diff --git a/Documentation/AI.AI_A2A_Cap.html b/Documentation/AI.AI_A2A_Cap.html index a9192a07c..c32859ad3 100644 --- a/Documentation/AI.AI_A2A_Cap.html +++ b/Documentation/AI.AI_A2A_Cap.html @@ -1724,6 +1724,8 @@ and automatically engage any airborne enemies that are within a certain range or +

The AI_A2A_CAP is assigned a Wrapper.Group and this must be done before the AI_A2A_CAP process can be started using the Start event.
diff --git a/Documentation/AI.AI_A2A_Dispatcher.html b/Documentation/AI.AI_A2A_Dispatcher.html index 701ab2f32..bc838081d 100644 --- a/Documentation/AI.AI_A2A_Dispatcher.html +++ b/Documentation/AI.AI_A2A_Dispatcher.html @@ -1726,6 +1726,8 @@
There are basically two classes available to model an A2A defense system.
@@ -5036,14 +5038,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defauFlash messages to player
-Flash messages to player
-Flash messages to player
-Flash messages to player
-Use the Engage trigger to intercept intruders.
+
The AI_A2A_GCI is assigned a Wrapper.Group and this must be done before the AI_A2A_GCI process can be started using the Start event.
The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits. @@ -1785,6 +1787,7 @@ Therefore, this class is considered to be deprecated
| + | + +
| Fields and Methods inherited from BASE | +Description | +
|---|---|
| + |
+ The ID number of the class. + |
+
| + |
+ The name of the class. + |
+
| + |
+ The name of the class concatenated with the ID number of the class. + |
+
| + |
+ Clear the state of an object. + |
+
AI_AIR_SQUADRON:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
+
+ Creation of a Birth Event. + |
+
AI_AIR_SQUADRON:CreateEventCrash(EventTime, Initiator, IniObjectCategory) |
+
+ Creation of a Crash Event. + |
+
AI_AIR_SQUADRON:CreateEventDead(EventTime, Initiator, IniObjectCategory) |
+
+ Creation of a Dead Event. + |
+
| + |
+ Creation of a S_EVENT_DYNAMIC_CARGO_LOADED event. + |
+
AI_AIR_SQUADRON:CreateEventDynamicCargoRemoved(DynamicCargo) |
+
+ Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event. + |
+
AI_AIR_SQUADRON:CreateEventDynamicCargoUnloaded(DynamicCargo) |
+
+ Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event. + |
+
| + |
+ Creation of a S_EVENT_NEW_DYNAMIC_CARGO event. + |
+
| + |
+ Creation of a |
+
| + |
+ Creation of a Remove Unit Event. + |
+
| + |
+ Creation of a Takeoff Event. + |
+
| + |
+ Creation of a Crash Event. + |
+
| + |
+ Log an exception which will be traced always. + |
+
| + |
+ Returns the event dispatcher + |
+
| + |
+ Remove all subscribed events + |
+
| + |
+ Trace a function call. + |
+
| + |
+ Trace a function call level 2. + |
+
| + |
+ Trace a function call level 3. + |
+
| + |
+ Get the ClassID of the class instance. + |
+
| + |
+ Get the ClassName of the class instance. + |
+
| + |
+ Get the ClassName + ClassID of the class instance. + |
+
| + |
+ Get the Class Core.Event processing Priority. + |
+
| + |
+ This is the worker method to retrieve the Parent class. + |
+
| + |
+ Get all of the properties of an object in a table. + |
+
| + |
+ Get one property of an object by the key. + |
+
| + |
+ Get a Value given a Key from the Object. + |
+
| + |
+ Subscribe to a DCS Event. + |
+
| + |
+ Log an information which will be traced always. + |
+
| + |
+ This is the worker method to inherit from a parent class. + |
+
| + |
+ This is the worker method to check if an object is an (sub)instance of a class. + |
+
| + |
+ Enquires if tracing is on (for the class). + |
+
| + |
+ BASE constructor. + |
+
| + |
+ Occurs when an Event for an object is triggered. + |
+
| + |
+ BDA. + |
+
| + |
+ Occurs when a ground unit captures either an airbase or a farp. + |
+
| + |
+ Occurs when any object is spawned into the mission. + |
+
| + |
+ Occurs when any aircraft crashes into the ground and is completely destroyed. + |
+
| + |
+ Occurs when an object is dead. + |
+
| + |
+ Unknown precisely what creates this event, likely tied into newer damage model. + |
+
| + |
+ Discard chair after ejection. + |
+
| + |
+ Occurs when a player loads a dynamic cargo object with the F8 ground crew menu into a helo. + |
+
| + |
+ Occurs when a dynamic cargo crate is removed. + |
+
| + |
+ Occurs when a player unloads a dynamic cargo object with the F8 ground crew menu from a helo. + |
+
| + |
+ Occurs when a pilot ejects from an aircraft +Have a look at the class Core.Event#EVENT as these are just the prototypes. + |
+
| + |
+ Occurs when any aircraft shuts down its engines. + |
+
| + |
+ Occurs when any aircraft starts its engines. + |
+
| + |
+ Occurs whenever an object is hit by a weapon. + |
+
| + |
+ Occurs when any system fails on a human controlled aircraft. + |
+
| + |
+ Occurs on the death of a unit. + |
+
| + |
+ Occurs when an aircraft lands at an airbase, farp or ship +Have a look at the class Core.Event#EVENT as these are just the prototypes. + |
+
| + |
+ Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up. + |
+
| + |
+ Landing quality mark. + |
+
| + |
+ Occurs when a new mark was added. + |
+
| + |
+ Occurs when a mark text was changed. + |
+
| + |
+ Occurs when a mark was removed. + |
+
| + |
+ Occurs when a mission ends +Have a look at the class Core.Event#EVENT as these are just the prototypes. + |
+
| + |
+ Occurs when a mission starts +Have a look at the class Core.Event#EVENT as these are just the prototypes. + |
+
| + |
+ Occurs when a player creates a dynamic cargo object from the F8 ground crew menu. + |
+
| + |
+ Weapon add. + |
+
| + |
+ Occurs when the pilot of an aircraft is killed. + |
+
| + |
+ Occurs when a player enters a slot and takes control of an aircraft. + |
+
| + |
+ Occurs when any player assumes direct control of a unit. + |
+
| + |
+ Occurs when any player relieves control of a unit to the AI. + |
+
| + |
+ Occurs when an aircraft connects with a tanker and begins taking on fuel. + |
+
| + |
+ Occurs when an aircraft is finished taking fuel. + |
+
| + |
+ Occurs when any modification to the "Score" as seen on the debrief menu would occur. + |
+
| + |
+ Occurs when any unit stops firing its weapon. + |
+
| + |
+ Occurs when any unit begins firing a weapon that has a high rate of fire. + |
+
| + |
+ Occurs whenever any unit in a mission fires a weapon. + |
+
| + |
+ Occurs when an aircraft takes off from an airbase, farp, or ship. + |
+
| + |
+ Trigger zone. + |
+
| + |
+ Occurs when the game thinks an object is destroyed. + |
+
| + | + + | +
| + |
+ Schedule a new time event. + |
+
AI_AIR_SQUADRON:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...) |
+
+ Schedule a new time event. + |
+
| + |
+ Stops the Schedule. + |
+
| + |
+ The scheduler object. + |
+
| + |
+ Set the Class Core.Event processing Priority. + |
+
| + |
+ Set one property of an object. + |
+
| + |
+ Set a state or property of the Object given a Key and a Value. + |
+
| + |
+ Trace a function logic level 1. + |
+
| + |
+ Trace a function logic level 2. + |
+
| + |
+ Trace a function logic level 3. + |
+
| + |
+ Trace all methods in MOOSE + |
+
| + |
+ Set tracing for a class + |
+
| + |
+ Set tracing for a specific method of class + |
+
| + |
+ Set trace level + |
+
| + |
+ Set trace off. + |
+
| + |
+ Set trace on. + |
+
| + |
+ Set trace on or off +Note that when trace is off, no BASE.Debug statement is performed, increasing performance! +When Moose is loaded statically, (as one file), tracing is switched off by default. + |
+
| + |
+ UnSubscribe to a DCS event. + |
+
| + | + + | +
AI_AIR_SQUADRON:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
+
+ Trace a function call. + |
+
| + |
+ (Internal) Serialize arguments + |
+
AI_AIR_SQUADRON:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
+
+ Trace a function logic. + |
+
| + | + + | +
| + |
+ The main event handling function... |
Not captured. This flag will be set to true, when the airbase where the squadron is located, is captured.
+ +Clear the state of an object.
+ ++ Object +
+The object that holds the Value set by the Key.
+ ++ StateName +
+The key that is should be cleared.
+ +Creation of a Birth Event.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ ++ #string + IniUnitName +
+The initiating unit name.
+ ++ place +
++ subplace +
+Creation of a Crash Event.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ ++ IniObjectCategory +
+Creation of a Dead Event.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ ++ IniObjectCategory +
+Creation of a S_EVENT_DYNAMIC_CARGO_LOADED event.
+ ++ Wrapper.DynamicCargo#DYNAMICCARGO + DynamicCargo +
+the dynamic cargo object
+ +Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event.
+ ++ Wrapper.DynamicCargo#DYNAMICCARGO + DynamicCargo +
+the dynamic cargo object
+ +Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event.
+ ++ Wrapper.DynamicCargo#DYNAMICCARGO + DynamicCargo +
+the dynamic cargo object
+ +Creation of a S_EVENT_NEW_DYNAMIC_CARGO event.
+ ++ Wrapper.DynamicCargo#DYNAMICCARGO + DynamicCargo +
+the dynamic cargo object
+ +Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.
+ Wrapper.Unit#UNIT + PlayerUnit +
+The aircraft unit the player entered.
+ +Creation of a Remove Unit Event.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ +Creation of a Takeoff Event.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ +Creation of a Crash Event.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ +Log an exception which will be traced always.
+ + +Can be anywhere within the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Returns the event dispatcher
+ +Remove all subscribed events
+ +Trace a function call.
+ + +Must be at the beginning of the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace a function call level 2.
+ + +Must be at the beginning of the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace a function call level 3.
+ + +Must be at the beginning of the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Get the ClassID of the class instance.
+ +#string:
+The ClassID of the class instance.
+ +Get the ClassName of the class instance.
+ +#string:
+The ClassName of the class instance.
+ +Get the ClassName + ClassID of the class instance.
+ + +The ClassName + ClassID is formatted as '%s#%09d'.
+ +#string:
+The ClassName + ClassID of the class instance.
+ +Get the Class Core.Event processing Priority.
+ + +The Event processing Priority is a number from 1 to 10, +reflecting the order of the classes subscribed to the Event to be processed.
+ +This is the worker method to retrieve the Parent class.
+ + +Note that the Parent class must be passed to call the parent class method.
+ +self:GetParent(self):ParentMethod()
+
+
+
+
+
+Get all of the properties of an object in a table.
+ +#table:
+of values, indexed by keys.
+ +Get one property of an object 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 that is stored. Note that the value can be a #string, but it can also be any other type! Nil if not found.
+ +Get a Value given a Key from the Object.
+ + +Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.
+ ++ Object +
+The object that holds the Value set by the Key.
+ ++ Key +
+The key that is used to retrieve the value. Note that the key can be a #string, but it can also be any other type!
+ +The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.
+ +Subscribe to a DCS Event.
+ ++ Core.Event#EVENTS + EventID +
+Event ID.
+ ++ #function + EventFunction +
+(optional) The function to be called when the event occurs for the unit.
+ +Log an information which will be traced always.
+ + +Can be anywhere within the function logic.
+ ++ Arguments +
+A #table or any field.
+ +This is the worker method to inherit from a parent class.
+ ++ Child +
+is the Child class that inherits.
+ ++ #BASE + Parent +
+is the Parent class that the Child inherits from.
+ +Child
+ +This is the worker method to check if an object is an (sub)instance of a class.
+ + + +ZONE:New( 'some zone' ):IsInstanceOf( ZONE ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'ZONE' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'zone' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'BASE' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'GROUP' ) will return false
+ ClassName +
+is the name of the class or the class itself to run the check against
+ +#boolean:
+Enquires if tracing is on (for the class).
+ +BASE constructor.
+ + + +This is an example how to use the BASE:New() constructor in a new class definition when inheriting from BASE.
+ +function EVENT:New()
+ local self = BASE:Inherit( self, BASE:New() ) -- #EVENT
+ return self
+end
+
+
+
+Occurs when an Event for an object is triggered.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that triggered the event.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +BDA.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a ground unit captures either an airbase or a farp.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that captured the base +place: The airbase that was captured, can be a FARP or Airbase. When calling place:getCoalition() the faction will already be the new owning faction.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any object is spawned into the mission.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that was spawned
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any aircraft crashes into the ground and is completely destroyed.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that has crashed
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an object is dead.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is dead.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Unknown precisely what creates this event, likely tied into newer damage model.
+ + +Will update this page when new information become available.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Discard chair after ejection.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a player loads a dynamic cargo object with the F8 ground crew menu into a helo.
+ + +* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a dynamic cargo crate is removed.
+ + +* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a player unloads a dynamic cargo object with the F8 ground crew menu from a helo.
+ + +* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a pilot ejects from an aircraft +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ + +initiator : The unit that has ejected
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any aircraft shuts down its engines.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is stopping its engines.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any aircraft starts its engines.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is starting its engines.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs whenever an object is hit by a weapon.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit object the fired the weapon +weapon: Weapon object that hit the target +target: The Object that was hit.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any system fails on a human controlled aircraft.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that had the failure
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs on the death of a unit.
+ + +Contains more and different information. Similar to unit_lost it will occur for aircraft before the aircraft crash event occurs. +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an aircraft lands at an airbase, farp or ship +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ + +initiator : The unit that has landed +place: Object that the unit landed on. Can be an Airbase Object, FARP, or Ships
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up.
+ + +Event does not occur if the pilot lands in the water and sub combs to Davey Jones Locker. +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Landing quality mark.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a new mark was added.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +MarkID: ID of the mark.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a mark text was changed.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +MarkID: ID of the mark.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a mark was removed.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +MarkID: ID of the mark.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a mission ends +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a mission starts +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a player creates a dynamic cargo object from the F8 ground crew menu.
+ + +* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Weapon add.
+ + +Fires when entering a mission per pylon with the name of the weapon (double pylons not counted, infinite wep reload not counted. +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when the pilot of an aircraft is killed.
+ + +Can occur either if the player is alive and crashes or if a weapon kills the pilot without completely destroying the plane. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that the pilot has died in.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a player enters a slot and takes control of an aircraft.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +NOTE: This is a workaround of a long standing DCS bug with the PLAYER_ENTER_UNIT event. +initiator : The unit that is being taken control of.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any player assumes direct control of a unit.
+ + +Note - not Mulitplayer safe. Use PlayerEnterAircraft. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is being taken control of.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any player relieves control of a unit to the AI.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that the player left.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an aircraft connects with a tanker and begins taking on fuel.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is receiving fuel.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an aircraft is finished taking fuel.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that was receiving fuel.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any modification to the "Score" as seen on the debrief menu would occur.
+ + +There is no information on what values the score was changed to. Event is likely similar to player_comment in this regard. +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any unit stops firing its weapon.
+ + +Event will always correspond with a shooting start event. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that was doing the shooting.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any unit begins firing a weapon that has a high rate of fire.
+ + +Most common with aircraft cannons (GAU-8), autocannons, and machine guns. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is doing the shooting. +target: The unit that is being targeted.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs whenever any unit in a mission fires a weapon.
+ + +But not any machine gun or autocannon based weapon, those are handled by EVENT.ShootingStart. +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an aircraft takes off from an airbase, farp, or ship.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that tookoff +place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Trigger zone.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when the game thinks an object is destroyed.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Schedule a new time event.
+ + +Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.
+ ++ #number + Start +
+Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.
+ ++ #function + SchedulerFunction +
+The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
+ ++ ... +
+Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
+ +#string:
+The Schedule ID of the planned schedule.
+ +Schedule a new time event.
+ + +Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.
+ ++ #number + Start +
+Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.
+ ++ #number + Repeat +
+Specifies the interval in seconds when the scheduler will call the event function.
+ ++ #number + RandomizeFactor +
+Specifies a randomization factor between 0 and 1 to randomize the Repeat.
+ ++ #number + Stop +
+Specifies the amount of seconds when the scheduler will be stopped.
+ ++ #function + SchedulerFunction +
+The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
+ ++ #table + ... +
+Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
+ +#string:
+The Schedule ID of the planned schedule.
+ +Stops the Schedule.
+ ++ #string + SchedulerID +
+(Optional) Scheduler ID to be stopped. If nil, all pending schedules are stopped.
+ +Set the Class Core.Event processing Priority.
+ + +The Event processing Priority is a number from 1 to 10, +reflecting the order of the classes subscribed to the Event to be processed.
+ ++ #number + EventPriority +
+The Core.Event processing Priority.
+ +self
+ +Set one property of an object.
+ ++ 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 that is stored. Note that the value can be a #string, but it can also be any other type!
+ +Set a state or property of the Object given a Key and a Value.
+ + +Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.
+ ++ Object +
+The object that will hold the Value set by the Key.
+ ++ Key +
+The key that is used as a reference of the value. Note that the key can be a #string, but it can also be any other type!
+ ++ Value +
+The value to is stored in the object.
+ +The Value set.
+ +Trace a function logic level 1.
+ + +Can be anywhere within the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace a function logic level 2.
+ + +Can be anywhere within the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace a function logic level 3.
+ + +Can be anywhere within the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace all methods in MOOSE
+ ++ #boolean + TraceAll +
+true = trace all methods in MOOSE.
+ +Set tracing for a class
+ +Set tracing for a specific method of class
+ ++ #string + Class +
+Class name.
+ ++ #string + Method +
+Method.
+ +Set trace level
+ +Set trace off.
+ +Set trace on.
+ +Set trace on or off +Note that when trace is off, no BASE.Debug statement is performed, increasing performance! +When Moose is loaded statically, (as one file), tracing is switched off by default.
+ + +So tracing must be switched on manually in your mission if you are using Moose statically. +When moose is loading dynamically (for moose class development), tracing is switched on by default.
+ ++ #boolean + TraceOnOff +
+Switch the tracing on or off.
+ +
+ -- Switch the tracing On
+ BASE:TraceOnOff( true )
+
+ -- Switch the tracing Off
+ BASE:TraceOnOff( false )
+
+
+UnSubscribe to a DCS event.
+ ++ Core.Event#EVENTS + EventID +
+Event ID.
+ +Trace a function call.
+ + +This function is private.
+ ++ Arguments +
+A #table or any field.
+ ++ DebugInfoCurrentParam +
++ DebugInfoFromParam +
+(Internal) Serialize arguments
+ ++ #table + Arguments +
+#string:
+Text
+ +Trace a function logic.
+ ++ Arguments +
+A #table or any field.
+ ++ DebugInfoCurrentParam +
++ DebugInfoFromParam +
+The main event handling function...
+ + +This function captures all events generated for the class.
+ +
The AI_BAI_ZONE runs a process. It holds an AI in a Patrol Zone and when the AI is commanded to engage, it will fly to an Engage Zone.

Monitors and manages as many replacement AI groups as there are CLIENTS in a SET_CLIENT collection, which are not occupied by human players.

Monitors and manages as many replacement AI groups as there are CLIENTS in a SET_CLIENT collection, which are not occupied by human players.
diff --git a/Documentation/AI.AI_CAP.html b/Documentation/AI.AI_CAP.html index 1cd0945af..b7f8a9789 100644 --- a/Documentation/AI.AI_CAP.html +++ b/Documentation/AI.AI_CAP.html @@ -1748,6 +1748,8 @@ and automatically engage any airborne enemies that are within a certain range or +
The AI_CAP_ZONE is assigned a Wrapper.Group and this must be done before the AI_CAP_ZONE process can be started using the Start event.
diff --git a/Documentation/AI.AI_CAS.html b/Documentation/AI.AI_CAS.html index fe962d624..2c090efde 100644 --- a/Documentation/AI.AI_CAS.html +++ b/Documentation/AI.AI_CAS.html @@ -1745,6 +1745,9 @@Implements the core functions to provide Close Air Support in an Engage Core.Zone by an AIR Wrapper.Controllable or Wrapper.Group.
+ +
The AI_CAS_ZONE runs a process. It holds an AI in a Patrol Zone and when the AI is commanded to engage, it will fly to an Engage Zone.

Carriers can be mobilized to intelligently transport infantry and other cargo within the simulation. The AI_CARGO module uses the Cargo.Cargo capabilities within the MOOSE framework. CARGO derived objects must be declared within the mission to make the AI_CARGO object recognize the cargo. @@ -1746,6 +1748,9 @@ Therefore, this class is considered to be deprecated
AI_CARGO:onbeforeReload(Carrier, From, Event, To, PickupZone) |
On before Reload event. + |
+
+
| Fields and Methods inherited from FSM_CONTROLLABLE | +Description | +
|---|---|
| + | + + | +
| + |
+ Gets the CONTROLLABLE object that the FSM_CONTROLLABLE governs. + |
+
| + |
+ Creates a new FSM_CONTROLLABLE object. + |
+
| + |
+ OnAfter Transition Handler for Event Stop. + |
+
| + |
+ OnBefore Transition Handler for Event Stop. + |
+
| + |
+ OnEnter Transition Handler for State Stopped. + |
+
| + |
+ OnLeave Transition Handler for State Stopped. + |
+
| + |
+ Sets the CONTROLLABLE object that the FSM_CONTROLLABLE governs. + |
+
| + |
+ Synchronous Event Trigger for Event Stop. + |
+
| + |
+ Asynchronous Event Trigger for Event Stop. + |
+
| + | + + | +
| Fields and Methods inherited from FSM | +Description | +
|---|---|
| + |
+ Adds an End state. + |
+
| + |
+ Set the default #FSM_PROCESS template with key ProcessName providing the ProcessClass and the process object when it is assigned to a Wrapper.Controllable by the task. + |
+
| + |
+ Adds a score for the FSM to be achieved. + |
+
AI_CARGO:AddScoreProcess(From, Event, State, ScoreText, Score) |
+
+ Adds a score for the FSM_PROCESS to be achieved. + |
+
| + |
+ Add a new transition rule to the FSM. + |
+
| + |
+ Call scheduler. + |
+
| + |
+ Name of the class. + |
+
| + | + + | +
| + |
+ Get current state. + |
+
| + |
+ Returns the End states. + |
+
| + | + + | +
| + |
+ Returns a table of the SubFSM rules defined within the FSM. + |
+
| + |
+ Returns a table with the scores defined. + |
+
| + |
+ Returns the start state of the FSM. + |
+
| + |
+ Get current state. + |
+
| + |
+ Returns a table with the Subs defined. + |
+
| + |
+ Returns a table of the transition rules defined within the FSM. + |
+
| + |
+ Check if FSM is in state. + |
+
| + |
+ Load call backs. + |
+
| + |
+ Creates a new FSM object. + |
+
| + |
+ Scores. + |
+
| + | + + | +
| + |
+ Sets the start state of the FSM. + |
+
| + | + + | +
| + | + + | +
| + | + + | +
| + | + + | +
| + | + + | +
| + | + + | +
| + |
+ Add to map. + |
+
| + |
+ Call handler. + |
+
| + |
+ Create transition. + |
+
| + |
+ Delayed transition. + |
+
| + |
+ Event map. + |
+
| + |
+ Go sub. + |
+
| + |
+ Handler. + |
+
| + |
+ Is end state. + |
+
| + |
+ Sub maps. + |
+
| + |
+ Check if can do an event. + |
+
| + |
+ Check if cannot do an event. + |
+
| + |
+ Current state name. + |
+
| + | + + | +
| + |
+ Check if FSM is in state. + |
+
| + |
+ Options. + |
+
| + |
+ Subs. + |
+
| Fields and Methods inherited from BASE | +Description | +
|---|---|
| + |
+ The ID number of the class. + |
+
| + |
+ The name of the class. + |
+
| + |
+ The name of the class concatenated with the ID number of the class. + |
+
| + |
+ Clear the state of an object. + |
+
AI_CARGO:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
+
+ Creation of a Birth Event. + |
+
AI_CARGO:CreateEventCrash(EventTime, Initiator, IniObjectCategory) |
+
+ Creation of a Crash Event. + |
+
AI_CARGO:CreateEventDead(EventTime, Initiator, IniObjectCategory) |
+
+ Creation of a Dead Event. + |
+
| + |
+ Creation of a S_EVENT_DYNAMIC_CARGO_LOADED event. + |
+
| + |
+ Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event. + |
+
| + |
+ Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event. + |
+
| + |
+ Creation of a S_EVENT_NEW_DYNAMIC_CARGO event. + |
+
| + |
+ Creation of a |
+
| + |
+ Creation of a Remove Unit Event. + |
+
| + |
+ Creation of a Takeoff Event. + |
+
| + |
+ Creation of a Crash Event. + |
+
| + |
+ Log an exception which will be traced always. + |
+
| + |
+ Returns the event dispatcher + |
+
| + |
+ Remove all subscribed events + |
+
| + |
+ Trace a function call. + |
+
| + |
+ Trace a function call level 2. + |
+
| + |
+ Trace a function call level 3. + |
+
| + |
+ Get the ClassID of the class instance. + |
+
| + |
+ Get the ClassName of the class instance. + |
+
| + |
+ Get the ClassName + ClassID of the class instance. + |
+
| + |
+ Get the Class Core.Event processing Priority. + |
+
| + |
+ This is the worker method to retrieve the Parent class. + |
+
| + |
+ Get all of the properties of an object in a table. + |
+
| + |
+ Get one property of an object by the key. + |
+
| + |
+ Get a Value given a Key from the Object. + |
+
| + |
+ Subscribe to a DCS Event. + |
+
| + |
+ Log an information which will be traced always. + |
+
| + |
+ This is the worker method to inherit from a parent class. + |
+
| + |
+ This is the worker method to check if an object is an (sub)instance of a class. + |
+
| + |
+ Enquires if tracing is on (for the class). + |
+
| + |
+ BASE constructor. + |
+
| + |
+ Occurs when an Event for an object is triggered. + |
+
| + |
+ BDA. + |
+
| + |
+ Occurs when a ground unit captures either an airbase or a farp. + |
+
| + |
+ Occurs when any object is spawned into the mission. + |
+
| + |
+ Occurs when any aircraft crashes into the ground and is completely destroyed. + |
+
| + |
+ Occurs when an object is dead. + |
+
| + |
+ Unknown precisely what creates this event, likely tied into newer damage model. + |
+
| + |
+ Discard chair after ejection. + |
+
| + |
+ Occurs when a player loads a dynamic cargo object with the F8 ground crew menu into a helo. + |
+
| + |
+ Occurs when a dynamic cargo crate is removed. + |
+
| + |
+ Occurs when a player unloads a dynamic cargo object with the F8 ground crew menu from a helo. + |
+
| + |
+ Occurs when a pilot ejects from an aircraft +Have a look at the class Core.Event#EVENT as these are just the prototypes. + |
+
| + |
+ Occurs when any aircraft shuts down its engines. + |
+
| + |
+ Occurs when any aircraft starts its engines. + |
+
| + |
+ Occurs whenever an object is hit by a weapon. + |
+
| + |
+ Occurs when any system fails on a human controlled aircraft. + |
+
| + |
+ Occurs on the death of a unit. + |
+
| + |
+ Occurs when an aircraft lands at an airbase, farp or ship +Have a look at the class Core.Event#EVENT as these are just the prototypes. + |
+
| + |
+ Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up. + |
+
| + |
+ Landing quality mark. + |
+
| + |
+ Occurs when a new mark was added. + |
+
| + |
+ Occurs when a mark text was changed. + |
+
| + |
+ Occurs when a mark was removed. + |
+
| + |
+ Occurs when a mission ends +Have a look at the class Core.Event#EVENT as these are just the prototypes. + |
+
| + |
+ Occurs when a mission starts +Have a look at the class Core.Event#EVENT as these are just the prototypes. + |
+
| + |
+ Occurs when a player creates a dynamic cargo object from the F8 ground crew menu. + |
+
| + |
+ Weapon add. + |
+
| + |
+ Occurs when the pilot of an aircraft is killed. + |
+
| + |
+ Occurs when a player enters a slot and takes control of an aircraft. + |
+
| + |
+ Occurs when any player assumes direct control of a unit. + |
+
| + |
+ Occurs when any player relieves control of a unit to the AI. + |
+
| + |
+ Occurs when an aircraft connects with a tanker and begins taking on fuel. + |
+
| + |
+ Occurs when an aircraft is finished taking fuel. + |
+
| + |
+ Occurs when any modification to the "Score" as seen on the debrief menu would occur. + |
+
| + |
+ Occurs when any unit stops firing its weapon. + |
+
| + |
+ Occurs when any unit begins firing a weapon that has a high rate of fire. + |
+
| + |
+ Occurs whenever any unit in a mission fires a weapon. + |
+
| + |
+ Occurs when an aircraft takes off from an airbase, farp, or ship. + |
+
| + |
+ Trigger zone. + |
+
| + |
+ Occurs when the game thinks an object is destroyed. + |
+
| + | + + | +
| + |
+ Schedule a new time event. + |
+
AI_CARGO:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...) |
+
+ Schedule a new time event. + |
+
| + |
+ Stops the Schedule. + |
+
| + |
+ The scheduler object. + |
+
| + |
+ Set the Class Core.Event processing Priority. + |
+
| + |
+ Set one property of an object. + |
+
| + |
+ Set a state or property of the Object given a Key and a Value. + |
+
| + |
+ Trace a function logic level 1. + |
+
| + |
+ Trace a function logic level 2. + |
+
| + |
+ Trace a function logic level 3. + |
+
| + |
+ Trace all methods in MOOSE + |
+
| + |
+ Set tracing for a class + |
+
| + |
+ Set tracing for a specific method of class + |
+
| + |
+ Set trace level + |
+
| + |
+ Set trace off. + |
+
| + |
+ Set trace on. + |
+
| + |
+ Set trace on or off +Note that when trace is off, no BASE.Debug statement is performed, increasing performance! +When Moose is loaded statically, (as one file), tracing is switched off by default. + |
+
| + |
+ UnSubscribe to a DCS event. + |
+
| + | + + | +
AI_CARGO:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
+
+ Trace a function call. + |
+
| + |
+ (Internal) Serialize arguments + |
+
AI_CARGO:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
+
+ Trace a function logic. + |
+
| + | + + | +
| + |
+ The main event handling function... |
No loading happened, so we need to pickup something else.
+No loading happened, so we need to pickup something else.
+ +Gets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.
+ +Creates a new FSM_CONTROLLABLE object.
+ ++ #table + FSMT +
+Finite State Machine Table
+ ++ Wrapper.Controllable#CONTROLLABLE + Controllable +
+(optional) The CONTROLLABLE object that the FSM_CONTROLLABLE governs.
+ +OnAfter Transition Handler for Event Stop.
+ ++ Wrapper.Controllable#CONTROLLABLE + Controllable +
+The Controllable Object managed by the FSM.
+ ++ #string + From +
+The From State string.
+ ++ #string + Event +
+The Event string.
+ ++ #string + To +
+The To State string.
+ +OnBefore Transition Handler for Event Stop.
+ ++ Wrapper.Controllable#CONTROLLABLE + Controllable +
+The Controllable Object managed by the FSM.
+ ++ #string + From +
+The From State string.
+ ++ #string + Event +
+The Event string.
+ ++ #string + To +
+The To State string.
+ +#boolean:
+Return false to cancel Transition.
+ +OnEnter Transition Handler for State Stopped.
+ ++ Wrapper.Controllable#CONTROLLABLE + Controllable +
+The Controllable Object managed by the FSM.
+ ++ #string + From +
+The From State string.
+ ++ #string + Event +
+The Event string.
+ ++ #string + To +
+The To State string.
+ +OnLeave Transition Handler for State Stopped.
+ ++ Wrapper.Controllable#CONTROLLABLE + Controllable +
+The Controllable Object managed by the FSM.
+ ++ #string + From +
+The From State string.
+ ++ #string + Event +
+The Event string.
+ ++ #string + To +
+The To State string.
+ +#boolean:
+Return false to cancel Transition.
+ +Sets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.
+ ++ Wrapper.Controllable#CONTROLLABLE + FSMControllable +
+Synchronous Event Trigger for Event Stop.
+ +Asynchronous Event Trigger for Event Stop.
+ ++ #number + Delay +
+The delay in seconds.
+ ++ step +
++ trigger +
++ params +
++ EventName +
+No loading happened, so we need to pickup something else.
+ +Adds an End state.
+ ++ #string + State +
+The FSM state.
+ +Set the default #FSM_PROCESS template with key ProcessName providing the ProcessClass and the process object when it is assigned to a Wrapper.Controllable by the task.
+ ++ #table + From +
+Can contain a string indicating the From state or a table of strings containing multiple From states.
+ ++ #string + Event +
+The Event name.
+ ++ Core.Fsm#FSM_PROCESS + Process +
+An sub-process FSM.
+ ++ #table + ReturnEvents +
+A table indicating for which returned events of the SubFSM which Event must be triggered in the FSM.
+ +The SubFSM.
+ +Adds a score for the FSM to be achieved.
+ ++ #string + State +
+is the state of the process when the score needs to be given. (See the relevant state descriptions of the process).
+ ++ #string + ScoreText +
+is a text describing the score that is given according the status.
+ ++ #number + Score +
+is a number providing the score of the status.
+ +#FSM:
+self
+ +Adds a score for the FSM_PROCESS to be achieved.
+ ++ #string + From +
+is the From State of the main process.
+ ++ #string + Event +
+is the Event of the main process.
+ ++ #string + State +
+is the state of the process when the score needs to be given. (See the relevant state descriptions of the process).
+ ++ #string + ScoreText +
+is a text describing the score that is given according the status.
+ ++ #number + Score +
+is a number providing the score of the status.
+ +#FSM:
+self
+ +Add a new transition rule to the FSM.
+ + +A transition rule defines when and if the FSM can transition from a state towards another state upon a triggered event.
+ ++ #table + From +
+Can contain a string indicating the From state or a table of strings containing multiple From states.
+ ++ #string + Event +
+The Event name.
+ ++ #string + To +
+The To state.
+ +Get current state.
+ +Returns the End states.
+ +Returns a table of the SubFSM rules defined within the FSM.
+ +Returns a table with the scores defined.
+ +Returns the start state of the FSM.
+ +#string:
+A string containing the start state.
+ +Get current state.
+ +Returns a table with the Subs defined.
+ +Returns a table of the transition rules defined within the FSM.
+ +Check if FSM is in state.
+ ++ #string + State +
+State name.
+ +#boolean:
+If true, FSM is in this state.
+ +Load call backs.
+ ++ #table + CallBackTable +
+Table of call backs.
+ +Creates a new FSM object.
+ ++ From +
++ Event +
++ Fsm +
+Sets the start state of the FSM.
+ ++ #string + State +
+A string defining the start state.
+ +Add to map.
+ ++ #table + Map +
+Map.
+ ++ #table + Event +
+Event table.
+ +Call handler.
+ ++ #string + step +
+Step "onafter", "onbefore", "onenter", "onleave".
+ ++ #string + trigger +
+Trigger.
+ ++ #table + params +
+Parameters.
+ ++ #string + EventName +
+Event name.
+ +Value.
+ +Create transition.
+ ++ #string + EventName +
+Event name.
+ +#function:
+Function.
+ +Delayed transition.
+ ++ #string + EventName +
+Event name.
+ +#function:
+Function.
+ +Event map.
+ ++ #table + Events +
+Events.
+ ++ #table + EventStructure +
+Event structure.
+ +Go sub.
+ ++ #string + ParentFrom +
+Parent from state.
+ ++ #string + ParentEvent +
+Parent event name.
+ +#table:
+Subs.
+ +Handler.
+ ++ #string + EventName +
+Event name.
+ ++ ... +
+Arguments.
+ +Is end state.
+ ++ #string + Current +
+Current state name.
+ +#table:
+FSM parent.
+ +#string:
+Event name.
+ +Sub maps.
+ ++ #table + subs +
+Subs.
+ ++ #table + sub +
+Sub.
+ ++ #string + name +
+Name.
+ +Check if can do an event.
+ ++ #string + e +
+Event name.
+ +#boolean:
+If true, FSM can do the event.
+ +#string:
+To state.
+ +Check if cannot do an event.
+ ++ #string + e +
+Event name.
+ +#boolean:
+If true, FSM cannot do the event.
+ +Check if FSM is in state.
+ ++ #string + State +
+State name.
+ ++ state +
+#boolean:
+If true, FSM is in this state.
+ +No loading happened, so we need to pickup something else.
+ +Clear the state of an object.
+ ++ Object +
+The object that holds the Value set by the Key.
+ ++ StateName +
+The key that is should be cleared.
+ +Creation of a Birth Event.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ ++ #string + IniUnitName +
+The initiating unit name.
+ ++ place +
++ subplace +
+Creation of a Crash Event.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ ++ IniObjectCategory +
+Creation of a Dead Event.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ ++ IniObjectCategory +
+Creation of a S_EVENT_DYNAMIC_CARGO_LOADED event.
+ ++ Wrapper.DynamicCargo#DYNAMICCARGO + DynamicCargo +
+the dynamic cargo object
+ +Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event.
+ ++ Wrapper.DynamicCargo#DYNAMICCARGO + DynamicCargo +
+the dynamic cargo object
+ +Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event.
+ ++ Wrapper.DynamicCargo#DYNAMICCARGO + DynamicCargo +
+the dynamic cargo object
+ +Creation of a S_EVENT_NEW_DYNAMIC_CARGO event.
+ ++ Wrapper.DynamicCargo#DYNAMICCARGO + DynamicCargo +
+the dynamic cargo object
+ +Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.
+ Wrapper.Unit#UNIT + PlayerUnit +
+The aircraft unit the player entered.
+ +Creation of a Remove Unit Event.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ +Creation of a Takeoff Event.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ +Creation of a Crash Event.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ +Log an exception which will be traced always.
+ + +Can be anywhere within the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Returns the event dispatcher
+ +Remove all subscribed events
+ +Trace a function call.
+ + +Must be at the beginning of the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace a function call level 2.
+ + +Must be at the beginning of the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace a function call level 3.
+ + +Must be at the beginning of the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Get the ClassID of the class instance.
+ +#string:
+The ClassID of the class instance.
+ +Get the ClassName of the class instance.
+ +#string:
+The ClassName of the class instance.
+ +Get the ClassName + ClassID of the class instance.
+ + +The ClassName + ClassID is formatted as '%s#%09d'.
+ +#string:
+The ClassName + ClassID of the class instance.
+ +Get the Class Core.Event processing Priority.
+ + +The Event processing Priority is a number from 1 to 10, +reflecting the order of the classes subscribed to the Event to be processed.
+ +This is the worker method to retrieve the Parent class.
+ + +Note that the Parent class must be passed to call the parent class method.
+ +self:GetParent(self):ParentMethod()
+
+
+
+
+
+Get all of the properties of an object in a table.
+ +#table:
+of values, indexed by keys.
+ +Get one property of an object 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 that is stored. Note that the value can be a #string, but it can also be any other type! Nil if not found.
+ +Get a Value given a Key from the Object.
+ + +Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.
+ ++ Object +
+The object that holds the Value set by the Key.
+ ++ Key +
+The key that is used to retrieve the value. Note that the key can be a #string, but it can also be any other type!
+ +The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.
+ +Subscribe to a DCS Event.
+ ++ Core.Event#EVENTS + EventID +
+Event ID.
+ ++ #function + EventFunction +
+(optional) The function to be called when the event occurs for the unit.
+ +Log an information which will be traced always.
+ + +Can be anywhere within the function logic.
+ ++ Arguments +
+A #table or any field.
+ +This is the worker method to inherit from a parent class.
+ ++ Child +
+is the Child class that inherits.
+ ++ #BASE + Parent +
+is the Parent class that the Child inherits from.
+ +Child
+ +This is the worker method to check if an object is an (sub)instance of a class.
+ + + +ZONE:New( 'some zone' ):IsInstanceOf( ZONE ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'ZONE' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'zone' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'BASE' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'GROUP' ) will return false
+ ClassName +
+is the name of the class or the class itself to run the check against
+ +#boolean:
+Enquires if tracing is on (for the class).
+ +BASE constructor.
+ + + +This is an example how to use the BASE:New() constructor in a new class definition when inheriting from BASE.
+ +function EVENT:New()
+ local self = BASE:Inherit( self, BASE:New() ) -- #EVENT
+ return self
+end
+
+
+
+Occurs when an Event for an object is triggered.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that triggered the event.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +BDA.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a ground unit captures either an airbase or a farp.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that captured the base +place: The airbase that was captured, can be a FARP or Airbase. When calling place:getCoalition() the faction will already be the new owning faction.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any object is spawned into the mission.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that was spawned
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any aircraft crashes into the ground and is completely destroyed.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that has crashed
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an object is dead.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is dead.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Unknown precisely what creates this event, likely tied into newer damage model.
+ + +Will update this page when new information become available.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Discard chair after ejection.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a player loads a dynamic cargo object with the F8 ground crew menu into a helo.
+ + +* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a dynamic cargo crate is removed.
+ + +* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a player unloads a dynamic cargo object with the F8 ground crew menu from a helo.
+ + +* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a pilot ejects from an aircraft +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ + +initiator : The unit that has ejected
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any aircraft shuts down its engines.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is stopping its engines.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any aircraft starts its engines.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is starting its engines.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs whenever an object is hit by a weapon.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit object the fired the weapon +weapon: Weapon object that hit the target +target: The Object that was hit.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any system fails on a human controlled aircraft.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that had the failure
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs on the death of a unit.
+ + +Contains more and different information. Similar to unit_lost it will occur for aircraft before the aircraft crash event occurs. +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an aircraft lands at an airbase, farp or ship +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ + +initiator : The unit that has landed +place: Object that the unit landed on. Can be an Airbase Object, FARP, or Ships
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up.
+ + +Event does not occur if the pilot lands in the water and sub combs to Davey Jones Locker. +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Landing quality mark.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a new mark was added.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +MarkID: ID of the mark.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a mark text was changed.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +MarkID: ID of the mark.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a mark was removed.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +MarkID: ID of the mark.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a mission ends +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a mission starts +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a player creates a dynamic cargo object from the F8 ground crew menu.
+ + +* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Weapon add.
+ + +Fires when entering a mission per pylon with the name of the weapon (double pylons not counted, infinite wep reload not counted. +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when the pilot of an aircraft is killed.
+ + +Can occur either if the player is alive and crashes or if a weapon kills the pilot without completely destroying the plane. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that the pilot has died in.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a player enters a slot and takes control of an aircraft.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +NOTE: This is a workaround of a long standing DCS bug with the PLAYER_ENTER_UNIT event. +initiator : The unit that is being taken control of.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any player assumes direct control of a unit.
+ + +Note - not Mulitplayer safe. Use PlayerEnterAircraft. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is being taken control of.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any player relieves control of a unit to the AI.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that the player left.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an aircraft connects with a tanker and begins taking on fuel.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is receiving fuel.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an aircraft is finished taking fuel.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that was receiving fuel.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any modification to the "Score" as seen on the debrief menu would occur.
+ + +There is no information on what values the score was changed to. Event is likely similar to player_comment in this regard. +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any unit stops firing its weapon.
+ + +Event will always correspond with a shooting start event. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that was doing the shooting.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any unit begins firing a weapon that has a high rate of fire.
+ + +Most common with aircraft cannons (GAU-8), autocannons, and machine guns. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is doing the shooting. +target: The unit that is being targeted.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs whenever any unit in a mission fires a weapon.
+ + +But not any machine gun or autocannon based weapon, those are handled by EVENT.ShootingStart. +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an aircraft takes off from an airbase, farp, or ship.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that tookoff +place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Trigger zone.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when the game thinks an object is destroyed.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Schedule a new time event.
+ + +Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.
+ ++ #number + Start +
+Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.
+ ++ #function + SchedulerFunction +
+The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
+ ++ ... +
+Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
+ +#string:
+The Schedule ID of the planned schedule.
+ +Schedule a new time event.
+ + +Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.
+ ++ #number + Start +
+Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.
+ ++ #number + Repeat +
+Specifies the interval in seconds when the scheduler will call the event function.
+ ++ #number + RandomizeFactor +
+Specifies a randomization factor between 0 and 1 to randomize the Repeat.
+ ++ #number + Stop +
+Specifies the amount of seconds when the scheduler will be stopped.
+ ++ #function + SchedulerFunction +
+The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
+ ++ #table + ... +
+Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
+ +#string:
+The Schedule ID of the planned schedule.
+ +Stops the Schedule.
+ ++ #string + SchedulerID +
+(Optional) Scheduler ID to be stopped. If nil, all pending schedules are stopped.
+ +Set the Class Core.Event processing Priority.
+ + +The Event processing Priority is a number from 1 to 10, +reflecting the order of the classes subscribed to the Event to be processed.
+ ++ #number + EventPriority +
+The Core.Event processing Priority.
+ +self
+ +Set one property of an object.
+ ++ 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 that is stored. Note that the value can be a #string, but it can also be any other type!
+ +Set a state or property of the Object given a Key and a Value.
+ + +Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.
+ ++ Object +
+The object that will hold the Value set by the Key.
+ ++ Key +
+The key that is used as a reference of the value. Note that the key can be a #string, but it can also be any other type!
+ ++ Value +
+The value to is stored in the object.
+ +The Value set.
+ +Trace a function logic level 1.
+ + +Can be anywhere within the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace a function logic level 2.
+ + +Can be anywhere within the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace a function logic level 3.
+ + +Can be anywhere within the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace all methods in MOOSE
+ ++ #boolean + TraceAll +
+true = trace all methods in MOOSE.
+ +Set tracing for a class
+ +Set tracing for a specific method of class
+ ++ #string + Class +
+Class name.
+ ++ #string + Method +
+Method.
+ +Set trace level
+ +Set trace off.
+ +Set trace on.
+ +Set trace on or off +Note that when trace is off, no BASE.Debug statement is performed, increasing performance! +When Moose is loaded statically, (as one file), tracing is switched off by default.
+ + +So tracing must be switched on manually in your mission if you are using Moose statically. +When moose is loading dynamically (for moose class development), tracing is switched on by default.
+ ++ #boolean + TraceOnOff +
+Switch the tracing on or off.
+ +
+ -- Switch the tracing On
+ BASE:TraceOnOff( true )
+
+ -- Switch the tracing Off
+ BASE:TraceOnOff( false )
+
+
+UnSubscribe to a DCS event.
+ ++ Core.Event#EVENTS + EventID +
+Event ID.
+ +Trace a function call.
+ + +This function is private.
+ ++ Arguments +
+A #table or any field.
+ ++ DebugInfoCurrentParam +
++ DebugInfoFromParam +
+(Internal) Serialize arguments
+ ++ #table + Arguments +
+#string:
+Text
+ +Trace a function logic.
+ ++ Arguments +
+A #table or any field.
+ ++ DebugInfoCurrentParam +
++ DebugInfoFromParam +
+The main event handling function...
+ + +This function captures all events generated for the class.
+ +
Armoured Personnel Carriers (APC), Trucks, Jeeps and other ground based carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation.
The AI_CARGO_APC class uses the Cargo.Cargo capabilities within the MOOSE framework. @@ -1796,6 +1798,9 @@ Therefore, this class is considered to be deprecated
AI_CARGO_APC:onbeforeReload(Carrier, From, Event, To, PickupZone) |
On before Reload event. + |
+
+
| Fields and Methods inherited from FSM_CONTROLLABLE | +Description | +
|---|---|
| + | + + | +
| + |
+ Gets the CONTROLLABLE object that the FSM_CONTROLLABLE governs. + |
+
| + |
+ Creates a new FSM_CONTROLLABLE object. + |
+
| + |
+ OnAfter Transition Handler for Event Stop. + |
+
| + |
+ OnBefore Transition Handler for Event Stop. + |
+
| + |
+ OnEnter Transition Handler for State Stopped. + |
+
| + |
+ OnLeave Transition Handler for State Stopped. + |
+
| + |
+ Sets the CONTROLLABLE object that the FSM_CONTROLLABLE governs. + |
+
| + |
+ Synchronous Event Trigger for Event Stop. + |
+
| + |
+ Asynchronous Event Trigger for Event Stop. + |
+
AI_CARGO_APC:_call_handler(step, trigger, params, EventName) |
+ + + | +
| Fields and Methods inherited from FSM | +Description | +
|---|---|
| + |
+ Adds an End state. + |
+
| + |
+ Set the default #FSM_PROCESS template with key ProcessName providing the ProcessClass and the process object when it is assigned to a Wrapper.Controllable by the task. + |
+
| + |
+ Adds a score for the FSM to be achieved. + |
+
AI_CARGO_APC:AddScoreProcess(From, Event, State, ScoreText, Score) |
+
+ Adds a score for the FSM_PROCESS to be achieved. + |
+
| + |
+ Add a new transition rule to the FSM. + |
+
| + |
+ Call scheduler. + |
+
| + |
+ Name of the class. + |
+
| + | + + | +
| + |
+ Get current state. + |
+
| + |
+ Returns the End states. + |
+
| + | + + | +
| + |
+ Returns a table of the SubFSM rules defined within the FSM. + |
+
| + |
+ Returns a table with the scores defined. + |
+
| + |
+ Returns the start state of the FSM. + |
+
| + |
+ Get current state. + |
+
| + |
+ Returns a table with the Subs defined. + |
+
| + |
+ Returns a table of the transition rules defined within the FSM. + |
+
| + |
+ Check if FSM is in state. + |
+
| + |
+ Load call backs. + |
+
| + |
+ Creates a new FSM object. + |
+
| + |
+ Scores. + |
+
| + | + + | +
| + |
+ Sets the start state of the FSM. + |
+
| + | + + | +
| + | + + | +
| + | + + | +
| + | + + | +
| + | + + | +
| + | + + | +
| + |
+ Add to map. + |
+
AI_CARGO_APC:_call_handler(step, trigger, params, EventName) |
+
+ Call handler. + |
+
| + |
+ Create transition. + |
+
| + |
+ Delayed transition. + |
+
| + |
+ Event map. + |
+
| + |
+ Go sub. + |
+
| + |
+ Handler. + |
+
| + |
+ Is end state. + |
+
| + |
+ Sub maps. + |
+
| + |
+ Check if can do an event. + |
+
| + |
+ Check if cannot do an event. + |
+
| + |
+ Current state name. + |
+
| + | + + | +
| + |
+ Check if FSM is in state. + |
+
| + |
+ Options. + |
+
| + |
+ Subs. + |
+
| Fields and Methods inherited from BASE | +Description | +
|---|---|
| + |
+ The ID number of the class. + |
+
| + |
+ The name of the class. + |
+
| + |
+ The name of the class concatenated with the ID number of the class. + |
+
| + |
+ Clear the state of an object. + |
+
AI_CARGO_APC:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
+
+ Creation of a Birth Event. + |
+
AI_CARGO_APC:CreateEventCrash(EventTime, Initiator, IniObjectCategory) |
+
+ Creation of a Crash Event. + |
+
AI_CARGO_APC:CreateEventDead(EventTime, Initiator, IniObjectCategory) |
+
+ Creation of a Dead Event. + |
+
| + |
+ Creation of a S_EVENT_DYNAMIC_CARGO_LOADED event. + |
+
| + |
+ Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event. + |
+
| + |
+ Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event. + |
+
| + |
+ Creation of a S_EVENT_NEW_DYNAMIC_CARGO event. + |
+
| + |
+ Creation of a |
+
| + |
+ Creation of a Remove Unit Event. + |
+
| + |
+ Creation of a Takeoff Event. + |
+
| + |
+ Creation of a Crash Event. + |
+
| + |
+ Log an exception which will be traced always. + |
+
| + |
+ Returns the event dispatcher + |
+
| + |
+ Remove all subscribed events + |
+
| + |
+ Trace a function call. + |
+
| + |
+ Trace a function call level 2. + |
+
| + |
+ Trace a function call level 3. + |
+
| + |
+ Get the ClassID of the class instance. + |
+
| + |
+ Get the ClassName of the class instance. + |
+
| + |
+ Get the ClassName + ClassID of the class instance. + |
+
| + |
+ Get the Class Core.Event processing Priority. + |
+
| + |
+ This is the worker method to retrieve the Parent class. + |
+
| + |
+ Get all of the properties of an object in a table. + |
+
| + |
+ Get one property of an object by the key. + |
+
| + |
+ Get a Value given a Key from the Object. + |
+
| + |
+ Subscribe to a DCS Event. + |
+
| + |
+ Log an information which will be traced always. + |
+
| + |
+ This is the worker method to inherit from a parent class. + |
+
| + |
+ This is the worker method to check if an object is an (sub)instance of a class. + |
+
| + |
+ Enquires if tracing is on (for the class). + |
+
| + |
+ BASE constructor. + |
+
| + |
+ Occurs when an Event for an object is triggered. + |
+
| + |
+ BDA. + |
+
| + |
+ Occurs when a ground unit captures either an airbase or a farp. + |
+
| + |
+ Occurs when any object is spawned into the mission. + |
+
| + |
+ Occurs when any aircraft crashes into the ground and is completely destroyed. + |
+
| + |
+ Occurs when an object is dead. + |
+
| + |
+ Unknown precisely what creates this event, likely tied into newer damage model. + |
+
| + |
+ Discard chair after ejection. + |
+
| + |
+ Occurs when a player loads a dynamic cargo object with the F8 ground crew menu into a helo. + |
+
| + |
+ Occurs when a dynamic cargo crate is removed. + |
+
| + |
+ Occurs when a player unloads a dynamic cargo object with the F8 ground crew menu from a helo. + |
+
| + |
+ Occurs when a pilot ejects from an aircraft +Have a look at the class Core.Event#EVENT as these are just the prototypes. + |
+
| + |
+ Occurs when any aircraft shuts down its engines. + |
+
| + |
+ Occurs when any aircraft starts its engines. + |
+
| + |
+ Occurs whenever an object is hit by a weapon. + |
+
| + |
+ Occurs when any system fails on a human controlled aircraft. + |
+
| + |
+ Occurs on the death of a unit. + |
+
| + |
+ Occurs when an aircraft lands at an airbase, farp or ship +Have a look at the class Core.Event#EVENT as these are just the prototypes. + |
+
| + |
+ Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up. + |
+
| + |
+ Landing quality mark. + |
+
| + |
+ Occurs when a new mark was added. + |
+
| + |
+ Occurs when a mark text was changed. + |
+
| + |
+ Occurs when a mark was removed. + |
+
| + |
+ Occurs when a mission ends +Have a look at the class Core.Event#EVENT as these are just the prototypes. + |
+
| + |
+ Occurs when a mission starts +Have a look at the class Core.Event#EVENT as these are just the prototypes. + |
+
| + |
+ Occurs when a player creates a dynamic cargo object from the F8 ground crew menu. + |
+
| + |
+ Weapon add. + |
+
| + |
+ Occurs when the pilot of an aircraft is killed. + |
+
| + |
+ Occurs when a player enters a slot and takes control of an aircraft. + |
+
| + |
+ Occurs when any player assumes direct control of a unit. + |
+
| + |
+ Occurs when any player relieves control of a unit to the AI. + |
+
| + |
+ Occurs when an aircraft connects with a tanker and begins taking on fuel. + |
+
| + |
+ Occurs when an aircraft is finished taking fuel. + |
+
| + |
+ Occurs when any modification to the "Score" as seen on the debrief menu would occur. + |
+
| + |
+ Occurs when any unit stops firing its weapon. + |
+
| + |
+ Occurs when any unit begins firing a weapon that has a high rate of fire. + |
+
| + |
+ Occurs whenever any unit in a mission fires a weapon. + |
+
| + |
+ Occurs when an aircraft takes off from an airbase, farp, or ship. + |
+
| + |
+ Trigger zone. + |
+
| + |
+ Occurs when the game thinks an object is destroyed. + |
+
| + | + + | +
| + |
+ Schedule a new time event. + |
+
AI_CARGO_APC:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...) |
+
+ Schedule a new time event. + |
+
| + |
+ Stops the Schedule. + |
+
| + |
+ The scheduler object. + |
+
| + |
+ Set the Class Core.Event processing Priority. + |
+
| + |
+ Set one property of an object. + |
+
| + |
+ Set a state or property of the Object given a Key and a Value. + |
+
| + |
+ Trace a function logic level 1. + |
+
| + |
+ Trace a function logic level 2. + |
+
| + |
+ Trace a function logic level 3. + |
+
| + |
+ Trace all methods in MOOSE + |
+
| + |
+ Set tracing for a class + |
+
| + |
+ Set tracing for a specific method of class + |
+
| + |
+ Set trace level + |
+
| + |
+ Set trace off. + |
+
| + |
+ Set trace on. + |
+
| + |
+ Set trace on or off +Note that when trace is off, no BASE.Debug statement is performed, increasing performance! +When Moose is loaded statically, (as one file), tracing is switched off by default. + |
+
| + |
+ UnSubscribe to a DCS event. + |
+
| + | + + | +
AI_CARGO_APC:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
+
+ Trace a function call. + |
+
| + |
+ (Internal) Serialize arguments + |
+
AI_CARGO_APC:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
+
+ Trace a function logic. + |
+
| + | + + | +
| + |
+ The main event handling function... |
Gets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.
+ +Creates a new FSM_CONTROLLABLE object.
+ ++ #table + FSMT +
+Finite State Machine Table
+ ++ Wrapper.Controllable#CONTROLLABLE + Controllable +
+(optional) The CONTROLLABLE object that the FSM_CONTROLLABLE governs.
+ +OnAfter Transition Handler for Event Stop.
+ ++ Wrapper.Controllable#CONTROLLABLE + Controllable +
+The Controllable Object managed by the FSM.
+ ++ #string + From +
+The From State string.
+ ++ #string + Event +
+The Event string.
+ ++ #string + To +
+The To State string.
+ +OnBefore Transition Handler for Event Stop.
+ ++ Wrapper.Controllable#CONTROLLABLE + Controllable +
+The Controllable Object managed by the FSM.
+ ++ #string + From +
+The From State string.
+ ++ #string + Event +
+The Event string.
+ ++ #string + To +
+The To State string.
+ +#boolean:
+Return false to cancel Transition.
+ +OnEnter Transition Handler for State Stopped.
+ ++ Wrapper.Controllable#CONTROLLABLE + Controllable +
+The Controllable Object managed by the FSM.
+ ++ #string + From +
+The From State string.
+ ++ #string + Event +
+The Event string.
+ ++ #string + To +
+The To State string.
+ +OnLeave Transition Handler for State Stopped.
+ ++ Wrapper.Controllable#CONTROLLABLE + Controllable +
+The Controllable Object managed by the FSM.
+ ++ #string + From +
+The From State string.
+ ++ #string + Event +
+The Event string.
+ ++ #string + To +
+The To State string.
+ +#boolean:
+Return false to cancel Transition.
+ +Sets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.
+ ++ Wrapper.Controllable#CONTROLLABLE + FSMControllable +
+Synchronous Event Trigger for Event Stop.
+ +Asynchronous Event Trigger for Event Stop.
+ ++ #number + Delay +
+The delay in seconds.
+ ++ step +
++ trigger +
++ params +
++ EventName +
+Adds an End state.
+ ++ #string + State +
+The FSM state.
+ +Set the default #FSM_PROCESS template with key ProcessName providing the ProcessClass and the process object when it is assigned to a Wrapper.Controllable by the task.
+ ++ #table + From +
+Can contain a string indicating the From state or a table of strings containing multiple From states.
+ ++ #string + Event +
+The Event name.
+ ++ Core.Fsm#FSM_PROCESS + Process +
+An sub-process FSM.
+ ++ #table + ReturnEvents +
+A table indicating for which returned events of the SubFSM which Event must be triggered in the FSM.
+ +The SubFSM.
+ +Adds a score for the FSM to be achieved.
+ ++ #string + State +
+is the state of the process when the score needs to be given. (See the relevant state descriptions of the process).
+ ++ #string + ScoreText +
+is a text describing the score that is given according the status.
+ ++ #number + Score +
+is a number providing the score of the status.
+ +#FSM:
+self
+ +Adds a score for the FSM_PROCESS to be achieved.
+ ++ #string + From +
+is the From State of the main process.
+ ++ #string + Event +
+is the Event of the main process.
+ ++ #string + State +
+is the state of the process when the score needs to be given. (See the relevant state descriptions of the process).
+ ++ #string + ScoreText +
+is a text describing the score that is given according the status.
+ ++ #number + Score +
+is a number providing the score of the status.
+ +#FSM:
+self
+ +Add a new transition rule to the FSM.
+ + +A transition rule defines when and if the FSM can transition from a state towards another state upon a triggered event.
+ ++ #table + From +
+Can contain a string indicating the From state or a table of strings containing multiple From states.
+ ++ #string + Event +
+The Event name.
+ ++ #string + To +
+The To state.
+ +Get current state.
+ +Returns the End states.
+ +Returns a table of the SubFSM rules defined within the FSM.
+ +Returns a table with the scores defined.
+ +Returns the start state of the FSM.
+ +#string:
+A string containing the start state.
+ +Get current state.
+ +Returns a table with the Subs defined.
+ +Returns a table of the transition rules defined within the FSM.
+ +Check if FSM is in state.
+ ++ #string + State +
+State name.
+ +#boolean:
+If true, FSM is in this state.
+ +Load call backs.
+ ++ #table + CallBackTable +
+Table of call backs.
+ +Creates a new FSM object.
+ ++ From +
++ Event +
++ Fsm +
+Sets the start state of the FSM.
+ ++ #string + State +
+A string defining the start state.
+ +Add to map.
+ ++ #table + Map +
+Map.
+ ++ #table + Event +
+Event table.
+ +Call handler.
+ ++ #string + step +
+Step "onafter", "onbefore", "onenter", "onleave".
+ ++ #string + trigger +
+Trigger.
+ ++ #table + params +
+Parameters.
+ ++ #string + EventName +
+Event name.
+ +Value.
+ +Create transition.
+ ++ #string + EventName +
+Event name.
+ +#function:
+Function.
+ +Delayed transition.
+ ++ #string + EventName +
+Event name.
+ +#function:
+Function.
+ +Event map.
+ ++ #table + Events +
+Events.
+ ++ #table + EventStructure +
+Event structure.
+ +Go sub.
+ ++ #string + ParentFrom +
+Parent from state.
+ ++ #string + ParentEvent +
+Parent event name.
+ +#table:
+Subs.
+ +Handler.
+ ++ #string + EventName +
+Event name.
+ ++ ... +
+Arguments.
+ +Is end state.
+ ++ #string + Current +
+Current state name.
+ +#table:
+FSM parent.
+ +#string:
+Event name.
+ +Sub maps.
+ ++ #table + subs +
+Subs.
+ ++ #table + sub +
+Sub.
+ ++ #string + name +
+Name.
+ +Check if can do an event.
+ ++ #string + e +
+Event name.
+ +#boolean:
+If true, FSM can do the event.
+ +#string:
+To state.
+ +Check if cannot do an event.
+ ++ #string + e +
+Event name.
+ +#boolean:
+If true, FSM cannot do the event.
+ +Check if FSM is in state.
+ ++ #string + State +
+State name.
+ ++ state +
+#boolean:
+If true, FSM is in this state.
+ +Clear the state of an object.
+ ++ Object +
+The object that holds the Value set by the Key.
+ ++ StateName +
+The key that is should be cleared.
+ +Creation of a Birth Event.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ ++ #string + IniUnitName +
+The initiating unit name.
+ ++ place +
++ subplace +
+Creation of a Crash Event.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ ++ IniObjectCategory +
+Creation of a Dead Event.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ ++ IniObjectCategory +
+Creation of a S_EVENT_DYNAMIC_CARGO_LOADED event.
+ ++ Wrapper.DynamicCargo#DYNAMICCARGO + DynamicCargo +
+the dynamic cargo object
+ +Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event.
+ ++ Wrapper.DynamicCargo#DYNAMICCARGO + DynamicCargo +
+the dynamic cargo object
+ +Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event.
+ ++ Wrapper.DynamicCargo#DYNAMICCARGO + DynamicCargo +
+the dynamic cargo object
+ +Creation of a S_EVENT_NEW_DYNAMIC_CARGO event.
+ ++ Wrapper.DynamicCargo#DYNAMICCARGO + DynamicCargo +
+the dynamic cargo object
+ +Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.
+ Wrapper.Unit#UNIT + PlayerUnit +
+The aircraft unit the player entered.
+ +Creation of a Remove Unit Event.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ +Creation of a Takeoff Event.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ +Creation of a Crash Event.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ +Log an exception which will be traced always.
+ + +Can be anywhere within the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Returns the event dispatcher
+ +Remove all subscribed events
+ +Trace a function call.
+ + +Must be at the beginning of the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace a function call level 2.
+ + +Must be at the beginning of the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace a function call level 3.
+ + +Must be at the beginning of the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Get the ClassID of the class instance.
+ +#string:
+The ClassID of the class instance.
+ +Get the ClassName of the class instance.
+ +#string:
+The ClassName of the class instance.
+ +Get the ClassName + ClassID of the class instance.
+ + +The ClassName + ClassID is formatted as '%s#%09d'.
+ +#string:
+The ClassName + ClassID of the class instance.
+ +Get the Class Core.Event processing Priority.
+ + +The Event processing Priority is a number from 1 to 10, +reflecting the order of the classes subscribed to the Event to be processed.
+ +This is the worker method to retrieve the Parent class.
+ + +Note that the Parent class must be passed to call the parent class method.
+ +self:GetParent(self):ParentMethod()
+
+
+
+
+
+Get all of the properties of an object in a table.
+ +#table:
+of values, indexed by keys.
+ +Get one property of an object 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 that is stored. Note that the value can be a #string, but it can also be any other type! Nil if not found.
+ +Get a Value given a Key from the Object.
+ + +Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.
+ ++ Object +
+The object that holds the Value set by the Key.
+ ++ Key +
+The key that is used to retrieve the value. Note that the key can be a #string, but it can also be any other type!
+ +The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.
+ +Subscribe to a DCS Event.
+ ++ Core.Event#EVENTS + EventID +
+Event ID.
+ ++ #function + EventFunction +
+(optional) The function to be called when the event occurs for the unit.
+ +Log an information which will be traced always.
+ + +Can be anywhere within the function logic.
+ ++ Arguments +
+A #table or any field.
+ +This is the worker method to inherit from a parent class.
+ ++ Child +
+is the Child class that inherits.
+ ++ #BASE + Parent +
+is the Parent class that the Child inherits from.
+ +Child
+ +This is the worker method to check if an object is an (sub)instance of a class.
+ + + +ZONE:New( 'some zone' ):IsInstanceOf( ZONE ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'ZONE' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'zone' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'BASE' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'GROUP' ) will return false
+ ClassName +
+is the name of the class or the class itself to run the check against
+ +#boolean:
+Enquires if tracing is on (for the class).
+ +BASE constructor.
+ + + +This is an example how to use the BASE:New() constructor in a new class definition when inheriting from BASE.
+ +function EVENT:New()
+ local self = BASE:Inherit( self, BASE:New() ) -- #EVENT
+ return self
+end
+
+
+
+Occurs when an Event for an object is triggered.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that triggered the event.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +BDA.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a ground unit captures either an airbase or a farp.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that captured the base +place: The airbase that was captured, can be a FARP or Airbase. When calling place:getCoalition() the faction will already be the new owning faction.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any object is spawned into the mission.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that was spawned
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any aircraft crashes into the ground and is completely destroyed.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that has crashed
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an object is dead.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is dead.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Unknown precisely what creates this event, likely tied into newer damage model.
+ + +Will update this page when new information become available.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Discard chair after ejection.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a player loads a dynamic cargo object with the F8 ground crew menu into a helo.
+ + +* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a dynamic cargo crate is removed.
+ + +* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a player unloads a dynamic cargo object with the F8 ground crew menu from a helo.
+ + +* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a pilot ejects from an aircraft +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ + +initiator : The unit that has ejected
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any aircraft shuts down its engines.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is stopping its engines.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any aircraft starts its engines.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is starting its engines.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs whenever an object is hit by a weapon.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit object the fired the weapon +weapon: Weapon object that hit the target +target: The Object that was hit.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any system fails on a human controlled aircraft.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that had the failure
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs on the death of a unit.
+ + +Contains more and different information. Similar to unit_lost it will occur for aircraft before the aircraft crash event occurs. +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an aircraft lands at an airbase, farp or ship +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ + +initiator : The unit that has landed +place: Object that the unit landed on. Can be an Airbase Object, FARP, or Ships
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up.
+ + +Event does not occur if the pilot lands in the water and sub combs to Davey Jones Locker. +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Landing quality mark.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a new mark was added.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +MarkID: ID of the mark.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a mark text was changed.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +MarkID: ID of the mark.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a mark was removed.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +MarkID: ID of the mark.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a mission ends +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a mission starts +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a player creates a dynamic cargo object from the F8 ground crew menu.
+ + +* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Weapon add.
+ + +Fires when entering a mission per pylon with the name of the weapon (double pylons not counted, infinite wep reload not counted. +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when the pilot of an aircraft is killed.
+ + +Can occur either if the player is alive and crashes or if a weapon kills the pilot without completely destroying the plane. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that the pilot has died in.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a player enters a slot and takes control of an aircraft.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +NOTE: This is a workaround of a long standing DCS bug with the PLAYER_ENTER_UNIT event. +initiator : The unit that is being taken control of.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any player assumes direct control of a unit.
+ + +Note - not Mulitplayer safe. Use PlayerEnterAircraft. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is being taken control of.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any player relieves control of a unit to the AI.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that the player left.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an aircraft connects with a tanker and begins taking on fuel.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is receiving fuel.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an aircraft is finished taking fuel.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that was receiving fuel.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any modification to the "Score" as seen on the debrief menu would occur.
+ + +There is no information on what values the score was changed to. Event is likely similar to player_comment in this regard. +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any unit stops firing its weapon.
+ + +Event will always correspond with a shooting start event. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that was doing the shooting.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any unit begins firing a weapon that has a high rate of fire.
+ + +Most common with aircraft cannons (GAU-8), autocannons, and machine guns. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is doing the shooting. +target: The unit that is being targeted.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs whenever any unit in a mission fires a weapon.
+ + +But not any machine gun or autocannon based weapon, those are handled by EVENT.ShootingStart. +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an aircraft takes off from an airbase, farp, or ship.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that tookoff +place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Trigger zone.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when the game thinks an object is destroyed.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Schedule a new time event.
+ + +Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.
+ ++ #number + Start +
+Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.
+ ++ #function + SchedulerFunction +
+The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
+ ++ ... +
+Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
+ +#string:
+The Schedule ID of the planned schedule.
+ +Schedule a new time event.
+ + +Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.
+ ++ #number + Start +
+Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.
+ ++ #number + Repeat +
+Specifies the interval in seconds when the scheduler will call the event function.
+ ++ #number + RandomizeFactor +
+Specifies a randomization factor between 0 and 1 to randomize the Repeat.
+ ++ #number + Stop +
+Specifies the amount of seconds when the scheduler will be stopped.
+ ++ #function + SchedulerFunction +
+The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
+ ++ #table + ... +
+Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
+ +#string:
+The Schedule ID of the planned schedule.
+ +Stops the Schedule.
+ ++ #string + SchedulerID +
+(Optional) Scheduler ID to be stopped. If nil, all pending schedules are stopped.
+ +Set the Class Core.Event processing Priority.
+ + +The Event processing Priority is a number from 1 to 10, +reflecting the order of the classes subscribed to the Event to be processed.
+ ++ #number + EventPriority +
+The Core.Event processing Priority.
+ +self
+ +Set one property of an object.
+ ++ 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 that is stored. Note that the value can be a #string, but it can also be any other type!
+ +Set a state or property of the Object given a Key and a Value.
+ + +Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.
+ ++ Object +
+The object that will hold the Value set by the Key.
+ ++ Key +
+The key that is used as a reference of the value. Note that the key can be a #string, but it can also be any other type!
+ ++ Value +
+The value to is stored in the object.
+ +The Value set.
+ +Trace a function logic level 1.
+ + +Can be anywhere within the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace a function logic level 2.
+ + +Can be anywhere within the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace a function logic level 3.
+ + +Can be anywhere within the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace all methods in MOOSE
+ ++ #boolean + TraceAll +
+true = trace all methods in MOOSE.
+ +Set tracing for a class
+ +Set tracing for a specific method of class
+ ++ #string + Class +
+Class name.
+ ++ #string + Method +
+Method.
+ +Set trace level
+ +Set trace off.
+ +Set trace on.
+ +Set trace on or off +Note that when trace is off, no BASE.Debug statement is performed, increasing performance! +When Moose is loaded statically, (as one file), tracing is switched off by default.
+ + +So tracing must be switched on manually in your mission if you are using Moose statically. +When moose is loading dynamically (for moose class development), tracing is switched on by default.
+ ++ #boolean + TraceOnOff +
+Switch the tracing on or off.
+ +
+ -- Switch the tracing On
+ BASE:TraceOnOff( true )
+
+ -- Switch the tracing Off
+ BASE:TraceOnOff( false )
+
+
+UnSubscribe to a DCS event.
+ ++ Core.Event#EVENTS + EventID +
+Event ID.
+ +Trace a function call.
+ + +This function is private.
+ ++ Arguments +
+A #table or any field.
+ ++ DebugInfoCurrentParam +
++ DebugInfoFromParam +
+(Internal) Serialize arguments
+ ++ #table + Arguments +
+#string:
+Text
+ +Trace a function logic.
+ ++ Arguments +
+A #table or any field.
+ ++ DebugInfoCurrentParam +
++ DebugInfoFromParam +
+The main event handling function...
+ + +This function captures all events generated for the class.
+ +Brings a dynamic cargo handling capability for an AI airplane group.
--Airplane carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation between airbases.
+ +
Airplane carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation between airbases.
The AI_CARGO_AIRPLANE module uses the Cargo.Cargo capabilities within the MOOSE framework. Cargo.Cargo must be declared within the mission to make AI_CARGO_AIRPLANE recognize the cargo. @@ -2907,20 +2909,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
Set destination airbase for next :Route() command.
- -Aircraft is on a pickup mission.
+Set destination airbase for next :Route() command.
- -Aircraft is on a pickup mission.
+Set destination airbase for next :Route() command.
- -Aircraft is on a pickup mission.
+Set destination airbase for next :Route() command.
- -Aircraft is on a pickup mission.
+
Carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation. diff --git a/Documentation/AI.AI_Cargo_Dispatcher_APC.html b/Documentation/AI.AI_Cargo_Dispatcher_APC.html index 7d85a0444..11e8d0655 100644 --- a/Documentation/AI.AI_Cargo_Dispatcher_APC.html +++ b/Documentation/AI.AI_Cargo_Dispatcher_APC.html @@ -1743,6 +1743,8 @@ +

Armoured Personnel APCs (APC), Trucks, Jeeps and other carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation.
The AI_CARGO_DISPATCHER_APC module is derived from the AI_CARGO_DISPATCHER module.
diff --git a/Documentation/AI.AI_Cargo_Dispatcher_Airplane.html b/Documentation/AI.AI_Cargo_Dispatcher_Airplane.html index 0ae202347..ba5c8b2c9 100644 --- a/Documentation/AI.AI_Cargo_Dispatcher_Airplane.html +++ b/Documentation/AI.AI_Cargo_Dispatcher_Airplane.html @@ -1736,6 +1736,8 @@ +
Airplanes can be mobilized to intelligently transport infantry and other cargo within the simulation.
The AI_CARGO_DISPATCHER_AIRPLANE module is derived from the AI_CARGO_DISPATCHER module.
diff --git a/Documentation/AI.AI_Cargo_Dispatcher_Helicopter.html b/Documentation/AI.AI_Cargo_Dispatcher_Helicopter.html index a9b5b5b76..b3aaf9b66 100644 --- a/Documentation/AI.AI_Cargo_Dispatcher_Helicopter.html +++ b/Documentation/AI.AI_Cargo_Dispatcher_Helicopter.html @@ -1738,6 +1738,8 @@ +
Helicopters can be mobilized to intelligently transport infantry and other cargo within the simulation.
diff --git a/Documentation/AI.AI_Cargo_Dispatcher_Ship.html b/Documentation/AI.AI_Cargo_Dispatcher_Ship.html index cc42631c9..5064f7a86 100644 --- a/Documentation/AI.AI_Cargo_Dispatcher_Ship.html +++ b/Documentation/AI.AI_Cargo_Dispatcher_Ship.html @@ -1736,6 +1736,8 @@ +
Naval vessels can be mobilized to semi-intelligently transport cargo within the simulation.
The AI_CARGO_DISPATCHER_SHIP module is derived from the AI_CARGO_DISPATCHER module.
diff --git a/Documentation/AI.AI_Cargo_Helicopter.html b/Documentation/AI.AI_Cargo_Helicopter.html index 067e4ce0c..5cea3fe38 100644 --- a/Documentation/AI.AI_Cargo_Helicopter.html +++ b/Documentation/AI.AI_Cargo_Helicopter.html @@ -1720,7 +1720,9 @@-Helicopter carriers can be mobilized to intelligently transport infantry and other cargo within the simulation.
+
+
+Helicopter carriers can be mobilized to intelligently transport infantry and other cargo within the simulation.
The AI_CARGO_HELICOPTER class uses the Cargo.Cargo capabilities within the MOOSE framework. Cargo.Cargo must be declared within the mission to make the AI_CARGO_HELICOPTER object recognize the cargo. diff --git a/Documentation/AI.AI_Cargo_Ship.html b/Documentation/AI.AI_Cargo_Ship.html index 278130351..9341768c2 100644 --- a/Documentation/AI.AI_Cargo_Ship.html +++ b/Documentation/AI.AI_Cargo_Ship.html @@ -1720,6 +1720,8 @@ +

Naval ships can be utilized to transport cargo around the map following naval shipping lanes. The AI_CARGO_SHIP class uses the Cargo.Cargo capabilities within the MOOSE framework. Cargo.Cargo must be declared within the mission or warehouse to make the AI_CARGO_SHIP recognize the cargo. @@ -1775,6 +1777,9 @@ Therefore, this class is considered to be deprecated
AI_CARGO_SHIP:onbeforeReload(Carrier, From, Event, To, PickupZone) |
On before Reload event. + |
+
+
| Fields and Methods inherited from FSM_CONTROLLABLE | +Description | +
|---|---|
| + | + + | +
| + |
+ Gets the CONTROLLABLE object that the FSM_CONTROLLABLE governs. + |
+
| + |
+ Creates a new FSM_CONTROLLABLE object. + |
+
| + |
+ OnAfter Transition Handler for Event Stop. + |
+
| + |
+ OnBefore Transition Handler for Event Stop. + |
+
| + |
+ OnEnter Transition Handler for State Stopped. + |
+
| + |
+ OnLeave Transition Handler for State Stopped. + |
+
| + |
+ Sets the CONTROLLABLE object that the FSM_CONTROLLABLE governs. + |
+
| + |
+ Synchronous Event Trigger for Event Stop. + |
+
| + |
+ Asynchronous Event Trigger for Event Stop. + |
+
AI_CARGO_SHIP:_call_handler(step, trigger, params, EventName) |
+ + + | +
| Fields and Methods inherited from FSM | +Description | +
|---|---|
| + |
+ Adds an End state. + |
+
AI_CARGO_SHIP:AddProcess(From, Event, Process, ReturnEvents) |
+
+ Set the default #FSM_PROCESS template with key ProcessName providing the ProcessClass and the process object when it is assigned to a Wrapper.Controllable by the task. + |
+
| + |
+ Adds a score for the FSM to be achieved. + |
+
AI_CARGO_SHIP:AddScoreProcess(From, Event, State, ScoreText, Score) |
+
+ Adds a score for the FSM_PROCESS to be achieved. + |
+
| + |
+ Add a new transition rule to the FSM. + |
+
| + |
+ Call scheduler. + |
+
| + |
+ Name of the class. + |
+
| + | + + | +
| + |
+ Get current state. + |
+
| + |
+ Returns the End states. + |
+
| + | + + | +
| + |
+ Returns a table of the SubFSM rules defined within the FSM. + |
+
| + |
+ Returns a table with the scores defined. + |
+
| + |
+ Returns the start state of the FSM. + |
+
| + |
+ Get current state. + |
+
| + |
+ Returns a table with the Subs defined. + |
+
| + |
+ Returns a table of the transition rules defined within the FSM. + |
+
| + |
+ Check if FSM is in state. + |
+
| + |
+ Load call backs. + |
+
| + |
+ Creates a new FSM object. + |
+
| + |
+ Scores. + |
+
| + | + + | +
| + |
+ Sets the start state of the FSM. + |
+
| + | + + | +
| + | + + | +
| + | + + | +
| + | + + | +
| + | + + | +
| + | + + | +
| + |
+ Add to map. + |
+
AI_CARGO_SHIP:_call_handler(step, trigger, params, EventName) |
+
+ Call handler. + |
+
| + |
+ Create transition. + |
+
| + |
+ Delayed transition. + |
+
| + |
+ Event map. + |
+
| + |
+ Go sub. + |
+
| + |
+ Handler. + |
+
| + |
+ Is end state. + |
+
| + |
+ Sub maps. + |
+
| + |
+ Check if can do an event. + |
+
| + |
+ Check if cannot do an event. + |
+
| + |
+ Current state name. + |
+
| + | + + | +
| + |
+ Check if FSM is in state. + |
+
| + |
+ Options. + |
+
| + |
+ Subs. + |
+
| Fields and Methods inherited from BASE | +Description | +
|---|---|
| + |
+ The ID number of the class. + |
+
| + |
+ The name of the class. + |
+
| + |
+ The name of the class concatenated with the ID number of the class. + |
+
| + |
+ Clear the state of an object. + |
+
AI_CARGO_SHIP:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
+
+ Creation of a Birth Event. + |
+
AI_CARGO_SHIP:CreateEventCrash(EventTime, Initiator, IniObjectCategory) |
+
+ Creation of a Crash Event. + |
+
AI_CARGO_SHIP:CreateEventDead(EventTime, Initiator, IniObjectCategory) |
+
+ Creation of a Dead Event. + |
+
| + |
+ Creation of a S_EVENT_DYNAMIC_CARGO_LOADED event. + |
+
| + |
+ Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event. + |
+
| + |
+ Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event. + |
+
| + |
+ Creation of a S_EVENT_NEW_DYNAMIC_CARGO event. + |
+
| + |
+ Creation of a |
+
| + |
+ Creation of a Remove Unit Event. + |
+
| + |
+ Creation of a Takeoff Event. + |
+
| + |
+ Creation of a Crash Event. + |
+
| + |
+ Log an exception which will be traced always. + |
+
| + |
+ Returns the event dispatcher + |
+
| + |
+ Remove all subscribed events + |
+
| + |
+ Trace a function call. + |
+
| + |
+ Trace a function call level 2. + |
+
| + |
+ Trace a function call level 3. + |
+
| + |
+ Get the ClassID of the class instance. + |
+
| + |
+ Get the ClassName of the class instance. + |
+
| + |
+ Get the ClassName + ClassID of the class instance. + |
+
| + |
+ Get the Class Core.Event processing Priority. + |
+
| + |
+ This is the worker method to retrieve the Parent class. + |
+
| + |
+ Get all of the properties of an object in a table. + |
+
| + |
+ Get one property of an object by the key. + |
+
| + |
+ Get a Value given a Key from the Object. + |
+
| + |
+ Subscribe to a DCS Event. + |
+
| + |
+ Log an information which will be traced always. + |
+
| + |
+ This is the worker method to inherit from a parent class. + |
+
| + |
+ This is the worker method to check if an object is an (sub)instance of a class. + |
+
| + |
+ Enquires if tracing is on (for the class). + |
+
| + |
+ BASE constructor. + |
+
| + |
+ Occurs when an Event for an object is triggered. + |
+
| + |
+ BDA. + |
+
| + |
+ Occurs when a ground unit captures either an airbase or a farp. + |
+
| + |
+ Occurs when any object is spawned into the mission. + |
+
| + |
+ Occurs when any aircraft crashes into the ground and is completely destroyed. + |
+
| + |
+ Occurs when an object is dead. + |
+
| + |
+ Unknown precisely what creates this event, likely tied into newer damage model. + |
+
| + |
+ Discard chair after ejection. + |
+
| + |
+ Occurs when a player loads a dynamic cargo object with the F8 ground crew menu into a helo. + |
+
| + |
+ Occurs when a dynamic cargo crate is removed. + |
+
| + |
+ Occurs when a player unloads a dynamic cargo object with the F8 ground crew menu from a helo. + |
+
| + |
+ Occurs when a pilot ejects from an aircraft +Have a look at the class Core.Event#EVENT as these are just the prototypes. + |
+
| + |
+ Occurs when any aircraft shuts down its engines. + |
+
| + |
+ Occurs when any aircraft starts its engines. + |
+
| + |
+ Occurs whenever an object is hit by a weapon. + |
+
| + |
+ Occurs when any system fails on a human controlled aircraft. + |
+
| + |
+ Occurs on the death of a unit. + |
+
| + |
+ Occurs when an aircraft lands at an airbase, farp or ship +Have a look at the class Core.Event#EVENT as these are just the prototypes. + |
+
| + |
+ Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up. + |
+
| + |
+ Landing quality mark. + |
+
| + |
+ Occurs when a new mark was added. + |
+
| + |
+ Occurs when a mark text was changed. + |
+
| + |
+ Occurs when a mark was removed. + |
+
| + |
+ Occurs when a mission ends +Have a look at the class Core.Event#EVENT as these are just the prototypes. + |
+
| + |
+ Occurs when a mission starts +Have a look at the class Core.Event#EVENT as these are just the prototypes. + |
+
| + |
+ Occurs when a player creates a dynamic cargo object from the F8 ground crew menu. + |
+
| + |
+ Weapon add. + |
+
| + |
+ Occurs when the pilot of an aircraft is killed. + |
+
| + |
+ Occurs when a player enters a slot and takes control of an aircraft. + |
+
| + |
+ Occurs when any player assumes direct control of a unit. + |
+
| + |
+ Occurs when any player relieves control of a unit to the AI. + |
+
| + |
+ Occurs when an aircraft connects with a tanker and begins taking on fuel. + |
+
| + |
+ Occurs when an aircraft is finished taking fuel. + |
+
| + |
+ Occurs when any modification to the "Score" as seen on the debrief menu would occur. + |
+
| + |
+ Occurs when any unit stops firing its weapon. + |
+
| + |
+ Occurs when any unit begins firing a weapon that has a high rate of fire. + |
+
| + |
+ Occurs whenever any unit in a mission fires a weapon. + |
+
| + |
+ Occurs when an aircraft takes off from an airbase, farp, or ship. + |
+
| + |
+ Trigger zone. + |
+
| + |
+ Occurs when the game thinks an object is destroyed. + |
+
| + | + + | +
| + |
+ Schedule a new time event. + |
+
AI_CARGO_SHIP:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...) |
+
+ Schedule a new time event. + |
+
| + |
+ Stops the Schedule. + |
+
| + |
+ The scheduler object. + |
+
| + |
+ Set the Class Core.Event processing Priority. + |
+
| + |
+ Set one property of an object. + |
+
| + |
+ Set a state or property of the Object given a Key and a Value. + |
+
| + |
+ Trace a function logic level 1. + |
+
| + |
+ Trace a function logic level 2. + |
+
| + |
+ Trace a function logic level 3. + |
+
| + |
+ Trace all methods in MOOSE + |
+
| + |
+ Set tracing for a class + |
+
| + |
+ Set tracing for a specific method of class + |
+
| + |
+ Set trace level + |
+
| + |
+ Set trace off. + |
+
| + |
+ Set trace on. + |
+
| + |
+ Set trace on or off +Note that when trace is off, no BASE.Debug statement is performed, increasing performance! +When Moose is loaded statically, (as one file), tracing is switched off by default. + |
+
| + |
+ UnSubscribe to a DCS event. + |
+
| + | + + | +
AI_CARGO_SHIP:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
+
+ Trace a function call. + |
+
| + |
+ (Internal) Serialize arguments + |
+
AI_CARGO_SHIP:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
+
+ Trace a function logic. + |
+
| + | + + | +
| + |
+ The main event handling function... |
Gets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.
+ +Creates a new FSM_CONTROLLABLE object.
+ ++ #table + FSMT +
+Finite State Machine Table
+ ++ Wrapper.Controllable#CONTROLLABLE + Controllable +
+(optional) The CONTROLLABLE object that the FSM_CONTROLLABLE governs.
+ +OnAfter Transition Handler for Event Stop.
+ ++ Wrapper.Controllable#CONTROLLABLE + Controllable +
+The Controllable Object managed by the FSM.
+ ++ #string + From +
+The From State string.
+ ++ #string + Event +
+The Event string.
+ ++ #string + To +
+The To State string.
+ +OnBefore Transition Handler for Event Stop.
+ ++ Wrapper.Controllable#CONTROLLABLE + Controllable +
+The Controllable Object managed by the FSM.
+ ++ #string + From +
+The From State string.
+ ++ #string + Event +
+The Event string.
+ ++ #string + To +
+The To State string.
+ +#boolean:
+Return false to cancel Transition.
+ +OnEnter Transition Handler for State Stopped.
+ ++ Wrapper.Controllable#CONTROLLABLE + Controllable +
+The Controllable Object managed by the FSM.
+ ++ #string + From +
+The From State string.
+ ++ #string + Event +
+The Event string.
+ ++ #string + To +
+The To State string.
+ +OnLeave Transition Handler for State Stopped.
+ ++ Wrapper.Controllable#CONTROLLABLE + Controllable +
+The Controllable Object managed by the FSM.
+ ++ #string + From +
+The From State string.
+ ++ #string + Event +
+The Event string.
+ ++ #string + To +
+The To State string.
+ +#boolean:
+Return false to cancel Transition.
+ +Sets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.
+ ++ Wrapper.Controllable#CONTROLLABLE + FSMControllable +
+Synchronous Event Trigger for Event Stop.
+ +Asynchronous Event Trigger for Event Stop.
+ ++ #number + Delay +
+The delay in seconds.
+ ++ step +
++ trigger +
++ params +
++ EventName +
+Adds an End state.
+ ++ #string + State +
+The FSM state.
+ +Set the default #FSM_PROCESS template with key ProcessName providing the ProcessClass and the process object when it is assigned to a Wrapper.Controllable by the task.
+ ++ #table + From +
+Can contain a string indicating the From state or a table of strings containing multiple From states.
+ ++ #string + Event +
+The Event name.
+ ++ Core.Fsm#FSM_PROCESS + Process +
+An sub-process FSM.
+ ++ #table + ReturnEvents +
+A table indicating for which returned events of the SubFSM which Event must be triggered in the FSM.
+ +The SubFSM.
+ +Adds a score for the FSM to be achieved.
+ ++ #string + State +
+is the state of the process when the score needs to be given. (See the relevant state descriptions of the process).
+ ++ #string + ScoreText +
+is a text describing the score that is given according the status.
+ ++ #number + Score +
+is a number providing the score of the status.
+ +#FSM:
+self
+ +Adds a score for the FSM_PROCESS to be achieved.
+ ++ #string + From +
+is the From State of the main process.
+ ++ #string + Event +
+is the Event of the main process.
+ ++ #string + State +
+is the state of the process when the score needs to be given. (See the relevant state descriptions of the process).
+ ++ #string + ScoreText +
+is a text describing the score that is given according the status.
+ ++ #number + Score +
+is a number providing the score of the status.
+ +#FSM:
+self
+ +Add a new transition rule to the FSM.
+ + +A transition rule defines when and if the FSM can transition from a state towards another state upon a triggered event.
+ ++ #table + From +
+Can contain a string indicating the From state or a table of strings containing multiple From states.
+ ++ #string + Event +
+The Event name.
+ ++ #string + To +
+The To state.
+ +Get current state.
+ +Returns the End states.
+ +Returns a table of the SubFSM rules defined within the FSM.
+ +Returns a table with the scores defined.
+ +Returns the start state of the FSM.
+ +#string:
+A string containing the start state.
+ +Get current state.
+ +Returns a table with the Subs defined.
+ +Returns a table of the transition rules defined within the FSM.
+ +Check if FSM is in state.
+ ++ #string + State +
+State name.
+ +#boolean:
+If true, FSM is in this state.
+ +Load call backs.
+ ++ #table + CallBackTable +
+Table of call backs.
+ +Creates a new FSM object.
+ ++ From +
++ Event +
++ Fsm +
+Sets the start state of the FSM.
+ ++ #string + State +
+A string defining the start state.
+ +Add to map.
+ ++ #table + Map +
+Map.
+ ++ #table + Event +
+Event table.
+ +Call handler.
+ ++ #string + step +
+Step "onafter", "onbefore", "onenter", "onleave".
+ ++ #string + trigger +
+Trigger.
+ ++ #table + params +
+Parameters.
+ ++ #string + EventName +
+Event name.
+ +Value.
+ +Create transition.
+ ++ #string + EventName +
+Event name.
+ +#function:
+Function.
+ +Delayed transition.
+ ++ #string + EventName +
+Event name.
+ +#function:
+Function.
+ +Event map.
+ ++ #table + Events +
+Events.
+ ++ #table + EventStructure +
+Event structure.
+ +Go sub.
+ ++ #string + ParentFrom +
+Parent from state.
+ ++ #string + ParentEvent +
+Parent event name.
+ +#table:
+Subs.
+ +Handler.
+ ++ #string + EventName +
+Event name.
+ ++ ... +
+Arguments.
+ +Is end state.
+ ++ #string + Current +
+Current state name.
+ +#table:
+FSM parent.
+ +#string:
+Event name.
+ +Sub maps.
+ ++ #table + subs +
+Subs.
+ ++ #table + sub +
+Sub.
+ ++ #string + name +
+Name.
+ +Check if can do an event.
+ ++ #string + e +
+Event name.
+ +#boolean:
+If true, FSM can do the event.
+ +#string:
+To state.
+ +Check if cannot do an event.
+ ++ #string + e +
+Event name.
+ +#boolean:
+If true, FSM cannot do the event.
+ +Check if FSM is in state.
+ ++ #string + State +
+State name.
+ ++ state +
+#boolean:
+If true, FSM is in this state.
+ +Clear the state of an object.
+ ++ Object +
+The object that holds the Value set by the Key.
+ ++ StateName +
+The key that is should be cleared.
+ +Creation of a Birth Event.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ ++ #string + IniUnitName +
+The initiating unit name.
+ ++ place +
++ subplace +
+Creation of a Crash Event.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ ++ IniObjectCategory +
+Creation of a Dead Event.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ ++ IniObjectCategory +
+Creation of a S_EVENT_DYNAMIC_CARGO_LOADED event.
+ ++ Wrapper.DynamicCargo#DYNAMICCARGO + DynamicCargo +
+the dynamic cargo object
+ +Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event.
+ ++ Wrapper.DynamicCargo#DYNAMICCARGO + DynamicCargo +
+the dynamic cargo object
+ +Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event.
+ ++ Wrapper.DynamicCargo#DYNAMICCARGO + DynamicCargo +
+the dynamic cargo object
+ +Creation of a S_EVENT_NEW_DYNAMIC_CARGO event.
+ ++ Wrapper.DynamicCargo#DYNAMICCARGO + DynamicCargo +
+the dynamic cargo object
+ +Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.
+ Wrapper.Unit#UNIT + PlayerUnit +
+The aircraft unit the player entered.
+ +Creation of a Remove Unit Event.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ +Creation of a Takeoff Event.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ +Creation of a Crash Event.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ +Log an exception which will be traced always.
+ + +Can be anywhere within the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Returns the event dispatcher
+ +Remove all subscribed events
+ +Trace a function call.
+ + +Must be at the beginning of the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace a function call level 2.
+ + +Must be at the beginning of the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace a function call level 3.
+ + +Must be at the beginning of the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Get the ClassID of the class instance.
+ +#string:
+The ClassID of the class instance.
+ +Get the ClassName of the class instance.
+ +#string:
+The ClassName of the class instance.
+ +Get the ClassName + ClassID of the class instance.
+ + +The ClassName + ClassID is formatted as '%s#%09d'.
+ +#string:
+The ClassName + ClassID of the class instance.
+ +Get the Class Core.Event processing Priority.
+ + +The Event processing Priority is a number from 1 to 10, +reflecting the order of the classes subscribed to the Event to be processed.
+ +This is the worker method to retrieve the Parent class.
+ + +Note that the Parent class must be passed to call the parent class method.
+ +self:GetParent(self):ParentMethod()
+
+
+
+
+
+Get all of the properties of an object in a table.
+ +#table:
+of values, indexed by keys.
+ +Get one property of an object 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 that is stored. Note that the value can be a #string, but it can also be any other type! Nil if not found.
+ +Get a Value given a Key from the Object.
+ + +Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.
+ ++ Object +
+The object that holds the Value set by the Key.
+ ++ Key +
+The key that is used to retrieve the value. Note that the key can be a #string, but it can also be any other type!
+ +The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.
+ +Subscribe to a DCS Event.
+ ++ Core.Event#EVENTS + EventID +
+Event ID.
+ ++ #function + EventFunction +
+(optional) The function to be called when the event occurs for the unit.
+ +Log an information which will be traced always.
+ + +Can be anywhere within the function logic.
+ ++ Arguments +
+A #table or any field.
+ +This is the worker method to inherit from a parent class.
+ ++ Child +
+is the Child class that inherits.
+ ++ #BASE + Parent +
+is the Parent class that the Child inherits from.
+ +Child
+ +This is the worker method to check if an object is an (sub)instance of a class.
+ + + +ZONE:New( 'some zone' ):IsInstanceOf( ZONE ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'ZONE' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'zone' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'BASE' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'GROUP' ) will return false
+ ClassName +
+is the name of the class or the class itself to run the check against
+ +#boolean:
+Enquires if tracing is on (for the class).
+ +BASE constructor.
+ + + +This is an example how to use the BASE:New() constructor in a new class definition when inheriting from BASE.
+ +function EVENT:New()
+ local self = BASE:Inherit( self, BASE:New() ) -- #EVENT
+ return self
+end
+
+
+
+Occurs when an Event for an object is triggered.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that triggered the event.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +BDA.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a ground unit captures either an airbase or a farp.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that captured the base +place: The airbase that was captured, can be a FARP or Airbase. When calling place:getCoalition() the faction will already be the new owning faction.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any object is spawned into the mission.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that was spawned
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any aircraft crashes into the ground and is completely destroyed.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that has crashed
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an object is dead.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is dead.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Unknown precisely what creates this event, likely tied into newer damage model.
+ + +Will update this page when new information become available.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Discard chair after ejection.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a player loads a dynamic cargo object with the F8 ground crew menu into a helo.
+ + +* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a dynamic cargo crate is removed.
+ + +* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a player unloads a dynamic cargo object with the F8 ground crew menu from a helo.
+ + +* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a pilot ejects from an aircraft +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ + +initiator : The unit that has ejected
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any aircraft shuts down its engines.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is stopping its engines.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any aircraft starts its engines.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is starting its engines.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs whenever an object is hit by a weapon.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit object the fired the weapon +weapon: Weapon object that hit the target +target: The Object that was hit.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any system fails on a human controlled aircraft.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that had the failure
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs on the death of a unit.
+ + +Contains more and different information. Similar to unit_lost it will occur for aircraft before the aircraft crash event occurs. +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an aircraft lands at an airbase, farp or ship +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ + +initiator : The unit that has landed +place: Object that the unit landed on. Can be an Airbase Object, FARP, or Ships
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up.
+ + +Event does not occur if the pilot lands in the water and sub combs to Davey Jones Locker. +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Landing quality mark.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a new mark was added.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +MarkID: ID of the mark.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a mark text was changed.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +MarkID: ID of the mark.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a mark was removed.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +MarkID: ID of the mark.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a mission ends +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a mission starts +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a player creates a dynamic cargo object from the F8 ground crew menu.
+ + +* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Weapon add.
+ + +Fires when entering a mission per pylon with the name of the weapon (double pylons not counted, infinite wep reload not counted. +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when the pilot of an aircraft is killed.
+ + +Can occur either if the player is alive and crashes or if a weapon kills the pilot without completely destroying the plane. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that the pilot has died in.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a player enters a slot and takes control of an aircraft.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +NOTE: This is a workaround of a long standing DCS bug with the PLAYER_ENTER_UNIT event. +initiator : The unit that is being taken control of.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any player assumes direct control of a unit.
+ + +Note - not Mulitplayer safe. Use PlayerEnterAircraft. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is being taken control of.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any player relieves control of a unit to the AI.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that the player left.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an aircraft connects with a tanker and begins taking on fuel.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is receiving fuel.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an aircraft is finished taking fuel.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that was receiving fuel.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any modification to the "Score" as seen on the debrief menu would occur.
+ + +There is no information on what values the score was changed to. Event is likely similar to player_comment in this regard. +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any unit stops firing its weapon.
+ + +Event will always correspond with a shooting start event. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that was doing the shooting.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any unit begins firing a weapon that has a high rate of fire.
+ + +Most common with aircraft cannons (GAU-8), autocannons, and machine guns. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is doing the shooting. +target: The unit that is being targeted.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs whenever any unit in a mission fires a weapon.
+ + +But not any machine gun or autocannon based weapon, those are handled by EVENT.ShootingStart. +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an aircraft takes off from an airbase, farp, or ship.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that tookoff +place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Trigger zone.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when the game thinks an object is destroyed.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Schedule a new time event.
+ + +Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.
+ ++ #number + Start +
+Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.
+ ++ #function + SchedulerFunction +
+The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
+ ++ ... +
+Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
+ +#string:
+The Schedule ID of the planned schedule.
+ +Schedule a new time event.
+ + +Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.
+ ++ #number + Start +
+Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.
+ ++ #number + Repeat +
+Specifies the interval in seconds when the scheduler will call the event function.
+ ++ #number + RandomizeFactor +
+Specifies a randomization factor between 0 and 1 to randomize the Repeat.
+ ++ #number + Stop +
+Specifies the amount of seconds when the scheduler will be stopped.
+ ++ #function + SchedulerFunction +
+The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
+ ++ #table + ... +
+Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
+ +#string:
+The Schedule ID of the planned schedule.
+ +Stops the Schedule.
+ ++ #string + SchedulerID +
+(Optional) Scheduler ID to be stopped. If nil, all pending schedules are stopped.
+ +Set the Class Core.Event processing Priority.
+ + +The Event processing Priority is a number from 1 to 10, +reflecting the order of the classes subscribed to the Event to be processed.
+ ++ #number + EventPriority +
+The Core.Event processing Priority.
+ +self
+ +Set one property of an object.
+ ++ 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 that is stored. Note that the value can be a #string, but it can also be any other type!
+ +Set a state or property of the Object given a Key and a Value.
+ + +Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.
+ ++ Object +
+The object that will hold the Value set by the Key.
+ ++ Key +
+The key that is used as a reference of the value. Note that the key can be a #string, but it can also be any other type!
+ ++ Value +
+The value to is stored in the object.
+ +The Value set.
+ +Trace a function logic level 1.
+ + +Can be anywhere within the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace a function logic level 2.
+ + +Can be anywhere within the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace a function logic level 3.
+ + +Can be anywhere within the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace all methods in MOOSE
+ ++ #boolean + TraceAll +
+true = trace all methods in MOOSE.
+ +Set tracing for a class
+ +Set tracing for a specific method of class
+ ++ #string + Class +
+Class name.
+ ++ #string + Method +
+Method.
+ +Set trace level
+ +Set trace off.
+ +Set trace on.
+ +Set trace on or off +Note that when trace is off, no BASE.Debug statement is performed, increasing performance! +When Moose is loaded statically, (as one file), tracing is switched off by default.
+ + +So tracing must be switched on manually in your mission if you are using Moose statically. +When moose is loading dynamically (for moose class development), tracing is switched on by default.
+ ++ #boolean + TraceOnOff +
+Switch the tracing on or off.
+ +
+ -- Switch the tracing On
+ BASE:TraceOnOff( true )
+
+ -- Switch the tracing Off
+ BASE:TraceOnOff( false )
+
+
+UnSubscribe to a DCS event.
+ ++ Core.Event#EVENTS + EventID +
+Event ID.
+ +Trace a function call.
+ + +This function is private.
+ ++ Arguments +
+A #table or any field.
+ ++ DebugInfoCurrentParam +
++ DebugInfoFromParam +
+(Internal) Serialize arguments
+ ++ #table + Arguments +
+#string:
+Text
+ +Trace a function logic.
+ ++ Arguments +
+A #table or any field.
+ ++ DebugInfoCurrentParam +
++ DebugInfoFromParam +
+The main event handling function...
+ + +This function captures all events generated for the class.
+ +Allows you to interact with escorting AI on your flight and take the lead.
+
Each escorting group can be commanded with a complete set of radio commands (radio menu in your flight, and then F10).
The radio commands will vary according the category of the group. The richest set of commands are with helicopters and airPlanes. diff --git a/Documentation/AI.AI_Escort_Dispatcher.html b/Documentation/AI.AI_Escort_Dispatcher.html index fb2731823..8cfc7e839 100644 --- a/Documentation/AI.AI_Escort_Dispatcher.html +++ b/Documentation/AI.AI_Escort_Dispatcher.html @@ -1727,6 +1727,8 @@

Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE Therefore, this class is considered to be deprecated
diff --git a/Documentation/AI.AI_Escort_Dispatcher_Request.html b/Documentation/AI.AI_Escort_Dispatcher_Request.html index c9430d05c..74a53ff49 100644 --- a/Documentation/AI.AI_Escort_Dispatcher_Request.html +++ b/Documentation/AI.AI_Escort_Dispatcher_Request.html @@ -1727,6 +1727,8 @@ +
Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE diff --git a/Documentation/AI.AI_Escort_Request.html b/Documentation/AI.AI_Escort_Request.html index c0272a775..f4daccf59 100644 --- a/Documentation/AI.AI_Escort_Request.html +++ b/Documentation/AI.AI_Escort_Request.html @@ -1718,6 +1718,8 @@
Allows you to interact with escorting AI on your flight and take the lead.
+
Each escorting group can be commanded with a complete set of radio commands (radio menu in your flight, and then F10).
The radio commands will vary according the category of the group. The richest set of commands are with helicopters and airPlanes. diff --git a/Documentation/AI.AI_Formation.html b/Documentation/AI.AI_Formation.html index 4ae1f8e95..9d7c74ea1 100644 --- a/Documentation/AI.AI_Formation.html +++ b/Documentation/AI.AI_Formation.html @@ -1739,6 +1739,8 @@ +

AI_FORMATION makes AI Wrapper.Group#GROUPs fly in formation of various compositions. The AI_FORMATION class models formations in a different manner than the internal DCS formation logic!!! The purpose of the class is to:
diff --git a/Documentation/AI.AI_Patrol.html b/Documentation/AI.AI_Patrol.html index 192a36ede..ff3cdc9aa 100644 --- a/Documentation/AI.AI_Patrol.html +++ b/Documentation/AI.AI_Patrol.html @@ -1752,6 +1752,8 @@ +
The AI_PATROL_ZONE is assigned a Wrapper.Group and this must be done before the AI_PATROL_ZONE process can be started using the Start event.
diff --git a/Documentation/Actions.Act_Account.html b/Documentation/Actions.Act_Account.html index 4e0e1e156..8ef5b46b2 100644 --- a/Documentation/Actions.Act_Account.html +++ b/Documentation/Actions.Act_Account.html @@ -1691,7 +1691,7 @@ -

This class is a state machine: it manages a process that is triggered by events causing state transitions to occur.
diff --git a/Documentation/Actions.Act_Assign.html b/Documentation/Actions.Act_Assign.html index 2ad432791..aa86f3d66 100644 --- a/Documentation/Actions.Act_Assign.html +++ b/Documentation/Actions.Act_Assign.html @@ -1693,6 +1693,8 @@

This class is a state machine: it manages a process that is triggered by events causing state transitions to occur. diff --git a/Documentation/Actions.Act_Route.html b/Documentation/Actions.Act_Route.html index 45b6880fe..558e0e634 100644 --- a/Documentation/Actions.Act_Route.html +++ b/Documentation/Actions.Act_Route.html @@ -1693,6 +1693,8 @@


Defines a cargo that is represented by a UNIT object within the simulator, and can be transported by a carrier.
+
Defines a cargo that is represented by a UNIT object within the simulator, and can be transported by a carrier.
+
Use the event functions as described above to Load, UnLoad, Board, UnBoard the CARGO_CRATE objects to and from carriers.
diff --git a/Documentation/Cargo.CargoGroup.html b/Documentation/Cargo.CargoGroup.html index caf9588ea..290ce4f45 100644 --- a/Documentation/Cargo.CargoGroup.html +++ b/Documentation/Cargo.CargoGroup.html @@ -1726,7 +1726,9 @@Defines a cargo that is represented by a Wrapper.Group object within the simulator.
-The cargo can be Loaded, UnLoaded, Boarded, UnBoarded to and from Carriers.
+ +
+The cargo can be Loaded, UnLoaded, Boarded, UnBoarded to and from Carriers.
The above cargo classes are used by the following AI_CARGO_ classes to allow AI groups to transport cargo:
diff --git a/Documentation/Cargo.CargoSlingload.html b/Documentation/Cargo.CargoSlingload.html index de9bb9338..ef31b6147 100644 --- a/Documentation/Cargo.CargoSlingload.html +++ b/Documentation/Cargo.CargoSlingload.html @@ -1737,6 +1737,8 @@
Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE Therefore, this class is considered to be deprecated
diff --git a/Documentation/Cargo.CargoUnit.html b/Documentation/Cargo.CargoUnit.html index 08303815f..a0468b404 100644 --- a/Documentation/Cargo.CargoUnit.html +++ b/Documentation/Cargo.CargoUnit.html @@ -1733,6 +1733,8 @@ Note that ground forces behave in a group, and thus, act in formation, regardles
Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE Therefore, this class is considered to be deprecated
@@ -1892,17 +1894,6 @@ Therefore, this class is considered to be deprecatedwe arrived here seeing that self.SpawnInitSADL == nil, but now that we have a SADL (num), we also need to set it to self.SpawnInitSADL in case - we need to get the next SADL from _DATABASE, or else UTILS.OctalToDecimal() will fail in GetNextSADL
- -we arrived here seeing that self.SpawnInitSADL == nil, but now that we have a SADL (num), we also need to set it to self.SpawnInitSADL in case - we need to get the next SADL from _DATABASE, or else UTILS.OctalToDecimal() will fail in GetNextSADL
- -Spawns a new static using a given template.
+Prefix for logging
-switch alarm state RED
+ @@ -9613,8 +9561,8 @@ E.g. `mymantis:SetAdvancedMode(true, 90)`Prefix for logging
-switch alarm state RED
+ diff --git a/Documentation/Functional.MissileTrainer.html b/Documentation/Functional.MissileTrainer.html index d3c655591..d15788d8a 100644 --- a/Documentation/Functional.MissileTrainer.html +++ b/Documentation/Functional.MissileTrainer.html @@ -1758,6 +1758,8 @@ the class will destroy the missile within a certain range, to avoid damage to yo
Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE. Therefore, this class is considered to be deprecated and superseded by the Functional.Fox class, which provides the same functionality.
diff --git a/Documentation/Functional.Movement.html b/Documentation/Functional.Movement.html index 5fd1f69e8..924c76921 100644 --- a/Documentation/Functional.Movement.html +++ b/Documentation/Functional.Movement.html @@ -2429,20 +2429,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defauContains the counter how many units are currently alive.
- -Contains the counter how many units are currently alive.
- -
Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE Therefore, this class is considered to be deprecated
diff --git a/Documentation/Ops.Airboss.html b/Documentation/Ops.Airboss.html index d8a008c08..699b2d089 100644 --- a/Documentation/Ops.Airboss.html +++ b/Documentation/Ops.Airboss.html @@ -41336,7 +41336,7 @@ When moose is loading dynamically (for moose class development), tracing is swit -Set case of f
+Set case to that of lead.
Set stack flag.
+ +Data table at each position in the groove. Elements are of type AIRBOSS.GrooveData.
+Set Stable Hover
-Set time stamp.
-table of CSAR unit names
-counter for saved pilots
+ +counter for successful rescue landings at FARP/AFB/MASH
+ +table of CSAR unit names
-counter for saved pilots
+ +counter for successful rescue landings at FARP/AFB/MASH
+ +table of CSAR unit names
-counter for saved pilots
+ +counter for successful rescue landings at FARP/AFB/MASH
+ +Governs multiple missions, the tasking and the reporting.
--Command centers govern missions, communicates the task assignments between human players of the coalition, and manages the menu flow. + +

Command centers govern missions, communicates the task assignments between human players of the coalition, and manages the menu flow. It can assign a random task to a player when requested. The commandcenter provides the facilitites to communicate between human players online, executing a task.
diff --git a/Documentation/Tasking.DetectionManager.html b/Documentation/Tasking.DetectionManager.html index 34d3d5b2a..4bd77bb5d 100644 --- a/Documentation/Tasking.DetectionManager.html +++ b/Documentation/Tasking.DetectionManager.html @@ -1696,6 +1696,8 @@The #DETECTION_MANAGER class defines the core functions to report detected objects to groups. Reportings can be done in several manners, and it is up to the derived classes if DETECTION_MANAGER to model the reporting behaviour.
+
* DETECTION_MANAGER.New(): Create a new DETECTION_MANAGER instance.
diff --git a/Documentation/Tasking.Mission.html b/Documentation/Tasking.Mission.html index d81ce7c72..2b0f8c296 100644 --- a/Documentation/Tasking.Mission.html +++ b/Documentation/Tasking.Mission.html @@ -1732,6 +1732,8 @@ +
A mission contains multiple tasks and can be of different task types. These tasks need to be assigned to human players to be executed.
diff --git a/Documentation/Tasking.Task.html b/Documentation/Tasking.Task.html index 3d1ab8824..dc1f84c65 100644 --- a/Documentation/Tasking.Task.html +++ b/Documentation/Tasking.Task.html @@ -1705,6 +1705,8 @@
Tasking can be controlled by using the "other" menu in the radio menu of the player group.
diff --git a/Documentation/Tasking.TaskInfo.html b/Documentation/Tasking.TaskInfo.html index 93d5ea235..a734a7a76 100644 --- a/Documentation/Tasking.TaskInfo.html +++ b/Documentation/Tasking.TaskInfo.html @@ -1709,6 +1709,8 @@


The TASK_A2A is implemented using a Core.Fsm#FSM_TASK, and has the following statuses:

The EWR will detect units, will group them, and will dispatch Tasking.Tasks to groups. Depending on the type of target detected, different tasks will be dispatched. @@ -3100,7 +3102,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

The TASK_A2G is implemented using a Core.Fsm#FSM_TASK, and has the following statuses:

It uses the Tasking System within the MOOSE framework, which is a multi-player Tasking Orchestration system. It provides a truly dynamic battle environment for pilots and ground commanders to engage upon, in a true co-operation environment wherein Multiple Teams will collaborate in Missions to achieve a common Mission Goal.
@@ -3370,14 +3372,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defauset to false to suppress flash messages
-set to false to suppress flash messages
-set to false to suppress flash messages
-set to false to suppress flash messages
-
Test missions can be located on the main GITHUB site.
@@ -3318,6 +3320,17 @@ based on the tasking capabilities defined in + +
The TASK_CAPTURE_DISPATCHER allows you to setup various tasks for let human players capture zones in a co-operation effort.
diff --git a/Documentation/Tasking.Task_Capture_Zone.html b/Documentation/Tasking.Task_Capture_Zone.html index 334ad213c..f4e0788e2 100644 --- a/Documentation/Tasking.Task_Capture_Zone.html +++ b/Documentation/Tasking.Task_Capture_Zone.html @@ -1741,6 +1741,8 @@ based on detected enemy ground targets.
The TASK_ZONE_GOAL class defines the task to protect or capture a protection zone.

The TASK_ZONE_GOAL class defines the task to protect or capture a protection zone.
diff --git a/Documentation/Tasking.Task_Cargo_CSAR.html b/Documentation/Tasking.Task_Cargo_CSAR.html index 8afcd5e28..7707d96e4 100644 --- a/Documentation/Tasking.Task_Cargo_CSAR.html +++ b/Documentation/Tasking.Task_Cargo_CSAR.html @@ -1743,6 +1743,8 @@
Please read through the Tasking.Task_CARGO process to understand the mechanisms of tasking and cargo tasking and handling.
The cargo will be a downed pilot, which is located somwhere on the battlefield. Use the menus system and facilities to diff --git a/Documentation/Tasking.Task_Cargo_Dispatcher.html b/Documentation/Tasking.Task_Cargo_Dispatcher.html index b78f21fa2..968141335 100644 --- a/Documentation/Tasking.Task_Cargo_Dispatcher.html +++ b/Documentation/Tasking.Task_Cargo_Dispatcher.html @@ -1694,6 +1694,8 @@
The TASK_CARGO_DISPATCHER allows you to setup various tasks for let human players transport cargo as part of a task.
+
The cargo dispatcher will implement for you mechanisms to create cargo transportation tasks:

Specific features:

The Tasking.Task_Manager#TASK_MANAGER class defines the core functions to report tasks to groups. Reportings can be done in several manners, and it is up to the derived classes if TASK_MANAGER to model the reporting behaviour.
diff --git a/Documentation/Utilities.FiFo.html b/Documentation/Utilities.FiFo.html index c9e3e0937..800de19d6 100644 --- a/Documentation/Utilities.FiFo.html +++ b/Documentation/Utilities.FiFo.html @@ -8281,6 +8281,17 @@ When moose is loading dynamically (for moose class development), tracing is swit +