event.html +++ b/Documentation/Core.Event.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/Core.Fsm.html b/Documentation/Core.Fsm.html index 18b5723bb..dfd769aeb 100644 --- a/Documentation/Core.Fsm.html +++ b/Documentation/Core.Fsm.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

@@ -5634,7 +5656,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #string FSM._StartState @@ -7237,7 +7259,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #string FSM._StartState diff --git a/Documentation/Core.Goal.html b/Documentation/Core.Goal.html index a15d71b47..8e1594002 100644 --- a/Documentation/Core.Goal.html +++ b/Documentation/Core.Goal.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/Core.Menu.html b/Documentation/Core.Menu.html index e08f4d211..dec38de03 100644 --- a/Documentation/Core.Menu.html +++ b/Documentation/Core.Menu.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/Core.Message.html b/Documentation/Core.Message.html index fec96250e..983064ba7 100644 --- a/Documentation/Core.Message.html +++ b/Documentation/Core.Message.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/Core.Point.html b/Documentation/Core.Point.html index a2d9940d1..c8fec6ba4 100644 --- a/Documentation/Core.Point.html +++ b/Documentation/Core.Point.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

@@ -16135,17 +16157,6 @@ BASE:TraceOnOff( false )

the y coordinate in meters.

- - - -
-
- - -POINT_VEC2.z - - -
@@ -16944,17 +16955,6 @@ BASE:TraceOnOff( false )

the y coordinate in meters.

- - - -
-
- - -POINT_VEC2.z - - -
@@ -24678,17 +24678,6 @@ Creates a line on the F10 map from one point to another.

the y coordinate in meters.

- - - -
-
- - -POINT_VEC2.z - - -
diff --git a/Documentation/Core.Report.html b/Documentation/Core.Report.html index eabbd839b..2961d7de7 100644 --- a/Documentation/Core.Report.html +++ b/Documentation/Core.Report.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/Core.ScheduleDispatcher.html b/Documentation/Core.ScheduleDispatcher.html index 49027e84d..b733c6a4f 100644 --- a/Documentation/Core.ScheduleDispatcher.html +++ b/Documentation/Core.ScheduleDispatcher.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/Core.Scheduler.html b/Documentation/Core.Scheduler.html index 4bcc5e36c..c452e34e2 100644 --- a/Documentation/Core.Scheduler.html +++ b/Documentation/Core.Scheduler.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/Core.Set.html b/Documentation/Core.Set.html index 406088e6d..0683bc243 100644 --- a/Documentation/Core.Set.html +++ b/Documentation/Core.Set.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/Core.Settings.html b/Documentation/Core.Settings.html index ee91e9b4d..098d83cbb 100644 --- a/Documentation/Core.Settings.html +++ b/Documentation/Core.Settings.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

@@ -2704,7 +2726,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #string + SETTINGS.A2GSystem @@ -4798,7 +4820,7 @@ It is advised to use this method at the start of the mission.

- #string + SETTINGS.A2GSystem diff --git a/Documentation/Core.Spawn.html b/Documentation/Core.Spawn.html index 277b3f867..8f960d85d 100644 --- a/Documentation/Core.Spawn.html +++ b/Documentation/Core.Spawn.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

@@ -2711,7 +2733,13 @@ and any spaces before and after the resulting name are removed.

-

SPAWN.communication

+

SPAWN.frequency

+ + + + + +

SPAWN.livery_id

@@ -2720,6 +2748,12 @@ and any spaces before and after the resulting name are removed.

SPAWN.modulation

+ + + +

SPAWN.uncontrolled

+ + @@ -3611,6 +3645,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

By default, no InitLimit

+
@@ -3622,6 +3659,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + + + +
+
+ + +SPAWN.SpawnInitModex + + +
@@ -3675,7 +3723,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #number SPAWN.SpawnMaxGroups @@ -3689,7 +3737,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #number SPAWN.SpawnMaxUnitsAlive @@ -3906,7 +3954,18 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +
+
+
+ + +SPAWN.livery_id @@ -3921,6 +3980,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau +
+ +
+
+
+ + +SPAWN.uncontrolled + + +
@@ -8999,6 +9069,9 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

By default, no InitLimit

+
@@ -9010,6 +9083,17 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

+ +
+
+
+ + +SPAWN.SpawnInitModex + + +
@@ -9063,7 +9147,7 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

- + #number SPAWN.SpawnMaxGroups @@ -9077,7 +9161,7 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

- + #number SPAWN.SpawnMaxUnitsAlive @@ -9294,7 +9378,18 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

-SPAWN.communication +SPAWN.frequency + + + +
+ +
+
+
+ + +SPAWN.livery_id @@ -9309,6 +9404,17 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

+ +
+
+
+ + +SPAWN.uncontrolled + + +
diff --git a/Documentation/Core.SpawnStatic.html b/Documentation/Core.SpawnStatic.html index d193280ae..fe14911c9 100644 --- a/Documentation/Core.SpawnStatic.html +++ b/Documentation/Core.SpawnStatic.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/Core.Spot.html b/Documentation/Core.Spot.html index 8ecc9076e..bbf8f352a 100644 --- a/Documentation/Core.Spot.html +++ b/Documentation/Core.Spot.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

@@ -2648,50 +2670,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - - - -
-
- - -SPOT.ScheduleID - - - -
- -
-
-
- - -SPOT.SpotIR - - - -
- -
-
-
- - -SPOT.SpotLaser - - - -
- -
-
-
- - -SPOT.Target - - -
@@ -3905,50 +3883,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - - - -
-
- - -SPOT.ScheduleID - - - -
- -
-
-
- - -SPOT.SpotIR - - - -
- -
-
-
- - -SPOT.SpotLaser - - - -
- -
-
-
- - -SPOT.Target - - -
@@ -5453,50 +5387,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - - - -
-
- - -SPOT.ScheduleID - - - -
- -
-
-
- - -SPOT.SpotIR - - - -
- -
-
-
- - -SPOT.SpotLaser - - - -
- -
-
-
- - -SPOT.Target - - -
diff --git a/Documentation/Core.Timer.html b/Documentation/Core.Timer.html index 562d7133d..1838da103 100644 --- a/Documentation/Core.Timer.html +++ b/Documentation/Core.Timer.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/Core.UserFlag.html b/Documentation/Core.UserFlag.html index 14d263247..893e806c1 100644 --- a/Documentation/Core.UserFlag.html +++ b/Documentation/Core.UserFlag.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/Core.Velocity.html b/Documentation/Core.Velocity.html index f01a96997..5d321fe4b 100644 --- a/Documentation/Core.Velocity.html +++ b/Documentation/Core.Velocity.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/Core.Zone.html b/Documentation/Core.Zone.html index 5b46922b3..86c870407 100644 --- a/Documentation/Core.Zone.html +++ b/Documentation/Core.Zone.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/DCS.html b/Documentation/DCS.html index 0a2973664..357183915 100644 --- a/Documentation/DCS.html +++ b/Documentation/DCS.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/ENUMS.html b/Documentation/ENUMS.html index 8c5c1942d..875f687b4 100644 --- a/Documentation/ENUMS.html +++ b/Documentation/ENUMS.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/Functional.ATC_Ground.html b/Documentation/Functional.ATC_Ground.html index d94aa3d52..b07ff2770 100644 --- a/Documentation/Functional.ATC_Ground.html +++ b/Documentation/Functional.ATC_Ground.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/Functional.Arty.html b/Documentation/Functional.Arty.html index 88d6994f2..090b4eaff 100644 --- a/Documentation/Functional.Arty.html +++ b/Documentation/Functional.Arty.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/Functional.CleanUp.html b/Documentation/Functional.CleanUp.html index d1657afff..56298d528 100644 --- a/Documentation/Functional.CleanUp.html +++ b/Documentation/Functional.CleanUp.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/Functional.Designate.html b/Documentation/Functional.Designate.html index 2a16a33f7..c0fd46b5c 100644 --- a/Documentation/Functional.Designate.html +++ b/Documentation/Functional.Designate.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

@@ -3423,6 +3445,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + + + +
+
+ + #table +DESIGNATE.LaserCodes + + +
@@ -6591,6 +6624,17 @@ Designate:SetFlashStatusMenu( false ) + + + +
+
+ + #table +DESIGNATE.LaserCodes + + +
@@ -7401,6 +7445,17 @@ Designate:SetFlashStatusMenu( false ) + + + +
+
+ + #table +DESIGNATE.LaserCodes + + +
@@ -8181,6 +8236,17 @@ Designate:SetFlashStatusMenu( false ) + + + +
+
+ + #table +DESIGNATE.LaserCodes + + +
@@ -9853,6 +9919,17 @@ Designate:SetFlashStatusMenu( false ) + + + +
+
+ + #table +DESIGNATE.LaserCodes + + +
diff --git a/Documentation/Functional.Detection.html b/Documentation/Functional.Detection.html index f6e639173..7d3b2238c 100644 --- a/Documentation/Functional.Detection.html +++ b/Documentation/Functional.Detection.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

@@ -18753,28 +18775,6 @@ BASE:TraceOnOff( false ) - - - -
-
- - #number -DETECTION_BASE.DetectedItemCount - - - -
- -
-
-
- - #number -DETECTION_BASE.DetectedItemMax - - -
@@ -23477,28 +23477,6 @@ zones that reflect cloudy areas where detected units may not be so easily visual - - - -
-
- - #number -DETECTION_BASE.DetectedItemCount - - - -
- -
-
-
- - #number -DETECTION_BASE.DetectedItemMax - - -
@@ -25256,28 +25234,6 @@ zones that reflect cloudy areas where detected units may not be so easily visual - - - -
-
- - #number -DETECTION_BASE.DetectedItemCount - - - -
- -
-
-
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The #DETECTION_AREAS object for AWACS

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The #DETECTION_AREAS object for AWACS

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diff --git a/Documentation/Functional.MissileTrainer.html b/Documentation/Functional.MissileTrainer.html index 616418b22..d94427dd8 100644 --- a/Documentation/Functional.MissileTrainer.html +++ b/Documentation/Functional.MissileTrainer.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

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Field(s)

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Contains the counter how many units are currently alive

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Field(s)

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Contains the counter how many units are currently alive

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RAT.communication

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+ + + + + +

RAT.livery_id

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RAT.modulation

+ + + +

RAT.uncontrolled

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Set time stamp.

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diff --git a/Documentation/Ops.CSAR.html b/Documentation/Ops.CSAR.html new file mode 100644 index 000000000..88fbe2838 --- /dev/null +++ b/Documentation/Ops.CSAR.html @@ -0,0 +1,14029 @@ + + + + + + + + + + + + + + + +
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Module Ops.CSAR

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+ +

Ops -- Combat Search and Rescue.

+ + + +
+ +

CSAR - MOOSE based Helicopter CSAR Operations.

+ +
+ +

Missions:

+ +

CSAR - Combat Search & Rescue

+ +
+ +

Main Features:

+ +
    +
  • MOOSE-based Helicopter CSAR Operations for Players.
  • +
+ +
+ +

Author: Applevangelist (Moose Version), Ciribob (original), Thanks to: Shadowze, Cammel (testing)

+ +
+

Global(s)

+
+ + + + + +

Global CSAR

+

Combat search and rescue (CSAR) are search and rescue operations that are carried out during war that are within or near combat zones. (Wikipedia)

+ +
+ +

Banner Image

+ +

CSAR Concept

+ +
    +
  • MOOSE-based Helicopter CSAR Operations for Players.
  • +
+
+
+
+
+ + #CSAR +CSAR + +

Combat search and rescue (CSAR) are search and rescue operations that are carried out during war that are within or near combat zones. (Wikipedia)

+ +
+ +

Banner Image

+ +

CSAR Concept

+ +
    +
  • MOOSE-based Helicopter CSAR Operations for Players.
  • +
+ + +
    +
  • Object oriented refactoring of Ciribob's fantastic CSAR script.
  • +
  • No need for extra MIST loading.
  • +
  • Additional events to tailor your mission.
  • +
+ +

0. Prerequisites

+ +

You need to load an .ogg soundfile for the pilot's beacons into the mission, e.g. "beacon.ogg", use a once trigger, "sound to country" for that. +Create a late-activated single infantry unit as template in the mission editor and name it e.g. "Downed Pilot".

+ +

1. Basic Setup

+ +

A basic setup example is the following:

+ +
   -- Instantiate and start a CSAR for the blue side, with template "Downed Pilot" and alias "Luftrettung"
+   local my_csar = CSAR:New(coalition.side.BLUE,"Downed Pilot","Luftrettung")
+   -- options
+   my_csar.immortalcrew = true -- downed pilot spawn is immortal
+   my_csar.invisiblecrew = false -- downed pilot spawn is visible
+   -- start the FSM
+   my_csar:__Start(5)
+
+ +

2. Options

+ +

The following options are available (with their defaults). Only set the ones you want changed:

+ +
    self.allowDownedPilotCAcontrol = false -- Set to false if you don\'t want to allow control by Combined Arms.
+    self.allowFARPRescue = true -- allows pilots to be rescued by landing at a FARP or Airbase. Else MASH only!
+    self.autosmoke = false -- automatically smoke a downed pilot\'s location when a heli is near.
+    self.autosmokedistance = 1000 -- distance for autosmoke
+    self.coordtype = 1 -- Use Lat/Long DDM (0), Lat/Long DMS (1), MGRS (2), Bullseye imperial (3) or Bullseye metric (4) for coordinates.
+    self.csarOncrash = false -- (WIP) If set to true, will generate a downed pilot when a plane crashes as well.
+    self.enableForAI = false -- set to false to disable AI pilots from being rescued.
+    self.pilotRuntoExtractPoint = true -- Downed pilot will run to the rescue helicopter up to self.extractDistance in meters. 
+    self.extractDistance = 500 -- Distance the downed pilot will start to run to the rescue helicopter.
+    self.immortalcrew = true -- Set to true to make wounded crew immortal.
+    self.invisiblecrew = false -- Set to true to make wounded crew insvisible.
+    self.loadDistance = 75 -- configure distance for pilots to get into helicopter in meters.
+    self.mashprefix = {"MASH"} -- prefixes of #GROUP objects used as MASHes.
+    self.max_units = 6 -- max number of pilots that can be carried if #CSAR.AircraftType is undefined.
+    self.messageTime = 15 -- Time to show messages for in seconds. Doubled for long messages.
+    self.radioSound = "beacon.ogg" -- the name of the sound file to use for the pilots\' radio beacons. 
+    self.smokecolor = 4 -- Color of smokemarker, 0 is green, 1 is red, 2 is white, 3 is orange and 4 is blue.
+    self.useprefix = true  -- Requires CSAR helicopter #GROUP names to have the prefix(es) defined below.
+    self.csarPrefix = { "helicargo", "MEDEVAC"} -- #GROUP name prefixes used for useprefix=true - DO NOT use # in helicopter names in the Mission Editor! 
+    self.verbose = 0 -- set to > 1 for stats output for debugging.
+    -- (added 0.1.4) limit amount of downed pilots spawned by **ejection** events
+    self.limitmaxdownedpilots = true
+    self.maxdownedpilots = 10 
+    -- (added 0.1.8) - allow to set far/near distance for approach and optionally pilot must open doors
+    self.approachdist_far = 5000 -- switch do 10 sec interval approach mode, meters
+    self.approachdist_near = 3000 -- switch to 5 sec interval approach mode, meters
+    self.pilotmustopendoors = false -- switch to true to enable check of open doors
+
+ +

2.1 Experimental Features

+ +
  WARNING - Here\'ll be dragons!
+  DANGER - For this to work you need to de-sanitize your mission environment (all three entries) in <DCS root>\Scripts\MissionScripting.lua
+  Needs SRS => 1.9.6 to work (works on the **server** side of SRS)
+  self.useSRS = false -- Set true to use FF\'s SRS integration
+  self.SRSPath = "E:\\Progra~1\\DCS-SimpleRadio-Standalone\\" -- adjust your own path in your SRS installation -- server(!)
+  self.SRSchannel = 300 -- radio channel
+  self.SRSModulation = radio.modulation.AM -- modulation
+
+ +

3. Results

+ +

Number of successful landings with save pilots and aggregated number of saved pilots is stored in these variables in the object:

+ +
   self.rescues -- number of successful landings *with* saved pilots
+   self.rescuedpilots -- aggregated number of pilots rescued from the field (of *all* players)
+
+ +

4. Events

+ +

The class comes with a number of FSM-based events that missions designers can use to shape their mission. + These are:

+ +

4.1. PilotDown.

+ +
 The event is triggered when a new downed pilot is detected. Use e.g. `function my_csar:OnAfterPilotDown(...)` to link into this event:
+
+     function my_csar:OnAfterPilotDown(from, event, to, spawnedgroup, frequency, groupname, coordinates_text)
+       ... your code here ...
+     end
+
+ +

4.2. Approach.

+ +
 A CSAR helicpoter is closing in on a downed pilot. Use e.g. `function my_csar:OnAfterApproach(...)` to link into this event:
+
+     function my_csar:OnAfterApproach(from, event, to, heliname, groupname)
+       ... your code here ...
+     end
+
+ +

4.3. Boarded.

+ +
 The pilot has been boarded to the helicopter. Use e.g. `function my_csar:OnAfterBoarded(...)` to link into this event:
+
+     function my_csar:OnAfterBoarded(from, event, to, heliname, groupname)
+       ... your code here ...
+     end
+
+ +

4.4. Returning.

+ +
  The CSAR helicopter is ready to return to an Airbase, FARP or MASH. Use e.g. `function my_csar:OnAfterReturning(...)` to link into this event:
+
+     function my_csar:OnAfterReturning(from, event, to, heliname, groupname)
+       ... your code here ...
+     end
+
+ +

4.5. Rescued.

+ +
 The CSAR helicopter has landed close to an Airbase/MASH/FARP and the pilots are safe. Use e.g. `function my_csar:OnAfterRescued(...)` to link into this event:
+
+     function my_csar:OnAfterRescued(from, event, to, heliunit, heliname, pilotssaved)
+       ... your code here ...
+     end     
+
+ +

5. Spawn downed pilots at location to be picked up.

+ +
 If missions designers want to spawn downed pilots into the field, e.g. at mission begin to give the helicopter guys works, they can do this like so:
+
+   -- Create downed "Pilot Wagner" in #ZONE "CSAR_Start_1" at a random point for the blue coalition
+   my_csar:SpawnCSARAtZone( "CSAR_Start_1", coalition.side.BLUE, "Pilot Wagner", true )
+
+ + + +
+ +
+

Type(s)

+ +
+ CSAR +, extends Core.Fsm#FSM +, extends Core.Base#BASE +
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Fields and Methods inherited from CSARDescription

CSAR.AircraftType

+ +

CSAR.ClassName

+

Name of the class.

+

CSAR.FreeVHFFrequencies

+ +

CSAR:New(Coalition, Template, Alias)

+

Create a new CSAR object and start the FSM.

+

CSAR:OnAfterApproach(From, Event, To, Heliname, Woundedgroupname)

+

On After "Aproach" event.

+

CSAR:OnAfterBoarded(From, Event, To, Heliname, Woundedgroupname)

+

On After "Boarded" event.

+

CSAR:OnAfterPilotDown(From, Event, To, Group, Frequency, Leadername, CoordinatesText)

+

On After "PilotDown" event.

+

CSAR:OnAfterRescued(From, Event, To, HeliUnit, HeliName, PilotsSaved)

+

On After "Rescued" event.

+

CSAR:OnAfterReturning(From, Event, To, Heliname, Woundedgroupname)

+

On After "Returning" event.

+

CSAR.SRSModulation

+ +

CSAR.SRSPath

+ +

CSAR.SRSchannel

+ +

CSAR.SkipFrequencies

+

Updated and sorted list of known NDB beacons (in kHz!) from the available maps.

+

CSAR:SpawnCSARAtZone(Zone, Coalition, Description, RandomPoint, Nomessage)

+

Function to add a CSAR object into the scene at a zone coordinate.

+

CSAR:Start()

+

Triggers the FSM event "Start".

+

CSAR:Status()

+

Triggers the FSM event "Status".

+

CSAR.UsedVHFFrequencies

+ +

CSAR:_AddBeaconToGroup(_group, _freq)

+

(Internal) Function to add beacon to downed pilot.

+

CSAR:_AddCsar(_coalition, _country, _point, _typeName, _unitName, _playerName, _freq, noMessage, _description)

+

(Internal) Function to spawn a CSAR object into the scene.

+

CSAR:_AddMedevacMenuItem()

+

(Internal) Populate F10 menu for CSAR players.

+

CSAR:_AddSpecialOptions(group)

+

(Internal) Add options to a downed pilot

+

CSAR:_CheckCloseWoundedGroup(_distance, _heliUnit, _heliName, _woundedGroup, _woundedGroupName)

+

(Internal) Function to check if heli is close to group.

+

CSAR:_CheckGroupNotKIA(_woundedGroup, _woundedGroupName, _heliUnit, _heliName)

+

(Internal) Check if group not KIA.

+

CSAR:_CheckNameInDownedPilots(name)

+

(Internal) Check if a name is in downed pilot table

+

CSAR:_CheckOnboard(_unitName)

+

(Internal) Display onboarded rescued pilots.

+

CSAR:_CheckWoundedGroupStatus(heliname, woundedgroupname)

+

(Internal) Check state of wounded group.

+

CSAR:_CountActiveDownedPilots()

+

(Internal) Helper function to count active downed pilots.

+

CSAR:_CreateDownedPilotTrack(Group, Groupname, Side, OriginalUnit, Description, Typename, Frequency, Playername)

+

(Internal) Function to insert downed pilot tracker object.

+

CSAR:_DisplayActiveSAR(_unitName)

+

(Internal) Display active SAR tasks to player.

+

CSAR:_DisplayMessageToSAR(_unit, _text, _time, _clear, _speak)

+

(Internal) Display message to single Unit.

+

CSAR:_DisplayToAllSAR(_message, _side, _messagetime)

+

(Internal) Display info to all SAR groups.

+

CSAR:_DoubleEjection(_unitname)

+

(Internal) Function to check for dupe eject events.

+

CSAR:_EventHandler(EventData)

+ +

CSAR:_GenerateADFFrequency()

+

(Internal) Pop frequency from prepopulated table.

+

CSAR:_GenerateVHFrequencies()

+

(Internal) Populate table with available beacon frequencies.

+

CSAR:_GetClockDirection(_heli, _group)

+

(Internal) Function to determine clockwise direction for flares.

+

CSAR:_GetClosestDownedPilot(_heli)

+

(Internal) Find the closest downed pilot to a heli.

+

CSAR:_GetClosestMASH(_heli)

+

(Internal) Determine distance to closest MASH.

+

CSAR:_GetDistance(_point1, _point2)

+

(Internal) Return distance in meters between two coordinates.

+

CSAR:_GetPositionOfWounded(_woundedGroup)

+

(Internal) Function to get string of a group's position.

+

CSAR:_GetSARHeli(_unitname, _unitName)

+

(Internal) Check and return Wrappe.Unit#UNIT based on the name if alive.

+

CSAR:_InitSARForPilot(_downedGroup, _GroupName, _freq, _nomessage)

+

(Internal) Initialize the action for a pilot.

+

CSAR:_IsLoadingDoorOpen(unit_name)

+

(internal) Function to check if the heli door(s) are open.

+

CSAR:_OrderGroupToMoveToPoint(_leader, _destination)

+

(Internal) Move group to destination.

+

CSAR:_PickupUnit(_heliUnit, _pilotName, _woundedGroup, _woundedGroupName)

+

(Internal) Function to pickup the wounded pilot from the ground.

+

CSAR:_PilotsOnboard(_heliName)

+

(Internal) Count pilots on board.

+

CSAR:_PopSmokeForGroup(_woundedGroupName, _woundedLeader)

+

(Internal) Function to pop a smoke at a wounded pilot's positions.

+

CSAR:_ReachedPilotLimit()

+

(Internal) Helper to decide if we're over max limit.

+

CSAR:_RefreshRadioBeacons(_args)

+

(Internal) Helper function to (re-)add beacon to downed pilot.

+

CSAR:_RemoveNameFromDownedPilots(name, force)

+

(Internal) Check if a name is in downed pilot table and remove it.

+

CSAR:_Reqsmoke(_unitName)

+

(Internal) Request smoke at closest downed pilot.

+

CSAR:_RescuePilots(_heliUnit)

+

(Internal) Mark pilot as rescued and remove from tables.

+

CSAR:_ScheduledSARFlight(heliname, groupname)

+

(Internal) Monitor in-flight returning groups.

+

CSAR:_SignalFlare(_unitName)

+

(Internal) Fire a flare at the point of a downed pilot.

+

CSAR:_SpawnCsarAtZone(_zone, _coalition, _description, _randomPoint, _nomessage)

+

(Internal) Function to add a CSAR object into the scene at a zone coordinate.

+

CSAR:_SpawnPilotInField(country, point, frequency)

+

(Internal) Spawn a downed pilot

+

CSAR:__Start(delay)

+

Triggers the FSM event "Start" after a delay.

+

CSAR:__Status(delay)

+

Triggers the FSM event "Status" after a delay.

+

CSAR:__Stop(delay)

+

Triggers the FSM event "Stop" after a delay.

+

CSAR.addedTo

+ +

CSAR.alias

+ +

CSAR.allheligroupset

+ +

CSAR.allowDownedPilotCAcontrol

+ +

CSAR.allowFARPRescue

+ +

CSAR.approachdist_far

+ +

CSAR.approachdist_near

+ +

CSAR.autosmoke

+ +

CSAR.autosmokedistance

+ +

CSAR.coalition

+

Coalition side number, e.g. coalition.side.RED.

+

CSAR.coalitiontxt

+ +

CSAR.coordtype

+ +

CSAR.csarOncrash

+ +

CSAR.csarPrefix

+ +

CSAR.csarUnits

+ +

CSAR.downedPilots

+ +

CSAR.downedpilotcounter

+ +

CSAR.enableForAI

+ +

CSAR.extractDistance

+ +

CSAR.heliCloseMessage

+ +

CSAR.heliVisibleMessage

+ +

CSAR.hoverStatus

+ +

CSAR.immortalcrew

+ +

CSAR.inTransitGroups

+ +

CSAR.invisiblecrew

+ +

CSAR.landedStatus

+ +

CSAR.lastCrash

+ +

CSAR.lid

+

Class id string for output to DCS log file.

+

CSAR.limitmaxdownedpilots

+ +

CSAR.loadDistance

+ +

CSAR.loadtimemax

+ +

CSAR.mash

+ +

CSAR.mashprefix

+ +

CSAR.max_units

+ +

CSAR.maxdownedpilots

+ +

CSAR.messageTime

+ +

CSAR:onafterStart(From, Event, To)

+

(Internal) Function called after Start() event.

+

CSAR:onafterStatus(From, Event, To)

+

(Internal) Function called after Status() event.

+

CSAR:onafterStop(From, Event, To)

+

(Internal) Function called after Stop() event.

+

CSAR:onbeforeApproach(From, Event, To, Heliname, Woundedgroupname)

+

(Internal) Function called before Approach() event.

+

CSAR:onbeforeBoarded(From, Event, To, Heliname, Woundedgroupname)

+

(Internal) Function called before Boarded() event.

+

CSAR:onbeforePilotDown(From, Event, To, Group, Frequency, Leadername, CoordinatesText)

+

(Internal) Function called before PilotDown() event.

+

CSAR:onbeforeRescued(From, Event, To, HeliUnit, HeliName, PilotsSaved)

+

(Internal) Function called before Rescued() event.

+

CSAR:onbeforeReturning(From, Event, To, Heliname, Woundedgroupname)

+

(Internal) Function called before Returning() event.

+

CSAR:onbeforeStatus(From, Event, To)

+

(Internal) Function called before Status() event.

+

CSAR.pilotRuntoExtractPoint

+ +

CSAR.pilotmustopendoors

+ +

CSAR.radioSound

+ +

CSAR.rescuedpilots

+ +

CSAR.rescues

+ +

CSAR.smokeMarkers

+ +

CSAR.smokecolor

+ +

CSAR.takenOff

+ +

CSAR.template

+ +

CSAR.useSRS

+ +

CSAR.useprefix

+ +

CSAR.verbose

+

Verbosity level.

+

CSAR.version

+

CSAR class version.

+

CSAR.woundedGroups

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

CSAR:AddEndState(State)

+

Adds an End state.

+

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

+

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

+

CSAR:AddScore(State, ScoreText, Score)

+

Adds a score for the FSM to be achieved.

+

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

+

Adds a score for the FSM_PROCESS to be achieved.

+

CSAR:AddTransition(From, Event, To)

+

Add a new transition rule to the FSM.

+

CSAR.CallScheduler

+

Call scheduler.

+

CSAR.ClassName

+

Name of the class.

+

CSAR.Events

+ +

CSAR:GetCurrentState()

+

Get current state.

+

CSAR:GetEndStates()

+

Returns the End states.

+

CSAR:GetProcess(From, Event)

+ +

CSAR:GetProcesses()

+

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

+

CSAR:GetScores()

+

Returns a table with the scores defined.

+

CSAR:GetStartState()

+

Returns the start state of the FSM.

+

CSAR:GetState()

+

Get current state.

+

CSAR:GetSubs()

+

Returns a table with the Subs defined.

+

CSAR:GetTransitions()

+

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

+

CSAR:Is(State, If)

+

Check if FSM is in state.

+

CSAR:LoadCallBacks(CallBackTable)

+

Load call backs.

+

CSAR:New()

+

Creates a new FSM object.

+

CSAR.Scores

+

Scores.

+

CSAR:SetProcess(From, Event, Fsm)

+ +

CSAR:SetStartState(State)

+

Sets the start state of the FSM.

+

CSAR._EndStates

+ +

CSAR._EventSchedules

+ +

CSAR._Processes

+ +

CSAR._Scores

+ +

CSAR._StartState

+ +

CSAR._Transitions

+ +

CSAR:_add_to_map(Map, Event)

+

Add to map.

+

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

+

Call handler.

+

CSAR:_create_transition(EventName)

+

Create transition.

+

CSAR:_delayed_transition(EventName)

+

Delayed transition.

+

CSAR:_eventmap(Events, EventStructure)

+

Event map.

+

CSAR:_gosub(ParentFrom, ParentEvent)

+

Go sub.

+

CSAR:_handler(EventName, ...)

+

Handler.

+

CSAR:_isendstate(Current)

+

Is end state.

+

CSAR:_submap(subs, sub, name)

+

Sub maps.

+

CSAR:can(e)

+

Check if can do an event.

+

CSAR:cannot(e)

+

Check if cannot do an event.

+

CSAR.current

+

Current state name.

+

CSAR.endstates

+ +

CSAR:is(State, If, state)

+

Check if FSM is in state.

+

CSAR.options

+

Options.

+

CSAR.subs

+

Subs.

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

CSAR.ClassID

+

The ID number of the class.

+

CSAR.ClassName

+

The name of the class.

+

CSAR.ClassNameAndID

+

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

+

CSAR:ClearState(Object, StateName)

+

Clear the state of an object.

+

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

+

Creation of a Birth Event.

+

CSAR:CreateEventCrash(EventTime, Initiator)

+

Creation of a Crash Event.

+

CSAR:CreateEventDead(EventTime, Initiator)

+

Creation of a Dead Event.

+

CSAR:CreateEventPlayerEnterAircraft(PlayerUnit)

+

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

+

CSAR:CreateEventRemoveUnit(EventTime, Initiator)

+

Creation of a Remove Unit Event.

+

CSAR:CreateEventTakeoff(EventTime, Initiator)

+

Creation of a Takeoff Event.

+

CSAR:E(Arguments)

+

Log an exception which will be traced always.

+

CSAR:EventDispatcher()

+

Returns the event dispatcher

+

CSAR:EventRemoveAll()

+

Remove all subscribed events

+

CSAR:F(Arguments)

+

Trace a function call.

+

CSAR:F2(Arguments)

+

Trace a function call level 2.

+

CSAR:F3(Arguments)

+

Trace a function call level 3.

+

CSAR:GetClassID()

+

Get the ClassID of the class instance.

+

CSAR:GetClassName()

+

Get the ClassName of the class instance.

+

CSAR:GetClassNameAndID()

+

Get the ClassName + ClassID of the class instance.

+

CSAR:GetEventPriority()

+

Get the Class Event processing Priority.

+

CSAR:GetParent(Child, FromClass)

+

This is the worker method to retrieve the Parent class.

+

CSAR:GetState(Object, Key)

+

Get a Value given a Key from the Object.

+

CSAR:HandleEvent(EventID, EventFunction)

+

Subscribe to a DCS Event.

+

CSAR:I(Arguments)

+

Log an information which will be traced always.

+

CSAR:Inherit(Child, Parent)

+

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

+

CSAR:IsInstanceOf(ClassName)

+

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

+

CSAR:IsTrace()

+

Enquires if tracing is on (for the class).

+

CSAR:New()

+

BASE constructor.

+

CSAR:OnEvent(EventData)

+

Occurs when an object is completely destroyed.

+

CSAR:OnEventBDA(EventData)

+

BDA.

+

CSAR:OnEventBaseCaptured(EventData)

+

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

+

CSAR:OnEventBirth(EventData)

+

Occurs when any object is spawned into the mission.

+

CSAR:OnEventCrash(EventData)

+

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

+

CSAR:OnEventDead(EventData)

+

Occurs when an object is dead.

+

CSAR:OnEventDetailedFailure(EventData)

+

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

+

CSAR:OnEventDiscardChairAfterEjection(EventData)

+

Discard chair after ejection.

+

CSAR:OnEventEjection(EventData)

+

Occurs when a pilot ejects from an aircraft +initiator : The unit that has ejected

+

CSAR:OnEventEngineShutdown(EventData)

+

Occurs when any aircraft shuts down its engines.

+

CSAR:OnEventEngineStartup(EventData)

+

Occurs when any aircraft starts its engines.

+

CSAR:OnEventHit(EventData)

+

Occurs whenever an object is hit by a weapon.

+

CSAR:OnEventHumanFailure(EventData)

+

Occurs when any system fails on a human controlled aircraft.

+

CSAR:OnEventKill(EventData)

+

Occurs on the death of a unit.

+

CSAR:OnEventLand(EventData)

+

Occurs when an aircraft lands at an airbase, farp or ship +initiator : The unit that has landed +place: Object that the unit landed on.

+

CSAR:OnEventLandingAfterEjection(EventData)

+

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

+

CSAR:OnEventLandingQualityMark(EventData)

+

Landing quality mark.

+

CSAR:OnEventMarkAdded(EventData)

+

Occurs when a new mark was added.

+

CSAR:OnEventMarkChange(EventData)

+

Occurs when a mark text was changed.

+

CSAR:OnEventMarkRemoved(EventData)

+

Occurs when a mark was removed.

+

CSAR:OnEventMissionEnd(EventData)

+

Occurs when a mission ends

+

CSAR:OnEventMissionStart(EventData)

+

Occurs when a mission starts

+

CSAR:OnEventParatrooperLanding(EventData)

+

Weapon add.

+

CSAR:OnEventPilotDead(EventData)

+

Occurs when the pilot of an aircraft is killed.

+

CSAR:OnEventPlayerEnterAircraft(EventData)

+

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

+

CSAR:OnEventPlayerEnterUnit(EventData)

+

Occurs when any player assumes direct control of a unit.

+

CSAR:OnEventPlayerLeaveUnit(EventData)

+

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

+

CSAR:OnEventRefueling(EventData)

+

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

+

CSAR:OnEventRefuelingStop(EventData)

+

Occurs when an aircraft is finished taking fuel.

+

CSAR:OnEventScore(EventData)

+

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

+

CSAR:OnEventShootingEnd(EventData)

+

Occurs when any unit stops firing its weapon.

+

CSAR:OnEventShootingStart(EventData)

+

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

+

CSAR:OnEventShot(EventData)

+

Occurs whenever any unit in a mission fires a weapon.

+

CSAR:OnEventTakeoff(EventData)

+

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

+

CSAR:OnEventTriggerZone(EventData)

+

Trigger zone.

+

CSAR:OnEventUnitLost(EventData)

+

Occurs when the game thinks an object is destroyed.

+

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

+

Schedule a new time event.

+

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

+

Schedule a new time event.

+

CSAR:ScheduleStop(SchedulerFunction)

+

Stops the Schedule.

+

CSAR.Scheduler

+ +

CSAR:SetEventPriority(EventPriority)

+

Set the Class Event processing Priority.

+

CSAR:SetState(Object, Key, Value)

+

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

+

CSAR:T(Arguments)

+

Trace a function logic level 1.

+

CSAR:T2(Arguments)

+

Trace a function logic level 2.

+

CSAR:T3(Arguments)

+

Trace a function logic level 3.

+

CSAR:TraceAll(TraceAll)

+

Trace all methods in MOOSE

+

CSAR:TraceClass(Class)

+

Set tracing for a class

+

CSAR:TraceClassMethod(Class, Method)

+

Set tracing for a specific method of class

+

CSAR:TraceLevel(Level)

+

Set trace level

+

CSAR:TraceOff()

+

Set trace off.

+

CSAR:TraceOn()

+

Set trace on.

+

CSAR:TraceOnOff(TraceOnOff)

+

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

+

CSAR:UnHandleEvent(EventID)

+

UnSubscribe to a DCS event.

+

CSAR._

+ +

CSAR:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+

Trace a function call.

+

CSAR:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+

Trace a function logic.

+

CSAR.__

+ +

CSAR:onEvent(event)

+ +
+
+ + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Fields and Methods inherited from CSAR.AircraftTypeDescription

CSAR.AircraftType.Mi-24P

+ +

CSAR.AircraftType.Mi-24V

+ +

CSAR.AircraftType.Mi-8MTV2

+ +

CSAR.AircraftType.SA342L

+ +

CSAR.AircraftType.SA342M

+ +

CSAR.AircraftType.SA342Minigun

+ +

CSAR.AircraftType.SA342Mistral

+ +

CSAR.AircraftType.UH-1H

+ +

CSAR.AircraftType.typename

+

Unit type name.

+
+
+ + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Fields and Methods inherited from CSAR.DownedPilotDescription

CSAR.DownedPilot.desc

+

Description.

+

CSAR.DownedPilot.frequency

+

Frequency of the NDB.

+

CSAR.DownedPilot.group

+

Spawned group object.

+

CSAR.DownedPilot.index

+

Pilot index.

+

CSAR.DownedPilot.name

+

Name of the spawned group.

+

CSAR.DownedPilot.originalUnit

+

Name of the original unit.

+

CSAR.DownedPilot.player

+

Player name if applicable.

+

CSAR.DownedPilot.side

+

Coalition.

+

CSAR.DownedPilot.timestamp

+

Timestamp for approach process

+

CSAR.DownedPilot.typename

+

Typename of Unit.

+
+
+ + +
+
+
+ +
+ +
+
+ +
    +
  • CSAR class, extends Core.Base#BASE, Core.Fsm#FSM
  • +
+ +
+

Field(s)

+
+
+ + +
+
+
+ + #string +CSAR.ClassName + +

Name of the class.

+ +
+ +
+
+
+ + #table +CSAR.FreeVHFFrequencies + + + +
+ +
+
+
+ + +CSAR.SRSModulation + + + + +

modulation

+ +
+ +
+
+
+ + #string +CSAR.SRSPath + + + + +

adjust your own path in your server(!)

+ +
+ +
+
+
+ + #number +CSAR.SRSchannel + + + + +

radio channel

+ +
+ +
+
+
+ + #CSAR.SkipFrequencies +CSAR.SkipFrequencies + +

Updated and sorted list of known NDB beacons (in kHz!) from the available maps.

+ +
+ +
+
+
+ + #table +CSAR.UsedVHFFrequencies + + + +
+ +
+
+
+ + #table +CSAR.addedTo + + + + +

tables, mainly for tracking actions

+ +
+ +
+
+
+ + +CSAR.alias + + + +
+ +
+
+
+ + #table +CSAR.allheligroupset + + + + +

GROUP_SET of all helis

+ +
+ +
+
+
+ + #boolean +CSAR.allowDownedPilotCAcontrol + + + + +

Set to false if you don't want to allow control by Combined arms.

+ +
+ +
+
+
+ + #boolean +CSAR.allowFARPRescue + + + + +

allows pilot to be rescued by landing at a FARP or Airbase

+ +
+ +
+
+
+ + #number +CSAR.approachdist_far + + + + +

switch do 10 sec interval approach mode, meters

+ +
+ +
+
+
+ + #number +CSAR.approachdist_near + + + + +

switch to 5 sec interval approach mode, meters

+ +
+ +
+
+
+ + #boolean +CSAR.autosmoke + + + + +

automatically smoke location when heli is near

+ +
+ +
+
+
+ + #number +CSAR.autosmokedistance + + + + +

distance for autosmoke + added 0.1.4

+ +
+ +
+
+
+ + #number +CSAR.coalition + +

Coalition side number, e.g. coalition.side.RED.

+ +
+ +
+
+
+ + +CSAR.coalitiontxt + + + +
+ +
+
+
+ + #number +CSAR.coordtype + + + + +

Use Lat/Long DDM (0), Lat/Long DMS (1), MGRS (2), Bullseye imperial (3) or Bullseye metric (4) for coordinates.

+ +
+ +
+
+
+ + #boolean +CSAR.csarOncrash + + + + +

If set to true, will generate a csar when a plane crashes as well.

+ +
+ +
+
+
+ + #table +CSAR.csarPrefix + + + + +

prefixes used for useprefix=true - DON'T use # in names!

+ +
+ +
+
+
+ + #table +CSAR.csarUnits + + + + +

table of CSAR unit names

+ +
+ +
+
+
+ + #table +CSAR.downedPilots + + + + +

Replacement woundedGroups

+ +
+ +
+
+
+ + #number +CSAR.downedpilotcounter + + + +
+ +
+
+
+ + #boolean +CSAR.enableForAI + + + + +

set to false to disable AI units from being rescued.

+ +
+ +
+
+
+ + #number +CSAR.extractDistance + + + + +

Distance the Downed pilot will run to the rescue helicopter

+ +
+ +
+
+
+ + #table +CSAR.heliCloseMessage + + + + +

tracks heli close message ie heli < 500m distance

+ +
+ +
+
+
+ + #table +CSAR.heliVisibleMessage + + + + +

tracks if the first message has been sent of the heli being visible

+ +
+ +
+
+
+ + #table +CSAR.hoverStatus + + + + +

tracks status of a helis hover above a downed pilot

+ +
+ +
+
+
+ + #boolean +CSAR.immortalcrew + + + + +

Set to true to make wounded crew immortal

+ +
+ +
+
+
+ + #table +CSAR.inTransitGroups + + + + +

contain a table for each SAR with all units he has with the original names

+ +
+ +
+
+
+ + #boolean +CSAR.invisiblecrew + + + + +

Set to true to make wounded crew insvisible

+ +
+ +
+
+
+ + #table +CSAR.landedStatus + + + +
+ +
+
+
+ + #table +CSAR.lastCrash + + + +
+ +
+
+
+ + #string +CSAR.lid + +

Class id string for output to DCS log file.

+ +
+ +
+
+
+ + #boolean +CSAR.limitmaxdownedpilots + + + +
+ +
+
+
+ + #number +CSAR.loadDistance + + + + +

configure distance for pilot to get in helicopter in meters.

+ +
+ +
+
+
+ + #number +CSAR.loadtimemax + + + + +

seconds

+ +
+ +
+
+
+ + +CSAR.mash + + + + +

currently only GROUP objects, maybe support STATICs also?

+ +
+ +
+
+
+ + #table +CSAR.mashprefix + + + + +

prefixes used to find MASHes

+ +
+ +
+
+
+ + #number +CSAR.max_units + + + + +

max number of pilots that can be carried

+ +
+ +
+
+
+ + #number +CSAR.maxdownedpilots + + + +
+ +
+
+
+ + #number +CSAR.messageTime + + + + +

Time to show longer messages for in seconds

+ +
+ +
+
+
+ + #boolean +CSAR.pilotRuntoExtractPoint + + + + +

Downed Pilot will run to the rescue helicopter up to self.extractDistance METERS

+ +
+ +
+
+
+ + #boolean +CSAR.pilotmustopendoors + + + + +

switch to true to enable check on open doors

+ +
+ +
+
+
+ + #string +CSAR.radioSound + + + + +

the name of the sound file to use for the Pilot radio beacons. If this isnt added to the mission BEACONS WONT WORK!

+ +
+ +
+
+
+ + #table +CSAR.smokeMarkers + + + + +

tracks smoke markers for groups

+ +
+ +
+
+
+ + #number +CSAR.smokecolor + + + + +

Color of smokemarker for blue side, 0 is green, 1 is red, 2 is white, 3 is orange and 4 is blue

+ +
+ +
+
+
+ + #table +CSAR.takenOff + + + +
+ +
+
+
+ + #boolean +CSAR.useSRS + + + + +

Use FF's SRS integration

+ +
+ +
+
+
+ + #boolean +CSAR.useprefix + + + + +

Use the Prefixed defined below, Requires Unit have the Prefix defined below

+ +
+ +
+
+
+ + #number +CSAR.verbose + +

Verbosity level.

+ +
+ +
+
+
+ + #string +CSAR.version + +

CSAR class version.

+ +
+ +
+
+
+ + #table +CSAR.woundedGroups + + + + +

contains the new group of units

+ +
+ +
+
+

Function(s)

+
+
+ + + +

Create a new CSAR object and start the FSM.

+ +
+
+

Defined in:

+
+

CSAR

+
+

Parameters:

+
+
+

+ #number + Coalition +

+
+
+ +

Coalition side. Can also be passed as a string "red", "blue" or "neutral".

+ +
+
+
+
+

+ #string + Template +

+
+
+ +

Name of the late activated infantry unit standing in for the downed pilot.

+ +
+
+
+
+

+ #string + Alias +

+
+
+ +

An optional alias how this object is called in the logs etc.

+ +
+
+

Return value:

+
+
+

#CSAR:

+
+
+ +

self

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

On After "Aproach" event.

+ + +

Heli close to downed Pilot.

+ +
+
+

Defined in:

+
+

CSAR

+
+

Parameters:

+
+
+

+ #string + From +

+
+
+ +

From state.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

Event.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

To state.

+ +
+
+
+
+

+ #string + Heliname +

+
+
+ +

Name of the helicopter group.

+ +
+
+
+
+

+ #string + Woundedgroupname +

+
+
+ +

Name of the downed pilot's group.

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

On After "Boarded" event.

+ + +

Downed pilot boarded heli.

+ +
+
+

Defined in:

+
+

CSAR

+
+

Parameters:

+
+
+

+ #string + From +

+
+
+ +

From state.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

Event.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

To state.

+ +
+
+
+
+

+ #string + Heliname +

+
+
+ +

Name of the helicopter group.

+ +
+
+
+
+

+ #string + Woundedgroupname +

+
+
+ +

Name of the downed pilot's group.

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

On After "PilotDown" event.

+ + +

Downed Pilot detected.

+ +
+
+

Defined in:

+
+

CSAR

+
+

Parameters:

+
+
+

+ #string + From +

+
+
+ +

From state.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

Event.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

To state.

+ +
+
+
+
+

+ Wrapper.Group#GROUP + Group +

+
+
+ +

Group object of the downed pilot.

+ +
+
+
+
+

+ #number + Frequency +

+
+
+ +

Beacon frequency in kHz.

+ +
+
+
+
+

+ #string + Leadername +

+
+
+ +

Name of the #UNIT of the downed pilot.

+ +
+
+
+
+

+ #string + CoordinatesText +

+
+
+ +

String of the position of the pilot. Format determined by self.coordtype.

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

On After "Rescued" event.

+ + +

Pilot(s) have been brought to the MASH/FARP/AFB.

+ +
+
+

Defined in:

+
+

CSAR

+
+

Parameters:

+
+
+

+ #string + From +

+
+
+ +

From state.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

Event.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

To state.

+ +
+
+
+
+

+ Wrapper.Unit#UNIT + HeliUnit +

+
+
+ +

Unit of the helicopter.

+ +
+
+
+
+

+ #string + HeliName +

+
+
+ +

Name of the helicopter group.

+ +
+
+
+
+

+ #number + PilotsSaved +

+
+
+ +

Number of the saved pilots on board when landing.

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

On After "Returning" event.

+ + +

Heli can return home with downed pilot(s).

+ +
+
+

Defined in:

+
+

CSAR

+
+

Parameters:

+
+
+

+ #string + From +

+
+
+ +

From state.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

Event.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

To state.

+ +
+
+
+
+

+ #string + Heliname +

+
+
+ +

Name of the helicopter group.

+ +
+
+
+
+

+ #string + Woundedgroupname +

+
+
+ +

Name of the downed pilot's group.

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

Function to add a CSAR object into the scene at a zone coordinate.

+ + +

For mission designers wanting to add e.g. PoWs to the scene.

+ +
+
+

Defined in:

+
+

CSAR

+
+

Parameters:

+
+
+

+ #string + Zone +

+
+
+ +

Name of the zone.

+ +
+
+
+
+

+ #number + Coalition +

+
+
+ +

Coalition.

+ +
+
+
+
+

+ #string + Description +

+
+
+ +

(optional) Description.

+ +
+
+
+
+

+ #boolean + RandomPoint +

+
+
+ +

(optional) Random yes or no.

+ +
+
+
+
+

+ #boolean + Nomessage +

+
+
+ +

(optional) If true, don't send a message to SAR.

+ +
+
+

Usage:

+
If missions designers want to spawn downed pilots into the field, e.g. at mission begin, to give the helicopter guys works, they can do this like so:
+     
+       -- Create downed "Pilot Wagner" in #ZONE "CSAR_Start_1" at a random point for the blue coalition
+       my_csar:SpawnCSARAtZone( "CSAR_Start_1", coalition.side.BLUE, "Pilot Wagner", true )
+ +
+ +
+
+ +
+ + + +

Triggers the FSM event "Start".

+ + +

Starts the CSAR. Initializes parameters and starts event handlers.

+ +
+
+

Defined in:

+
+

CSAR

+
+
+ +
+
+ +
+ + + +

Triggers the FSM event "Status".

+ +
+
+

Defined in:

+
+

CSAR

+
+
+ +
+
+ +
+ + + +

(Internal) Function to add beacon to downed pilot.

+ +
+
+

Defined in:

+
+

CSAR

+
+

Parameters:

+
+
+

+ Wrapper.Group#GROUP + _group +

+
+
+ +

Group #GROUP object.

+ +
+
+
+
+

+ #number + _freq +

+
+
+ +

Frequency to use

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

(Internal) Function to spawn a CSAR object into the scene.

+ +
+
+

Defined in:

+
+

CSAR

+
+

Parameters:

+
+
+

+ #number + _coalition +

+
+
+ +

Coalition

+ +
+
+
+
+

+ DCS#country.id + _country +

+
+
+ +

Country ID

+ +
+
+
+
+

+ Core.Point#COORDINATE + _point +

+
+
+ +

Coordinate

+ +
+
+
+
+

+ #string + _typeName +

+
+
+ +

Typename

+ +
+
+
+
+

+ #string + _unitName +

+
+
+ +

Unitname

+ +
+
+
+
+

+ #string + _playerName +

+
+
+ +

Playername

+ +
+
+
+
+

+ #number + _freq +

+
+
+ +

Frequency

+ +
+
+
+
+

+ #boolean + noMessage +

+
+
+

+
+
+
+
+

+ #string + _description +

+
+
+ +

Description

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

(Internal) Populate F10 menu for CSAR players.

+ +
+
+

Defined in:

+
+

CSAR

+
+
+ +
+
+ +
+ + + +

(Internal) Add options to a downed pilot

+ +
+
+

Defined in:

+
+

CSAR

+
+

Parameter:

+
+
+

+ Wrapper.Group#GROUP + group +

+
+
+ +

Group to use.

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

(Internal) Function to check if heli is close to group.

+ +
+
+

Defined in:

+
+

CSAR

+
+

Parameters:

+
+
+

+ #number + _distance +

+
+
+

+
+
+
+
+

+ Wrapper.Unit#UNIT + _heliUnit +

+
+
+

+
+
+
+
+

+ #string + _heliName +

+
+
+

+
+
+
+
+

+ Wrapper.Group#GROUP + _woundedGroup +

+
+
+

+
+
+
+
+

+ #string + _woundedGroupName +

+
+
+

+
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Outcome

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

(Internal) Check if group not KIA.

+ +
+
+

Defined in:

+
+

CSAR

+
+

Parameters:

+
+
+

+ Wrapper.Group#GROUP + _woundedGroup +

+
+
+

+
+
+
+
+

+ #string + _woundedGroupName +

+
+
+

+
+
+
+
+

+ Wrapper.Unit#UNIT + _heliUnit +

+
+
+

+
+
+
+
+

+ #string + _heliName +

+
+
+

+
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Outcome

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

(Internal) Check if a name is in downed pilot table

+ +
+
+

Defined in:

+
+

CSAR

+
+

Parameter:

+
+
+

+ #string + name +

+
+
+ +

Name to search for.

+ +
+
+

Return values:

+
+
+

#boolean:

+
+
+ +

Outcome.

+ +
+ +
+ +

Table if found else nil.

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

(Internal) Display onboarded rescued pilots.

+ +
+
+

Defined in:

+
+

CSAR

+
+

Parameter:

+
+
+

+ #string + _unitName +

+
+
+ +

Name of the chopper

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

(Internal) Check state of wounded group.

+ +
+
+

Defined in:

+
+

CSAR

+
+

Parameters:

+
+
+

+ #string + heliname +

+
+
+ +

heliname

+ +
+
+
+
+

+ #string + woundedgroupname +

+
+
+ +

woundedgroupname

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

(Internal) Helper function to count active downed pilots.

+ +
+
+

Defined in:

+
+

CSAR

+
+

Return value:

+
+
+

#number:

+
+
+ +

Number of pilots in the field.

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

(Internal) Function to insert downed pilot tracker object.

+ +
+
+

Defined in:

+
+

CSAR

+
+

Parameters:

+
+
+

+ Wrapper.Group#GROUP + Group +

+
+
+ +

The #GROUP object

+ +
+
+
+
+

+ #string + Groupname +

+
+
+ +

Name of the spawned group.

+ +
+
+
+
+

+ #number + Side +

+
+
+ +

Coalition.

+ +
+
+
+
+

+ #string + OriginalUnit +

+
+
+ +

Name of original Unit.

+ +
+
+
+
+

+ #string + Description +

+
+
+ +

Descriptive text.

+ +
+
+
+
+

+ #string + Typename +

+
+
+ +

Typename of unit.

+ +
+
+
+
+

+ #number + Frequency +

+
+
+ +

Frequency of the NDB in Hz

+ +
+
+
+
+

+ #string + Playername +

+
+
+ +

Name of Player (if applicable)

+ +
+
+

Return value:

+
+
+

#CSAR:

+
+
+ +

self.

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

(Internal) Display active SAR tasks to player.

+ +
+
+

Defined in:

+
+

CSAR

+
+

Parameter:

+
+
+

+ #string + _unitName +

+
+
+ +

Unit to display to

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

(Internal) Display message to single Unit.

+ +
+
+

Defined in:

+
+

CSAR

+
+

Parameters:

+
+
+

+ Wrapper.Unit#UNIT + _unit +

+
+
+ +

Unit #UNIT to display to.

+ +
+
+
+
+

+ #string + _text +

+
+
+ +

Text of message.

+ +
+
+
+
+

+ #number + _time +

+
+
+ +

Message show duration.

+ +
+
+
+
+

+ #boolean + _clear +

+
+
+ +

(optional) Clear screen.

+ +
+
+
+
+

+ #boolean + _speak +

+
+
+ +

(optional) Speak message via SRS.

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

(Internal) Display info to all SAR groups.

+ +
+
+

Defined in:

+
+

CSAR

+
+

Parameters:

+
+
+

+ #string + _message +

+
+
+ +

Message to display.

+ +
+
+
+
+

+ #number + _side +

+
+
+ +

Coalition of message.

+ +
+
+
+
+

+ #number + _messagetime +

+
+
+ +

How long to show.

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

(Internal) Function to check for dupe eject events.

+ +
+
+

Defined in:

+
+

CSAR

+
+

Parameter:

+
+
+

+ #string + _unitname +

+
+
+ +

Name of unit.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Outcome

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

TODO: Split in functions per Event type +- (Internal) Event handler. + @param #CSAR self

+ +
+
+

Defined in:

+
+

CSAR

+
+

Parameter:

+
+
+

+ EventData +

+
+
+

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

(Internal) Pop frequency from prepopulated table.

+ +
+
+

Defined in:

+
+

CSAR

+
+

Return value:

+
+
+

#number:

+
+
+ +

frequency

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

(Internal) Populate table with available beacon frequencies.

+ +
+
+

Defined in:

+
+

CSAR

+
+
+ +
+
+ +
+ + + +

(Internal) Function to determine clockwise direction for flares.

+ +
+
+

Defined in:

+
+

CSAR

+
+

Parameters:

+
+
+

+ Wrapper.Unit#UNIT + _heli +

+
+
+ +

The Helicopter

+ +
+
+
+
+

+ Wrapper.Group#GROUP + _group +

+
+
+ +

The downed Group

+ +
+
+

Return value:

+
+
+

#number:

+
+
+ +

direction

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

(Internal) Find the closest downed pilot to a heli.

+ +
+
+

Defined in:

+
+

CSAR

+
+

Parameter:

+
+
+

+ Wrapper.Unit#UNIT + _heli +

+
+
+ +

Helicopter #UNIT

+ +
+
+

Return value:

+
+
+

#table:

+
+
+ +

Table of results

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

(Internal) Determine distance to closest MASH.

+ +
+
+

Defined in:

+
+

CSAR

+
+

Parameter:

+
+
+

+ Wrapper.Unit#UNIT + _heli +

+
+
+ +

Helicopter #UNIT

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

(Internal) Return distance in meters between two coordinates.

+ +
+
+

Defined in:

+
+

CSAR

+
+

Parameters:

+
+
+

+ Core.Point#COORDINATE + _point1 +

+
+
+ +

Coordinate one

+ +
+
+
+
+

+ Core.Point#COORDINATE + _point2 +

+
+
+ +

Coordinate two

+ +
+
+

Return value:

+
+
+

#number:

+
+
+ +

Distance in meters

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

(Internal) Function to get string of a group's position.

+ +
+
+

Defined in:

+
+

CSAR

+
+

Parameter:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + _woundedGroup +

+
+
+ +

Group or Unit object.

+ +
+
+

Return value:

+
+
+

#string:

+
+
+ +

Coordinates as Text

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

(Internal) Check and return Wrappe.Unit#UNIT based on the name if alive.

+ +
+
+

Defined in:

+
+

CSAR

+
+

Parameters:

+
+
+

+ #string + _unitname +

+
+
+ +

Name of Unit

+ +
+
+
+
+

+ _unitName +

+
+
+

+
+
+

Return value:

+
+
+

#UNIT:

+
+
+ +

or nil

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

(Internal) Initialize the action for a pilot.

+ +
+
+

Defined in:

+
+

CSAR

+
+

Parameters:

+
+
+

+ Wrapper.Group#GROUP + _downedGroup +

+
+
+ +

The group to rescue.

+ +
+
+
+
+

+ #string + _GroupName +

+
+
+ +

Name of the Group

+ +
+
+
+
+

+ #number + _freq +

+
+
+ +

Beacon frequency.

+ +
+
+
+
+

+ #boolean + _nomessage +

+
+
+ +

Send message true or false.

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

(internal) Function to check if the heli door(s) are open.

+ + +

Thanks to Shadowze.

+ +
+
+

Defined in:

+
+

CSAR

+
+

Parameter:

+
+
+

+ #string + unit_name +

+
+
+ +

Name of unit.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

outcome The outcome.

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

(Internal) Move group to destination.

+ +
+
+

Defined in:

+
+

CSAR

+
+

Parameters:

+
+
+

+ Wrapper.Group#GROUP + _leader +

+
+
+

+
+
+
+
+

+ Core.Point#COORDINATE + _destination +

+
+
+

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

(Internal) Function to pickup the wounded pilot from the ground.

+ +
+
+

Defined in:

+
+

CSAR

+
+

Parameters:

+
+
+

+ Wrapper.Unit#UNIT + _heliUnit +

+
+
+ +

Object of the group.

+ +
+
+
+
+

+ #string + _pilotName +

+
+
+ +

Name of the pilot.

+ +
+
+
+
+

+ Wrapper.Group#GROUP + _woundedGroup +

+
+
+ +

Object of the group.

+ +
+
+
+
+

+ #string + _woundedGroupName +

+
+
+ +

Name of the group.

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

(Internal) Count pilots on board.

+ +
+
+

Defined in:

+
+

CSAR

+
+

Parameter:

+
+
+

+ #string + _heliName +

+
+
+

+
+
+

Return value:

+
+
+

#number:

+
+
+ +

count

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

(Internal) Function to pop a smoke at a wounded pilot's positions.

+ +
+
+

Defined in:

+
+

CSAR

+
+

Parameters:

+
+
+

+ #string + _woundedGroupName +

+
+
+ +

Name of the group.

+ +
+
+
+
+

+ Wrapper.Group#GROUP + _woundedLeader +

+
+
+ +

Object of the group.

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

(Internal) Helper to decide if we're over max limit.

+ +
+
+

Defined in:

+
+

CSAR

+
+

Return value:

+
+
+

#boolean:

+
+
+ +

True or false.

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

(Internal) Helper function to (re-)add beacon to downed pilot.

+ +
+
+

Defined in:

+
+

CSAR

+
+

Parameter:

+
+
+

+ #table + _args +

+
+
+ +

Arguments

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

(Internal) Check if a name is in downed pilot table and remove it.

+ +
+
+

Defined in:

+
+

CSAR

+
+

Parameters:

+
+
+

+ #string + name +

+
+
+ +

Name to search for.

+ +
+
+
+
+

+ #boolean + force +

+
+
+ +

Force removal.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Outcome.

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

(Internal) Request smoke at closest downed pilot.

+ +
+
+

Defined in:

+
+

CSAR

+
+

Parameter:

+
+
+

+ #string + _unitName +

+
+
+ +

Name of the helicopter

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

(Internal) Mark pilot as rescued and remove from tables.

+ +
+
+

Defined in:

+
+

CSAR

+
+

Parameter:

+
+
+

+ Wrapper.Unit#UNIT + _heliUnit +

+
+
+

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

(Internal) Monitor in-flight returning groups.

+ +
+
+

Defined in:

+
+

CSAR

+
+

Parameters:

+
+
+

+ #string + heliname +

+
+
+ +

Heli name

+ +
+
+
+
+

+ #string + groupname +

+
+
+ +

Group name

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

(Internal) Fire a flare at the point of a downed pilot.

+ +
+
+

Defined in:

+
+

CSAR

+
+

Parameter:

+
+
+

+ #string + _unitName +

+
+
+ +

Name of the unit.

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

(Internal) Function to add a CSAR object into the scene at a zone coordinate.

+ + +

For mission designers wanting to add e.g. PoWs to the scene.

+ +
+
+

Defined in:

+
+

CSAR

+
+

Parameters:

+
+
+

+ #string + _zone +

+
+
+ +

Name of the zone.

+ +
+
+
+
+

+ #number + _coalition +

+
+
+ +

Coalition.

+ +
+
+
+
+

+ #string + _description +

+
+
+ +

(optional) Description.

+ +
+
+
+
+

+ #boolean + _randomPoint +

+
+
+ +

(optional) Random yes or no.

+ +
+
+
+
+

+ #boolean + _nomessage +

+
+
+ +

(optional) If true, don't send a message to SAR.

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

(Internal) Spawn a downed pilot

+ +
+
+

Defined in:

+
+

CSAR

+
+

Parameters:

+
+
+

+ #number + country +

+
+
+ +

Country for template.

+ +
+
+
+
+

+ Core.Point#COORDINATE + point +

+
+
+ +

Coordinate to spawn at.

+ +
+
+
+
+

+ #number + frequency +

+
+
+ +

Frequency of the pilot's beacon

+ +
+
+

Return values:

+
+ +
+ +

group The #GROUP object.

+ +
+
+

#string:

+
+
+ +

alias The alias name.

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

Triggers the FSM event "Start" after a delay.

+ + +

Starts the CSAR. Initializes parameters and starts event handlers.

+ +
+
+

Defined in:

+
+

CSAR

+
+

Parameter:

+
+
+

+ #number + delay +

+
+
+ +

Delay in seconds.

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

Triggers the FSM event "Status" after a delay.

+ +
+
+

Defined in:

+
+

CSAR

+
+

Parameter:

+
+
+

+ #number + delay +

+
+
+ +

Delay in seconds.

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

Triggers the FSM event "Stop" after a delay.

+ + +

Stops the CSAR and all its event handlers.

+ +
+
+

Defined in:

+
+

CSAR

+
+

Parameter:

+
+
+

+ #number + delay +

+
+
+ +

Delay in seconds.

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

(Internal) Function called after Start() event.

+ +
+
+

Defined in:

+
+

CSAR

+
+

Parameters:

+
+
+

+ #string + From +

+
+
+ +

From state.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

Event triggered.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

To state.

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

(Internal) Function called after Status() event.

+ +
+
+

Defined in:

+
+

CSAR

+
+

Parameters:

+
+
+

+ #string + From +

+
+
+ +

From state.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

Event triggered.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

To state.

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

(Internal) Function called after Stop() event.

+ +
+
+

Defined in:

+
+

CSAR

+
+

Parameters:

+
+
+

+ #string + From +

+
+
+ +

From state.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

Event triggered.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

To state.

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

(Internal) Function called before Approach() event.

+ +
+
+

Defined in:

+
+

CSAR

+
+

Parameters:

+
+
+

+ #string + From +

+
+
+ +

From state.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

Event triggered.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

To state.

+ +
+
+
+
+

+ #string + Heliname +

+
+
+ +

Name of the helicopter group.

+ +
+
+
+
+

+ #string + Woundedgroupname +

+
+
+ +

Name of the downed pilot's group.

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

(Internal) Function called before Boarded() event.

+ +
+
+

Defined in:

+
+

CSAR

+
+

Parameters:

+
+
+

+ #string + From +

+
+
+ +

From state.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

Event triggered.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

To state.

+ +
+
+
+
+

+ #string + Heliname +

+
+
+ +

Name of the helicopter group.

+ +
+
+
+
+

+ #string + Woundedgroupname +

+
+
+ +

Name of the downed pilot's group.

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

(Internal) Function called before PilotDown() event.

+ +
+
+

Defined in:

+
+

CSAR

+
+

Parameters:

+
+
+

+ #string + From +

+
+
+ +

From state.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

Event triggered.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

To state.

+ +
+
+
+
+

+ Wrapper.Group#GROUP + Group +

+
+
+ +

Group object of the downed pilot.

+ +
+
+
+
+

+ #number + Frequency +

+
+
+ +

Beacon frequency in kHz.

+ +
+
+
+
+

+ #string + Leadername +

+
+
+ +

Name of the #UNIT of the downed pilot.

+ +
+
+
+
+

+ #string + CoordinatesText +

+
+
+ +

String of the position of the pilot. Format determined by self.coordtype.

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

(Internal) Function called before Rescued() event.

+ +
+
+

Defined in:

+
+

CSAR

+
+

Parameters:

+
+
+

+ #string + From +

+
+
+ +

From state.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

Event triggered.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

To state.

+ +
+
+
+
+

+ Wrapper.Unit#UNIT + HeliUnit +

+
+
+ +

Unit of the helicopter.

+ +
+
+
+
+

+ #string + HeliName +

+
+
+ +

Name of the helicopter group.

+ +
+
+
+
+

+ #number + PilotsSaved +

+
+
+ +

Number of the saved pilots on board when landing.

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

(Internal) Function called before Returning() event.

+ +
+
+

Defined in:

+
+

CSAR

+
+

Parameters:

+
+
+

+ #string + From +

+
+
+ +

From state.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

Event triggered.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

To state.

+ +
+
+
+
+

+ #string + Heliname +

+
+
+ +

Name of the helicopter group.

+ +
+
+
+
+

+ #string + Woundedgroupname +

+
+
+ +

Name of the downed pilot's group.

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

(Internal) Function called before Status() event.

+ +
+
+

Defined in:

+
+

CSAR

+
+

Parameters:

+
+
+

+ #string + From +

+
+
+ +

From state.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

Event triggered.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

To state.

+ +
+
+
+ +
+
+ +
+

Field(s)

+
+
+ + +
+
+
+ + #string +CSAR.ClassName + +

Name of the class.

+ +
+ +
+
+
+ + #table +CSAR.FreeVHFFrequencies + + + +
+ +
+
+
+ + +CSAR.SRSModulation + + + + +

modulation

+ +
+ +
+
+
+ + #string +CSAR.SRSPath + + + + +

adjust your own path in your server(!)

+ +
+ +
+
+
+ + #number +CSAR.SRSchannel + + + + +

radio channel

+ +
+ +
+
+
+ + #CSAR.SkipFrequencies +CSAR.SkipFrequencies + +

Updated and sorted list of known NDB beacons (in kHz!) from the available maps.

+ +
+ +
+
+
+ + #table +CSAR.UsedVHFFrequencies + + + +
+ +
+
+
+ + #table +CSAR.addedTo + + + + +

tables, mainly for tracking actions

+ +
+ +
+
+
+ + +CSAR.alias + + + +
+ +
+
+
+ + #table +CSAR.allheligroupset + + + + +

GROUP_SET of all helis

+ +
+ +
+
+
+ + #boolean +CSAR.allowDownedPilotCAcontrol + + + + +

Set to false if you don't want to allow control by Combined arms.

+ +
+ +
+
+
+ + #boolean +CSAR.allowFARPRescue + + + + +

allows pilot to be rescued by landing at a FARP or Airbase

+ +
+ +
+
+
+ + #number +CSAR.approachdist_far + + + + +

switch do 10 sec interval approach mode, meters

+ +
+ +
+
+
+ + #number +CSAR.approachdist_near + + + + +

switch to 5 sec interval approach mode, meters

+ +
+ +
+
+
+ + #boolean +CSAR.autosmoke + + + + +

automatically smoke location when heli is near

+ +
+ +
+
+
+ + #number +CSAR.autosmokedistance + + + + +

distance for autosmoke + added 0.1.4

+ +
+ +
+
+
+ + #number +CSAR.coalition + +

Coalition side number, e.g. coalition.side.RED.

+ +
+ +
+
+
+ + +CSAR.coalitiontxt + + + +
+ +
+
+
+ + #number +CSAR.coordtype + + + + +

Use Lat/Long DDM (0), Lat/Long DMS (1), MGRS (2), Bullseye imperial (3) or Bullseye metric (4) for coordinates.

+ +
+ +
+
+
+ + #boolean +CSAR.csarOncrash + + + + +

If set to true, will generate a csar when a plane crashes as well.

+ +
+ +
+
+
+ + #table +CSAR.csarPrefix + + + + +

prefixes used for useprefix=true - DON'T use # in names!

+ +
+ +
+
+
+ + #table +CSAR.csarUnits + + + + +

table of CSAR unit names

+ +
+ +
+
+
+ + #table +CSAR.downedPilots + + + + +

Replacement woundedGroups

+ +
+ +
+
+
+ + #number +CSAR.downedpilotcounter + + + +
+ +
+
+
+ + #boolean +CSAR.enableForAI + + + + +

set to false to disable AI units from being rescued.

+ +
+ +
+
+
+ + #number +CSAR.extractDistance + + + + +

Distance the Downed pilot will run to the rescue helicopter

+ +
+ +
+
+
+ + #table +CSAR.heliCloseMessage + + + + +

tracks heli close message ie heli < 500m distance

+ +
+ +
+
+
+ + #table +CSAR.heliVisibleMessage + + + + +

tracks if the first message has been sent of the heli being visible

+ +
+ +
+
+
+ + #table +CSAR.hoverStatus + + + + +

tracks status of a helis hover above a downed pilot

+ +
+ +
+
+
+ + #boolean +CSAR.immortalcrew + + + + +

Set to true to make wounded crew immortal

+ +
+ +
+
+
+ + #table +CSAR.inTransitGroups + + + + +

contain a table for each SAR with all units he has with the original names

+ +
+ +
+
+
+ + #boolean +CSAR.invisiblecrew + + + + +

Set to true to make wounded crew insvisible

+ +
+ +
+
+
+ + #table +CSAR.landedStatus + + + +
+ +
+
+
+ + #table +CSAR.lastCrash + + + +
+ +
+
+
+ + #string +CSAR.lid + +

Class id string for output to DCS log file.

+ +
+ +
+
+
+ + #boolean +CSAR.limitmaxdownedpilots + + + +
+ +
+
+
+ + #number +CSAR.loadDistance + + + + +

configure distance for pilot to get in helicopter in meters.

+ +
+ +
+
+
+ + #number +CSAR.loadtimemax + + + + +

seconds

+ +
+ +
+
+
+ + +CSAR.mash + + + + +

currently only GROUP objects, maybe support STATICs also?

+ +
+ +
+
+
+ + #table +CSAR.mashprefix + + + + +

prefixes used to find MASHes

+ +
+ +
+
+
+ + #number +CSAR.max_units + + + + +

max number of pilots that can be carried

+ +
+ +
+
+
+ + #number +CSAR.maxdownedpilots + + + +
+ +
+
+
+ + #number +CSAR.messageTime + + + + +

Time to show longer messages for in seconds

+ +
+ +
+
+
+ + #boolean +CSAR.pilotRuntoExtractPoint + + + + +

Downed Pilot will run to the rescue helicopter up to self.extractDistance METERS

+ +
+ +
+
+
+ + #boolean +CSAR.pilotmustopendoors + + + + +

switch to true to enable check on open doors

+ +
+ +
+
+
+ + #string +CSAR.radioSound + + + + +

the name of the sound file to use for the Pilot radio beacons. If this isnt added to the mission BEACONS WONT WORK!

+ +
+ +
+
+
+ + #table +CSAR.smokeMarkers + + + + +

tracks smoke markers for groups

+ +
+ +
+
+
+ + #number +CSAR.smokecolor + + + + +

Color of smokemarker for blue side, 0 is green, 1 is red, 2 is white, 3 is orange and 4 is blue

+ +
+ +
+
+
+ + #table +CSAR.takenOff + + + +
+ +
+
+
+ + #boolean +CSAR.useSRS + + + + +

Use FF's SRS integration

+ +
+ +
+
+
+ + #boolean +CSAR.useprefix + + + + +

Use the Prefixed defined below, Requires Unit have the Prefix defined below

+ +
+ +
+
+
+ + #number +CSAR.verbose + +

Verbosity level.

+ +
+ +
+
+
+ + #string +CSAR.version + +

CSAR class version.

+ +
+ +
+
+
+ + #table +CSAR.woundedGroups + + + + +

contains the new group of units

+ +
+ +
+
+

Function(s)

+
+
+ + + +

Adds an End state.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + State +

+
+
+ +

The FSM state.

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

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

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + From +

+
+
+ +

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

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event name.

+ +
+
+
+
+

+ Core.Fsm#FSM_PROCESS + Process +

+
+
+ +

An sub-process FSM.

+ +
+
+
+
+

+ #table + ReturnEvents +

+
+
+ +

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

+ +
+
+

Return value:

+
+ +
+ +

The SubFSM.

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

Adds a score for the FSM to be achieved.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + State +

+
+
+ +

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

+ +
+
+
+
+

+ #string + ScoreText +

+
+
+ +

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

+ +
+
+
+
+

+ #number + Score +

+
+
+ +

is a number providing the score of the status.

+ +
+
+

Return value:

+
+
+

#FSM:

+
+
+ +

self

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

Adds a score for the FSM_PROCESS to be achieved.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + From +

+
+
+ +

is the From State of the main process.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

is the Event of the main process.

+ +
+
+
+
+

+ #string + State +

+
+
+ +

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

+ +
+
+
+
+

+ #string + ScoreText +

+
+
+ +

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

+ +
+
+
+
+

+ #number + Score +

+
+
+ +

is a number providing the score of the status.

+ +
+
+

Return value:

+
+
+

#FSM:

+
+
+ +

self

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

Add a new transition rule to the FSM.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + From +

+
+
+ +

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

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event name.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To state.

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

Get current state.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

Current FSM state.

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

Returns the End states.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

End states.

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

Defined in:

+ +

Parameters:

+
+
+

+ From +

+
+
+

+
+
+
+
+

+ Event +

+
+
+

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

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

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Sub processes.

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

Returns a table with the scores defined.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Scores.

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

Returns the start state of the FSM.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

A string containing the start state.

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

Get current state.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

Current FSM state.

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

Returns a table with the Subs defined.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Sub processes.

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

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

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Transitions.

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

Check if FSM is in state.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + State +

+
+
+ +

State name.

+ +
+
+
+
+

+ #boolean + If +

+
+
+ +

true, FSM is in this state.

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

Load call backs.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #table + CallBackTable +

+
+
+ +

Table of call backs.

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

Creates a new FSM object.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#FSM:

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

Defined in:

+ +

Parameters:

+
+
+

+ From +

+
+
+

+
+
+
+
+

+ Event +

+
+
+

+
+
+
+
+

+ Fsm +

+
+
+

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

Sets the start state of the FSM.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + State +

+
+
+ +

A string defining the start state.

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

Add to map.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + Map +

+
+
+ +

Map.

+ +
+
+
+
+

+ #table + Event +

+
+
+ +

Event table.

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

Call handler.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + step +

+
+
+ +

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

+ +
+
+
+
+

+ #string + trigger +

+
+
+ +

Trigger.

+ +
+
+
+
+

+ #table + params +

+
+
+ +

Parameters.

+ +
+
+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+
+
+ +

Value.

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

Create transition.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+

#function:

+
+
+ +

Function.

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

Delayed transition.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+

#function:

+
+
+ +

Function.

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

Event map.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + Events +

+
+
+ +

Events.

+ +
+
+
+
+

+ #table + EventStructure +

+
+
+ +

Event structure.

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

Go sub.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + ParentFrom +

+
+
+ +

Parent from state.

+ +
+
+
+
+

+ #string + ParentEvent +

+
+
+ +

Parent event name.

+ +
+
+

Return value:

+
+
+

#table:

+
+
+ +

Subs.

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

Handler.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+
+
+

+ ... +

+
+
+ +

Arguments.

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

Is end state.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + Current +

+
+
+ +

Current state name.

+ +
+
+

Return values:

+
+
+

#table:

+
+
+ +

FSM parent.

+ +
+
+

#string:

+
+
+ +

Event name.

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

Sub maps.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + subs +

+
+
+ +

Subs.

+ +
+
+
+
+

+ #table + sub +

+
+
+ +

Sub.

+ +
+
+
+
+

+ #string + name +

+
+
+ +

Name.

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

Check if can do an event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + e +

+
+
+ +

Event name.

+ +
+
+

Return values:

+
+
+

#boolean:

+
+
+ +

If true, FSM can do the event.

+ +
+
+

#string:

+
+
+ +

To state.

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

Check if cannot do an event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + e +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

If true, FSM cannot do the event.

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

Check if FSM is in state.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + State +

+
+
+ +

State name.

+ +
+
+
+
+

+ #boolean + If +

+
+
+ +

true, FSM is in this state.

+ +
+
+
+
+

+ state +

+
+
+

+
+
+
+ +
+
+ +
+

Field(s)

+
+
+ + +
+
+
+ + #string +CSAR.ClassName + +

Name of the class.

+ +
+ +
+
+
+ + #table +CSAR.FreeVHFFrequencies + + + +
+ +
+
+
+ + +CSAR.SRSModulation + + + + +

modulation

+ +
+ +
+
+
+ + #string +CSAR.SRSPath + + + + +

adjust your own path in your server(!)

+ +
+ +
+
+
+ + #number +CSAR.SRSchannel + + + + +

radio channel

+ +
+ +
+
+
+ + #CSAR.SkipFrequencies +CSAR.SkipFrequencies + +

Updated and sorted list of known NDB beacons (in kHz!) from the available maps.

+ +
+ +
+
+
+ + #table +CSAR.UsedVHFFrequencies + + + +
+ +
+
+
+ + #table +CSAR.addedTo + + + + +

tables, mainly for tracking actions

+ +
+ +
+
+
+ + +CSAR.alias + + + +
+ +
+
+
+ + #table +CSAR.allheligroupset + + + + +

GROUP_SET of all helis

+ +
+ +
+
+
+ + #boolean +CSAR.allowDownedPilotCAcontrol + + + + +

Set to false if you don't want to allow control by Combined arms.

+ +
+ +
+
+
+ + #boolean +CSAR.allowFARPRescue + + + + +

allows pilot to be rescued by landing at a FARP or Airbase

+ +
+ +
+
+
+ + #number +CSAR.approachdist_far + + + + +

switch do 10 sec interval approach mode, meters

+ +
+ +
+
+
+ + #number +CSAR.approachdist_near + + + + +

switch to 5 sec interval approach mode, meters

+ +
+ +
+
+
+ + #boolean +CSAR.autosmoke + + + + +

automatically smoke location when heli is near

+ +
+ +
+
+
+ + #number +CSAR.autosmokedistance + + + + +

distance for autosmoke + added 0.1.4

+ +
+ +
+
+
+ + #number +CSAR.coalition + +

Coalition side number, e.g. coalition.side.RED.

+ +
+ +
+
+
+ + +CSAR.coalitiontxt + + + +
+ +
+
+
+ + #number +CSAR.coordtype + + + + +

Use Lat/Long DDM (0), Lat/Long DMS (1), MGRS (2), Bullseye imperial (3) or Bullseye metric (4) for coordinates.

+ +
+ +
+
+
+ + #boolean +CSAR.csarOncrash + + + + +

If set to true, will generate a csar when a plane crashes as well.

+ +
+ +
+
+
+ + #table +CSAR.csarPrefix + + + + +

prefixes used for useprefix=true - DON'T use # in names!

+ +
+ +
+
+
+ + #table +CSAR.csarUnits + + + + +

table of CSAR unit names

+ +
+ +
+
+
+ + #table +CSAR.downedPilots + + + + +

Replacement woundedGroups

+ +
+ +
+
+
+ + #number +CSAR.downedpilotcounter + + + +
+ +
+
+
+ + #boolean +CSAR.enableForAI + + + + +

set to false to disable AI units from being rescued.

+ +
+ +
+
+
+ + #number +CSAR.extractDistance + + + + +

Distance the Downed pilot will run to the rescue helicopter

+ +
+ +
+
+
+ + #table +CSAR.heliCloseMessage + + + + +

tracks heli close message ie heli < 500m distance

+ +
+ +
+
+
+ + #table +CSAR.heliVisibleMessage + + + + +

tracks if the first message has been sent of the heli being visible

+ +
+ +
+
+
+ + #table +CSAR.hoverStatus + + + + +

tracks status of a helis hover above a downed pilot

+ +
+ +
+
+
+ + #boolean +CSAR.immortalcrew + + + + +

Set to true to make wounded crew immortal

+ +
+ +
+
+
+ + #table +CSAR.inTransitGroups + + + + +

contain a table for each SAR with all units he has with the original names

+ +
+ +
+
+
+ + #boolean +CSAR.invisiblecrew + + + + +

Set to true to make wounded crew insvisible

+ +
+ +
+
+
+ + #table +CSAR.landedStatus + + + +
+ +
+
+
+ + #table +CSAR.lastCrash + + + +
+ +
+
+
+ + #string +CSAR.lid + +

Class id string for output to DCS log file.

+ +
+ +
+
+
+ + #boolean +CSAR.limitmaxdownedpilots + + + +
+ +
+
+
+ + #number +CSAR.loadDistance + + + + +

configure distance for pilot to get in helicopter in meters.

+ +
+ +
+
+
+ + #number +CSAR.loadtimemax + + + + +

seconds

+ +
+ +
+
+
+ + +CSAR.mash + + + + +

currently only GROUP objects, maybe support STATICs also?

+ +
+ +
+
+
+ + #table +CSAR.mashprefix + + + + +

prefixes used to find MASHes

+ +
+ +
+
+
+ + #number +CSAR.max_units + + + + +

max number of pilots that can be carried

+ +
+ +
+
+
+ + #number +CSAR.maxdownedpilots + + + +
+ +
+
+
+ + #number +CSAR.messageTime + + + + +

Time to show longer messages for in seconds

+ +
+ +
+
+
+ + #boolean +CSAR.pilotRuntoExtractPoint + + + + +

Downed Pilot will run to the rescue helicopter up to self.extractDistance METERS

+ +
+ +
+
+
+ + #boolean +CSAR.pilotmustopendoors + + + + +

switch to true to enable check on open doors

+ +
+ +
+
+
+ + #string +CSAR.radioSound + + + + +

the name of the sound file to use for the Pilot radio beacons. If this isnt added to the mission BEACONS WONT WORK!

+ +
+ +
+
+
+ + #table +CSAR.smokeMarkers + + + + +

tracks smoke markers for groups

+ +
+ +
+
+
+ + #number +CSAR.smokecolor + + + + +

Color of smokemarker for blue side, 0 is green, 1 is red, 2 is white, 3 is orange and 4 is blue

+ +
+ +
+
+
+ + #table +CSAR.takenOff + + + +
+ +
+
+
+ + #boolean +CSAR.useSRS + + + + +

Use FF's SRS integration

+ +
+ +
+
+
+ + #boolean +CSAR.useprefix + + + + +

Use the Prefixed defined below, Requires Unit have the Prefix defined below

+ +
+ +
+
+
+ + #number +CSAR.verbose + +

Verbosity level.

+ +
+ +
+
+
+ + #string +CSAR.version + +

CSAR class version.

+ +
+ +
+
+
+ + #table +CSAR.woundedGroups + + + + +

contains the new group of units

+ +
+ +
+
+

Function(s)

+
+
+ + + +

Clear the state of an object.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that holds the Value set by the Key.

+ +
+
+
+
+

+ StateName +

+
+
+ +

The key that is should be cleared.

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

Creation of a Birth Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+
+

+ #string + IniUnitName +

+
+
+ +

The initiating unit name.

+ +
+
+
+
+

+ place +

+
+
+

+
+
+
+
+

+ subplace +

+
+
+

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

Creation of a Crash Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

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

Creation of a Dead Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

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

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.Unit#UNIT + PlayerUnit +

+
+
+ +

The aircraft unit the player entered.

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

Creation of a Remove Unit Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

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

Creation of a Takeoff Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

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

Log an exception which will be traced always.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

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

Returns the event dispatcher

+ +
+
+

Defined in:

+ +

Return value:

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

Remove all subscribed events

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#BASE:

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

Trace a function call.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

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

Trace a function call level 2.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

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

Trace a function call level 3.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

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

Get the ClassID of the class instance.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassID of the class instance.

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

Get the ClassName of the class instance.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassName of the class instance.

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

Get the ClassName + ClassID of the class instance.

+ + +

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

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassName + ClassID of the class instance.

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

Get the Class Event processing Priority.

+ + +

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

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#number:

+
+
+ +

The Event processing Priority.

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

This is the worker method to retrieve the Parent class.

+ + +

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

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

Defined in:

+ +

Parameters:

+
+
+

+ #BASE + Child +

+
+
+ +

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

+ +
+
+
+
+

+ #BASE + FromClass +

+
+
+ +

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

+ +
+
+

Return value:

+
+
+

#BASE:

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

Get a Value given a Key from the Object.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that holds the Value set by the Key.

+ +
+
+
+
+

+ Key +

+
+
+ +

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

+ +
+
+

Return value:

+
+
+
+
+ +

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

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

Subscribe to a DCS Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Core.Event#EVENTS + EventID +

+
+
+ +

Event ID.

+ +
+
+
+
+

+ #function + EventFunction +

+
+
+ +

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

+ +
+
+

Return value:

+
+
+

#BASE:

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

Log an information which will be traced always.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

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

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

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Child +

+
+
+ +

is the Child class that inherits.

+ +
+
+
+
+

+ #BASE + Parent +

+
+
+ +

is the Parent class that the Child inherits from.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ +

Child

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

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

+ + + +

Examples:

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

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

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

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

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

  • +
+ + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ ClassName +

+
+
+ +

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

+ +
+
+

Return value:

+
+
+

#boolean:

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

Enquires if tracing is on (for the class).

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#boolean:

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

BASE constructor.

+ + + +

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

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

Defined in:

+ +

Return value:

+
+
+

#BASE:

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

Occurs when an object is completely destroyed.

+ + +

initiator : The unit that is was destroyed.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

BDA.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

initiator : The unit that captured the base +place: The airbase that was captured, can be a FARP or Airbase. When calling place:getCoalition() the faction will already be the new owning faction.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when any object is spawned into the mission.

+ + +

initiator : The unit that was spawned

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

initiator : The unit that has crashed

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when an object is dead.

+ + +

initiator : The unit that is dead.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

Will update this page when new information become available.

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

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Discard chair after ejection.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when a pilot ejects from an aircraft +initiator : The unit that has ejected

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when any aircraft shuts down its engines.

+ + +

initiator : The unit that is stopping its engines.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when any aircraft starts its engines.

+ + +

initiator : The unit that is starting its engines.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs whenever an object is hit by a weapon.

+ + +

initiator : The unit object the fired the weapon +weapon: Weapon object that hit the target +target: The Object that was hit.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when any system fails on a human controlled aircraft.

+ + +

initiator : The unit that had the failure

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs on the death of a unit.

+ + +

Contains more and different information. Similar to unit_lost it will occur for aircraft before the aircraft crash event occurs.

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

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when an aircraft lands at an airbase, farp or ship +initiator : The unit that has landed +place: Object that the unit landed on.

+ + +

Can be an Airbase Object, FARP, or Ships

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

Event does not occur if the pilot lands in the water and sub combs to Davey Jones Locker.

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

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Landing quality mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when a new mark was added.

+ + +

MarkID: ID of the mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when a mark text was changed.

+ + +

MarkID: ID of the mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when a mark was removed.

+ + +

MarkID: ID of the mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when a mission ends

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when a mission starts

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Weapon add.

+ + +

Fires when entering a mission per pylon with the name of the weapon (double pylons not counted, infinite wep reload not counted.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when the pilot of an aircraft is killed.

+ + +

Can occur either if the player is alive and crashes or if a weapon kills the pilot without completely destroying the plane. +initiator : The unit that the pilot has died in.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

NOTE: This is a workaround of a long standing DCS bug with the PLAYER_ENTER_UNIT event. +initiator : The unit that is being taken control of.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when any player assumes direct control of a unit.

+ + +

initiator : The unit that is being taken control of.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

initiator : The unit that the player left.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

initiator : The unit that is receiving fuel.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when an aircraft is finished taking fuel.

+ + +

initiator : The unit that was receiving fuel.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

There is no information on what values the score was changed to. Event is likely similar to player_comment in this regard.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when any unit stops firing its weapon.

+ + +

Event will always correspond with a shooting start event. +initiator : The unit that was doing the shooting.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

Most common with aircraft cannons (GAU-8), autocannons, and machine guns. +initiator : The unit that is doing the shooting. +target: The unit that is being targeted.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs whenever any unit in a mission fires a weapon.

+ + +

But not any machine gun or autocannon based weapon, those are handled by EVENT.ShootingStart.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

initiator : The unit that tookoff +place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Trigger zone.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when the game thinks an object is destroyed.

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

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Schedule a new time event.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + Start +

+
+
+ +

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

+ +
+
+
+
+

+ #function + SchedulerFunction +

+
+
+ +

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

+ +
+
+
+
+

+ #table + ... +

+
+
+ +

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

+ +
+
+

Return value:

+
+
+

#number:

+
+
+ +

The ScheduleID of the planned schedule.

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

Schedule a new time event.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + Start +

+
+
+ +

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

+ +
+
+
+
+

+ #number + Repeat +

+
+
+ +

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

+ +
+
+
+
+

+ #number + RandomizeFactor +

+
+
+ +

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

+ +
+
+
+
+

+ #number + Stop +

+
+
+ +

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

+ +
+
+
+
+

+ #function + SchedulerFunction +

+
+
+ +

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

+ +
+
+
+
+

+ #table + ... +

+
+
+ +

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

+ +
+
+

Return value:

+
+
+

#number:

+
+
+ +

The ScheduleID of the planned schedule.

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

Stops the Schedule.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #function + SchedulerFunction +

+
+
+ +

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

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

Set the Class Event processing Priority.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + EventPriority +

+
+
+ +

The Event processing Priority.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ +

self

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

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

+ +
+
+
+
+

+ Key +

+
+
+ +

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

+ +
+
+
+
+

+ Value +

+
+
+ +

The value to is stored in the object.

+ +
+
+

Return value:

+
+
+
+
+ +

The Value set.

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

Trace a function logic level 1.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

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

Trace a function logic level 2.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

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

Trace a function logic level 3.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

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

Trace all methods in MOOSE

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #boolean + TraceAll +

+
+
+ +

true = trace all methods in MOOSE.

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

Set tracing for a class

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + Class +

+
+
+

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

Set tracing for a specific method of class

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + Class +

+
+
+

+
+
+
+
+

+ #string + Method +

+
+
+

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

Set trace level

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Level +

+
+
+

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

Set trace off.

+ +
+
+

Defined in:

+ +

Usage:

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

Set trace on.

+ +
+
+

Defined in:

+ +

Usage:

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #boolean + TraceOnOff +

+
+
+ +

Switch the tracing on or off.

+ +
+
+

Usage:

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

UnSubscribe to a DCS event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTS + EventID +

+
+
+ +

Event ID.

+ +
+
+

Return value:

+
+
+

#BASE:

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

Trace a function call.

+ + +

This function is private.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+
+

+ DebugInfoCurrentParam +

+
+
+

+
+
+
+
+

+ DebugInfoFromParam +

+
+
+

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

Trace a function logic.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+
+

+ DebugInfoCurrentParam +

+
+
+

+
+
+
+
+

+ DebugInfoFromParam +

+
+
+

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

TODO: Complete DCS#Event structure.
+- The main event handling function... This function captures all events generated for the class. + @param #BASE self + @param DCS#Event event

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ event +

+
+
+

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

All slot / Limit settings

+ +
+

Field(s)

+
+
+
+ + #number +CSAR.AircraftType.Mi-24P + + + +
+ +
+
+
+ + #number +CSAR.AircraftType.Mi-24V + + + +
+ +
+
+
+ + #number +CSAR.AircraftType.Mi-8MTV2 + + + +
+ +
+
+
+ + #number +CSAR.AircraftType.SA342L + + + +
+ +
+
+
+ + #number +CSAR.AircraftType.SA342M + + + +
+ +
+
+
+ + #number +CSAR.AircraftType.SA342Minigun + + + +
+ +
+
+
+ + #number +CSAR.AircraftType.SA342Mistral + + + +
+ +
+
+
+ + #number +CSAR.AircraftType.UH-1H + + + +
+ +
+
+
+ + #string +CSAR.AircraftType.typename + +

Unit type name.

+ +
+ +
+
+

Function(s)

+
+
+ +
+ +
+
+ +

Downed pilots info.

+ +
+

Field(s)

+
+
+
+ + #string +CSAR.DownedPilot.desc + +

Description.

+ +
+ +
+
+
+ + #number +CSAR.DownedPilot.frequency + +

Frequency of the NDB.

+ +
+ +
+
+
+ + Wrapper.Group#GROUP +CSAR.DownedPilot.group + +

Spawned group object.

+ +
+ +
+
+
+ + #number +CSAR.DownedPilot.index + +

Pilot index.

+ +
+ +
+
+
+ + #string +CSAR.DownedPilot.name + +

Name of the spawned group.

+ +
+ +
+
+
+ + #string +CSAR.DownedPilot.originalUnit + +

Name of the original unit.

+ +
+ +
+
+
+ + #string +CSAR.DownedPilot.player + +

Player name if applicable.

+ +
+ +
+
+
+ + #number +CSAR.DownedPilot.side + +

Coalition.

+ +
+ +
+
+
+ + #number +CSAR.DownedPilot.timestamp + +

Timestamp for approach process

+ +
+ +
+
+
+ + #string +CSAR.DownedPilot.typename + +

Typename of Unit.

+ +
+ +
+
+

Function(s)

+
+
+ +
+
+ + +
+ + + + diff --git a/Documentation/Ops.CTLD.html b/Documentation/Ops.CTLD.html new file mode 100644 index 000000000..fd8e8e465 --- /dev/null +++ b/Documentation/Ops.CTLD.html @@ -0,0 +1,21486 @@ + + + + + + + + + + + + + + + +
+

+ +

+
+
+ + +Banner Image +
+
+

Module Ops.CTLD

+
+
+ +

Ops -- Combat Troops & Logistics Deployment.

+ + + +
+ +

CTLD - MOOSE based Helicopter CTLD Operations.

+ +
+ +

Missions:

+ +

CTLD - Combat Troop & Logistics Deployment

+ +
+ +

Main Features:

+ +
    +
  • MOOSE-based Helicopter CTLD Operations for Players.
  • +
+ +
+ +

Author: Applevangelist (Moose Version), Ciribob (original), Thanks to: Shadowze, Cammel (testing)

+ +
+

Global(s)

+
+ + + + + +

Global CTLD

+

Combat Troop & Logistics Deployment (CTLD): Everyone wants to be a POG, until there's POG stuff to be done. (Mil Saying)

+ +
+ +

Banner Image

+ +

CTLD Concept

+ +
    +
  • MOOSE-based CTLD for Players.
  • +
+
+
+
+
+ + #CTLD +CTLD + +

Combat Troop & Logistics Deployment (CTLD): Everyone wants to be a POG, until there's POG stuff to be done. (Mil Saying)

+ +
+ +

Banner Image

+ +

CTLD Concept

+ +
    +
  • MOOSE-based CTLD for Players.
  • +
+ + +
    +
  • Object oriented refactoring of Ciribob's fantastic CTLD script.
  • +
  • No need for extra MIST loading.
  • +
  • Additional events to tailor your mission.
  • +
  • ANY late activated group can serve as cargo, either as troops or crates, which have to be build on-location.
  • +
+ +

0. Prerequisites

+ +

You need to load an .ogg soundfile for the pilot's beacons into the mission, e.g. "beacon.ogg", use a once trigger, "sound to country" for that. +Create the late-activated troops, vehicles (no statics at this point!) that will make up your deployable forces.

+ +

1. Basic Setup

+ +

1.1 Create and start a CTLD instance

+ +

A basic setup example is the following:

+ +
   -- Instantiate and start a CTLD for the blue side, using helicopter groups named "Helicargo" and alias "Lufttransportbrigade I"
+   local my_ctld = CTLD:New(coalition.side.BLUE,{"Helicargo"},"Lufttransportbrigade I")
+   my_ctld:__Start(5)
+
+ +

1.2 Add cargo types available

+ +

Add generic cargo types that you need for your missions, here infantry units, vehicles and a FOB. These need to be late-activated Wrapper.Group#GROUP objects:

+ +
   -- add infantry unit called "Anti-Tank Small" using template "ATS", of type TROOP with size 3
+   -- infantry units will be loaded directly from LOAD zones into the heli (matching number of free seats needed)
+   my_ctld:AddTroopsCargo("Anti-Tank Small",{"ATS"},CTLD_CARGO.Enum.TROOPS,3)
+
+   -- add infantry unit called "Anti-Tank" using templates "AA" and "AA"", of type TROOP with size 4
+   my_ctld:AddTroopsCargo("Anti-Air",{"AA","AA2"},CTLD_CARGO.Enum.TROOPS,4)
+
+   -- add vehicle called "Humvee" using template "Humvee", of type VEHICLE, size 2, i.e. needs two crates to be build
+   -- vehicles and FOB will be spawned as crates in a LOAD zone first. Once transported to DROP zones, they can be build into the objects
+   my_ctld:AddCratesCargo("Humvee",{"Humvee"},CTLD_CARGO.Enum.VEHICLE,2)
+
+   -- add infantry unit called "Forward Ops Base" using template "FOB", of type FOB, size 4, i.e. needs four crates to be build:
+   my_ctld:AddCratesCargo("Forward Ops Base",{"FOB"},CTLD_CARGO.Enum.FOB,4)
+
+ +

1.3 Add logistics zones

+ +

Add zones for loading troops and crates and dropping, building crates

+ +
   -- Add a zone of type LOAD to our setup. Players can load troops and crates.
+   -- "Loadzone" is the name of the zone from the ME. Players can load, if they are inside of the zone.
+   -- Smoke and Flare color for this zone is blue, it is active (can be used) and has a radio beacon.
+   my_ctld:AddCTLDZone("Loadzone",CTLD.CargoZoneType.LOAD,SMOKECOLOR.Blue,true,true)
+
+   -- Add a zone of type DROP. Players can drop crates here.
+   -- Smoke and Flare color for this zone is blue, it is active (can be used) and has a radio beacon.
+   -- NOTE: Troops can be unloaded anywhere, also when hovering in parameters.
+   my_ctld:AddCTLDZone("Dropzone",CTLD.CargoZoneType.DROP,SMOKECOLOR.Red,true,true)
+
+   -- Add two zones of type MOVE. Dropped troops and vehicles will move to the nearest one. See options.
+   -- Smoke and Flare color for this zone is blue, it is active (can be used) and has a radio beacon.
+   my_ctld:AddCTLDZone("Movezone",CTLD.CargoZoneType.MOVE,SMOKECOLOR.Orange,false,false)
+
+   my_ctld:AddCTLDZone("Movezone2",CTLD.CargoZoneType.MOVE,SMOKECOLOR.White,true,true)
+
+ + +

2. Options

+ +

The following options are available (with their defaults). Only set the ones you want changed:

+ +
     my_ctld.useprefix = true -- (DO NOT SWITCH THIS OFF UNLESS YOU KNOW WHAT YOU ARE DOING!) Adjust **before** starting CTLD. If set to false, *all* choppers of the coalition side will be enabled for CTLD.
+     my_ctld.CrateDistance = 30 -- List and Load crates in this radius only.
+     my_ctld.maximumHoverHeight = 15 -- Hover max this high to load.
+     my_ctld.minimumHoverHeight = 4 -- Hover min this low to load.
+     my_ctld.forcehoverload = true -- Crates (not: troops) can only be loaded while hovering.
+     my_ctld.hoverautoloading = true -- Crates in CrateDistance in a LOAD zone will be loaded automatically if space allows.
+     my_ctld.smokedistance = 2000 -- Smoke or flares can be request for zones this far away (in meters).
+     my_ctld.movetroopstowpzone = true -- Troops and vehicles will move to the nearest MOVE zone...
+     my_ctld.movetroopsdistance = 5000 -- .. but only if this far away (in meters)
+     my_ctld.smokedistance = 2000 -- Only smoke or flare zones if requesting player unit is this far away (in meters)
+     my_ctld.suppressmessages = false -- Set to true if you want to script your own messages.
+
+ +

2.1 User functions

+ +

2.1.1 Adjust or add chopper unit-type capabilities

+ +

Use this function to adjust what a heli type can or cannot do:

+ +
   -- E.g. update unit capabilities for testing. Please stay realistic in your mission design.
+   -- Make a Gazelle into a heavy truck, this type can load both crates and troops and eight of each type:
+   my_ctld:UnitCapabilities("SA342L", true, true, 8, 8)
+
+   Default unit type capabilities are:
+
+   ["SA342Mistral"] = {type="SA342Mistral", crates=false, troops=true, cratelimit = 0, trooplimit = 4},
+   ["SA342L"] = {type="SA342L", crates=false, troops=true, cratelimit = 0, trooplimit = 2},
+   ["SA342M"] = {type="SA342M", crates=false, troops=true, cratelimit = 0, trooplimit = 4},
+   ["SA342Minigun"] = {type="SA342Minigun", crates=false, troops=true, cratelimit = 0, trooplimit = 2},
+   ["UH-1H"] = {type="UH-1H", crates=true, troops=true, cratelimit = 1, trooplimit = 8},
+   ["Mi-8MTV2"] = {type="Mi-8MTV2", crates=true, troops=true, cratelimit = 2, trooplimit = 12},
+   ["Ka-50"] = {type="Ka-50", crates=false, troops=false, cratelimit = 0, trooplimit = 0},
+   ["Mi-24P"] = {type="Mi-24P", crates=true, troops=true, cratelimit = 1, trooplimit = 8},
+   ["Mi-24V"] = {type="Mi-24V", crates=true, troops=true, cratelimit = 1, trooplimit = 8},
+
+ + +

2.1.2 Activate and deactivate zones

+ +

Activate a zone:

+ +
   -- Activate zone called Name of type #CTLD.CargoZoneType ZoneType:
+   my_ctld:ActivateZone(Name,CTLD.CargoZoneType.MOVE)
+
+ +

Deactivate a zone:

+ +
   -- Deactivate zone called Name of type #CTLD.CargoZoneType ZoneType:
+   my_ctld:DeactivateZone(Name,CTLD.CargoZoneType.DROP)
+
+ +

3. Events

+ +

The class comes with a number of FSM-based events that missions designers can use to shape their mission. + These are:

+ +

3.1 OnAfterTroopsPickedUp

+ +

This function is called when a player has loaded Troops:

+ +
   function my_ctld:OnAfterTroopsPickedUp(From, Event, To, Group, Unit, Cargo)
+     ... your code here ...
+   end
+
+ +

3.2 OnAfterCratesPickedUp

+ +

This function is called when a player has picked up crates:

+ +
   function my_ctld:OnAfterCratesPickedUp(From, Event, To, Group, Unit, Cargo)
+     ... your code here ...
+   end
+
+ +

3.3 OnAfterTroopsDeployed

+ +

This function is called when a player has deployed troops into the field:

+ +
   function my_ctld:OnAfterTroopsDeployed(From, Event, To, Group, Unit, Troops)
+     ... your code here ...
+   end
+
+ +

3.4 OnAfterCratesDropped

+ +

This function is called when a player has deployed crates to a DROP zone:

+ +
   function my_ctld:OnAfterCratesDropped(From, Event, To, Group, Unit, Cargotable)
+     ... your code here ...
+   end
+
+ +

3.5 OnAfterCratesBuild

+ +

This function is called when a player has build a vehicle or FOB:

+ +
   function my_ctld:OnAfterCratesBuild(From, Event, To, Group, Unit, Vehicle)
+     ... your code here ...
+   end
+
+ +

3.6 A simple SCORING example:

+ +

To award player with points, using the SCORING Class (SCORING: my_Scoring, CTLD: CTLD_Cargotransport)

+ +
   function CTLD_Cargotransport:OnAfterCratesDropped(From, Event, To, Group, Unit, Cargotable)
+       local points = 10
+       local PlayerName = Unit:GetPlayerName()
+       my_scoring:_AddPlayerFromUnit( Unit )
+       my_scoring:AddGoalScore(Unit, "CTLD", string.format("Pilot %s has been awarded %d points for transporting cargo crates!", PlayerName, points), points)
+   end
+
+   function CTLD_Cargotransport:OnAfterCratesBuild(From, Event, To, Group, Unit, Vehicle)
+     local points = 5
+     local PlayerName = Unit:GetPlayerName()
+     my_scoring:_AddPlayerFromUnit( Unit )
+     my_scoring:AddGoalScore(Unit, "CTLD", string.format("Pilot %s has been awarded %d points for the construction of Units!", PlayerName, points), points)
+    end
+
+ +

4. F10 Menu structure

+ +

CTLD management menu is under the F10 top menu and called "CTLD"

+ +

4.1 Manage Crates

+ +

Use this entry to get, load, list nearby, drop, and build crates. Also @see options.

+ +

4.2 Manage Troops

+ +

Use this entry to load and drop troops.

+ +

4.3 List boarded cargo

+ +

Lists what you have loaded. Shows load capabilities for number of crates and number of seats for troops.

+ +

4.4 Smoke & Flare zones nearby

+ +

Does what it says.

+ +

4.5 List active zone beacons

+ +

Lists active radio beacons for all zones, where zones are both active and have a beacon. @see CTLD:AddCTLDZone()

+ +

4.6 Show hover parameters

+ +

Lists hover parameters and indicates if these are curently fulfilled. Also @see options on hover heights.

+ +

5. Support for Hercules mod by Anubis

+ +

Basic support for the Hercules mod By Anubis has been build into CTLD. Currently this does not cover objects and troops which can +be loaded from the Rearm/Refuel menu, i.e. you can drop them into the field, but you cannot use them in functions scripted with this class.

+ +
         local my_ctld = CTLD:New(coalition.side.BLUE,{"Helicargo", "Hercules"},"Lufttransportbrigade I")
+
+ +

Enable these options for Hercules support:

+ +
         my_ctld.enableHercules = true
+         my_ctld.HercMinAngels = 155 -- for troop/cargo drop via chute in meters, ca 470 ft
+         my_ctld.HercMaxAngels = 2000 -- for troop/cargo drop via chute in meters, ca 6000 ft
+
+ +

Also, the following options need to be set to true:

+ +
         my_ctld.useprefix = true -- this is true by default and MUST BE ON. 
+
+ +

Standard transport capabilities as per the real Hercules are:

+ +
          ["Hercules"] = {type="Hercules", crates=true, troops=true, cratelimit = 7, trooplimit = 64}, -- 19t cargo, 64 paratroopers
+
+

+ +
+ +
+
+ + + + + +

Global CTLD_CARGO

+ +
+
+
+
+ + #CTLD_CARGO +CTLD_CARGO + + + +
+ +
+

Type(s)

+ +
+ CTLD +, extends Core.Fsm#FSM +, extends Core.Base#BASE +
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Fields and Methods inherited from CTLDDescription

CTLD:ActivateZone(Name, ZoneType, NewState)

+

User function - Activate Name #CTLD.CargoZone.Type ZoneType for this CTLD instance.

+

CTLD:AddCTLDZone(Name, Type, Color, Active, HasBeacon)

+

User function - Crates and adds a #CTLD.CargoZone zone for this CTLD instance.

+

CTLD:AddCratesCargo(Name, Templates, Type, NoCrates)

+

User function - Add generic crate-type loadable as cargo.

+

CTLD:AddTroopsCargo(Name, Templates, Type, NoTroops)

+

User function - Add generic troop type loadable as cargo.

+

CTLD:AddZone(Zone)

+

User function - Add a #CTLD.CargoZoneType zone for this CTLD instance.

+

CTLD:AutoHoverLoad(Unit)

+

(Internal) Autoload if we can do crates, have capacity free and are in a load zone.

+

CTLD:CanHoverLoad(Unit)

+

(Internal) Check if a unit is in a load zone and is hovering in parameters.

+

CTLD.CargoCounter

+ +

CTLD.CargoType

+ +

CTLD.CargoZoneType

+ +

CTLD.Cargo_Crates

+ +

CTLD.Cargo_Troops

+ +

CTLD:CheckAutoHoverload()

+

(Internal) Run through all pilots and see if we autoload.

+

CTLD.ClassName

+

Name of the class.

+

CTLD.CrateCounter

+ +

CTLD.CrateDistance

+ +

CTLD.CratesNeeded

+ +

CTLD.CtldUnits

+ +

CTLD.DROP

+ +

CTLD:DeactivateZone(Name, ZoneType)

+

User function - Deactivate Name #CTLD.CargoZoneType ZoneType for this CTLD instance.

+

CTLD.DroppedCrates

+ +

CTLD.DroppedTroops

+ +

CTLD.FreeFMFrequencies

+ +

CTLD.FreeUHFFrequencies

+ +

CTLD.FreeVHFFrequencies

+ +

CTLD.HasBeenDropped

+ +

CTLD.HasBeenMoved

+ +

CTLD.HercMaxAngels

+ +

CTLD.HercMinAngels

+ +

CTLD.ID

+ +

CTLD:IsCorrectFlightParameters(Unit)

+

(Internal) Check if a Hercules is flying in parameters for air drops.

+

CTLD:IsCorrectHover(Unit)

+

(Internal) Check if a unit is hovering in parameters.

+

CTLD:IsHercules(Unit)

+

(Internal) Function to check if a unit is a Hercules C-130.

+

CTLD:IsUnitInAir(Unit)

+

(Internal) Check if a unit is above ground.

+

CTLD:IsUnitInZone(Unit, Zonetype)

+

(Internal) Function to see if a unit is in a specific zone type.

+

CTLD.LOAD

+ +

CTLD.LoadDirectly

+ +

CTLD.Loaded_Cargo

+ +

CTLD.MOVE

+ +

CTLD.MenusDone

+ +

CTLD.Name

+ +

CTLD:New(Coalition, Prefixes, Alias)

+

Instantiate a new CTLD.

+

CTLD:OnAfterCratesBuild(From, Event, To, Group, Unit, Vehicle)

+

FSM Function OnAfterCratesBuild.

+

CTLD:OnAfterCratesDropped(From, Event, To, Group, Unit, Cargotable)

+

FSM Function OnAfterCratesDropped.

+

CTLD:OnAfterCratesPickedUp(From, Event, To, Group, Unit, Cargo)

+

FSM Function OnAfterCratesPickedUp.

+

CTLD:OnAfterTroopsDeployed(From, Event, To, Group, Unit, Troops)

+

FSM Function OnAfterTroopsDeployed.

+

CTLD:OnAfterTroopsPickedUp(From, Event, To, Group, Unit, Cargo)

+

FSM Function OnAfterTroopsPickedUp.

+

CTLD:OnAfterTroopsRTB(From, Event, To, Group, Unit)

+

FSM Function OnAfterTroopsRTB.

+

CTLD.PilotGroups

+ +

CTLD.Positionable

+ +

CTLD.RadioSound

+ +

CTLD.SkipFrequencies

+

Updated and sorted known NDB beacons (in kHz!) from the available maps

+

CTLD:SmokeZoneNearBy(Unit, Flare)

+

User function - Start smoke in a zone close to the Unit.

+

CTLD.Spawned_Cargo

+ +

CTLD.Spawned_Crates

+ +

CTLD:Start()

+

Triggers the FSM event "Start".

+

CTLD:Status()

+

Triggers the FSM event "Status".

+

CTLD.Templates

+ +

CTLD.TroopCounter

+ +

CTLD:UnitCapabilities(Unittype, Cancrates, Cantroops, Cratelimit, Trooplimit)

+

User - Function to add/adjust unittype capabilities.

+

CTLD.UnitTypes

+ +

CTLD.UsedFMFrequencies

+ +

CTLD.UsedUHFFrequencies

+ +

CTLD.UsedVHFFrequencies

+ +

CTLD:_AddRadioBeacon(Name, Sound, Mhz, Modulation)

+

(Internal) Add radio beacon to zone.

+

CTLD:_BuildCrates(Group, Unit)

+

(Internal) Function to build nearby crates.

+

CTLD:_BuildObjectFromCrates(Group, Unit, Build)

+

(Internal) Function to actually SPAWN buildables in the mission.

+

CTLD:_CleanUpCrates(Crates, Build, Number)

+

(Internal) Housekeeping - Cleanup crates when build

+

CTLD:_ContainsDigit(_number, _numberToFind)

+

(Internal) Helper function to generate laser codes.

+

CTLD:_EventHandler(EventData)

+

(Internal) Event handler function

+

CTLD:_FindCratesNearby(_group, _unit, _dist)

+

(Internal) Function to find and return nearby crates.

+

CTLD._GenerateFMFrequencies(sel, self)

+

(Internal) Function to generate valid FM Frequencies

+

CTLD:_GenerateLaserCodes()

+

(Internal) Function to generate valid laser codes.

+

CTLD:_GenerateUHFrequencies()

+

(Internal) Function to generate valid UHF Frequencies

+

CTLD:_GenerateVHFrequencies()

+

(Internal) Populate table with available VHF beacon frequencies.

+

CTLD:_GetCrates(Group, Unit, Cargo, number, drop)

+

(Internal) Function to spawn crates in front of the heli.

+

CTLD:_GetDistance(_point1, _point2)

+

(Internal) Return distance in meters between two coordinates.

+

CTLD:_GetFMBeacon(Name)

+

(Internal) Function to obtain a valid FM frequency.

+

CTLD:_GetUHFBeacon(Name)

+

(Internal) Function to obtain a valid UHF frequency.

+

CTLD:_GetUnitCapabilities(Unit)

+

(Internal) Function to get capabilities of a chopper

+

CTLD:_GetVHFBeacon(Name)

+

(Internal) Function to obtain a valid VHF frequency.

+

CTLD:_ListCargo(Group, Unit)

+

(Internal) Function to list loaded cargo.

+

CTLD:_ListCratesNearby(Group, Unit, _group, _unit)

+

(Internal) Function to find and list nearby crates.

+

CTLD:_ListRadioBeacons(Group, Unit)

+

(Internal) Function to show list of radio beacons

+

CTLD:_LoadCratesNearby(Group, Unit)

+

(Internal) Function to get and load nearby crates.

+

CTLD:_LoadTroops(Group, Unit, Cargotype)

+

(Internal) Function to load troops into a heli.

+

CTLD:_MoveGroupToZone(Group)

+

(Internal) Function to move group to WP zone.

+

CTLD:_RefreshF10Menus()

+

(Internal) Housekeeping - Function to refresh F10 menus.

+

CTLD:_RefreshRadioBeacons()

+

(Internal) Function to refresh radio beacons

+

CTLD:_SendMessage(Text, Time, Clearscreen, Group)

+

(Internal) Function to message a group.

+

CTLD:_ShowFlightParams(Group, Unit)

+

(Internal) List if a Herc unit is flying in parameters.

+

CTLD:_ShowHoverParams(Group, Unit)

+

(Internal) List if a unit is hovering in parameters.

+

CTLD:_UnloadCrates(Group, Unit)

+

(Internal) Function to unload crates from heli.

+

CTLD:_UnloadTroops(Group, Unit)

+

(Internal) Function to unload troops from heli.

+

CTLD:__Start(delay)

+

Triggers the FSM event "Start" after a delay.

+

CTLD:__Status(delay)

+

Triggers the FSM event "Status" after a delay.

+

CTLD:__Stop(delay)

+

Triggers the FSM event "Stop" after a delay.

+

CTLD.alias

+ +

CTLD.coalition

+

Coalition side number, e.g. coalition.side.RED.

+

CTLD.coalitiontxt

+ +

CTLD.dropOffZones

+ +

CTLD.enableHercules

+ +

CTLD.forcehoverload

+ +

CTLD.hoverautoloading

+ +

CTLD.jtacGeneratedLaserCodes

+ +

CTLD.lid

+

Class id string for output to DCS log file.

+

CTLD.maximumHoverHeight

+ +

CTLD.minimumHoverHeight

+ +

CTLD.movetroopsdistance

+ +

CTLD.movetroopstowpzone

+ +

CTLD:onafterStart(From, Event, To)

+

(Internal) FSM Function onafterStart.

+

CTLD:onafterStatus(From, Event, To)

+

(Internal) FSM Function onafterStatus.

+

CTLD:onafterStop(From, Event, To)

+

(Internal) FSM Function onafterStop.

+

CTLD:onbeforeCratesBuild(From, Event, To, Group, Unit, Vehicle)

+

(Internal) FSM Function onbeforeCratesBuild.

+

CTLD:onbeforeCratesDropped(From, Event, To, Group, Unit, Cargotable)

+

(Internal) FSM Function onbeforeCratesDropped.

+

CTLD:onbeforeCratesPickedUp(From, Event, To, Group, Unit, Cargo)

+

(Internal) FSM Function onbeforeCratesPickedUp.

+

CTLD:onbeforeStatus(From, Event, To)

+

(Internal) FSM Function onbeforeStatus.

+

CTLD:onbeforeTroopsDeployed(From, Event, To, Group, Unit, Troops)

+

(Internal) FSM Function onbeforeTroopsDeployed.

+

CTLD:onbeforeTroopsPickedUp(From, Event, To, Group, Unit, Cargo)

+

(Internal) FSM Function onbeforeTroopsPickedUp.

+

CTLD:onbeforeTroopsRTB(From, Event, To, Group, Unit)

+

(Internal) FSM Function onbeforeTroopsRTB.

+

CTLD.pickupZones

+ +

CTLD.prefixes

+ +

CTLD.smokedistance

+ +

CTLD.suppressmessages

+ +

CTLD.useprefix

+ +

CTLD.verbose

+

Verbosity level.

+

CTLD.version

+

CTLD class version.

+

CTLD.wpZones

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

CTLD:AddEndState(State)

+

Adds an End state.

+

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

+

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

+

CTLD:AddScore(State, ScoreText, Score)

+

Adds a score for the FSM to be achieved.

+

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

+

Adds a score for the FSM_PROCESS to be achieved.

+

CTLD:AddTransition(From, Event, To)

+

Add a new transition rule to the FSM.

+

CTLD.CallScheduler

+

Call scheduler.

+

CTLD.ClassName

+

Name of the class.

+

CTLD.Events

+ +

CTLD:GetCurrentState()

+

Get current state.

+

CTLD:GetEndStates()

+

Returns the End states.

+

CTLD:GetProcess(From, Event)

+ +

CTLD:GetProcesses()

+

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

+

CTLD:GetScores()

+

Returns a table with the scores defined.

+

CTLD:GetStartState()

+

Returns the start state of the FSM.

+

CTLD:GetState()

+

Get current state.

+

CTLD:GetSubs()

+

Returns a table with the Subs defined.

+

CTLD:GetTransitions()

+

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

+

CTLD:Is(State, If)

+

Check if FSM is in state.

+

CTLD:LoadCallBacks(CallBackTable)

+

Load call backs.

+

CTLD:New()

+

Creates a new FSM object.

+

CTLD.Scores

+

Scores.

+

CTLD:SetProcess(From, Event, Fsm)

+ +

CTLD:SetStartState(State)

+

Sets the start state of the FSM.

+

CTLD._EndStates

+ +

CTLD._EventSchedules

+ +

CTLD._Processes

+ +

CTLD._Scores

+ +

CTLD._StartState

+ +

CTLD._Transitions

+ +

CTLD:_add_to_map(Map, Event)

+

Add to map.

+

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

+

Call handler.

+

CTLD:_create_transition(EventName)

+

Create transition.

+

CTLD:_delayed_transition(EventName)

+

Delayed transition.

+

CTLD:_eventmap(Events, EventStructure)

+

Event map.

+

CTLD:_gosub(ParentFrom, ParentEvent)

+

Go sub.

+

CTLD:_handler(EventName, ...)

+

Handler.

+

CTLD:_isendstate(Current)

+

Is end state.

+

CTLD:_submap(subs, sub, name)

+

Sub maps.

+

CTLD:can(e)

+

Check if can do an event.

+

CTLD:cannot(e)

+

Check if cannot do an event.

+

CTLD.current

+

Current state name.

+

CTLD.endstates

+ +

CTLD:is(State, If, state)

+

Check if FSM is in state.

+

CTLD.options

+

Options.

+

CTLD.subs

+

Subs.

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

CTLD.ClassID

+

The ID number of the class.

+

CTLD.ClassName

+

The name of the class.

+

CTLD.ClassNameAndID

+

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

+

CTLD:ClearState(Object, StateName)

+

Clear the state of an object.

+

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

+

Creation of a Birth Event.

+

CTLD:CreateEventCrash(EventTime, Initiator)

+

Creation of a Crash Event.

+

CTLD:CreateEventDead(EventTime, Initiator)

+

Creation of a Dead Event.

+

CTLD:CreateEventPlayerEnterAircraft(PlayerUnit)

+

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

+

CTLD:CreateEventRemoveUnit(EventTime, Initiator)

+

Creation of a Remove Unit Event.

+

CTLD:CreateEventTakeoff(EventTime, Initiator)

+

Creation of a Takeoff Event.

+

CTLD:E(Arguments)

+

Log an exception which will be traced always.

+

CTLD:EventDispatcher()

+

Returns the event dispatcher

+

CTLD:EventRemoveAll()

+

Remove all subscribed events

+

CTLD:F(Arguments)

+

Trace a function call.

+

CTLD:F2(Arguments)

+

Trace a function call level 2.

+

CTLD:F3(Arguments)

+

Trace a function call level 3.

+

CTLD:GetClassID()

+

Get the ClassID of the class instance.

+

CTLD:GetClassName()

+

Get the ClassName of the class instance.

+

CTLD:GetClassNameAndID()

+

Get the ClassName + ClassID of the class instance.

+

CTLD:GetEventPriority()

+

Get the Class Event processing Priority.

+

CTLD:GetParent(Child, FromClass)

+

This is the worker method to retrieve the Parent class.

+

CTLD:GetState(Object, Key)

+

Get a Value given a Key from the Object.

+

CTLD:HandleEvent(EventID, EventFunction)

+

Subscribe to a DCS Event.

+

CTLD:I(Arguments)

+

Log an information which will be traced always.

+

CTLD:Inherit(Child, Parent)

+

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

+

CTLD:IsInstanceOf(ClassName)

+

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

+

CTLD:IsTrace()

+

Enquires if tracing is on (for the class).

+

CTLD:New()

+

BASE constructor.

+

CTLD:OnEvent(EventData)

+

Occurs when an object is completely destroyed.

+

CTLD:OnEventBDA(EventData)

+

BDA.

+

CTLD:OnEventBaseCaptured(EventData)

+

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

+

CTLD:OnEventBirth(EventData)

+

Occurs when any object is spawned into the mission.

+

CTLD:OnEventCrash(EventData)

+

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

+

CTLD:OnEventDead(EventData)

+

Occurs when an object is dead.

+

CTLD:OnEventDetailedFailure(EventData)

+

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

+

CTLD:OnEventDiscardChairAfterEjection(EventData)

+

Discard chair after ejection.

+

CTLD:OnEventEjection(EventData)

+

Occurs when a pilot ejects from an aircraft +initiator : The unit that has ejected

+

CTLD:OnEventEngineShutdown(EventData)

+

Occurs when any aircraft shuts down its engines.

+

CTLD:OnEventEngineStartup(EventData)

+

Occurs when any aircraft starts its engines.

+

CTLD:OnEventHit(EventData)

+

Occurs whenever an object is hit by a weapon.

+

CTLD:OnEventHumanFailure(EventData)

+

Occurs when any system fails on a human controlled aircraft.

+

CTLD:OnEventKill(EventData)

+

Occurs on the death of a unit.

+

CTLD:OnEventLand(EventData)

+

Occurs when an aircraft lands at an airbase, farp or ship +initiator : The unit that has landed +place: Object that the unit landed on.

+

CTLD:OnEventLandingAfterEjection(EventData)

+

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

+

CTLD:OnEventLandingQualityMark(EventData)

+

Landing quality mark.

+

CTLD:OnEventMarkAdded(EventData)

+

Occurs when a new mark was added.

+

CTLD:OnEventMarkChange(EventData)

+

Occurs when a mark text was changed.

+

CTLD:OnEventMarkRemoved(EventData)

+

Occurs when a mark was removed.

+

CTLD:OnEventMissionEnd(EventData)

+

Occurs when a mission ends

+

CTLD:OnEventMissionStart(EventData)

+

Occurs when a mission starts

+

CTLD:OnEventParatrooperLanding(EventData)

+

Weapon add.

+

CTLD:OnEventPilotDead(EventData)

+

Occurs when the pilot of an aircraft is killed.

+

CTLD:OnEventPlayerEnterAircraft(EventData)

+

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

+

CTLD:OnEventPlayerEnterUnit(EventData)

+

Occurs when any player assumes direct control of a unit.

+

CTLD:OnEventPlayerLeaveUnit(EventData)

+

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

+

CTLD:OnEventRefueling(EventData)

+

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

+

CTLD:OnEventRefuelingStop(EventData)

+

Occurs when an aircraft is finished taking fuel.

+

CTLD:OnEventScore(EventData)

+

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

+

CTLD:OnEventShootingEnd(EventData)

+

Occurs when any unit stops firing its weapon.

+

CTLD:OnEventShootingStart(EventData)

+

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

+

CTLD:OnEventShot(EventData)

+

Occurs whenever any unit in a mission fires a weapon.

+

CTLD:OnEventTakeoff(EventData)

+

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

+

CTLD:OnEventTriggerZone(EventData)

+

Trigger zone.

+

CTLD:OnEventUnitLost(EventData)

+

Occurs when the game thinks an object is destroyed.

+

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

+

Schedule a new time event.

+

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

+

Schedule a new time event.

+

CTLD:ScheduleStop(SchedulerFunction)

+

Stops the Schedule.

+

CTLD.Scheduler

+ +

CTLD:SetEventPriority(EventPriority)

+

Set the Class Event processing Priority.

+

CTLD:SetState(Object, Key, Value)

+

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

+

CTLD:T(Arguments)

+

Trace a function logic level 1.

+

CTLD:T2(Arguments)

+

Trace a function logic level 2.

+

CTLD:T3(Arguments)

+

Trace a function logic level 3.

+

CTLD:TraceAll(TraceAll)

+

Trace all methods in MOOSE

+

CTLD:TraceClass(Class)

+

Set tracing for a class

+

CTLD:TraceClassMethod(Class, Method)

+

Set tracing for a specific method of class

+

CTLD:TraceLevel(Level)

+

Set trace level

+

CTLD:TraceOff()

+

Set trace off.

+

CTLD:TraceOn()

+

Set trace on.

+

CTLD:TraceOnOff(TraceOnOff)

+

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

+

CTLD:UnHandleEvent(EventID)

+

UnSubscribe to a DCS event.

+

CTLD._

+ +

CTLD:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+

Trace a function call.

+

CTLD:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+

Trace a function logic.

+

CTLD.__

+ +

CTLD:onEvent(event)

+ +
+
+ + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Fields and Methods inherited from CTLD.BuildableDescription

CTLD.Buildable.CanBuild

+

Is buildable or not.

+

CTLD.Buildable.Found

+

Found crates.

+

CTLD.Buildable.Name

+

Name of the object.

+

CTLD.Buildable.Required

+

Required crates.

+

CTLD.Buildable.Template

+

Template names for this build.

+

CTLD.Buildable.Type

+

Type enumerator (for moves).

+
+
+ + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Fields and Methods inherited from CTLD.CargoZoneDescription

CTLD.CargoZone.active

+

Active or not.

+

CTLD.CargoZone.color

+

Smoke color for zone, e.g. SMOKECOLOR.Red.

+

CTLD.CargoZone.fmbeacon

+

Beacon info as #CTLD.ZoneBeacon

+

CTLD.CargoZone.hasbeacon

+

Create and run radio beacons if active.

+

CTLD.CargoZone.name

+

Name of Zone.

+

CTLD.CargoZone.type

+

Type of zone, i.e. load,drop,move

+

CTLD.CargoZone.uhfbeacon

+

Beacon info as #CTLD.ZoneBeacon

+

CTLD.CargoZone.vhfbeacon

+

Beacon info as #CTLD.ZoneBeacon

+
+
+ + + +
+ + + + + + + + + + + + + + + + + +
Fields and Methods inherited from CTLD.LoadedCargoDescription

CTLD.LoadedCargo.Cargo

+ +

CTLD.LoadedCargo.Cratesloaded

+ +

CTLD.LoadedCargo.Troopsloaded

+ +
+
+ + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Fields and Methods inherited from CTLD.UnitCapabilitiesDescription

CTLD.UnitCapabilities.Hercules

+ +

CTLD.UnitCapabilities.Ka-50

+ +

CTLD.UnitCapabilities.Mi-24P

+ +

CTLD.UnitCapabilities.Mi-24V

+ +

CTLD.UnitCapabilities.Mi-8MTV2

+ +

CTLD.UnitCapabilities.SA342L

+ +

CTLD.UnitCapabilities.SA342M

+ +

CTLD.UnitCapabilities.SA342Minigun

+ +

CTLD.UnitCapabilities.SA342Mistral

+ +

CTLD.UnitCapabilities.UH-1H

+ +

CTLD.UnitCapabilities.cratelimit

+

Number of crates transportable.

+

CTLD.UnitCapabilities.crates

+

Can transport crate.

+

CTLD.UnitCapabilities.trooplimit

+

Number of troop units transportable.

+

CTLD.UnitCapabilities.troops

+

Can transport troops.

+

CTLD.UnitCapabilities.type

+

Unit type.

+
+
+ + + +
+ + + + + + + + + + + + + + + + + +
Fields and Methods inherited from CTLD.ZoneBeaconDescription

CTLD.ZoneBeacon.frequency

+

-- in mHz

+

CTLD.ZoneBeacon.modulation

+

-- i.e.radio.modulation.FM or radio.modulation.AM

+

CTLD.ZoneBeacon.name

+

-- Name of zone for the coordinate

+
+
+ + +
+ CTLD_CARGO +, extends Core.Fsm#FSM +, extends Core.Base#BASE +
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Fields and Methods inherited from CTLD_CARGODescription

CTLD_CARGO:CanLoadDirectly()

+

Query directly loadable.

+

CTLD_CARGO.CargoType

+ +

CTLD_CARGO.ClassName

+ +

CTLD_CARGO.CratesNeeded

+

Crates needed to build.

+

CTLD_CARGO.Enum

+ +

CTLD_CARGO:GetCratesNeeded()

+

Query number of crates or troopsize.

+

CTLD_CARGO:GetID()

+

Query ID.

+

CTLD_CARGO:GetName()

+

Query Name.

+

CTLD_CARGO:GetPositionable()

+

Query type.

+

CTLD_CARGO:GetTemplates()

+

Query Templates.

+

CTLD_CARGO:GetType()

+

Query type.

+

CTLD_CARGO.HasBeenDropped

+

True if dropped from heli.

+

CTLD_CARGO.HasBeenMoved

+

Flag for moving.

+

CTLD_CARGO:HasMoved()

+

Query has moved.

+

CTLD_CARGO.ID

+

ID of this cargo.

+

CTLD_CARGO:Isloaded(loaded)

+

Query if cargo has been loaded.

+

CTLD_CARGO.LoadDirectly

+

Flag for direct loading.

+

CTLD_CARGO.Name

+

Name for menu.

+

CTLD_CARGO:New(ID, Name, Templates, Sorte, HasBeenMoved, LoadDirectly, CratesNeeded, Positionable, Dropped)

+

Function to create new CTLD_CARGO object.

+

CTLD_CARGO.Positionable

+

Representation of cargo in the mission.

+

CTLD_CARGO:SetHasMoved(moved)

+

Set HasMoved.

+

CTLD_CARGO:SetWasDropped(dropped)

+

Set WasDropped.

+

CTLD_CARGO.Templates

+

Table of #POSITIONABLE objects.

+

CTLD_CARGO.Type

+

Enumerator of Type.

+

CTLD_CARGO:WasDropped()

+

Query was dropped.

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

CTLD_CARGO:AddEndState(State)

+

Adds an End state.

+

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

+

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

+

CTLD_CARGO:AddScore(State, ScoreText, Score)

+

Adds a score for the FSM to be achieved.

+

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

+

Adds a score for the FSM_PROCESS to be achieved.

+

CTLD_CARGO:AddTransition(From, Event, To)

+

Add a new transition rule to the FSM.

+

CTLD_CARGO.CallScheduler

+

Call scheduler.

+

CTLD_CARGO.ClassName

+

Name of the class.

+

CTLD_CARGO.Events

+ +

CTLD_CARGO:GetCurrentState()

+

Get current state.

+

CTLD_CARGO:GetEndStates()

+

Returns the End states.

+

CTLD_CARGO:GetProcess(From, Event)

+ +

CTLD_CARGO:GetProcesses()

+

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

+

CTLD_CARGO:GetScores()

+

Returns a table with the scores defined.

+

CTLD_CARGO:GetStartState()

+

Returns the start state of the FSM.

+

CTLD_CARGO:GetState()

+

Get current state.

+

CTLD_CARGO:GetSubs()

+

Returns a table with the Subs defined.

+

CTLD_CARGO:GetTransitions()

+

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

+

CTLD_CARGO:Is(State, If)

+

Check if FSM is in state.

+

CTLD_CARGO:LoadCallBacks(CallBackTable)

+

Load call backs.

+

CTLD_CARGO:New()

+

Creates a new FSM object.

+

CTLD_CARGO.Scores

+

Scores.

+

CTLD_CARGO:SetProcess(From, Event, Fsm)

+ +

CTLD_CARGO:SetStartState(State)

+

Sets the start state of the FSM.

+

CTLD_CARGO._EndStates

+ +

CTLD_CARGO._EventSchedules

+ +

CTLD_CARGO._Processes

+ +

CTLD_CARGO._Scores

+ +

CTLD_CARGO._StartState

+ +

CTLD_CARGO._Transitions

+ +

CTLD_CARGO:_add_to_map(Map, Event)

+

Add to map.

+

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

+

Call handler.

+

CTLD_CARGO:_create_transition(EventName)

+

Create transition.

+

CTLD_CARGO:_delayed_transition(EventName)

+

Delayed transition.

+

CTLD_CARGO:_eventmap(Events, EventStructure)

+

Event map.

+

CTLD_CARGO:_gosub(ParentFrom, ParentEvent)

+

Go sub.

+

CTLD_CARGO:_handler(EventName, ...)

+

Handler.

+

CTLD_CARGO:_isendstate(Current)

+

Is end state.

+

CTLD_CARGO:_submap(subs, sub, name)

+

Sub maps.

+

CTLD_CARGO:can(e)

+

Check if can do an event.

+

CTLD_CARGO:cannot(e)

+

Check if cannot do an event.

+

CTLD_CARGO.current

+

Current state name.

+

CTLD_CARGO.endstates

+ +

CTLD_CARGO:is(State, If, state)

+

Check if FSM is in state.

+

CTLD_CARGO.options

+

Options.

+

CTLD_CARGO.subs

+

Subs.

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

CTLD_CARGO.ClassID

+

The ID number of the class.

+

CTLD_CARGO.ClassName

+

The name of the class.

+

CTLD_CARGO.ClassNameAndID

+

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

+

CTLD_CARGO:ClearState(Object, StateName)

+

Clear the state of an object.

+

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

+

Creation of a Birth Event.

+

CTLD_CARGO:CreateEventCrash(EventTime, Initiator)

+

Creation of a Crash Event.

+

CTLD_CARGO:CreateEventDead(EventTime, Initiator)

+

Creation of a Dead Event.

+

CTLD_CARGO:CreateEventPlayerEnterAircraft(PlayerUnit)

+

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

+

CTLD_CARGO:CreateEventRemoveUnit(EventTime, Initiator)

+

Creation of a Remove Unit Event.

+

CTLD_CARGO:CreateEventTakeoff(EventTime, Initiator)

+

Creation of a Takeoff Event.

+

CTLD_CARGO:E(Arguments)

+

Log an exception which will be traced always.

+

CTLD_CARGO:EventDispatcher()

+

Returns the event dispatcher

+

CTLD_CARGO:EventRemoveAll()

+

Remove all subscribed events

+

CTLD_CARGO:F(Arguments)

+

Trace a function call.

+

CTLD_CARGO:F2(Arguments)

+

Trace a function call level 2.

+

CTLD_CARGO:F3(Arguments)

+

Trace a function call level 3.

+

CTLD_CARGO:GetClassID()

+

Get the ClassID of the class instance.

+

CTLD_CARGO:GetClassName()

+

Get the ClassName of the class instance.

+

CTLD_CARGO:GetClassNameAndID()

+

Get the ClassName + ClassID of the class instance.

+

CTLD_CARGO:GetEventPriority()

+

Get the Class Event processing Priority.

+

CTLD_CARGO:GetParent(Child, FromClass)

+

This is the worker method to retrieve the Parent class.

+

CTLD_CARGO:GetState(Object, Key)

+

Get a Value given a Key from the Object.

+

CTLD_CARGO:HandleEvent(EventID, EventFunction)

+

Subscribe to a DCS Event.

+

CTLD_CARGO:I(Arguments)

+

Log an information which will be traced always.

+

CTLD_CARGO:Inherit(Child, Parent)

+

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

+

CTLD_CARGO:IsInstanceOf(ClassName)

+

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

+

CTLD_CARGO:IsTrace()

+

Enquires if tracing is on (for the class).

+

CTLD_CARGO:New()

+

BASE constructor.

+

CTLD_CARGO:OnEvent(EventData)

+

Occurs when an object is completely destroyed.

+

CTLD_CARGO:OnEventBDA(EventData)

+

BDA.

+

CTLD_CARGO:OnEventBaseCaptured(EventData)

+

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

+

CTLD_CARGO:OnEventBirth(EventData)

+

Occurs when any object is spawned into the mission.

+

CTLD_CARGO:OnEventCrash(EventData)

+

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

+

CTLD_CARGO:OnEventDead(EventData)

+

Occurs when an object is dead.

+

CTLD_CARGO:OnEventDetailedFailure(EventData)

+

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

+

CTLD_CARGO:OnEventDiscardChairAfterEjection(EventData)

+

Discard chair after ejection.

+

CTLD_CARGO:OnEventEjection(EventData)

+

Occurs when a pilot ejects from an aircraft +initiator : The unit that has ejected

+

CTLD_CARGO:OnEventEngineShutdown(EventData)

+

Occurs when any aircraft shuts down its engines.

+

CTLD_CARGO:OnEventEngineStartup(EventData)

+

Occurs when any aircraft starts its engines.

+

CTLD_CARGO:OnEventHit(EventData)

+

Occurs whenever an object is hit by a weapon.

+

CTLD_CARGO:OnEventHumanFailure(EventData)

+

Occurs when any system fails on a human controlled aircraft.

+

CTLD_CARGO:OnEventKill(EventData)

+

Occurs on the death of a unit.

+

CTLD_CARGO:OnEventLand(EventData)

+

Occurs when an aircraft lands at an airbase, farp or ship +initiator : The unit that has landed +place: Object that the unit landed on.

+

CTLD_CARGO:OnEventLandingAfterEjection(EventData)

+

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

+

CTLD_CARGO:OnEventLandingQualityMark(EventData)

+

Landing quality mark.

+

CTLD_CARGO:OnEventMarkAdded(EventData)

+

Occurs when a new mark was added.

+

CTLD_CARGO:OnEventMarkChange(EventData)

+

Occurs when a mark text was changed.

+

CTLD_CARGO:OnEventMarkRemoved(EventData)

+

Occurs when a mark was removed.

+

CTLD_CARGO:OnEventMissionEnd(EventData)

+

Occurs when a mission ends

+

CTLD_CARGO:OnEventMissionStart(EventData)

+

Occurs when a mission starts

+

CTLD_CARGO:OnEventParatrooperLanding(EventData)

+

Weapon add.

+

CTLD_CARGO:OnEventPilotDead(EventData)

+

Occurs when the pilot of an aircraft is killed.

+

CTLD_CARGO:OnEventPlayerEnterAircraft(EventData)

+

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

+

CTLD_CARGO:OnEventPlayerEnterUnit(EventData)

+

Occurs when any player assumes direct control of a unit.

+

CTLD_CARGO:OnEventPlayerLeaveUnit(EventData)

+

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

+

CTLD_CARGO:OnEventRefueling(EventData)

+

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

+

CTLD_CARGO:OnEventRefuelingStop(EventData)

+

Occurs when an aircraft is finished taking fuel.

+

CTLD_CARGO:OnEventScore(EventData)

+

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

+

CTLD_CARGO:OnEventShootingEnd(EventData)

+

Occurs when any unit stops firing its weapon.

+

CTLD_CARGO:OnEventShootingStart(EventData)

+

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

+

CTLD_CARGO:OnEventShot(EventData)

+

Occurs whenever any unit in a mission fires a weapon.

+

CTLD_CARGO:OnEventTakeoff(EventData)

+

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

+

CTLD_CARGO:OnEventTriggerZone(EventData)

+

Trigger zone.

+

CTLD_CARGO:OnEventUnitLost(EventData)

+

Occurs when the game thinks an object is destroyed.

+

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

+

Schedule a new time event.

+

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

+

Schedule a new time event.

+

CTLD_CARGO:ScheduleStop(SchedulerFunction)

+

Stops the Schedule.

+

CTLD_CARGO.Scheduler

+ +

CTLD_CARGO:SetEventPriority(EventPriority)

+

Set the Class Event processing Priority.

+

CTLD_CARGO:SetState(Object, Key, Value)

+

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

+

CTLD_CARGO:T(Arguments)

+

Trace a function logic level 1.

+

CTLD_CARGO:T2(Arguments)

+

Trace a function logic level 2.

+

CTLD_CARGO:T3(Arguments)

+

Trace a function logic level 3.

+

CTLD_CARGO:TraceAll(TraceAll)

+

Trace all methods in MOOSE

+

CTLD_CARGO:TraceClass(Class)

+

Set tracing for a class

+

CTLD_CARGO:TraceClassMethod(Class, Method)

+

Set tracing for a specific method of class

+

CTLD_CARGO:TraceLevel(Level)

+

Set trace level

+

CTLD_CARGO:TraceOff()

+

Set trace off.

+

CTLD_CARGO:TraceOn()

+

Set trace on.

+

CTLD_CARGO:TraceOnOff(TraceOnOff)

+

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

+

CTLD_CARGO:UnHandleEvent(EventID)

+

UnSubscribe to a DCS event.

+

CTLD_CARGO._

+ +

CTLD_CARGO:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+

Trace a function call.

+

CTLD_CARGO:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+

Trace a function logic.

+

CTLD_CARGO.__

+ +

CTLD_CARGO:onEvent(event)

+ +
+
+ + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + +
Fields and Methods inherited from CTLD_CARGO.EnumDescription

CTLD_CARGO.Enum.CRATE

+ +

CTLD_CARGO.Enum.FOB

+ +

CTLD_CARGO.Enum.TROOPS

+ +

CTLD_CARGO.Enum.Type

+

Type of Cargo.

+

CTLD_CARGO.Enum.VEHICLE

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

Zone Type Info.

+ +
+

Field(s)

+
+
+ + +
+
+ + +
+
+
+ + #table +CTLD.Cargo_Crates + + + + +

Cargo

+ +
+ +
+
+
+ + #table +CTLD.Cargo_Troops + + + +
+ +
+
+
+ + #string +CTLD.ClassName + +

Name of the class.

+ +
+ +
+
+
+ + #number +CTLD.CrateDistance + + + + +

list/load crates in this radius

+ +
+ +
+
+
+ + #number +CTLD.CratesNeeded + + + +
+ +
+
+
+ + #table +CTLD.CtldUnits + + + +
+ +
+
+
+ + #string +CTLD.DROP + + + +
+ +
+
+
+ + #table +CTLD.DroppedCrates + + + +
+ +
+
+
+ + #table +CTLD.DroppedTroops + + + +
+ +
+
+
+ + #table +CTLD.FreeFMFrequencies + + + +
+ +
+
+ + +
+
+ + +
+
+
+ + #boolean +CTLD.HasBeenDropped + + + +
+ +
+
+ + +
+
+
+ + #number +CTLD.HercMaxAngels + + + + +

for troop/cargo drop via chute

+ +
+ +
+
+
+ + #number +CTLD.HercMinAngels + + + + +

for troop/cargo drop via chute

+ +
+ +
+
+
+ + #string +CTLD.LOAD + + + +
+ +
+
+ + +
+
+
+ + #table +CTLD.Loaded_Cargo + + + +
+ +
+
+
+ + #string +CTLD.MOVE + + + +
+ +
+
+
+ + #table +CTLD.MenusDone + + + +
+ +
+
+
+ + #string +CTLD.Name + + + +
+ +
+
+
+ + +CTLD.PilotGroups + + + + +

self:T("CTLD with prefixes and Hercules")

+ +
+ +
+
+ + +
+
+
+ + #string +CTLD.RadioSound + + + + +

radio beacons

+ +
+ +
+
+
+ + #CTLD.SkipFrequencies +CTLD.SkipFrequencies + +

Updated and sorted known NDB beacons (in kHz!) from the available maps

+ +
+ +
+
+
+ + #table +CTLD.Spawned_Crates + + + +
+ +
+
+
+ + #table +CTLD.Templates + + + +
+ +
+
+ + +
+
+
+ + #table +CTLD.UsedFMFrequencies + + + +
+ +
+
+
+ + #table +CTLD.UsedUHFFrequencies + + + +
+ +
+
+
+ + #table +CTLD.UsedVHFFrequencies + + + +
+ +
+
+
+ + +CTLD.alias + + + +
+ +
+
+
+ + #number +CTLD.coalition + +

Coalition side number, e.g. coalition.side.RED.

+ +
+ +
+
+
+ + +CTLD.coalitiontxt + + + +
+ +
+
+
+ + #table +CTLD.dropOffZones + + + +
+ +
+
+
+ + #boolean +CTLD.enableHercules + + + + +

added support Hercules Mod

+ +
+ +
+
+
+ + #boolean +CTLD.forcehoverload + + + +
+ +
+
+
+ + #boolean +CTLD.hoverautoloading + + + +
+ +
+
+
+ + #table +CTLD.jtacGeneratedLaserCodes + + + +
+ +
+
+
+ + #string +CTLD.lid + +

Class id string for output to DCS log file.

+ +
+ +
+
+
+ + #number +CTLD.maximumHoverHeight + + + +
+ +
+
+
+ + #number +CTLD.minimumHoverHeight + + + +
+ +
+
+
+ + #number +CTLD.movetroopsdistance + + + +
+ +
+
+
+ + #boolean +CTLD.movetroopstowpzone + + + +
+ +
+
+
+ + #table +CTLD.pickupZones + + + + +

zones stuff

+ +
+ +
+
+
+ + #number +CTLD.smokedistance + + + +
+ +
+
+
+ + #boolean +CTLD.suppressmessages + + + + +

message suppression

+ +
+ +
+
+
+ + #boolean +CTLD.useprefix + + + + +

self.I({prefixes = self.prefixes})

+ +
+ +
+
+
+ + #number +CTLD.verbose + +

Verbosity level.

+ +
+ +
+
+
+ + #string +CTLD.version + +

CTLD class version.

+ +
+ +
+
+
+ + #table +CTLD.wpZones + + + +
+ +
+
+

Function(s)

+
+
+ + + +

User function - Activate Name #CTLD.CargoZone.Type ZoneType for this CTLD instance.

+ +
+
+

Defined in:

+
+

CTLD

+
+

Parameters:

+
+
+

+ #string + Name +

+
+
+ +

Name of the zone to change in the ME.

+ +
+
+
+
+

+ #CTLD.CargoZoneTyp + ZoneType +

+
+
+ +

Type of zone this belongs to.

+ +
+
+
+
+

+ #boolean + NewState +

+
+
+ +

(Optional) Set to true to activate, false to switch off.

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

User function - Crates and adds a #CTLD.CargoZone zone for this CTLD instance.

+ + +

Zones of type LOAD: Players load crates and troops here.
+ Zones of type DROP: Players can drop crates here. Note that troops can be unloaded anywhere.
+ Zone of type MOVE: Dropped troops and vehicles will start moving to the nearest zone of this type (also see options).

+ +
+
+

Defined in:

+
+

CTLD

+
+

Parameters:

+
+
+

+ #string + Name +

+
+
+ +

Name of this zone, as in Mission Editor.

+ +
+
+
+
+

+ #string + Type +

+
+
+ +

Type of this zone, #CTLD.CargoZoneType

+ +
+
+
+
+

+ #number + Color +

+
+
+ +

Smoke/Flare color e.g. #SMOKECOLOR.Red

+ +
+
+
+
+

+ #string + Active +

+
+
+ +

Is this zone currently active?

+ +
+
+
+
+

+ #string + HasBeacon +

+
+
+ +

Does this zone have a beacon if it is active?

+ +
+
+

Return value:

+
+
+

#CTLD:

+
+
+ +

self

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

User function - Add generic crate-type loadable as cargo.

+ + +

This type will create crates that need to be loaded, moved, dropped and built.

+ +
+
+

Defined in:

+
+

CTLD

+
+

Parameters:

+
+
+

+ #string + Name +

+
+
+ +

Unique name of this type of cargo. E.g. "Humvee".

+ +
+
+
+
+

+ #table + Templates +

+
+
+ +

Table of #string names of late activated Wrapper.Group#GROUP building this cargo.

+ +
+
+
+
+

+ #CTLD_CARGO.Enum + Type +

+
+
+ +

Type of cargo. I.e. VEHICLE or FOB. VEHICLE will move to destination zones when dropped/build, FOB stays put.

+ +
+
+
+
+

+ #number + NoCrates +

+
+
+ +

Number of crates needed to build this cargo.

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

User function - Add generic troop type loadable as cargo.

+ + +

This type will load directly into the heli without crates.

+ +
+
+

Defined in:

+
+

CTLD

+
+

Parameters:

+
+
+

+ #string + Name +

+
+
+ +

Unique name of this type of troop. E.g. "Anti-Air Small".

+ +
+
+
+
+

+ #table + Templates +

+
+
+ +

Table of #string names of late activated Wrapper.Group#GROUP making up this troop.

+ +
+
+
+
+

+ #CTLD_CARGO.Enum + Type +

+
+
+ +

Type of cargo, here TROOPS - these will move to a nearby destination zone when dropped/build.

+ +
+
+
+
+

+ #number + NoTroops +

+
+
+ +

Size of the group in number of Units across combined templates (for loading).

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

User function - Add a #CTLD.CargoZoneType zone for this CTLD instance.

+ +
+
+

Defined in:

+
+

CTLD

+
+

Parameter:

+
+
+

+ #CTLD.CargoZone + Zone +

+
+
+ +

Zone #CTLD.CargoZone describing the zone.

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

(Internal) Autoload if we can do crates, have capacity free and are in a load zone.

+ +
+
+

Defined in:

+
+

CTLD

+
+

Parameter:

+
+
+

+ Wrapper.Unit#UNIT + Unit +

+
+
+

+
+
+

Return value:

+
+
+

#CTLD:

+
+
+ +

self

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

(Internal) Check if a unit is in a load zone and is hovering in parameters.

+ +
+
+

Defined in:

+
+

CTLD

+
+

Parameter:

+
+
+

+ Wrapper.Unit#UNIT + Unit +

+
+
+

+
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Outcome

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

(Internal) Run through all pilots and see if we autoload.

+ +
+
+

Defined in:

+
+

CTLD

+
+

Return value:

+
+
+

#CTLD:

+
+
+ +

self

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

User function - Deactivate Name #CTLD.CargoZoneType ZoneType for this CTLD instance.

+ +
+
+

Defined in:

+
+

CTLD

+
+

Parameters:

+
+
+

+ #string + Name +

+
+
+ +

Name of the zone to change in the ME.

+ +
+
+
+
+

+ #CTLD.CargoZoneTyp + ZoneType +

+
+
+ +

Type of zone this belongs to.

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

(Internal) Check if a Hercules is flying in parameters for air drops.

+ +
+
+

Defined in:

+
+

CTLD

+
+

Parameter:

+
+
+

+ Wrapper.Unit#UNIT + Unit +

+
+
+

+
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Outcome

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

(Internal) Check if a unit is hovering in parameters.

+ +
+
+

Defined in:

+
+

CTLD

+
+

Parameter:

+
+
+

+ Wrapper.Unit#UNIT + Unit +

+
+
+

+
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Outcome

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

(Internal) Function to check if a unit is a Hercules C-130.

+ +
+
+

Defined in:

+
+

CTLD

+
+

Parameter:

+
+
+

+ Wrapper.Unit#UNIT + Unit +

+
+
+

+
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Outcome

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

(Internal) Check if a unit is above ground.

+ +
+
+

Defined in:

+
+

CTLD

+
+

Parameter:

+
+
+

+ Wrapper.Unit#UNIT + Unit +

+
+
+

+
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Outcome

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

(Internal) Function to see if a unit is in a specific zone type.

+ +
+
+

Defined in:

+
+

CTLD

+
+

Parameters:

+
+
+

+ Wrapper.Unit#UNIT + Unit +

+
+
+ +

Unit

+ +
+
+
+
+

+ #CTLD.CargoZoneType + Zonetype +

+
+
+ +

Zonetype

+ +
+
+

Return values:

+
+
+

#boolean:

+
+
+ +

Outcome Is in zone or not

+ +
+
+

#string:

+
+
+ +

name Closest zone name

+ +
+
+

#string:

+
+
+ +

zone Closest Core.Zone#ZONE object

+ +
+
+

#number:

+
+
+ +

distance Distance to closest zone

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

Instantiate a new CTLD.

+ +
+
+

Defined in:

+
+

CTLD

+
+

Parameters:

+
+
+

+ #string + Coalition +

+
+
+ +

Coalition of this CTLD. I.e. coalition.side.BLUE or coalition.side.RED or coalition.side.NEUTRAL

+ +
+
+
+
+

+ #table + Prefixes +

+
+
+ +

Table of pilot prefixes.

+ +
+
+
+
+

+ #string + Alias +

+
+
+ +

Alias of this CTLD for logging.

+ +
+
+

Return value:

+
+
+

#CTLD:

+
+
+ +

self

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

FSM Function OnAfterCratesBuild.

+ +
+
+

Defined in:

+
+

CTLD

+
+

Parameters:

+
+
+

+ #string + From +

+
+
+ +

State.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

Trigger.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

State.

+ +
+
+
+
+

+ Wrapper.Group#GROUP + Group +

+
+
+ +

Group Object.

+ +
+
+
+
+

+ Wrapper.Unit#UNIT + Unit +

+
+
+ +

Unit Object.

+ +
+
+
+
+

+ Wrapper.Group#GROUP + Vehicle +

+
+
+ +

The #GROUP object of the vehicle or FOB build.

+ +
+
+

Return value:

+
+
+

#CTLD:

+
+
+ +

self

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

FSM Function OnAfterCratesDropped.

+ +
+
+

Defined in:

+
+

CTLD

+
+

Parameters:

+
+
+

+ #string + From +

+
+
+ +

State.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

Trigger.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

State.

+ +
+
+
+
+

+ Wrapper.Group#GROUP + Group +

+
+
+ +

Group Object.

+ +
+
+
+
+

+ Wrapper.Unit#UNIT + Unit +

+
+
+ +

Unit Object.

+ +
+
+
+
+

+ #table + Cargotable +

+
+
+ +

Table of #CTLD_CARGO objects dropped.

+ +
+
+

Return value:

+
+
+

#CTLD:

+
+
+ +

self

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

FSM Function OnAfterCratesPickedUp.

+ +
+
+

Defined in:

+
+

CTLD

+
+

Parameters:

+
+
+

+ #string + From +

+
+
+ +

State .

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

Trigger.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

State.

+ +
+
+
+
+

+ Wrapper.Group#GROUP + Group +

+
+
+ +

Group Object.

+ +
+
+
+
+

+ Wrapper.Unit#UNIT + Unit +

+
+
+ +

Unit Object.

+ +
+
+
+
+

+ #CTLD_CARGO + Cargo +

+
+
+ +

Cargo crate.

+ +
+
+

Return value:

+
+
+

#CTLD:

+
+
+ +

self

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

FSM Function OnAfterTroopsDeployed.

+ +
+
+

Defined in:

+
+

CTLD

+
+

Parameters:

+
+
+

+ #string + From +

+
+
+ +

State.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

Trigger.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

State.

+ +
+
+
+
+

+ Wrapper.Group#GROUP + Group +

+
+
+ +

Group Object.

+ +
+
+
+
+

+ Wrapper.Unit#UNIT + Unit +

+
+
+ +

Unit Object.

+ +
+
+
+
+

+ Wrapper.Group#GROUP + Troops +

+
+
+ +

Troops #GROUP Object.

+ +
+
+

Return value:

+
+
+

#CTLD:

+
+
+ +

self

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

FSM Function OnAfterTroopsPickedUp.

+ +
+
+

Defined in:

+
+

CTLD

+
+

Parameters:

+
+
+

+ #string + From +

+
+
+ +

State.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

Trigger.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

State.

+ +
+
+
+
+

+ Wrapper.Group#GROUP + Group +

+
+
+ +

Group Object.

+ +
+
+
+
+

+ Wrapper.Unit#UNIT + Unit +

+
+
+ +

Unit Object.

+ +
+
+
+
+

+ #CTLD_CARGO + Cargo +

+
+
+ +

Cargo troops.

+ +
+
+

Return value:

+
+
+

#CTLD:

+
+
+ +

self

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

FSM Function OnAfterTroopsRTB.

+ +
+
+

Defined in:

+
+

CTLD

+
+

Parameters:

+
+
+

+ #string + From +

+
+
+ +

State.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

Trigger.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

State.

+ +
+
+
+
+

+ Wrapper.Group#GROUP + Group +

+
+
+ +

Group Object.

+ +
+
+
+
+

+ Wrapper.Unit#UNIT + Unit +

+
+
+ +

Unit Object.

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

User function - Start smoke in a zone close to the Unit.

+ +
+
+

Defined in:

+
+

CTLD

+
+

Parameters:

+
+
+

+ Wrapper.Unit#UNIT + Unit +

+
+
+ +

The Unit.

+ +
+
+
+
+

+ #boolean + Flare +

+
+
+ +

If true, flare instead.

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

Triggers the FSM event "Start".

+ + +

Starts the CTLD. Initializes parameters and starts event handlers.

+ +
+
+

Defined in:

+
+

CTLD

+
+
+ +
+
+ +
+ + + +

Triggers the FSM event "Status".

+ +
+
+

Defined in:

+
+

CTLD

+
+
+ +
+
+ +
+ + + +

User - Function to add/adjust unittype capabilities.

+ +
+
+

Defined in:

+
+

CTLD

+
+

Parameters:

+
+
+

+ #string + Unittype +

+
+
+ +

The unittype to adjust. If passed as Wrapper.Unit#UNIT, it will search for the unit in the mission.

+ +
+
+
+
+

+ #boolean + Cancrates +

+
+
+ +

Unit can load crates.

+ +
+
+
+
+

+ #boolean + Cantroops +

+
+
+ +

Unit can load troops.

+ +
+
+
+
+

+ #number + Cratelimit +

+
+
+ +

Unit can carry number of crates.

+ +
+
+
+
+

+ #number + Trooplimit +

+
+
+ +

Unit can carry number of troops.

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

(Internal) Add radio beacon to zone.

+ + +

Runs 30 secs.

+ +
+
+

Defined in:

+
+

CTLD

+
+

Parameters:

+
+
+

+ #string + Name +

+
+
+ +

Name of zone.

+ +
+
+
+
+

+ #string + Sound +

+
+
+ +

Name of soundfile.

+ +
+
+
+
+

+ #number + Mhz +

+
+
+ +

Frequency in Mhz.

+ +
+
+
+
+

+ #number + Modulation +

+
+
+ +

Modulation AM or FM.

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

(Internal) Function to build nearby crates.

+ +
+
+

Defined in:

+
+

CTLD

+
+

Parameters:

+
+
+

+ Wrapper.Group#GROUP + Group +

+
+
+

+
+
+
+
+

+ Wrappe.Unit#UNIT + Unit +

+
+
+

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

(Internal) Function to actually SPAWN buildables in the mission.

+ +
+
+

Defined in:

+
+

CTLD

+
+

Parameters:

+
+
+

+ Wrapper.Group#GROUP + Group +

+
+
+

+
+
+
+
+

+ Wrapper.Group#UNIT + Unit +

+
+
+

+
+
+
+
+

+ #CTLD.Buildable + Build +

+
+
+

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

(Internal) Housekeeping - Cleanup crates when build

+ +
+
+

Defined in:

+
+

CTLD

+
+

Parameters:

+
+
+

+ #table + Crates +

+
+
+ +

Table of #CTLD_CARGO objects near the unit.

+ +
+
+
+
+

+ #CTLD.Buildable + Build +

+
+
+ +

Table build object.

+ +
+
+
+
+

+ #number + Number +

+
+
+ +

Number of objects in Crates (found) to limit search.

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

(Internal) Helper function to generate laser codes.

+ +
+
+

Defined in:

+
+

CTLD

+
+

Parameters:

+
+
+

+ #number + _number +

+
+
+

+
+
+
+
+

+ #number + _numberToFind +

+
+
+

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

(Internal) Event handler function

+ +
+
+

Defined in:

+
+

CTLD

+
+

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+

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

(Internal) Function to find and return nearby crates.

+ +
+
+

Defined in:

+
+

CTLD

+
+

Parameters:

+
+
+

+ Wrapper.Group#GROUP + _group +

+
+
+ +

Group

+ +
+
+
+
+

+ Wrapper.Unit#UNIT + _unit +

+
+
+ +

Unit

+ +
+
+
+
+

+ #number + _dist +

+
+
+ +

Distance

+ +
+
+

Return values:

+
+
+

#table:

+
+
+ +

Table of crates

+ +
+
+

#number:

+
+
+ +

Number Number of crates found

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

(Internal) Function to generate valid FM Frequencies

+ +
+
+

Defined in:

+
+

CTLD

+
+

Parameters:

+
+
+

+ #CTLD + sel +

+
+
+

+
+
+
+
+

+ self +

+
+
+

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

(Internal) Function to generate valid laser codes.

+ +
+
+

Defined in:

+
+

CTLD

+
+
+ +
+
+ +
+ + + +

(Internal) Function to generate valid UHF Frequencies

+ +
+
+

Defined in:

+
+

CTLD

+
+
+ +
+
+ +
+ + + +

(Internal) Populate table with available VHF beacon frequencies.

+ +
+
+

Defined in:

+
+

CTLD

+
+
+ +
+
+ +
+ + + +

(Internal) Function to spawn crates in front of the heli.

+ +
+
+

Defined in:

+
+

CTLD

+
+

Parameters:

+
+
+

+ Wrapper.Group#GROUP + Group +

+
+
+

+
+
+
+
+

+ Wrapper.Unit#UNIT + Unit +

+
+
+

+
+
+
+
+

+ #CTLD_CARGO + Cargo +

+
+
+

+
+
+
+
+

+ #number + number +

+
+
+ +

Number of crates to generate (for dropping)

+ +
+
+
+
+

+ #boolean + drop +

+
+
+ +

If true we're dropping from heli rather than loading.

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

(Internal) Return distance in meters between two coordinates.

+ +
+
+

Defined in:

+
+

CTLD

+
+

Parameters:

+
+
+

+ Core.Point#COORDINATE + _point1 +

+
+
+ +

Coordinate one

+ +
+
+
+
+

+ Core.Point#COORDINATE + _point2 +

+
+
+ +

Coordinate two

+ +
+
+

Return value:

+
+
+

#number:

+
+
+ +

Distance in meters

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

(Internal) Function to obtain a valid FM frequency.

+ +
+
+

Defined in:

+
+

CTLD

+
+

Parameter:

+
+
+

+ #string + Name +

+
+
+ +

Name of zone.

+ +
+
+

Return value:

+
+ +
+ +

Beacon Beacon table.

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

(Internal) Function to obtain a valid UHF frequency.

+ +
+
+

Defined in:

+
+

CTLD

+
+

Parameter:

+
+
+

+ #string + Name +

+
+
+ +

Name of zone.

+ +
+
+

Return value:

+
+ +
+ +

Beacon Beacon table.

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

(Internal) Function to get capabilities of a chopper

+ +
+
+

Defined in:

+
+

CTLD

+
+

Parameter:

+
+
+

+ Wrapper.Unit#UNIT + Unit +

+
+
+ +

The unit

+ +
+
+

Return value:

+
+
+

#table:

+
+
+ +

Capabilities Table of caps

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

(Internal) Function to obtain a valid VHF frequency.

+ +
+
+

Defined in:

+
+

CTLD

+
+

Parameter:

+
+
+

+ #string + Name +

+
+
+ +

Name of zone.

+ +
+
+

Return value:

+
+ +
+ +

Beacon Beacon table.

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

(Internal) Function to list loaded cargo.

+ +
+
+

Defined in:

+
+

CTLD

+
+

Parameters:

+
+
+

+ Wrapper.Group#GROUP + Group +

+
+
+

+
+
+
+
+

+ Wrapper.Unit#UNIT + Unit +

+
+
+

+
+
+

Return value:

+
+
+

#CTLD:

+
+
+ +

self

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

(Internal) Function to find and list nearby crates.

+ +
+
+

Defined in:

+
+

CTLD

+
+

Parameters:

+
+
+

+ Wrapper.Group#GROUP + Group +

+
+
+

+
+
+
+
+

+ Wrapper.Unit#UNIT + Unit +

+
+
+

+
+
+
+
+

+ _group +

+
+
+

+
+
+
+
+

+ _unit +

+
+
+

+
+
+

Return value:

+
+
+

#CTLD:

+
+
+ +

self

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

(Internal) Function to show list of radio beacons

+ +
+
+

Defined in:

+
+

CTLD

+
+

Parameters:

+
+
+

+ Wrapper.Group#GROUP + Group +

+
+
+

+
+
+
+
+

+ Wrapper.Unit#UNIT + Unit +

+
+
+

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

(Internal) Function to get and load nearby crates.

+ +
+
+

Defined in:

+
+

CTLD

+
+

Parameters:

+
+
+

+ Wrapper.Group#GROUP + Group +

+
+
+

+
+
+
+
+

+ Wrapper.Unit#UNIT + Unit +

+
+
+

+
+
+

Return value:

+
+
+

#CTLD:

+
+
+ +

self

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

(Internal) Function to load troops into a heli.

+ +
+
+

Defined in:

+
+

CTLD

+
+

Parameters:

+
+
+

+ Wrapper.Group#GROUP + Group +

+
+
+

+
+
+
+
+

+ Wrapper.Unit#UNIT + Unit +

+
+
+

+
+
+
+
+

+ #CTLD_CARGO + Cargotype +

+
+
+

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

(Internal) Function to move group to WP zone.

+ +
+
+

Defined in:

+
+

CTLD

+
+

Parameter:

+
+
+

+ Wrapper.Group#GROUP + Group +

+
+
+ +

The Group to move.

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

(Internal) Housekeeping - Function to refresh F10 menus.

+ +
+
+

Defined in:

+
+

CTLD

+
+

Return value:

+
+
+

#CTLD:

+
+
+ +

self

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

(Internal) Function to refresh radio beacons

+ +
+
+

Defined in:

+
+

CTLD

+
+
+ +
+
+ +
+ + + +

(Internal) Function to message a group.

+ +
+
+

Defined in:

+
+

CTLD

+
+

Parameters:

+
+
+

+ #string + Text +

+
+
+ +

The text to display.

+ +
+
+
+
+

+ #number + Time +

+
+
+ +

Number of seconds to display the message.

+ +
+
+
+
+

+ #boolean + Clearscreen +

+
+
+ +

Clear screen or not.

+ +
+
+
+
+

+ Wrapper.Group#GROUP + Group +

+
+
+ +

The group receiving the message.

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

(Internal) List if a Herc unit is flying in parameters.

+ +
+
+

Defined in:

+
+

CTLD

+
+

Parameters:

+
+
+

+ Wrapper.Group#GROUP + Group +

+
+
+

+
+
+
+
+

+ Wrapper.Unit#UNIT + Unit +

+
+
+

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

(Internal) List if a unit is hovering in parameters.

+ +
+
+

Defined in:

+
+

CTLD

+
+

Parameters:

+
+
+

+ Wrapper.Group#GROUP + Group +

+
+
+

+
+
+
+
+

+ Wrapper.Unit#UNIT + Unit +

+
+
+

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

(Internal) Function to unload crates from heli.

+ +
+
+

Defined in:

+
+

CTLD

+
+

Parameters:

+
+
+

+ Wrapper.Group#GROUP + Group +

+
+
+

+
+
+
+
+

+ Wrappe.Unit#UNIT + Unit +

+
+
+

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

(Internal) Function to unload troops from heli.

+ +
+
+

Defined in:

+
+

CTLD

+
+

Parameters:

+
+
+

+ Wrapper.Group#GROUP + Group +

+
+
+

+
+
+
+
+

+ Wrapper.Unit#UNIT + Unit +

+
+
+

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

Triggers the FSM event "Start" after a delay.

+ + +

Starts the CTLD. Initializes parameters and starts event handlers.

+ +
+
+

Defined in:

+
+

CTLD

+
+

Parameter:

+
+
+

+ #number + delay +

+
+
+ +

Delay in seconds.

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

Triggers the FSM event "Status" after a delay.

+ +
+
+

Defined in:

+
+

CTLD

+
+

Parameter:

+
+
+

+ #number + delay +

+
+
+ +

Delay in seconds.

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

Triggers the FSM event "Stop" after a delay.

+ + +

Stops the CTLD and all its event handlers.

+ +
+
+

Defined in:

+
+

CTLD

+
+

Parameter:

+
+
+

+ #number + delay +

+
+
+ +

Delay in seconds.

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

(Internal) FSM Function onafterStart.

+ +
+
+

Defined in:

+
+

CTLD

+
+

Parameters:

+
+
+

+ #string + From +

+
+
+ +

State.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

Trigger.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

State.

+ +
+
+

Return value:

+
+
+

#CTLD:

+
+
+ +

self

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

(Internal) FSM Function onafterStatus.

+ +
+
+

Defined in:

+
+

CTLD

+
+

Parameters:

+
+
+

+ #string + From +

+
+
+ +

State.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

Trigger.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

State.

+ +
+
+

Return value:

+
+
+

#CTLD:

+
+
+ +

self

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

(Internal) FSM Function onafterStop.

+ +
+
+

Defined in:

+
+

CTLD

+
+

Parameters:

+
+
+

+ #string + From +

+
+
+ +

State.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

Trigger.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

State.

+ +
+
+

Return value:

+
+
+

#CTLD:

+
+
+ +

self

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

(Internal) FSM Function onbeforeCratesBuild.

+ +
+
+

Defined in:

+
+

CTLD

+
+

Parameters:

+
+
+

+ #string + From +

+
+
+ +

State.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

Trigger.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

State.

+ +
+
+
+
+

+ Wrapper.Group#GROUP + Group +

+
+
+ +

Group Object.

+ +
+
+
+
+

+ Wrapper.Unit#UNIT + Unit +

+
+
+ +

Unit Object.

+ +
+
+
+
+

+ Wrapper.Group#GROUP + Vehicle +

+
+
+ +

The #GROUP object of the vehicle or FOB build.

+ +
+
+

Return value:

+
+
+

#CTLD:

+
+
+ +

self

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

(Internal) FSM Function onbeforeCratesDropped.

+ +
+
+

Defined in:

+
+

CTLD

+
+

Parameters:

+
+
+

+ #string + From +

+
+
+ +

State.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

Trigger.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

State.

+ +
+
+
+
+

+ Wrapper.Group#GROUP + Group +

+
+
+ +

Group Object.

+ +
+
+
+
+

+ Wrapper.Unit#UNIT + Unit +

+
+
+ +

Unit Object.

+ +
+
+
+
+

+ #table + Cargotable +

+
+
+ +

Table of #CTLD_CARGO objects dropped.

+ +
+
+

Return value:

+
+
+

#CTLD:

+
+
+ +

self

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

(Internal) FSM Function onbeforeCratesPickedUp.

+ +
+
+

Defined in:

+
+

CTLD

+
+

Parameters:

+
+
+

+ #string + From +

+
+
+ +

State .

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

Trigger.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

State.

+ +
+
+
+
+

+ Wrapper.Group#GROUP + Group +

+
+
+ +

Group Object.

+ +
+
+
+
+

+ Wrapper.Unit#UNIT + Unit +

+
+
+ +

Unit Object.

+ +
+
+
+
+

+ #CTLD_CARGO + Cargo +

+
+
+ +

Cargo crate.

+ +
+
+

Return value:

+
+
+

#CTLD:

+
+
+ +

self

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

(Internal) FSM Function onbeforeStatus.

+ +
+
+

Defined in:

+
+

CTLD

+
+

Parameters:

+
+
+

+ #string + From +

+
+
+ +

State.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

Trigger.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

State.

+ +
+
+

Return value:

+
+
+

#CTLD:

+
+
+ +

self

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

(Internal) FSM Function onbeforeTroopsDeployed.

+ +
+
+

Defined in:

+
+

CTLD

+
+

Parameters:

+
+
+

+ #string + From +

+
+
+ +

State.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

Trigger.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

State.

+ +
+
+
+
+

+ Wrapper.Group#GROUP + Group +

+
+
+ +

Group Object.

+ +
+
+
+
+

+ Wrapper.Unit#UNIT + Unit +

+
+
+ +

Unit Object.

+ +
+
+
+
+

+ Wrapper.Group#GROUP + Troops +

+
+
+ +

Troops #GROUP Object.

+ +
+
+

Return value:

+
+
+

#CTLD:

+
+
+ +

self

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

(Internal) FSM Function onbeforeTroopsPickedUp.

+ +
+
+

Defined in:

+
+

CTLD

+
+

Parameters:

+
+
+

+ #string + From +

+
+
+ +

State.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

Trigger.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

State.

+ +
+
+
+
+

+ Wrapper.Group#GROUP + Group +

+
+
+ +

Group Object.

+ +
+
+
+
+

+ Wrapper.Unit#UNIT + Unit +

+
+
+ +

Unit Object.

+ +
+
+
+
+

+ #CTLD_CARGO + Cargo +

+
+
+ +

Cargo crate.

+ +
+
+

Return value:

+
+
+

#CTLD:

+
+
+ +

self

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

(Internal) FSM Function onbeforeTroopsRTB.

+ +
+
+

Defined in:

+
+

CTLD

+
+

Parameters:

+
+
+

+ #string + From +

+
+
+ +

State.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

Trigger.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

State.

+ +
+
+
+
+

+ Wrapper.Group#GROUP + Group +

+
+
+ +

Group Object.

+ +
+
+
+
+

+ Wrapper.Unit#UNIT + Unit +

+
+
+ +

Unit Object.

+ +
+
+

Return value:

+
+
+

#CTLD:

+
+
+ +

self

+ +
+
+
+ +
+
+ +
+

Field(s)

+
+
+ + +
+
+ + +
+
+
+ + #table +CTLD.Cargo_Crates + + + + +

Cargo

+ +
+ +
+
+
+ + #table +CTLD.Cargo_Troops + + + +
+ +
+
+
+ + #string +CTLD.ClassName + +

Name of the class.

+ +
+ +
+
+
+ + #number +CTLD.CrateDistance + + + + +

list/load crates in this radius

+ +
+ +
+
+
+ + #number +CTLD.CratesNeeded + + + +
+ +
+
+
+ + #table +CTLD.CtldUnits + + + +
+ +
+
+
+ + #string +CTLD.DROP + + + +
+ +
+
+
+ + #table +CTLD.DroppedCrates + + + +
+ +
+
+
+ + #table +CTLD.DroppedTroops + + + +
+ +
+
+
+ + #table +CTLD.FreeFMFrequencies + + + +
+ +
+
+ + +
+
+ + +
+
+
+ + #boolean +CTLD.HasBeenDropped + + + +
+ +
+
+ + +
+
+
+ + #number +CTLD.HercMaxAngels + + + + +

for troop/cargo drop via chute

+ +
+ +
+
+
+ + #number +CTLD.HercMinAngels + + + + +

for troop/cargo drop via chute

+ +
+ +
+
+
+ + #string +CTLD.LOAD + + + +
+ +
+
+ + +
+
+
+ + #table +CTLD.Loaded_Cargo + + + +
+ +
+
+
+ + #string +CTLD.MOVE + + + +
+ +
+
+
+ + #table +CTLD.MenusDone + + + +
+ +
+
+
+ + #string +CTLD.Name + + + +
+ +
+
+
+ + +CTLD.PilotGroups + + + + +

self:T("CTLD with prefixes and Hercules")

+ +
+ +
+
+ + +
+
+
+ + #string +CTLD.RadioSound + + + + +

radio beacons

+ +
+ +
+
+
+ + #CTLD.SkipFrequencies +CTLD.SkipFrequencies + +

Updated and sorted known NDB beacons (in kHz!) from the available maps

+ +
+ +
+
+
+ + #table +CTLD.Spawned_Crates + + + +
+ +
+
+
+ + #table +CTLD.Templates + + + +
+ +
+
+ + +
+
+
+ + #table +CTLD.UsedFMFrequencies + + + +
+ +
+
+
+ + #table +CTLD.UsedUHFFrequencies + + + +
+ +
+
+
+ + #table +CTLD.UsedVHFFrequencies + + + +
+ +
+
+
+ + +CTLD.alias + + + +
+ +
+
+
+ + #number +CTLD.coalition + +

Coalition side number, e.g. coalition.side.RED.

+ +
+ +
+
+
+ + +CTLD.coalitiontxt + + + +
+ +
+
+
+ + #table +CTLD.dropOffZones + + + +
+ +
+
+
+ + #boolean +CTLD.enableHercules + + + + +

added support Hercules Mod

+ +
+ +
+
+
+ + #boolean +CTLD.forcehoverload + + + +
+ +
+
+
+ + #boolean +CTLD.hoverautoloading + + + +
+ +
+
+
+ + #table +CTLD.jtacGeneratedLaserCodes + + + +
+ +
+
+
+ + #string +CTLD.lid + +

Class id string for output to DCS log file.

+ +
+ +
+
+
+ + #number +CTLD.maximumHoverHeight + + + +
+ +
+
+
+ + #number +CTLD.minimumHoverHeight + + + +
+ +
+
+
+ + #number +CTLD.movetroopsdistance + + + +
+ +
+
+
+ + #boolean +CTLD.movetroopstowpzone + + + +
+ +
+
+
+ + #table +CTLD.pickupZones + + + + +

zones stuff

+ +
+ +
+
+
+ + #number +CTLD.smokedistance + + + +
+ +
+
+
+ + #boolean +CTLD.suppressmessages + + + + +

message suppression

+ +
+ +
+
+
+ + #boolean +CTLD.useprefix + + + + +

self.I({prefixes = self.prefixes})

+ +
+ +
+
+
+ + #number +CTLD.verbose + +

Verbosity level.

+ +
+ +
+
+
+ + #string +CTLD.version + +

CTLD class version.

+ +
+ +
+
+
+ + #table +CTLD.wpZones + + + +
+ +
+
+

Function(s)

+
+
+ + + +

Adds an End state.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + State +

+
+
+ +

The FSM state.

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

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

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + From +

+
+
+ +

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

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event name.

+ +
+
+
+
+

+ Core.Fsm#FSM_PROCESS + Process +

+
+
+ +

An sub-process FSM.

+ +
+
+
+
+

+ #table + ReturnEvents +

+
+
+ +

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

+ +
+
+

Return value:

+
+ +
+ +

The SubFSM.

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

Adds a score for the FSM to be achieved.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + State +

+
+
+ +

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

+ +
+
+
+
+

+ #string + ScoreText +

+
+
+ +

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

+ +
+
+
+
+

+ #number + Score +

+
+
+ +

is a number providing the score of the status.

+ +
+
+

Return value:

+
+
+

#FSM:

+
+
+ +

self

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

Adds a score for the FSM_PROCESS to be achieved.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + From +

+
+
+ +

is the From State of the main process.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

is the Event of the main process.

+ +
+
+
+
+

+ #string + State +

+
+
+ +

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

+ +
+
+
+
+

+ #string + ScoreText +

+
+
+ +

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

+ +
+
+
+
+

+ #number + Score +

+
+
+ +

is a number providing the score of the status.

+ +
+
+

Return value:

+
+
+

#FSM:

+
+
+ +

self

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

Add a new transition rule to the FSM.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + From +

+
+
+ +

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

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event name.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To state.

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

Get current state.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

Current FSM state.

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

Returns the End states.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

End states.

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

Defined in:

+ +

Parameters:

+
+
+

+ From +

+
+
+

+
+
+
+
+

+ Event +

+
+
+

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

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

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Sub processes.

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

Returns a table with the scores defined.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Scores.

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

Returns the start state of the FSM.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

A string containing the start state.

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

Get current state.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

Current FSM state.

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

Returns a table with the Subs defined.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Sub processes.

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

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

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Transitions.

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

Check if FSM is in state.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + State +

+
+
+ +

State name.

+ +
+
+
+
+

+ #boolean + If +

+
+
+ +

true, FSM is in this state.

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

Load call backs.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #table + CallBackTable +

+
+
+ +

Table of call backs.

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

Creates a new FSM object.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#FSM:

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

Defined in:

+ +

Parameters:

+
+
+

+ From +

+
+
+

+
+
+
+
+

+ Event +

+
+
+

+
+
+
+
+

+ Fsm +

+
+
+

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

Sets the start state of the FSM.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + State +

+
+
+ +

A string defining the start state.

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

Add to map.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + Map +

+
+
+ +

Map.

+ +
+
+
+
+

+ #table + Event +

+
+
+ +

Event table.

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

Call handler.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + step +

+
+
+ +

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

+ +
+
+
+
+

+ #string + trigger +

+
+
+ +

Trigger.

+ +
+
+
+
+

+ #table + params +

+
+
+ +

Parameters.

+ +
+
+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+
+
+ +

Value.

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

Create transition.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+

#function:

+
+
+ +

Function.

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

Delayed transition.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+

#function:

+
+
+ +

Function.

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

Event map.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + Events +

+
+
+ +

Events.

+ +
+
+
+
+

+ #table + EventStructure +

+
+
+ +

Event structure.

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

Go sub.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + ParentFrom +

+
+
+ +

Parent from state.

+ +
+
+
+
+

+ #string + ParentEvent +

+
+
+ +

Parent event name.

+ +
+
+

Return value:

+
+
+

#table:

+
+
+ +

Subs.

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

Handler.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+
+
+

+ ... +

+
+
+ +

Arguments.

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

Is end state.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + Current +

+
+
+ +

Current state name.

+ +
+
+

Return values:

+
+
+

#table:

+
+
+ +

FSM parent.

+ +
+
+

#string:

+
+
+ +

Event name.

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

Sub maps.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + subs +

+
+
+ +

Subs.

+ +
+
+
+
+

+ #table + sub +

+
+
+ +

Sub.

+ +
+
+
+
+

+ #string + name +

+
+
+ +

Name.

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

Check if can do an event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + e +

+
+
+ +

Event name.

+ +
+
+

Return values:

+
+
+

#boolean:

+
+
+ +

If true, FSM can do the event.

+ +
+
+

#string:

+
+
+ +

To state.

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

Check if cannot do an event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + e +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

If true, FSM cannot do the event.

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

Check if FSM is in state.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + State +

+
+
+ +

State name.

+ +
+
+
+
+

+ #boolean + If +

+
+
+ +

true, FSM is in this state.

+ +
+
+
+
+

+ state +

+
+
+

+
+
+
+ +
+
+ +
+

Field(s)

+
+
+ + +
+
+ + +
+
+
+ + #table +CTLD.Cargo_Crates + + + + +

Cargo

+ +
+ +
+
+
+ + #table +CTLD.Cargo_Troops + + + +
+ +
+
+
+ + #string +CTLD.ClassName + +

Name of the class.

+ +
+ +
+
+
+ + #number +CTLD.CrateDistance + + + + +

list/load crates in this radius

+ +
+ +
+
+
+ + #number +CTLD.CratesNeeded + + + +
+ +
+
+
+ + #table +CTLD.CtldUnits + + + +
+ +
+
+
+ + #string +CTLD.DROP + + + +
+ +
+
+
+ + #table +CTLD.DroppedCrates + + + +
+ +
+
+
+ + #table +CTLD.DroppedTroops + + + +
+ +
+
+
+ + #table +CTLD.FreeFMFrequencies + + + +
+ +
+
+ + +
+
+ + +
+
+
+ + #boolean +CTLD.HasBeenDropped + + + +
+ +
+
+ + +
+
+
+ + #number +CTLD.HercMaxAngels + + + + +

for troop/cargo drop via chute

+ +
+ +
+
+
+ + #number +CTLD.HercMinAngels + + + + +

for troop/cargo drop via chute

+ +
+ +
+
+
+ + #string +CTLD.LOAD + + + +
+ +
+
+ + +
+
+
+ + #table +CTLD.Loaded_Cargo + + + +
+ +
+
+
+ + #string +CTLD.MOVE + + + +
+ +
+
+
+ + #table +CTLD.MenusDone + + + +
+ +
+
+
+ + #string +CTLD.Name + + + +
+ +
+
+
+ + +CTLD.PilotGroups + + + + +

self:T("CTLD with prefixes and Hercules")

+ +
+ +
+
+ + +
+
+
+ + #string +CTLD.RadioSound + + + + +

radio beacons

+ +
+ +
+
+
+ + #CTLD.SkipFrequencies +CTLD.SkipFrequencies + +

Updated and sorted known NDB beacons (in kHz!) from the available maps

+ +
+ +
+
+
+ + #table +CTLD.Spawned_Crates + + + +
+ +
+
+
+ + #table +CTLD.Templates + + + +
+ +
+
+ + +
+
+
+ + #table +CTLD.UsedFMFrequencies + + + +
+ +
+
+
+ + #table +CTLD.UsedUHFFrequencies + + + +
+ +
+
+
+ + #table +CTLD.UsedVHFFrequencies + + + +
+ +
+
+
+ + +CTLD.alias + + + +
+ +
+
+
+ + #number +CTLD.coalition + +

Coalition side number, e.g. coalition.side.RED.

+ +
+ +
+
+
+ + +CTLD.coalitiontxt + + + +
+ +
+
+
+ + #table +CTLD.dropOffZones + + + +
+ +
+
+
+ + #boolean +CTLD.enableHercules + + + + +

added support Hercules Mod

+ +
+ +
+
+
+ + #boolean +CTLD.forcehoverload + + + +
+ +
+
+
+ + #boolean +CTLD.hoverautoloading + + + +
+ +
+
+
+ + #table +CTLD.jtacGeneratedLaserCodes + + + +
+ +
+
+
+ + #string +CTLD.lid + +

Class id string for output to DCS log file.

+ +
+ +
+
+
+ + #number +CTLD.maximumHoverHeight + + + +
+ +
+
+
+ + #number +CTLD.minimumHoverHeight + + + +
+ +
+
+
+ + #number +CTLD.movetroopsdistance + + + +
+ +
+
+
+ + #boolean +CTLD.movetroopstowpzone + + + +
+ +
+
+
+ + #table +CTLD.pickupZones + + + + +

zones stuff

+ +
+ +
+
+
+ + #number +CTLD.smokedistance + + + +
+ +
+
+
+ + #boolean +CTLD.suppressmessages + + + + +

message suppression

+ +
+ +
+
+
+ + #boolean +CTLD.useprefix + + + + +

self.I({prefixes = self.prefixes})

+ +
+ +
+
+
+ + #number +CTLD.verbose + +

Verbosity level.

+ +
+ +
+
+
+ + #string +CTLD.version + +

CTLD class version.

+ +
+ +
+
+
+ + #table +CTLD.wpZones + + + +
+ +
+
+

Function(s)

+
+
+ + + +

Clear the state of an object.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that holds the Value set by the Key.

+ +
+
+
+
+

+ StateName +

+
+
+ +

The key that is should be cleared.

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

Creation of a Birth Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+
+

+ #string + IniUnitName +

+
+
+ +

The initiating unit name.

+ +
+
+
+
+

+ place +

+
+
+

+
+
+
+
+

+ subplace +

+
+
+

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

Creation of a Crash Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

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

Creation of a Dead Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

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

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.Unit#UNIT + PlayerUnit +

+
+
+ +

The aircraft unit the player entered.

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

Creation of a Remove Unit Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

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

Creation of a Takeoff Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

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

Log an exception which will be traced always.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

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

Returns the event dispatcher

+ +
+
+

Defined in:

+ +

Return value:

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

Remove all subscribed events

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#BASE:

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

Trace a function call.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

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

Trace a function call level 2.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

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

Trace a function call level 3.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

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

Get the ClassID of the class instance.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassID of the class instance.

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

Get the ClassName of the class instance.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassName of the class instance.

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

Get the ClassName + ClassID of the class instance.

+ + +

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

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassName + ClassID of the class instance.

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

Get the Class Event processing Priority.

+ + +

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

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#number:

+
+
+ +

The Event processing Priority.

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

This is the worker method to retrieve the Parent class.

+ + +

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

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

Defined in:

+ +

Parameters:

+
+
+

+ #BASE + Child +

+
+
+ +

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

+ +
+
+
+
+

+ #BASE + FromClass +

+
+
+ +

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

+ +
+
+

Return value:

+
+
+

#BASE:

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

Get a Value given a Key from the Object.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that holds the Value set by the Key.

+ +
+
+
+
+

+ Key +

+
+
+ +

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

+ +
+
+

Return value:

+
+
+
+
+ +

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

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

Subscribe to a DCS Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Core.Event#EVENTS + EventID +

+
+
+ +

Event ID.

+ +
+
+
+
+

+ #function + EventFunction +

+
+
+ +

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

+ +
+
+

Return value:

+
+
+

#BASE:

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

Log an information which will be traced always.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

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

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

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Child +

+
+
+ +

is the Child class that inherits.

+ +
+
+
+
+

+ #BASE + Parent +

+
+
+ +

is the Parent class that the Child inherits from.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ +

Child

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

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

+ + + +

Examples:

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

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

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

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

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

  • +
+ + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ ClassName +

+
+
+ +

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

+ +
+
+

Return value:

+
+
+

#boolean:

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

Enquires if tracing is on (for the class).

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#boolean:

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

BASE constructor.

+ + + +

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

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

Defined in:

+ +

Return value:

+
+
+

#BASE:

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

Occurs when an object is completely destroyed.

+ + +

initiator : The unit that is was destroyed.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

BDA.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

initiator : The unit that captured the base +place: The airbase that was captured, can be a FARP or Airbase. When calling place:getCoalition() the faction will already be the new owning faction.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when any object is spawned into the mission.

+ + +

initiator : The unit that was spawned

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

initiator : The unit that has crashed

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when an object is dead.

+ + +

initiator : The unit that is dead.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

Will update this page when new information become available.

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

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Discard chair after ejection.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when a pilot ejects from an aircraft +initiator : The unit that has ejected

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when any aircraft shuts down its engines.

+ + +

initiator : The unit that is stopping its engines.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when any aircraft starts its engines.

+ + +

initiator : The unit that is starting its engines.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs whenever an object is hit by a weapon.

+ + +

initiator : The unit object the fired the weapon +weapon: Weapon object that hit the target +target: The Object that was hit.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when any system fails on a human controlled aircraft.

+ + +

initiator : The unit that had the failure

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs on the death of a unit.

+ + +

Contains more and different information. Similar to unit_lost it will occur for aircraft before the aircraft crash event occurs.

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

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when an aircraft lands at an airbase, farp or ship +initiator : The unit that has landed +place: Object that the unit landed on.

+ + +

Can be an Airbase Object, FARP, or Ships

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

Event does not occur if the pilot lands in the water and sub combs to Davey Jones Locker.

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

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Landing quality mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when a new mark was added.

+ + +

MarkID: ID of the mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when a mark text was changed.

+ + +

MarkID: ID of the mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when a mark was removed.

+ + +

MarkID: ID of the mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when a mission ends

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when a mission starts

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Weapon add.

+ + +

Fires when entering a mission per pylon with the name of the weapon (double pylons not counted, infinite wep reload not counted.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when the pilot of an aircraft is killed.

+ + +

Can occur either if the player is alive and crashes or if a weapon kills the pilot without completely destroying the plane. +initiator : The unit that the pilot has died in.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

NOTE: This is a workaround of a long standing DCS bug with the PLAYER_ENTER_UNIT event. +initiator : The unit that is being taken control of.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when any player assumes direct control of a unit.

+ + +

initiator : The unit that is being taken control of.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

initiator : The unit that the player left.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

initiator : The unit that is receiving fuel.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when an aircraft is finished taking fuel.

+ + +

initiator : The unit that was receiving fuel.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

There is no information on what values the score was changed to. Event is likely similar to player_comment in this regard.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when any unit stops firing its weapon.

+ + +

Event will always correspond with a shooting start event. +initiator : The unit that was doing the shooting.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

Most common with aircraft cannons (GAU-8), autocannons, and machine guns. +initiator : The unit that is doing the shooting. +target: The unit that is being targeted.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs whenever any unit in a mission fires a weapon.

+ + +

But not any machine gun or autocannon based weapon, those are handled by EVENT.ShootingStart.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

initiator : The unit that tookoff +place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Trigger zone.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when the game thinks an object is destroyed.

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

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Schedule a new time event.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + Start +

+
+
+ +

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

+ +
+
+
+
+

+ #function + SchedulerFunction +

+
+
+ +

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

+ +
+
+
+
+

+ #table + ... +

+
+
+ +

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

+ +
+
+

Return value:

+
+
+

#number:

+
+
+ +

The ScheduleID of the planned schedule.

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

Schedule a new time event.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + Start +

+
+
+ +

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

+ +
+
+
+
+

+ #number + Repeat +

+
+
+ +

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

+ +
+
+
+
+

+ #number + RandomizeFactor +

+
+
+ +

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

+ +
+
+
+
+

+ #number + Stop +

+
+
+ +

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

+ +
+
+
+
+

+ #function + SchedulerFunction +

+
+
+ +

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

+ +
+
+
+
+

+ #table + ... +

+
+
+ +

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

+ +
+
+

Return value:

+
+
+

#number:

+
+
+ +

The ScheduleID of the planned schedule.

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

Stops the Schedule.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #function + SchedulerFunction +

+
+
+ +

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

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

Set the Class Event processing Priority.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + EventPriority +

+
+
+ +

The Event processing Priority.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ +

self

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

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

+ +
+
+
+
+

+ Key +

+
+
+ +

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

+ +
+
+
+
+

+ Value +

+
+
+ +

The value to is stored in the object.

+ +
+
+

Return value:

+
+
+
+
+ +

The Value set.

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

Trace a function logic level 1.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

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

Trace a function logic level 2.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

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

Trace a function logic level 3.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

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

Trace all methods in MOOSE

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #boolean + TraceAll +

+
+
+ +

true = trace all methods in MOOSE.

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

Set tracing for a class

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + Class +

+
+
+

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

Set tracing for a specific method of class

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + Class +

+
+
+

+
+
+
+
+

+ #string + Method +

+
+
+

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

Set trace level

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Level +

+
+
+

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

Set trace off.

+ +
+
+

Defined in:

+ +

Usage:

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

Set trace on.

+ +
+
+

Defined in:

+ +

Usage:

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #boolean + TraceOnOff +

+
+
+ +

Switch the tracing on or off.

+ +
+
+

Usage:

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

UnSubscribe to a DCS event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTS + EventID +

+
+
+ +

Event ID.

+ +
+
+

Return value:

+
+
+

#BASE:

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

Trace a function call.

+ + +

This function is private.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+
+

+ DebugInfoCurrentParam +

+
+
+

+
+
+
+
+

+ DebugInfoFromParam +

+
+
+

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

Trace a function logic.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+
+

+ DebugInfoCurrentParam +

+
+
+

+
+
+
+
+

+ DebugInfoFromParam +

+
+
+

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

TODO: Complete DCS#Event structure.
+- The main event handling function... This function captures all events generated for the class. + @param #BASE self + @param DCS#Event event

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ event +

+
+
+

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

Buildable table info.

+ +
+

Field(s)

+
+
+
+ + #boolean +CTLD.Buildable.CanBuild + +

Is buildable or not.

+ +
+ +
+
+
+ + #number +CTLD.Buildable.Found + +

Found crates.

+ +
+ +
+
+
+ + #string +CTLD.Buildable.Name + +

Name of the object.

+ +
+ +
+
+
+ + #number +CTLD.Buildable.Required + +

Required crates.

+ +
+ +
+
+
+ + #table +CTLD.Buildable.Template + +

Template names for this build.

+ +
+ +
+
+
+ + #CTLD_CARGO.Enum +CTLD.Buildable.Type + +

Type enumerator (for moves).

+ +
+ +
+
+

Function(s)

+
+
+ +
+ +
+
+ +

Zone Info.

+ +
+

Field(s)

+
+
+
+ + #boolean +CTLD.CargoZone.active + +

Active or not.

+ +
+ +
+
+
+ + #string +CTLD.CargoZone.color + +

Smoke color for zone, e.g. SMOKECOLOR.Red.

+ +
+ +
+
+
+ + #table +CTLD.CargoZone.fmbeacon + +

Beacon info as #CTLD.ZoneBeacon

+ +
+ +
+
+
+ + #boolean +CTLD.CargoZone.hasbeacon + +

Create and run radio beacons if active.

+ +
+ +
+
+
+ + #string +CTLD.CargoZone.name + +

Name of Zone.

+ +
+ +
+
+
+ + #string +CTLD.CargoZone.type + +

Type of zone, i.e. load,drop,move

+ +
+ +
+
+
+ + #table +CTLD.CargoZone.uhfbeacon + +

Beacon info as #CTLD.ZoneBeacon

+ +
+ +
+
+
+ + #table +CTLD.CargoZone.vhfbeacon + +

Beacon info as #CTLD.ZoneBeacon

+ +
+ +
+
+

Function(s)

+
+
+ +
+ +
+
+
+

Field(s)

+
+
+
+ + #table +CTLD.LoadedCargo.Cargo + + + +
+ +
+
+
+ + #number +CTLD.LoadedCargo.Cratesloaded + + + +
+ +
+
+
+ + #number +CTLD.LoadedCargo.Troopsloaded + + + +
+ +
+
+

Function(s)

+
+
+ +
+ +
+
+ +

Unit capabilities.

+ +
+

Field(s)

+
+
+
+ + #table +CTLD.UnitCapabilities.Hercules + + + +
+ +
+
+
+ + #table +CTLD.UnitCapabilities.Ka-50 + + + +
+ +
+
+
+ + #table +CTLD.UnitCapabilities.Mi-24P + + + +
+ +
+
+
+ + #table +CTLD.UnitCapabilities.Mi-24V + + + +
+ +
+
+
+ + #table +CTLD.UnitCapabilities.Mi-8MTV2 + + + +
+ +
+
+
+ + #table +CTLD.UnitCapabilities.SA342L + + + +
+ +
+
+
+ + #table +CTLD.UnitCapabilities.SA342M + + + +
+ +
+
+ + +
+
+ + +
+
+
+ + #table +CTLD.UnitCapabilities.UH-1H + + + +
+ +
+
+
+ + #number +CTLD.UnitCapabilities.cratelimit + +

Number of crates transportable.

+ +
+ +
+
+
+ + #boolean +CTLD.UnitCapabilities.crates + +

Can transport crate.

+ +
+ +
+
+
+ + #number +CTLD.UnitCapabilities.trooplimit + +

Number of troop units transportable.

+ +
+ +
+
+
+ + #boolean +CTLD.UnitCapabilities.troops + +

Can transport troops.

+ +
+ +
+
+
+ + #string +CTLD.UnitCapabilities.type + +

Unit type.

+ +
+ +
+
+

Function(s)

+
+
+ +
+ +
+
+ +

Radio Beacons

+ +
+

Field(s)

+
+
+
+ + #number +CTLD.ZoneBeacon.frequency + +

-- in mHz

+ +
+ +
+
+
+ + #number +CTLD.ZoneBeacon.modulation + +

-- i.e.radio.modulation.FM or radio.modulation.AM

+ +
+ +
+
+
+ + #string +CTLD.ZoneBeacon.name + +

-- Name of zone for the coordinate

+ +
+ +
+
+

Function(s)

+
+
+ +
+ +
+
+ +
    +
  • CTLD_CARGO class, extends #Core.Base#BASE
  • +
+ +
+

Field(s)

+
+
+
+ + #string +CTLD_CARGO.CargoType + + + +
+ +
+
+
+ + #string +CTLD_CARGO.ClassName + + + +
+ +
+
+
+ + #number +CTLD_CARGO.CratesNeeded + +

Crates needed to build.

+ +
+ +
+
+ + +
+
+
+ + #boolean +CTLD_CARGO.HasBeenDropped + +

True if dropped from heli.

+ +
+ +
+
+
+ + #boolean +CTLD_CARGO.HasBeenMoved + +

Flag for moving.

+ +
+ +
+
+
+ + #number +CTLD_CARGO.ID + +

ID of this cargo.

+ +
+ +
+
+
+ + #boolean +CTLD_CARGO.LoadDirectly + +

Flag for direct loading.

+ +
+ +
+
+
+ + #string +CTLD_CARGO.Name + +

Name for menu.

+ +
+ +
+
+
+ + Wrapper.Positionable#POSITIONABLE +CTLD_CARGO.Positionable + +

Representation of cargo in the mission.

+ +
+ +
+
+
+ + #table +CTLD_CARGO.Templates + +

Table of #POSITIONABLE objects.

+ +
+ +
+
+
+ + #CTLD_CARGO.Enum +CTLD_CARGO.Type + +

Enumerator of Type.

+ +
+ +
+
+

Function(s)

+
+
+ + + +

Query directly loadable.

+ +
+
+

Defined in:

+
+

CTLD_CARGO

+
+

Return value:

+
+
+

#boolean:

+
+
+ +

loadable

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

Query number of crates or troopsize.

+ +
+
+

Defined in:

+
+

CTLD_CARGO

+
+

Return value:

+
+
+

#number:

+
+
+ +

Crates or size of troops.

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

Query ID.

+ +
+
+

Defined in:

+
+

CTLD_CARGO

+
+

Return value:

+
+
+

#number:

+
+
+ +

ID

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

Query Name.

+ +
+
+

Defined in:

+
+

CTLD_CARGO

+
+

Return value:

+
+
+

#string:

+
+
+ +

Name

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

Query type.

+ +
+
+

Defined in:

+
+

CTLD_CARGO

+
+

Return value:

+
+ +
+ +

Positionable

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

Query Templates.

+ +
+
+

Defined in:

+
+

CTLD_CARGO

+
+

Return value:

+
+
+

#table:

+
+
+ +

Templates

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

Query type.

+ +
+
+

Defined in:

+
+

CTLD_CARGO

+
+

Return value:

+
+ +
+ +

Type

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

Query has moved.

+ +
+
+

Defined in:

+
+

CTLD_CARGO

+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Has moved

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

Query if cargo has been loaded.

+ +
+
+

Defined in:

+
+

CTLD_CARGO

+
+

Parameter:

+
+
+

+ #boolean + loaded +

+
+
+

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

Function to create new CTLD_CARGO object.

+ +
+
+

Defined in:

+
+

CTLD_CARGO

+
+

Parameters:

+
+
+

+ #number + ID +

+
+
+ +

ID of this #CTLD_CARGO

+ +
+
+
+
+

+ #string + Name +

+
+
+ +

Name for menu.

+ +
+
+
+
+

+ #table + Templates +

+
+
+ +

Table of #POSITIONABLE objects.

+ +
+
+
+
+

+ #CTLD_CARGO.Enum + Sorte +

+
+
+ +

Enumerator of Type.

+ +
+
+
+
+

+ #boolean + HasBeenMoved +

+
+
+ +

Flag for moving.

+ +
+
+
+
+

+ #boolean + LoadDirectly +

+
+
+ +

Flag for direct loading.

+ +
+
+
+
+

+ #number + CratesNeeded +

+
+
+ +

Crates needed to build.

+ +
+
+
+
+

+ Wrapper.Positionable#POSITIONABLE + Positionable +

+
+
+ +

Representation of cargo in the mission.

+ +
+
+
+
+

+ #boolean + Dropped +

+
+
+ +

Cargo/Troops have been unloaded from a chopper.

+ +
+
+

Return value:

+
+ +
+ +

self

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

Set HasMoved.

+ +
+
+

Defined in:

+
+

CTLD_CARGO

+
+

Parameter:

+
+
+

+ #boolean + moved +

+
+
+

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

Set WasDropped.

+ +
+
+

Defined in:

+
+

CTLD_CARGO

+
+

Parameter:

+
+
+

+ #boolean + dropped +

+
+
+

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

Query was dropped.

+ +
+
+

Defined in:

+
+

CTLD_CARGO

+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Has been dropped.

+ +
+
+
+ +
+
+ +
+

Field(s)

+
+
+
+ + #string +CTLD_CARGO.CargoType + + + +
+ +
+
+
+ + #string +CTLD_CARGO.ClassName + + + +
+ +
+
+
+ + #number +CTLD_CARGO.CratesNeeded + +

Crates needed to build.

+ +
+ +
+
+ + +
+
+
+ + #boolean +CTLD_CARGO.HasBeenDropped + +

True if dropped from heli.

+ +
+ +
+
+
+ + #boolean +CTLD_CARGO.HasBeenMoved + +

Flag for moving.

+ +
+ +
+
+
+ + #number +CTLD_CARGO.ID + +

ID of this cargo.

+ +
+ +
+
+
+ + #boolean +CTLD_CARGO.LoadDirectly + +

Flag for direct loading.

+ +
+ +
+
+
+ + #string +CTLD_CARGO.Name + +

Name for menu.

+ +
+ +
+
+
+ + Wrapper.Positionable#POSITIONABLE +CTLD_CARGO.Positionable + +

Representation of cargo in the mission.

+ +
+ +
+
+
+ + #table +CTLD_CARGO.Templates + +

Table of #POSITIONABLE objects.

+ +
+ +
+
+
+ + #CTLD_CARGO.Enum +CTLD_CARGO.Type + +

Enumerator of Type.

+ +
+ +
+
+

Function(s)

+
+
+ + + +

Adds an End state.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + State +

+
+
+ +

The FSM state.

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

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

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + From +

+
+
+ +

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

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event name.

+ +
+
+
+
+

+ Core.Fsm#FSM_PROCESS + Process +

+
+
+ +

An sub-process FSM.

+ +
+
+
+
+

+ #table + ReturnEvents +

+
+
+ +

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

+ +
+
+

Return value:

+
+ +
+ +

The SubFSM.

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

Adds a score for the FSM to be achieved.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + State +

+
+
+ +

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

+ +
+
+
+
+

+ #string + ScoreText +

+
+
+ +

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

+ +
+
+
+
+

+ #number + Score +

+
+
+ +

is a number providing the score of the status.

+ +
+
+

Return value:

+
+
+

#FSM:

+
+
+ +

self

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

Adds a score for the FSM_PROCESS to be achieved.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + From +

+
+
+ +

is the From State of the main process.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

is the Event of the main process.

+ +
+
+
+
+

+ #string + State +

+
+
+ +

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

+ +
+
+
+
+

+ #string + ScoreText +

+
+
+ +

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

+ +
+
+
+
+

+ #number + Score +

+
+
+ +

is a number providing the score of the status.

+ +
+
+

Return value:

+
+
+

#FSM:

+
+
+ +

self

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

Add a new transition rule to the FSM.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + From +

+
+
+ +

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

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event name.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To state.

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

Get current state.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

Current FSM state.

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

Returns the End states.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

End states.

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

Defined in:

+ +

Parameters:

+
+
+

+ From +

+
+
+

+
+
+
+
+

+ Event +

+
+
+

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

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

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Sub processes.

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

Returns a table with the scores defined.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Scores.

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

Returns the start state of the FSM.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

A string containing the start state.

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

Get current state.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

Current FSM state.

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

Returns a table with the Subs defined.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Sub processes.

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

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

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Transitions.

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

Check if FSM is in state.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + State +

+
+
+ +

State name.

+ +
+
+
+
+

+ #boolean + If +

+
+
+ +

true, FSM is in this state.

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

Load call backs.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #table + CallBackTable +

+
+
+ +

Table of call backs.

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

Creates a new FSM object.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#FSM:

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

Defined in:

+ +

Parameters:

+
+
+

+ From +

+
+
+

+
+
+
+
+

+ Event +

+
+
+

+
+
+
+
+

+ Fsm +

+
+
+

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

Sets the start state of the FSM.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + State +

+
+
+ +

A string defining the start state.

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

Add to map.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + Map +

+
+
+ +

Map.

+ +
+
+
+
+

+ #table + Event +

+
+
+ +

Event table.

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

Call handler.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + step +

+
+
+ +

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

+ +
+
+
+
+

+ #string + trigger +

+
+
+ +

Trigger.

+ +
+
+
+
+

+ #table + params +

+
+
+ +

Parameters.

+ +
+
+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+
+
+ +

Value.

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

Create transition.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+

#function:

+
+
+ +

Function.

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

Delayed transition.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+

#function:

+
+
+ +

Function.

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

Event map.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + Events +

+
+
+ +

Events.

+ +
+
+
+
+

+ #table + EventStructure +

+
+
+ +

Event structure.

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

Go sub.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + ParentFrom +

+
+
+ +

Parent from state.

+ +
+
+
+
+

+ #string + ParentEvent +

+
+
+ +

Parent event name.

+ +
+
+

Return value:

+
+
+

#table:

+
+
+ +

Subs.

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

Handler.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+
+
+

+ ... +

+
+
+ +

Arguments.

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

Is end state.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + Current +

+
+
+ +

Current state name.

+ +
+
+

Return values:

+
+
+

#table:

+
+
+ +

FSM parent.

+ +
+
+

#string:

+
+
+ +

Event name.

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

Sub maps.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + subs +

+
+
+ +

Subs.

+ +
+
+
+
+

+ #table + sub +

+
+
+ +

Sub.

+ +
+
+
+
+

+ #string + name +

+
+
+ +

Name.

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

Check if can do an event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + e +

+
+
+ +

Event name.

+ +
+
+

Return values:

+
+
+

#boolean:

+
+
+ +

If true, FSM can do the event.

+ +
+
+

#string:

+
+
+ +

To state.

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

Check if cannot do an event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + e +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

If true, FSM cannot do the event.

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

Check if FSM is in state.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + State +

+
+
+ +

State name.

+ +
+
+
+
+

+ #boolean + If +

+
+
+ +

true, FSM is in this state.

+ +
+
+
+
+

+ state +

+
+
+

+
+
+
+ +
+
+ +
+

Field(s)

+
+
+
+ + #string +CTLD_CARGO.CargoType + + + +
+ +
+
+
+ + #string +CTLD_CARGO.ClassName + + + +
+ +
+
+
+ + #number +CTLD_CARGO.CratesNeeded + +

Crates needed to build.

+ +
+ +
+
+ + +
+
+
+ + #boolean +CTLD_CARGO.HasBeenDropped + +

True if dropped from heli.

+ +
+ +
+
+
+ + #boolean +CTLD_CARGO.HasBeenMoved + +

Flag for moving.

+ +
+ +
+
+
+ + #number +CTLD_CARGO.ID + +

ID of this cargo.

+ +
+ +
+
+
+ + #boolean +CTLD_CARGO.LoadDirectly + +

Flag for direct loading.

+ +
+ +
+
+
+ + #string +CTLD_CARGO.Name + +

Name for menu.

+ +
+ +
+
+
+ + Wrapper.Positionable#POSITIONABLE +CTLD_CARGO.Positionable + +

Representation of cargo in the mission.

+ +
+ +
+
+
+ + #table +CTLD_CARGO.Templates + +

Table of #POSITIONABLE objects.

+ +
+ +
+
+
+ + #CTLD_CARGO.Enum +CTLD_CARGO.Type + +

Enumerator of Type.

+ +
+ +
+
+

Function(s)

+
+
+ + + +

Clear the state of an object.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that holds the Value set by the Key.

+ +
+
+
+
+

+ StateName +

+
+
+ +

The key that is should be cleared.

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

Creation of a Birth Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+
+

+ #string + IniUnitName +

+
+
+ +

The initiating unit name.

+ +
+
+
+
+

+ place +

+
+
+

+
+
+
+
+

+ subplace +

+
+
+

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

Creation of a Crash Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

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

Creation of a Dead Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

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

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.Unit#UNIT + PlayerUnit +

+
+
+ +

The aircraft unit the player entered.

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

Creation of a Remove Unit Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

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

Creation of a Takeoff Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

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

Log an exception which will be traced always.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

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

Returns the event dispatcher

+ +
+
+

Defined in:

+ +

Return value:

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

Remove all subscribed events

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#BASE:

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

Trace a function call.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

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

Trace a function call level 2.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

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

Trace a function call level 3.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

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

Get the ClassID of the class instance.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassID of the class instance.

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

Get the ClassName of the class instance.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassName of the class instance.

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

Get the ClassName + ClassID of the class instance.

+ + +

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

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassName + ClassID of the class instance.

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

Get the Class Event processing Priority.

+ + +

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

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#number:

+
+
+ +

The Event processing Priority.

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

This is the worker method to retrieve the Parent class.

+ + +

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

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

Defined in:

+ +

Parameters:

+
+
+

+ #BASE + Child +

+
+
+ +

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

+ +
+
+
+
+

+ #BASE + FromClass +

+
+
+ +

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

+ +
+
+

Return value:

+
+
+

#BASE:

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

Get a Value given a Key from the Object.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that holds the Value set by the Key.

+ +
+
+
+
+

+ Key +

+
+
+ +

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

+ +
+
+

Return value:

+
+
+
+
+ +

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

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

Subscribe to a DCS Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Core.Event#EVENTS + EventID +

+
+
+ +

Event ID.

+ +
+
+
+
+

+ #function + EventFunction +

+
+
+ +

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

+ +
+
+

Return value:

+
+
+

#BASE:

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

Log an information which will be traced always.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

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

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

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Child +

+
+
+ +

is the Child class that inherits.

+ +
+
+
+
+

+ #BASE + Parent +

+
+
+ +

is the Parent class that the Child inherits from.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ +

Child

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

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

+ + + +

Examples:

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

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

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

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

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

  • +
+ + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ ClassName +

+
+
+ +

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

+ +
+
+

Return value:

+
+
+

#boolean:

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

Enquires if tracing is on (for the class).

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#boolean:

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

BASE constructor.

+ + + +

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

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

Defined in:

+ +

Return value:

+
+
+

#BASE:

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

Occurs when an object is completely destroyed.

+ + +

initiator : The unit that is was destroyed.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

BDA.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

initiator : The unit that captured the base +place: The airbase that was captured, can be a FARP or Airbase. When calling place:getCoalition() the faction will already be the new owning faction.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when any object is spawned into the mission.

+ + +

initiator : The unit that was spawned

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

initiator : The unit that has crashed

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when an object is dead.

+ + +

initiator : The unit that is dead.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

Will update this page when new information become available.

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

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Discard chair after ejection.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when a pilot ejects from an aircraft +initiator : The unit that has ejected

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when any aircraft shuts down its engines.

+ + +

initiator : The unit that is stopping its engines.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when any aircraft starts its engines.

+ + +

initiator : The unit that is starting its engines.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs whenever an object is hit by a weapon.

+ + +

initiator : The unit object the fired the weapon +weapon: Weapon object that hit the target +target: The Object that was hit.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when any system fails on a human controlled aircraft.

+ + +

initiator : The unit that had the failure

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs on the death of a unit.

+ + +

Contains more and different information. Similar to unit_lost it will occur for aircraft before the aircraft crash event occurs.

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

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when an aircraft lands at an airbase, farp or ship +initiator : The unit that has landed +place: Object that the unit landed on.

+ + +

Can be an Airbase Object, FARP, or Ships

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

Event does not occur if the pilot lands in the water and sub combs to Davey Jones Locker.

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

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Landing quality mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when a new mark was added.

+ + +

MarkID: ID of the mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when a mark text was changed.

+ + +

MarkID: ID of the mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when a mark was removed.

+ + +

MarkID: ID of the mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when a mission ends

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when a mission starts

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Weapon add.

+ + +

Fires when entering a mission per pylon with the name of the weapon (double pylons not counted, infinite wep reload not counted.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when the pilot of an aircraft is killed.

+ + +

Can occur either if the player is alive and crashes or if a weapon kills the pilot without completely destroying the plane. +initiator : The unit that the pilot has died in.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

NOTE: This is a workaround of a long standing DCS bug with the PLAYER_ENTER_UNIT event. +initiator : The unit that is being taken control of.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when any player assumes direct control of a unit.

+ + +

initiator : The unit that is being taken control of.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

initiator : The unit that the player left.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

initiator : The unit that is receiving fuel.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when an aircraft is finished taking fuel.

+ + +

initiator : The unit that was receiving fuel.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

There is no information on what values the score was changed to. Event is likely similar to player_comment in this regard.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when any unit stops firing its weapon.

+ + +

Event will always correspond with a shooting start event. +initiator : The unit that was doing the shooting.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

Most common with aircraft cannons (GAU-8), autocannons, and machine guns. +initiator : The unit that is doing the shooting. +target: The unit that is being targeted.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs whenever any unit in a mission fires a weapon.

+ + +

But not any machine gun or autocannon based weapon, those are handled by EVENT.ShootingStart.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

initiator : The unit that tookoff +place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Trigger zone.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when the game thinks an object is destroyed.

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

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Schedule a new time event.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + Start +

+
+
+ +

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

+ +
+
+
+
+

+ #function + SchedulerFunction +

+
+
+ +

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

+ +
+
+
+
+

+ #table + ... +

+
+
+ +

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

+ +
+
+

Return value:

+
+
+

#number:

+
+
+ +

The ScheduleID of the planned schedule.

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

Schedule a new time event.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + Start +

+
+
+ +

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

+ +
+
+
+
+

+ #number + Repeat +

+
+
+ +

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

+ +
+
+
+
+

+ #number + RandomizeFactor +

+
+
+ +

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

+ +
+
+
+
+

+ #number + Stop +

+
+
+ +

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

+ +
+
+
+
+

+ #function + SchedulerFunction +

+
+
+ +

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

+ +
+
+
+
+

+ #table + ... +

+
+
+ +

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

+ +
+
+

Return value:

+
+
+

#number:

+
+
+ +

The ScheduleID of the planned schedule.

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

Stops the Schedule.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #function + SchedulerFunction +

+
+
+ +

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

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

Set the Class Event processing Priority.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + EventPriority +

+
+
+ +

The Event processing Priority.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ +

self

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

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

+ +
+
+
+
+

+ Key +

+
+
+ +

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

+ +
+
+
+
+

+ Value +

+
+
+ +

The value to is stored in the object.

+ +
+
+

Return value:

+
+
+
+
+ +

The Value set.

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

Trace a function logic level 1.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

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

Trace a function logic level 2.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

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

Trace a function logic level 3.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

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

Trace all methods in MOOSE

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #boolean + TraceAll +

+
+
+ +

true = trace all methods in MOOSE.

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

Set tracing for a class

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + Class +

+
+
+

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

Set tracing for a specific method of class

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + Class +

+
+
+

+
+
+
+
+

+ #string + Method +

+
+
+

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

Set trace level

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Level +

+
+
+

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

Set trace off.

+ +
+
+

Defined in:

+ +

Usage:

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

Set trace on.

+ +
+
+

Defined in:

+ +

Usage:

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #boolean + TraceOnOff +

+
+
+ +

Switch the tracing on or off.

+ +
+
+

Usage:

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

UnSubscribe to a DCS event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTS + EventID +

+
+
+ +

Event ID.

+ +
+
+

Return value:

+
+
+

#BASE:

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

Trace a function call.

+ + +

This function is private.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+
+

+ DebugInfoCurrentParam +

+
+
+

+
+
+
+
+

+ DebugInfoFromParam +

+
+
+

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

Trace a function logic.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+
+

+ DebugInfoCurrentParam +

+
+
+

+
+
+
+
+

+ DebugInfoFromParam +

+
+
+

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

TODO: Complete DCS#Event structure.
+- The main event handling function... This function captures all events generated for the class. + @param #BASE self + @param DCS#Event event

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ event +

+
+
+

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

Define cargo types.

+ +
+

Field(s)

+
+
+
+ + #string +CTLD_CARGO.Enum.CRATE + + + +
+ +
+
+
+ + #string +CTLD_CARGO.Enum.FOB + + + +
+ +
+
+
+ + #string +CTLD_CARGO.Enum.TROOPS + + + +
+ +
+
+
+ + #string +CTLD_CARGO.Enum.Type + +

Type of Cargo.

+ +
+ +
+
+
+ + #string +CTLD_CARGO.Enum.VEHICLE + + + +
+ +
+
+

Function(s)

+
+
+ +
+
+ + +
+ + + + diff --git a/Documentation/Ops.RecoveryTanker.html b/Documentation/Ops.RecoveryTanker.html index 1ef874de1..8f08ad8de 100644 --- a/Documentation/Ops.RecoveryTanker.html +++ b/Documentation/Ops.RecoveryTanker.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/Ops.RescueHelo.html b/Documentation/Ops.RescueHelo.html index 69c1623cb..9729003b8 100644 --- a/Documentation/Ops.RescueHelo.html +++ b/Documentation/Ops.RescueHelo.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/Sound.MSRS.html b/Documentation/Sound.MSRS.html index 483613c21..4e94fe45c 100644 --- a/Documentation/Sound.MSRS.html +++ b/Documentation/Sound.MSRS.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/Sound.Radio.html b/Documentation/Sound.Radio.html index 1b00ed55f..175a2276f 100644 --- a/Documentation/Sound.Radio.html +++ b/Documentation/Sound.Radio.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/Sound.RadioQueue.html b/Documentation/Sound.RadioQueue.html index 9e95362ca..c4945c564 100644 --- a/Documentation/Sound.RadioQueue.html +++ b/Documentation/Sound.RadioQueue.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/Sound.RadioSpeech.html b/Documentation/Sound.RadioSpeech.html index 4daa87010..bcde85f16 100644 --- a/Documentation/Sound.RadioSpeech.html +++ b/Documentation/Sound.RadioSpeech.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/Sound.SoundOutput.html b/Documentation/Sound.SoundOutput.html index eb470777f..4b8207969 100644 --- a/Documentation/Sound.SoundOutput.html +++ b/Documentation/Sound.SoundOutput.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/Sound.UserSound.html b/Documentation/Sound.UserSound.html index 34be3667e..03bd620d6 100644 --- a/Documentation/Sound.UserSound.html +++ b/Documentation/Sound.UserSound.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/Tasking.CommandCenter.html b/Documentation/Tasking.CommandCenter.html index 48fb6b79e..c35443def 100644 --- a/Documentation/Tasking.CommandCenter.html +++ b/Documentation/Tasking.CommandCenter.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/Tasking.DetectionManager.html b/Documentation/Tasking.DetectionManager.html index d8c199e2b..96e14fd6a 100644 --- a/Documentation/Tasking.DetectionManager.html +++ b/Documentation/Tasking.DetectionManager.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/Tasking.Mission.html b/Documentation/Tasking.Mission.html index c4b871212..756134dbe 100644 --- a/Documentation/Tasking.Mission.html +++ b/Documentation/Tasking.Mission.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/Tasking.Task.html b/Documentation/Tasking.Task.html index 1021dd4e9..4f6551d73 100644 --- a/Documentation/Tasking.Task.html +++ b/Documentation/Tasking.Task.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

@@ -2798,6 +2820,17 @@ but can separately be modified later in your mission using the + + + +
+
+ + +TASK.TaskControlMenu + + +
@@ -7434,6 +7467,17 @@ If the Unit is part of the Task, true is returned.

+ + + +
+
+ + +TASK.TaskControlMenu + + +
diff --git a/Documentation/Tasking.TaskInfo.html b/Documentation/Tasking.TaskInfo.html index fe8d8a8c6..0174e5953 100644 --- a/Documentation/Tasking.TaskInfo.html +++ b/Documentation/Tasking.TaskInfo.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/Tasking.TaskZoneCapture.html b/Documentation/Tasking.TaskZoneCapture.html index 04c6bca22..f4461d903 100644 --- a/Documentation/Tasking.TaskZoneCapture.html +++ b/Documentation/Tasking.TaskZoneCapture.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/Tasking.Task_A2A.html b/Documentation/Tasking.Task_A2A.html index 42f2128d6..a38a690a4 100644 --- a/Documentation/Tasking.Task_A2A.html +++ b/Documentation/Tasking.Task_A2A.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/Tasking.Task_A2A_Dispatcher.html b/Documentation/Tasking.Task_A2A_Dispatcher.html index c290ca33a..735a840dd 100644 --- a/Documentation/Tasking.Task_A2A_Dispatcher.html +++ b/Documentation/Tasking.Task_A2A_Dispatcher.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/Tasking.Task_A2G.html b/Documentation/Tasking.Task_A2G.html index 9199c217c..a28c42927 100644 --- a/Documentation/Tasking.Task_A2G.html +++ b/Documentation/Tasking.Task_A2G.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/Tasking.Task_A2G_Dispatcher.html b/Documentation/Tasking.Task_A2G_Dispatcher.html index 469dcde16..c9e5a4c72 100644 --- a/Documentation/Tasking.Task_A2G_Dispatcher.html +++ b/Documentation/Tasking.Task_A2G_Dispatcher.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/Tasking.Task_Cargo.html b/Documentation/Tasking.Task_Cargo.html index 629cab282..4bf8004f4 100644 --- a/Documentation/Tasking.Task_Cargo.html +++ b/Documentation/Tasking.Task_Cargo.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

@@ -3096,6 +3118,17 @@ based on the tasking capabilities defined in + + +
+
+ + +FSM_PROCESS.DeployZone + + +
@@ -3128,7 +3161,7 @@ based on the tasking capabilities defined in
- + #number TASK_CARGO.CargoLimit @@ -4550,7 +4583,7 @@ based on the tasking capabilities defined in
- + #number TASK_CARGO.CargoLimit @@ -9082,7 +9115,7 @@ If the Unit is part of the Task, true is returned.

- + #number TASK_CARGO.CargoLimit diff --git a/Documentation/Tasking.Task_Cargo_CSAR.html b/Documentation/Tasking.Task_Cargo_CSAR.html index 0b314a02a..b2f428349 100644 --- a/Documentation/Tasking.Task_Cargo_CSAR.html +++ b/Documentation/Tasking.Task_Cargo_CSAR.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/Tasking.Task_Cargo_Dispatcher.html b/Documentation/Tasking.Task_Cargo_Dispatcher.html index 8628048a3..1f66ad7fc 100644 --- a/Documentation/Tasking.Task_Cargo_Dispatcher.html +++ b/Documentation/Tasking.Task_Cargo_Dispatcher.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

@@ -3074,17 +3096,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - - - -
-
- - -TASK_CARGO_DISPATCHER.MaxCSAR - - -
@@ -4153,17 +4164,6 @@ This method can only be used once!

- - - -
-
- - -TASK_CARGO_DISPATCHER.MaxCSAR - - -
@@ -5011,17 +5011,6 @@ This method can only be used once!

- - - -
-
- - -TASK_CARGO_DISPATCHER.MaxCSAR - - -
@@ -6504,17 +6493,6 @@ This method can only be used once!

- - - -
-
- - -TASK_CARGO_DISPATCHER.MaxCSAR - - -
diff --git a/Documentation/Tasking.Task_Cargo_Transport.html b/Documentation/Tasking.Task_Cargo_Transport.html index ddd6589af..bc1619a32 100644 --- a/Documentation/Tasking.Task_Cargo_Transport.html +++ b/Documentation/Tasking.Task_Cargo_Transport.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/Tasking.Task_Manager.html b/Documentation/Tasking.Task_Manager.html index 19f3f0d13..657cf8791 100644 --- a/Documentation/Tasking.Task_Manager.html +++ b/Documentation/Tasking.Task_Manager.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

+

Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/Tasking.Task_Zone_Capture_Dispatcher.html b/Documentation/Tasking.Task_Zone_Capture_Dispatcher.html index 300c74b1b..f6e062bbd 100644 --- a/Documentation/Tasking.Task_Zone_Capture_Dispatcher.html +++ b/Documentation/Tasking.Task_Zone_Capture_Dispatcher.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

+

+ + +
+
+
+ Image + +
+

+

Ops -- Combat Search and Rescue.

+

+
+
+
+
+
+ Image + +
+

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Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/Utilities.PROFILER.html b/Documentation/Utilities.PROFILER.html index fda0d0dbd..528a135aa 100644 --- a/Documentation/Utilities.PROFILER.html +++ b/Documentation/Utilities.PROFILER.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

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diff --git a/Documentation/Utilities.Templates.html b/Documentation/Utilities.Templates.html index ee02aacf7..9d823cc57 100644 --- a/Documentation/Utilities.Templates.html +++ b/Documentation/Utilities.Templates.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

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Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/Utils.STTS.html b/Documentation/Utils.STTS.html index acb036679..44a572f21 100644 --- a/Documentation/Utils.STTS.html +++ b/Documentation/Utils.STTS.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

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diff --git a/Documentation/Utils.html b/Documentation/Utils.html index 72f4b7523..7de070ff8 100644 --- a/Documentation/Utils.html +++ b/Documentation/Utils.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

Ops - Automatic Terminal Information Service (ATIS).

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diff --git a/Documentation/Wrapper.Airbase.html b/Documentation/Wrapper.Airbase.html index 30aec55bc..59dd88a99 100644 --- a/Documentation/Wrapper.Airbase.html +++ b/Documentation/Wrapper.Airbase.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

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diff --git a/Documentation/Wrapper.Client.html b/Documentation/Wrapper.Client.html index 1f9e91710..a7d5f53e7 100644 --- a/Documentation/Wrapper.Client.html +++ b/Documentation/Wrapper.Client.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

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diff --git a/Documentation/Wrapper.Controllable.html b/Documentation/Wrapper.Controllable.html index e4e3346b6..9ac920f96 100644 --- a/Documentation/Wrapper.Controllable.html +++ b/Documentation/Wrapper.Controllable.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

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diff --git a/Documentation/Wrapper.Group.html b/Documentation/Wrapper.Group.html index 70908403d..4963adf98 100644 --- a/Documentation/Wrapper.Group.html +++ b/Documentation/Wrapper.Group.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

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diff --git a/Documentation/Wrapper.Identifiable.html b/Documentation/Wrapper.Identifiable.html index 83e6821fc..0b4a9986b 100644 --- a/Documentation/Wrapper.Identifiable.html +++ b/Documentation/Wrapper.Identifiable.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

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diff --git a/Documentation/Wrapper.Marker.html b/Documentation/Wrapper.Marker.html index 77cf5c660..be875f51d 100644 --- a/Documentation/Wrapper.Marker.html +++ b/Documentation/Wrapper.Marker.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

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diff --git a/Documentation/Wrapper.Object.html b/Documentation/Wrapper.Object.html index 7d0b937db..bfcb38654 100644 --- a/Documentation/Wrapper.Object.html +++ b/Documentation/Wrapper.Object.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

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diff --git a/Documentation/Wrapper.Positionable.html b/Documentation/Wrapper.Positionable.html index 965f6e11f..690cd9496 100644 --- a/Documentation/Wrapper.Positionable.html +++ b/Documentation/Wrapper.Positionable.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

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diff --git a/Documentation/Wrapper.Scenery.html b/Documentation/Wrapper.Scenery.html index 675ff7187..0471bdd22 100644 --- a/Documentation/Wrapper.Scenery.html +++ b/Documentation/Wrapper.Scenery.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

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diff --git a/Documentation/Wrapper.Static.html b/Documentation/Wrapper.Static.html index def68a4fb..c730bd24f 100644 --- a/Documentation/Wrapper.Static.html +++ b/Documentation/Wrapper.Static.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

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diff --git a/Documentation/Wrapper.Unit.html b/Documentation/Wrapper.Unit.html index c17ad4cd5..eb3bc660f 100644 --- a/Documentation/Wrapper.Unit.html +++ b/Documentation/Wrapper.Unit.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

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Ops -- Combat Troops & Logistics Deployment.

diff --git a/Documentation/index.html b/Documentation/index.html index af08979bf..d56243d2d 100644 --- a/Documentation/index.html +++ b/Documentation/index.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

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Ops.Atis

Ops - Automatic Terminal Information Service (ATIS).

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Ops -- Combat Search and Rescue.

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diff --git a/Documentation/routines.html b/Documentation/routines.html index a44ec476b..13890ae97 100644 --- a/Documentation/routines.html +++ b/Documentation/routines.html @@ -1013,6 +1013,28 @@ Controls a network of short range air/missile defense groups.

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Ops -- Combat Search and Rescue.

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Ops -- Combat Troops & Logistics Deployment.