From 44f3dfcc638853935e96695d12c6af362e2e9fc4 Mon Sep 17 00:00:00 2001 From: MooseBotter Date: Thu, 15 May 2025 11:23:05 +0000 Subject: [PATCH] Auto commit by GitHub Actions Workflow --- Documentation/AI.AI_A2A_Cap.html | 2 + Documentation/AI.AI_A2A_Dispatcher.html | 22 +- Documentation/AI.AI_A2A_Gci.html | 3 + Documentation/AI.AI_A2A_Patrol.html | 2 + Documentation/AI.AI_A2G_BAI.html | 2 + Documentation/AI.AI_A2G_CAS.html | 2 + Documentation/AI.AI_A2G_Dispatcher.html | 2 + Documentation/AI.AI_A2G_SEAD.html | 2 + Documentation/AI.AI_Air.html | 89 +- Documentation/AI.AI_Air_Dispatcher.html | 46 + Documentation/AI.AI_Air_Engage.html | 3 + Documentation/AI.AI_Air_Patrol.html | 2 + Documentation/AI.AI_Air_Squadron.html | 4560 +++++++++++ Documentation/AI.AI_BAI.html | 2 + Documentation/AI.AI_Balancer.html | 4 + Documentation/AI.AI_CAP.html | 2 + Documentation/AI.AI_CAS.html | 3 + Documentation/AI.AI_Cargo.html | 6936 ++++++++++++++++ Documentation/AI.AI_Cargo_APC.html | 7089 +++++++++++++++++ Documentation/AI.AI_Cargo_Airplane.html | 74 +- Documentation/AI.AI_Cargo_Dispatcher.html | 2 + Documentation/AI.AI_Cargo_Dispatcher_APC.html | 2 + .../AI.AI_Cargo_Dispatcher_Airplane.html | 2 + .../AI.AI_Cargo_Dispatcher_Helicopter.html | 2 + .../AI.AI_Cargo_Dispatcher_Ship.html | 2 + Documentation/AI.AI_Cargo_Helicopter.html | 4 +- Documentation/AI.AI_Cargo_Ship.html | 6858 ++++++++++++++++ Documentation/AI.AI_Escort.html | 2 + Documentation/AI.AI_Escort_Dispatcher.html | 2 + .../AI.AI_Escort_Dispatcher_Request.html | 2 + Documentation/AI.AI_Escort_Request.html | 2 + Documentation/AI.AI_Formation.html | 2 + Documentation/AI.AI_Patrol.html | 2 + Documentation/Actions.Act_Account.html | 4 +- Documentation/Actions.Act_Assign.html | 2 + Documentation/Actions.Act_Assist.html | 1 + Documentation/Actions.Act_Route.html | 2 + Documentation/Cargo.Cargo.html | 13 +- Documentation/Cargo.CargoCrate.html | 12 +- Documentation/Cargo.CargoGroup.html | 4 +- Documentation/Cargo.CargoSlingload.html | 2 + Documentation/Cargo.CargoUnit.html | 24 +- Documentation/Core.Fsm.html | 4 +- Documentation/Core.Settings.html | 4 +- Documentation/Core.Spawn.html | 286 +- Documentation/Core.SpawnStatic.html | 84 + Documentation/Core.Spot.html | 99 - Documentation/Functional.ATC_Ground.html | 4 +- Documentation/Functional.Designate.html | 6 +- Documentation/Functional.Detection.html | 99 +- Documentation/Functional.Mantis.html | 124 +- Documentation/Functional.MissileTrainer.html | 2 + Documentation/Functional.Movement.html | 28 - Documentation/Functional.RAT.html | 32 +- Documentation/Functional.Scoring.html | 26 +- Documentation/Functional.ZoneGoalCargo.html | 2 + Documentation/Ops.Airboss.html | 33 +- Documentation/Ops.CSAR.html | 105 +- Documentation/Ops.CTLD.html | 39 +- Documentation/Tasking.CommandCenter.html | 6 +- Documentation/Tasking.DetectionManager.html | 2 + Documentation/Tasking.Mission.html | 2 + Documentation/Tasking.Task.html | 2 + Documentation/Tasking.TaskInfo.html | 4 + Documentation/Tasking.Task_A2A.html | 3 + .../Tasking.Task_A2A_Dispatcher.html | 10 +- Documentation/Tasking.Task_A2G.html | 3 + .../Tasking.Task_A2G_Dispatcher.html | 22 +- Documentation/Tasking.Task_CARGO.html | 13 + .../Tasking.Task_Capture_Dispatcher.html | 2 + Documentation/Tasking.Task_Capture_Zone.html | 4 + Documentation/Tasking.Task_Cargo_CSAR.html | 2 + .../Tasking.Task_Cargo_Dispatcher.html | 222 +- .../Tasking.Task_Cargo_Transport.html | 2 + Documentation/Tasking.Task_Manager.html | 2 + Documentation/Utilities.FiFo.html | 22 + Documentation/Wrapper.Controllable.html | 55 + Documentation/Wrapper.Group.html | 78 +- Documentation/Wrapper.Positionable.html | 44 + 79 files changed, 26233 insertions(+), 1039 deletions(-) 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 +

Banner Image

+

Process

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 @@
+

Banner Image

+

QUICK START GUIDE

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 defau
- #boolean + AI_A2A_DISPATCHER.SetSendPlayerMessages - -

Flash messages to player

-
@@ -11703,14 +11702,11 @@ They will lock the parking spot.

- #boolean + AI_A2A_DISPATCHER.SetSendPlayerMessages - -

Flash messages to player

-
@@ -12968,14 +12964,11 @@ They will lock the parking spot.

- #boolean + AI_A2A_DISPATCHER.SetSendPlayerMessages - -

Flash messages to player

-
@@ -14535,14 +14528,11 @@ They will lock the parking spot.

- #boolean + AI_A2A_DISPATCHER.SetSendPlayerMessages - -

Flash messages to player

-
diff --git a/Documentation/AI.AI_A2A_Gci.html b/Documentation/AI.AI_A2A_Gci.html index 328048685..11a1bda50 100644 --- a/Documentation/AI.AI_A2A_Gci.html +++ b/Documentation/AI.AI_A2A_Gci.html @@ -1723,6 +1723,8 @@

Use the Engage trigger to intercept intruders.

+

Banner Image

+

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

AI_A2A_GCI , extends AI.AI_Air_Engage#AI_AIR_ENGAGE +, extends AI.AI_AIR#AI_AIR
diff --git a/Documentation/AI.AI_A2A_Patrol.html b/Documentation/AI.AI_A2A_Patrol.html index e5c9ac47c..82db08f13 100644 --- a/Documentation/AI.AI_A2A_Patrol.html +++ b/Documentation/AI.AI_A2A_Patrol.html @@ -1720,6 +1720,8 @@ +

Banner Image

+

Process

The AI_A2A_PATROL is assigned a Wrapper.Group and this must be done before the AI_A2A_PATROL process can be started using the Start event.

diff --git a/Documentation/AI.AI_A2G_BAI.html b/Documentation/AI.AI_A2G_BAI.html index d8fc3510e..79f0c3d6d 100644 --- a/Documentation/AI.AI_A2G_BAI.html +++ b/Documentation/AI.AI_A2G_BAI.html @@ -1723,6 +1723,8 @@

Use the Engage trigger to intercept intruders.

+

Banner Image

+

Developer Note

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_A2G_CAS.html b/Documentation/AI.AI_A2G_CAS.html index f9b4919b3..e6f340241 100644 --- a/Documentation/AI.AI_A2G_CAS.html +++ b/Documentation/AI.AI_A2G_CAS.html @@ -1725,6 +1725,8 @@

Developer Note

+

Banner Image

+

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_A2G_Dispatcher.html b/Documentation/AI.AI_A2G_Dispatcher.html index d602f2291..c4450c65e 100644 --- a/Documentation/AI.AI_A2G_Dispatcher.html +++ b/Documentation/AI.AI_A2G_Dispatcher.html @@ -1729,6 +1729,8 @@

QUICK START GUIDE

+

Banner Image

+

The following class is available to model an A2G defense system.

AI_A2G_DISPATCHER is the main A2G defense class that models the A2G defense system.

diff --git a/Documentation/AI.AI_A2G_SEAD.html b/Documentation/AI.AI_A2G_SEAD.html index 67a085367..7660e2453 100644 --- a/Documentation/AI.AI_A2G_SEAD.html +++ b/Documentation/AI.AI_A2G_SEAD.html @@ -1723,6 +1723,8 @@

Use the Engage trigger to intercept intruders.

+

Banner Image

+

The AI_A2G_SEAD is assigned a Wrapper.Group and this must be done before the AI_A2G_SEAD 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. diff --git a/Documentation/AI.AI_Air.html b/Documentation/AI.AI_Air.html index cbfc7a131..7b68f6eba 100644 --- a/Documentation/AI.AI_Air.html +++ b/Documentation/AI.AI_Air.html @@ -1720,6 +1720,7 @@ +

Banner Image

1) AI_AIR constructor

@@ -3349,28 +3350,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - - - -
-
- - #number -AI_AIR.RTBSpeedMaxFactor - - - -
- -
-
-
- - #number -AI_AIR.RTBSpeedMinFactor - - -
@@ -6224,28 +6203,6 @@ A random value in this bracket is then applied in the waypoint routing generatio - - - -
-
- - #number -AI_AIR.RTBSpeedMaxFactor - - - -
- -
-
-
- - #number -AI_AIR.RTBSpeedMinFactor - - -
@@ -6982,28 +6939,6 @@ A random value in this bracket is then applied in the waypoint routing generatio - - - -
-
- - #number -AI_AIR.RTBSpeedMaxFactor - - - -
- -
-
-
- - #number -AI_AIR.RTBSpeedMinFactor - - -
@@ -8628,28 +8563,6 @@ A random value in this bracket is then applied in the waypoint routing generatio - - - -
-
- - #number -AI_AIR.RTBSpeedMaxFactor - - - -
- -
-
-
- - #number -AI_AIR.RTBSpeedMinFactor - - -
diff --git a/Documentation/AI.AI_Air_Dispatcher.html b/Documentation/AI.AI_Air_Dispatcher.html index 346d101a3..6ff130ce0 100644 --- a/Documentation/AI.AI_Air_Dispatcher.html +++ b/Documentation/AI.AI_Air_Dispatcher.html @@ -1729,6 +1729,8 @@

QUICK START GUIDE

+

Banner Image

+

The following class is available to model an AIR defense system.

AI_AIR_DISPATCHER is the main AIR defense class that models the AIR defense system.

@@ -4665,6 +4667,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

The Defender Default Settings over all Squadrons.

+ + + +
+
@@ -9984,6 +9997,17 @@ multiplied by the Overhead and rounded up to the smallest integer.

The Defender Default Settings over all Squadrons.

+ + + +
+
@@ -11299,6 +11323,17 @@ multiplied by the Overhead and rounded up to the smallest integer.

The Defender Default Settings over all Squadrons.

+ + + +
+
@@ -12916,6 +12951,17 @@ multiplied by the Overhead and rounded up to the smallest integer.

The Defender Default Settings over all Squadrons.

+ + + +
+
diff --git a/Documentation/AI.AI_Air_Engage.html b/Documentation/AI.AI_Air_Engage.html index cdd3bf979..0fdd1a70b 100644 --- a/Documentation/AI.AI_Air_Engage.html +++ b/Documentation/AI.AI_Air_Engage.html @@ -1723,6 +1723,8 @@

Use the Engage trigger to intercept intruders.

+

Banner Image

+

The AI_AIR_ENGAGE is assigned a Wrapper.Group and this must be done before the AI_AIR_ENGAGE 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. @@ -1769,6 +1771,7 @@ Therefore, this class is considered to be deprecated

diff --git a/Documentation/AI.AI_Air_Patrol.html b/Documentation/AI.AI_Air_Patrol.html index 1401c93ba..a3bd5a7b0 100644 --- a/Documentation/AI.AI_Air_Patrol.html +++ b/Documentation/AI.AI_Air_Patrol.html @@ -1722,6 +1722,8 @@ and automatically engage any airborne enemies that are within a certain range or +

Banner Image

+

Process

The AI_AIR_PATROL is assigned a Wrapper.Group and this must be done before the AI_AIR_PATROL process can be started using the Start event.

diff --git a/Documentation/AI.AI_Air_Squadron.html b/Documentation/AI.AI_Air_Squadron.html index 7f37dd6bc..2a879dbc4 100644 --- a/Documentation/AI.AI_Air_Squadron.html +++ b/Documentation/AI.AI_Air_Squadron.html @@ -1724,6 +1724,8 @@

Developer Note

+

Banner Image

+

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

@@ -1737,6 +1739,7 @@ Therefore, this class is considered to be deprecated

@@ -1982,6 +1985,620 @@ Therefore, this class is considered to be deprecated

+ +

AI_AIR_SQUADRON.TemplatePrefixes

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

AI_AIR_SQUADRON.ClassID

+

The ID number of the class.

+

AI_AIR_SQUADRON.ClassName

+

The name of the class.

+

AI_AIR_SQUADRON.ClassNameAndID

+

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

+

AI_AIR_SQUADRON:ClearState(Object, StateName)

+

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.

+

AI_AIR_SQUADRON:CreateEventDynamicCargoLoaded(DynamicCargo)

+

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.

+

AI_AIR_SQUADRON:CreateEventNewDynamicCargo(DynamicCargo)

+

Creation of a S_EVENT_NEW_DYNAMIC_CARGO event.

+

AI_AIR_SQUADRON:CreateEventPlayerEnterAircraft(PlayerUnit)

+

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

+

AI_AIR_SQUADRON:CreateEventRemoveUnit(EventTime, Initiator)

+

Creation of a Remove Unit Event.

+

AI_AIR_SQUADRON:CreateEventTakeoff(EventTime, Initiator)

+

Creation of a Takeoff Event.

+

AI_AIR_SQUADRON:CreateEventUnitLost(EventTime, Initiator)

+

Creation of a Crash Event.

+

AI_AIR_SQUADRON:E(Arguments)

+

Log an exception which will be traced always.

+

AI_AIR_SQUADRON:EventDispatcher()

+

Returns the event dispatcher

+

AI_AIR_SQUADRON:EventRemoveAll()

+

Remove all subscribed events

+

AI_AIR_SQUADRON:F(Arguments)

+

Trace a function call.

+

AI_AIR_SQUADRON:F2(Arguments)

+

Trace a function call level 2.

+

AI_AIR_SQUADRON:F3(Arguments)

+

Trace a function call level 3.

+

AI_AIR_SQUADRON:GetClassID()

+

Get the ClassID of the class instance.

+

AI_AIR_SQUADRON:GetClassName()

+

Get the ClassName of the class instance.

+

AI_AIR_SQUADRON:GetClassNameAndID()

+

Get the ClassName + ClassID of the class instance.

+

AI_AIR_SQUADRON:GetEventPriority()

+

Get the Class Core.Event processing Priority.

+

AI_AIR_SQUADRON:GetParent(Child, FromClass)

+

This is the worker method to retrieve the Parent class.

+

AI_AIR_SQUADRON:GetProperties()

+

Get all of the properties of an object in a table.

+

AI_AIR_SQUADRON:GetProperty(Key)

+

Get one property of an object by the key.

+

AI_AIR_SQUADRON:GetState(Object, Key)

+

Get a Value given a Key from the Object.

+

AI_AIR_SQUADRON:HandleEvent(EventID, EventFunction)

+

Subscribe to a DCS Event.

+

AI_AIR_SQUADRON:I(Arguments)

+

Log an information which will be traced always.

+

AI_AIR_SQUADRON:Inherit(Child, Parent)

+

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

+

AI_AIR_SQUADRON:IsInstanceOf(ClassName)

+

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

+

AI_AIR_SQUADRON:IsTrace()

+

Enquires if tracing is on (for the class).

+

AI_AIR_SQUADRON:New()

+

BASE constructor.

+

AI_AIR_SQUADRON:OnEvent(EventData)

+

Occurs when an Event for an object is triggered.

+

AI_AIR_SQUADRON:OnEventBDA(EventData)

+

BDA.

+

AI_AIR_SQUADRON:OnEventBaseCaptured(EventData)

+

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

+

AI_AIR_SQUADRON:OnEventBirth(EventData)

+

Occurs when any object is spawned into the mission.

+

AI_AIR_SQUADRON:OnEventCrash(EventData)

+

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

+

AI_AIR_SQUADRON:OnEventDead(EventData)

+

Occurs when an object is dead.

+

AI_AIR_SQUADRON:OnEventDetailedFailure(EventData)

+

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

+

AI_AIR_SQUADRON:OnEventDiscardChairAfterEjection(EventData)

+

Discard chair after ejection.

+

AI_AIR_SQUADRON:OnEventDynamicCargoLoaded(EventData)

+

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

+

AI_AIR_SQUADRON:OnEventDynamicCargoRemoved(EventData)

+

Occurs when a dynamic cargo crate is removed.

+

AI_AIR_SQUADRON:OnEventDynamicCargoUnloaded(EventData)

+

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

+

AI_AIR_SQUADRON:OnEventEjection(EventData)

+

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

+

AI_AIR_SQUADRON:OnEventEngineShutdown(EventData)

+

Occurs when any aircraft shuts down its engines.

+

AI_AIR_SQUADRON:OnEventEngineStartup(EventData)

+

Occurs when any aircraft starts its engines.

+

AI_AIR_SQUADRON:OnEventHit(EventData)

+

Occurs whenever an object is hit by a weapon.

+

AI_AIR_SQUADRON:OnEventHumanFailure(EventData)

+

Occurs when any system fails on a human controlled aircraft.

+

AI_AIR_SQUADRON:OnEventKill(EventData)

+

Occurs on the death of a unit.

+

AI_AIR_SQUADRON:OnEventLand(EventData)

+

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

+

AI_AIR_SQUADRON:OnEventLandingAfterEjection(EventData)

+

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

+

AI_AIR_SQUADRON:OnEventLandingQualityMark(EventData)

+

Landing quality mark.

+

AI_AIR_SQUADRON:OnEventMarkAdded(EventData)

+

Occurs when a new mark was added.

+

AI_AIR_SQUADRON:OnEventMarkChange(EventData)

+

Occurs when a mark text was changed.

+

AI_AIR_SQUADRON:OnEventMarkRemoved(EventData)

+

Occurs when a mark was removed.

+

AI_AIR_SQUADRON:OnEventMissionEnd(EventData)

+

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

+

AI_AIR_SQUADRON:OnEventMissionStart(EventData)

+

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

+

AI_AIR_SQUADRON:OnEventNewDynamicCargo(EventData)

+

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

+

AI_AIR_SQUADRON:OnEventParatrooperLanding(EventData)

+

Weapon add.

+

AI_AIR_SQUADRON:OnEventPilotDead(EventData)

+

Occurs when the pilot of an aircraft is killed.

+

AI_AIR_SQUADRON:OnEventPlayerEnterAircraft(EventData)

+

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

+

AI_AIR_SQUADRON:OnEventPlayerEnterUnit(EventData)

+

Occurs when any player assumes direct control of a unit.

+

AI_AIR_SQUADRON:OnEventPlayerLeaveUnit(EventData)

+

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

+

AI_AIR_SQUADRON:OnEventRefueling(EventData)

+

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

+

AI_AIR_SQUADRON:OnEventRefuelingStop(EventData)

+

Occurs when an aircraft is finished taking fuel.

+

AI_AIR_SQUADRON:OnEventScore(EventData)

+

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

+

AI_AIR_SQUADRON:OnEventShootingEnd(EventData)

+

Occurs when any unit stops firing its weapon.

+

AI_AIR_SQUADRON:OnEventShootingStart(EventData)

+

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

+

AI_AIR_SQUADRON:OnEventShot(EventData)

+

Occurs whenever any unit in a mission fires a weapon.

+

AI_AIR_SQUADRON:OnEventTakeoff(EventData)

+

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

+

AI_AIR_SQUADRON:OnEventTriggerZone(EventData)

+

Trigger zone.

+

AI_AIR_SQUADRON:OnEventUnitLost(EventData)

+

Occurs when the game thinks an object is destroyed.

+

AI_AIR_SQUADRON.Properties

+ +

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

+

Schedule a new time event.

+

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

+

Schedule a new time event.

+

AI_AIR_SQUADRON:ScheduleStop(SchedulerID)

+

Stops the Schedule.

+

AI_AIR_SQUADRON.Scheduler

+

The scheduler object.

+

AI_AIR_SQUADRON:SetEventPriority(EventPriority)

+

Set the Class Core.Event processing Priority.

+

AI_AIR_SQUADRON:SetProperty(Key, Value)

+

Set one property of an object.

+

AI_AIR_SQUADRON:SetState(Object, Key, Value)

+

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

+

AI_AIR_SQUADRON:T(Arguments)

+

Trace a function logic level 1.

+

AI_AIR_SQUADRON:T2(Arguments)

+

Trace a function logic level 2.

+

AI_AIR_SQUADRON:T3(Arguments)

+

Trace a function logic level 3.

+

AI_AIR_SQUADRON:TraceAll(TraceAll)

+

Trace all methods in MOOSE

+

AI_AIR_SQUADRON:TraceClass(Class)

+

Set tracing for a class

+

AI_AIR_SQUADRON:TraceClassMethod(Class, Method)

+

Set tracing for a specific method of class

+

AI_AIR_SQUADRON:TraceLevel(Level)

+

Set trace level

+

AI_AIR_SQUADRON:TraceOff()

+

Set trace off.

+

AI_AIR_SQUADRON:TraceOn()

+

Set trace on.

+

AI_AIR_SQUADRON:TraceOnOff(TraceOnOff)

+

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

+

AI_AIR_SQUADRON:UnHandleEvent(EventID)

+

UnSubscribe to a DCS event.

+

AI_AIR_SQUADRON._

+ +

AI_AIR_SQUADRON:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+

Trace a function call.

+

AI_AIR_SQUADRON:_Serialize(Arguments)

+

(Internal) Serialize arguments

+

AI_AIR_SQUADRON:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+

Trace a function logic.

+

AI_AIR_SQUADRON.__

+ +

AI_AIR_SQUADRON:onEvent(event)

+

The main event handling function...

@@ -3067,6 +3684,3949 @@ Therefore, this class is considered to be deprecated

+
+

Field(s)

+
+
+ + +
+
+ + +
+
+
+ + #boolean +AI_AIR_SQUADRON.Captured + + + + +

Not captured. This flag will be set to true, when the airbase where the squadron is located, is captured.

+ +
+ +
+
+ + +
+
+ + +
+
+ + +
+
+ + +
+
+
+ + +AI_AIR_SQUADRON.Name + + + +
+ +
+
+ + +
+
+ + +
+
+
+ + #table +AI_AIR_SQUADRON.Spawn + + + +
+ +
+
+ + +
+
+ + +
+
+ + +
+
+

Function(s)

+
+
+ + + +

Clear the state of an object.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that holds the Value set by the Key.

+ +
+
+
+
+

+ StateName +

+
+
+ +

The key that is should be cleared.

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

Creation of a Birth Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+
+

+ #string + IniUnitName +

+
+
+ +

The initiating unit name.

+ +
+
+
+
+

+ place +

+
+
+

+
+
+
+
+

+ subplace +

+
+
+

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

Creation of a Crash Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+
+

+ IniObjectCategory +

+
+
+

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

Creation of a Dead Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+
+

+ IniObjectCategory +

+
+
+

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

Creation of a S_EVENT_DYNAMIC_CARGO_LOADED event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.DynamicCargo#DYNAMICCARGO + DynamicCargo +

+
+
+ +

the dynamic cargo object

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

Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.DynamicCargo#DYNAMICCARGO + DynamicCargo +

+
+
+ +

the dynamic cargo object

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

Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.DynamicCargo#DYNAMICCARGO + DynamicCargo +

+
+
+ +

the dynamic cargo object

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

Creation of a S_EVENT_NEW_DYNAMIC_CARGO event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.DynamicCargo#DYNAMICCARGO + DynamicCargo +

+
+
+ +

the dynamic cargo object

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

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.Unit#UNIT + PlayerUnit +

+
+
+ +

The aircraft unit the player entered.

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

Creation of a Remove Unit Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

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

Creation of a Takeoff Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

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

Creation of a Crash Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

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

Log an exception which will be traced always.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

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

Returns the event dispatcher

+ +
+
+

Defined in:

+ +

Return value:

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

Remove all subscribed events

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#BASE:

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

Trace a function call.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

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

Trace a function call level 2.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

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

Trace a function call level 3.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

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

Get the ClassID of the class instance.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassID of the class instance.

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

Get the ClassName of the class instance.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassName of the class instance.

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

Get the ClassName + ClassID of the class instance.

+ + +

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

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassName + ClassID of the class instance.

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

Get the Class Core.Event processing Priority.

+ + +

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

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#number:

+
+
+ +

The Core.Event processing Priority.

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

This is the worker method to retrieve the Parent class.

+ + +

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

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

Defined in:

+ +

Parameters:

+
+
+

+ #BASE + Child +

+
+
+ +

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

+ +
+
+
+
+

+ #BASE + FromClass +

+
+
+ +

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

+ +
+
+

Return value:

+
+
+

#BASE:

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

Get all of the properties of an object in a table.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

of values, indexed by keys.

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

Get one property of an object by the key.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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!

+ +
+
+

Return value:

+
+
+
+
+ +

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.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that holds the Value set by the Key.

+ +
+
+
+
+

+ Key +

+
+
+ +

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

+ +
+
+

Return value:

+
+
+
+
+ +

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

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

Subscribe to a DCS Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Core.Event#EVENTS + EventID +

+
+
+ +

Event ID.

+ +
+
+
+
+

+ #function + EventFunction +

+
+
+ +

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

+ +
+
+

Return value:

+
+
+

#BASE:

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

Log an information which will be traced always.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

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

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

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Child +

+
+
+ +

is the Child class that inherits.

+ +
+
+
+
+

+ #BASE + Parent +

+
+
+ +

is the Parent class that the Child inherits from.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ +

Child

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

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

+ + + +

Examples:

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ ClassName +

+
+
+ +

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

+ +
+
+

Return value:

+
+
+

#boolean:

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

Enquires if tracing is on (for the class).

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#boolean:

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

BASE constructor.

+ + + +

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

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

Defined in:

+ +

Return value:

+
+
+

#BASE:

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

Occurs when an Event for an object is triggered.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

BDA.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when any object is spawned into the mission.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when an object is dead.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

Will update this page when new information become available.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Discard chair after ejection.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when a dynamic cargo crate is removed.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

initiator : The unit that has ejected

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when any aircraft shuts down its engines.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when any aircraft starts its engines.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs whenever an object is hit by a weapon.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when any system fails on a human controlled aircraft.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs on the death of a unit.

+ + +

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

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Landing quality mark.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when a new mark was added.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when a mark text was changed.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when a mark was removed.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Weapon add.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when the pilot of an aircraft is killed.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when any player assumes direct control of a unit.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when an aircraft is finished taking fuel.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when any unit stops firing its weapon.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs whenever any unit in a mission fires a weapon.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Trigger zone.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when the game thinks an object is destroyed.

+ + +

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

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Schedule a new time event.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + Start +

+
+
+ +

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

+ +
+
+
+
+

+ #function + SchedulerFunction +

+
+
+ +

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

+ +
+
+
+
+

+ ... +

+
+
+ +

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

+ +
+
+

Return value:

+
+
+

#string:

+
+
+ +

The Schedule ID of the planned schedule.

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

Schedule a new time event.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + Start +

+
+
+ +

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

+ +
+
+
+
+

+ #number + Repeat +

+
+
+ +

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

+ +
+
+
+
+

+ #number + RandomizeFactor +

+
+
+ +

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

+ +
+
+
+
+

+ #number + Stop +

+
+
+ +

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

+ +
+
+
+
+

+ #function + SchedulerFunction +

+
+
+ +

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

+ +
+
+
+
+

+ #table + ... +

+
+
+ +

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

+ +
+
+

Return value:

+
+
+

#string:

+
+
+ +

The Schedule ID of the planned schedule.

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

Stops the Schedule.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + SchedulerID +

+
+
+ +

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

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

Set the Class Core.Event processing Priority.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + EventPriority +

+
+
+ +

The Core.Event processing Priority.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ +

self

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

Set one property of an object.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

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

+ +
+
+
+
+

+ Key +

+
+
+ +

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

+ +
+
+
+
+

+ Value +

+
+
+ +

The value to is stored in the object.

+ +
+
+

Return value:

+
+
+
+
+ +

The Value set.

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

Trace a function logic level 1.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

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

Trace a function logic level 2.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

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

Trace a function logic level 3.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

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

Trace all methods in MOOSE

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #boolean + TraceAll +

+
+
+ +

true = trace all methods in MOOSE.

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

Set tracing for a class

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + Class +

+
+
+ +

Class name.

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

Set tracing for a specific method of class

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + Class +

+
+
+ +

Class name.

+ +
+
+
+
+

+ #string + Method +

+
+
+ +

Method.

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

Set trace level

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Level +

+
+
+

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

Set trace off.

+ +
+
+

Defined in:

+ +

Usage:

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

Set trace on.

+ +
+
+

Defined in:

+ +

Usage:

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #boolean + TraceOnOff +

+
+
+ +

Switch the tracing on or off.

+ +
+
+

Usage:

+

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

UnSubscribe to a DCS event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTS + EventID +

+
+
+ +

Event ID.

+ +
+
+

Return value:

+
+
+

#BASE:

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

Trace a function call.

+ + +

This function is private.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+
+

+ DebugInfoCurrentParam +

+
+
+

+
+
+
+
+

+ DebugInfoFromParam +

+
+
+

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

(Internal) Serialize arguments

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #table + Arguments +

+
+
+

+
+
+

Return value:

+
+
+

#string:

+
+
+ +

Text

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

Trace a function logic.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+
+

+ DebugInfoCurrentParam +

+
+
+

+
+
+
+
+

+ DebugInfoFromParam +

+
+
+

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

The main event handling function...

+ + +

This function captures all events generated for the class.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ DCS#Event + event +

+
+
+

+
+
+
+ +
+
+ diff --git a/Documentation/AI.AI_BAI.html b/Documentation/AI.AI_BAI.html index 866dd225d..2e6c98cd9 100644 --- a/Documentation/AI.AI_BAI.html +++ b/Documentation/AI.AI_BAI.html @@ -1744,6 +1744,8 @@ +

Banner Image

+

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.

HoldAndEngage

diff --git a/Documentation/AI.AI_Balancer.html b/Documentation/AI.AI_Balancer.html index 023a8e3de..e9883389d 100644 --- a/Documentation/AI.AI_Balancer.html +++ b/Documentation/AI.AI_Balancer.html @@ -1727,6 +1727,8 @@

Global AI_BALANCER

+

Banner Image

+

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

@@ -1739,6 +1741,8 @@ CLIENTS in a SET_CLIENT collection, which are not occupied by human players.

#AI_BALANCER AI_BALANCER +

Banner Image

+

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 +

Banner Image

+

Process

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.

+ +

Banner Image

+

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.

HoldAndEngage

diff --git a/Documentation/AI.AI_Cargo.html b/Documentation/AI.AI_Cargo.html index d4a57b856..152f303e3 100644 --- a/Documentation/AI.AI_Cargo.html +++ b/Documentation/AI.AI_Cargo.html @@ -1720,6 +1720,8 @@ +

Banner Image

+

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

Type AI_CARGO

AI_CARGO +, extends Core.Fsm#FSM_CONTROLLABLE +, extends Core.Fsm#FSM +, extends Core.Base#BASE
@@ -1931,6 +1936,972 @@ 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_CONTROLLABLEDescription

AI_CARGO.Controllable

+ +

AI_CARGO:GetControllable()

+

Gets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+

AI_CARGO:New(FSMT, Controllable)

+

Creates a new FSM_CONTROLLABLE object.

+

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

+

OnAfter Transition Handler for Event Stop.

+

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

+

OnBefore Transition Handler for Event Stop.

+

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

+

OnEnter Transition Handler for State Stopped.

+

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

+

OnLeave Transition Handler for State Stopped.

+

AI_CARGO:SetControllable(FSMControllable)

+

Sets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+

AI_CARGO:Stop()

+

Synchronous Event Trigger for Event Stop.

+

AI_CARGO:__Stop(Delay)

+

Asynchronous Event Trigger for Event Stop.

+

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

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

AI_CARGO:AddEndState(State)

+

Adds an End state.

+

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

+

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

+

AI_CARGO:AddScore(State, ScoreText, Score)

+

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.

+

AI_CARGO:AddTransition(From, Event, To)

+

Add a new transition rule to the FSM.

+

AI_CARGO.CallScheduler

+

Call scheduler.

+

AI_CARGO.ClassName

+

Name of the class.

+

AI_CARGO.Events

+ +

AI_CARGO:GetCurrentState()

+

Get current state.

+

AI_CARGO:GetEndStates()

+

Returns the End states.

+

AI_CARGO:GetProcess(From, Event)

+ +

AI_CARGO:GetProcesses()

+

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

+

AI_CARGO:GetScores()

+

Returns a table with the scores defined.

+

AI_CARGO:GetStartState()

+

Returns the start state of the FSM.

+

AI_CARGO:GetState()

+

Get current state.

+

AI_CARGO:GetSubs()

+

Returns a table with the Subs defined.

+

AI_CARGO:GetTransitions()

+

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

+

AI_CARGO:Is(State)

+

Check if FSM is in state.

+

AI_CARGO:LoadCallBacks(CallBackTable)

+

Load call backs.

+

AI_CARGO:New()

+

Creates a new FSM object.

+

AI_CARGO.Scores

+

Scores.

+

AI_CARGO:SetProcess(From, Event, Fsm)

+ +

AI_CARGO:SetStartState(State)

+

Sets the start state of the FSM.

+

AI_CARGO._EndStates

+ +

AI_CARGO._EventSchedules

+ +

AI_CARGO._Processes

+ +

AI_CARGO._Scores

+ +

AI_CARGO._StartState

+ +

AI_CARGO._Transitions

+ +

AI_CARGO:_add_to_map(Map, Event)

+

Add to map.

+

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

+

Call handler.

+

AI_CARGO:_create_transition(EventName)

+

Create transition.

+

AI_CARGO:_delayed_transition(EventName)

+

Delayed transition.

+

AI_CARGO:_eventmap(Events, EventStructure)

+

Event map.

+

AI_CARGO:_gosub(ParentFrom, ParentEvent)

+

Go sub.

+

AI_CARGO:_handler(EventName, ...)

+

Handler.

+

AI_CARGO:_isendstate(Current)

+

Is end state.

+

AI_CARGO:_submap(subs, sub, name)

+

Sub maps.

+

AI_CARGO:can(e)

+

Check if can do an event.

+

AI_CARGO:cannot(e)

+

Check if cannot do an event.

+

AI_CARGO.current

+

Current state name.

+

AI_CARGO.endstates

+ +

AI_CARGO:is(State, state)

+

Check if FSM is in state.

+

AI_CARGO.options

+

Options.

+

AI_CARGO.subs

+

Subs.

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

AI_CARGO.ClassID

+

The ID number of the class.

+

AI_CARGO.ClassName

+

The name of the class.

+

AI_CARGO.ClassNameAndID

+

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

+

AI_CARGO:ClearState(Object, StateName)

+

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.

+

AI_CARGO:CreateEventDynamicCargoLoaded(DynamicCargo)

+

Creation of a S_EVENT_DYNAMIC_CARGO_LOADED event.

+

AI_CARGO:CreateEventDynamicCargoRemoved(DynamicCargo)

+

Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event.

+

AI_CARGO:CreateEventDynamicCargoUnloaded(DynamicCargo)

+

Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event.

+

AI_CARGO:CreateEventNewDynamicCargo(DynamicCargo)

+

Creation of a S_EVENT_NEW_DYNAMIC_CARGO event.

+

AI_CARGO:CreateEventPlayerEnterAircraft(PlayerUnit)

+

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

+

AI_CARGO:CreateEventRemoveUnit(EventTime, Initiator)

+

Creation of a Remove Unit Event.

+

AI_CARGO:CreateEventTakeoff(EventTime, Initiator)

+

Creation of a Takeoff Event.

+

AI_CARGO:CreateEventUnitLost(EventTime, Initiator)

+

Creation of a Crash Event.

+

AI_CARGO:E(Arguments)

+

Log an exception which will be traced always.

+

AI_CARGO:EventDispatcher()

+

Returns the event dispatcher

+

AI_CARGO:EventRemoveAll()

+

Remove all subscribed events

+

AI_CARGO:F(Arguments)

+

Trace a function call.

+

AI_CARGO:F2(Arguments)

+

Trace a function call level 2.

+

AI_CARGO:F3(Arguments)

+

Trace a function call level 3.

+

AI_CARGO:GetClassID()

+

Get the ClassID of the class instance.

+

AI_CARGO:GetClassName()

+

Get the ClassName of the class instance.

+

AI_CARGO:GetClassNameAndID()

+

Get the ClassName + ClassID of the class instance.

+

AI_CARGO:GetEventPriority()

+

Get the Class Core.Event processing Priority.

+

AI_CARGO:GetParent(Child, FromClass)

+

This is the worker method to retrieve the Parent class.

+

AI_CARGO:GetProperties()

+

Get all of the properties of an object in a table.

+

AI_CARGO:GetProperty(Key)

+

Get one property of an object by the key.

+

AI_CARGO:GetState(Object, Key)

+

Get a Value given a Key from the Object.

+

AI_CARGO:HandleEvent(EventID, EventFunction)

+

Subscribe to a DCS Event.

+

AI_CARGO:I(Arguments)

+

Log an information which will be traced always.

+

AI_CARGO:Inherit(Child, Parent)

+

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

+

AI_CARGO:IsInstanceOf(ClassName)

+

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

+

AI_CARGO:IsTrace()

+

Enquires if tracing is on (for the class).

+

AI_CARGO:New()

+

BASE constructor.

+

AI_CARGO:OnEvent(EventData)

+

Occurs when an Event for an object is triggered.

+

AI_CARGO:OnEventBDA(EventData)

+

BDA.

+

AI_CARGO:OnEventBaseCaptured(EventData)

+

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

+

AI_CARGO:OnEventBirth(EventData)

+

Occurs when any object is spawned into the mission.

+

AI_CARGO:OnEventCrash(EventData)

+

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

+

AI_CARGO:OnEventDead(EventData)

+

Occurs when an object is dead.

+

AI_CARGO:OnEventDetailedFailure(EventData)

+

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

+

AI_CARGO:OnEventDiscardChairAfterEjection(EventData)

+

Discard chair after ejection.

+

AI_CARGO:OnEventDynamicCargoLoaded(EventData)

+

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

+

AI_CARGO:OnEventDynamicCargoRemoved(EventData)

+

Occurs when a dynamic cargo crate is removed.

+

AI_CARGO:OnEventDynamicCargoUnloaded(EventData)

+

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

+

AI_CARGO:OnEventEjection(EventData)

+

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

+

AI_CARGO:OnEventEngineShutdown(EventData)

+

Occurs when any aircraft shuts down its engines.

+

AI_CARGO:OnEventEngineStartup(EventData)

+

Occurs when any aircraft starts its engines.

+

AI_CARGO:OnEventHit(EventData)

+

Occurs whenever an object is hit by a weapon.

+

AI_CARGO:OnEventHumanFailure(EventData)

+

Occurs when any system fails on a human controlled aircraft.

+

AI_CARGO:OnEventKill(EventData)

+

Occurs on the death of a unit.

+

AI_CARGO:OnEventLand(EventData)

+

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

+

AI_CARGO:OnEventLandingAfterEjection(EventData)

+

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

+

AI_CARGO:OnEventLandingQualityMark(EventData)

+

Landing quality mark.

+

AI_CARGO:OnEventMarkAdded(EventData)

+

Occurs when a new mark was added.

+

AI_CARGO:OnEventMarkChange(EventData)

+

Occurs when a mark text was changed.

+

AI_CARGO:OnEventMarkRemoved(EventData)

+

Occurs when a mark was removed.

+

AI_CARGO:OnEventMissionEnd(EventData)

+

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

+

AI_CARGO:OnEventMissionStart(EventData)

+

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

+

AI_CARGO:OnEventNewDynamicCargo(EventData)

+

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

+

AI_CARGO:OnEventParatrooperLanding(EventData)

+

Weapon add.

+

AI_CARGO:OnEventPilotDead(EventData)

+

Occurs when the pilot of an aircraft is killed.

+

AI_CARGO:OnEventPlayerEnterAircraft(EventData)

+

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

+

AI_CARGO:OnEventPlayerEnterUnit(EventData)

+

Occurs when any player assumes direct control of a unit.

+

AI_CARGO:OnEventPlayerLeaveUnit(EventData)

+

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

+

AI_CARGO:OnEventRefueling(EventData)

+

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

+

AI_CARGO:OnEventRefuelingStop(EventData)

+

Occurs when an aircraft is finished taking fuel.

+

AI_CARGO:OnEventScore(EventData)

+

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

+

AI_CARGO:OnEventShootingEnd(EventData)

+

Occurs when any unit stops firing its weapon.

+

AI_CARGO:OnEventShootingStart(EventData)

+

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

+

AI_CARGO:OnEventShot(EventData)

+

Occurs whenever any unit in a mission fires a weapon.

+

AI_CARGO:OnEventTakeoff(EventData)

+

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

+

AI_CARGO:OnEventTriggerZone(EventData)

+

Trigger zone.

+

AI_CARGO:OnEventUnitLost(EventData)

+

Occurs when the game thinks an object is destroyed.

+

AI_CARGO.Properties

+ +

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

+

Schedule a new time event.

+

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

+

Schedule a new time event.

+

AI_CARGO:ScheduleStop(SchedulerID)

+

Stops the Schedule.

+

AI_CARGO.Scheduler

+

The scheduler object.

+

AI_CARGO:SetEventPriority(EventPriority)

+

Set the Class Core.Event processing Priority.

+

AI_CARGO:SetProperty(Key, Value)

+

Set one property of an object.

+

AI_CARGO:SetState(Object, Key, Value)

+

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

+

AI_CARGO:T(Arguments)

+

Trace a function logic level 1.

+

AI_CARGO:T2(Arguments)

+

Trace a function logic level 2.

+

AI_CARGO:T3(Arguments)

+

Trace a function logic level 3.

+

AI_CARGO:TraceAll(TraceAll)

+

Trace all methods in MOOSE

+

AI_CARGO:TraceClass(Class)

+

Set tracing for a class

+

AI_CARGO:TraceClassMethod(Class, Method)

+

Set tracing for a specific method of class

+

AI_CARGO:TraceLevel(Level)

+

Set trace level

+

AI_CARGO:TraceOff()

+

Set trace off.

+

AI_CARGO:TraceOn()

+

Set trace on.

+

AI_CARGO:TraceOnOff(TraceOnOff)

+

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

+

AI_CARGO:UnHandleEvent(EventID)

+

UnSubscribe to a DCS event.

+

AI_CARGO._

+ +

AI_CARGO:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+

Trace a function call.

+

AI_CARGO:_Serialize(Arguments)

+

(Internal) Serialize arguments

+

AI_CARGO:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+

Trace a function logic.

+

AI_CARGO.__

+ +

AI_CARGO:onEvent(event)

+

The main event handling function...

@@ -1989,6 +2960,9 @@ Therefore, this class is considered to be deprecated

+ +

No loading happened, so we need to pickup something else.

+
@@ -3975,6 +4949,5968 @@ Therefore, this class is considered to be deprecated

+
+

Field(s)

+
+
+ + +
+
+ + +
+
+
+ + #table +AI_CARGO.Carrier_Cargo + + + +
+ +
+
+
+ + #boolean +AI_CARGO.Relocating + + + + +

No loading happened, so we need to pickup something else.

+ +
+ +
+
+
+ + #boolean +AI_CARGO.Transporting + + + +
+ +
+
+

Function(s)

+
+
+ + + +

Gets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+ +
+
+

Defined in:

+ +

Return value:

+ +
+ +
+
+ +
+ + + +

Creates a new FSM_CONTROLLABLE object.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + FSMT +

+
+
+ +

Finite State Machine Table

+ +
+
+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

(optional) The CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+ +
+
+

Return value:

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

OnAfter Transition Handler for Event Stop.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

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

OnBefore Transition Handler for Event Stop.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

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

OnEnter Transition Handler for State Stopped.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

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

OnLeave Transition Handler for State Stopped.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

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

Sets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + FSMControllable +

+
+
+

+
+
+

Return value:

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

Synchronous Event Trigger for Event Stop.

+ +
+
+

Defined in:

+ +
+ +
+
+ +
+ + + +

Asynchronous Event Trigger for Event Stop.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Delay +

+
+
+ +

The delay in seconds.

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

Defined in:

+ +

Parameters:

+
+
+

+ step +

+
+
+

+
+
+
+
+

+ trigger +

+
+
+

+
+
+
+
+

+ params +

+
+
+

+
+
+
+
+

+ EventName +

+
+
+

+
+
+
+ +
+
+ +
+

Field(s)

+
+
+ + +
+
+ + +
+
+
+ + #table +AI_CARGO.Carrier_Cargo + + + +
+ +
+
+
+ + #boolean +AI_CARGO.Relocating + + + + +

No loading happened, so we need to pickup something else.

+ +
+ +
+
+
+ + #boolean +AI_CARGO.Transporting + + + +
+ +
+
+

Function(s)

+
+
+ + + +

Adds an End state.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + State +

+
+
+ +

The FSM state.

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

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

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + From +

+
+
+ +

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

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event name.

+ +
+
+
+
+

+ Core.Fsm#FSM_PROCESS + Process +

+
+
+ +

An sub-process FSM.

+ +
+
+
+
+

+ #table + ReturnEvents +

+
+
+ +

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

+ +
+
+

Return value:

+
+ +
+ +

The SubFSM.

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

Adds a score for the FSM to be achieved.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + State +

+
+
+ +

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

+ +
+
+
+
+

+ #string + ScoreText +

+
+
+ +

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

+ +
+
+
+
+

+ #number + Score +

+
+
+ +

is a number providing the score of the status.

+ +
+
+

Return value:

+
+
+

#FSM:

+
+
+ +

self

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

Adds a score for the FSM_PROCESS to be achieved.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + From +

+
+
+ +

is the From State of the main process.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

is the Event of the main process.

+ +
+
+
+
+

+ #string + State +

+
+
+ +

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

+ +
+
+
+
+

+ #string + ScoreText +

+
+
+ +

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

+ +
+
+
+
+

+ #number + Score +

+
+
+ +

is a number providing the score of the status.

+ +
+
+

Return value:

+
+
+

#FSM:

+
+
+ +

self

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

Add a new transition rule to the FSM.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + From +

+
+
+ +

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

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event name.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To state.

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

Get current state.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

Current FSM state.

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

Returns the End states.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

End states.

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

Defined in:

+ +

Parameters:

+
+
+

+ From +

+
+
+

+
+
+
+
+

+ Event +

+
+
+

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

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

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Sub processes.

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

Returns a table with the scores defined.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Scores.

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

Returns the start state of the FSM.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

A string containing the start state.

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

Get current state.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

Current FSM state.

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

Returns a table with the Subs defined.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Sub processes.

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

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

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Transitions.

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

Check if FSM is in state.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + State +

+
+
+ +

State name.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

If true, FSM is in this state.

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

Load call backs.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #table + CallBackTable +

+
+
+ +

Table of call backs.

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

Creates a new FSM object.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#FSM:

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

Defined in:

+ +

Parameters:

+
+
+

+ From +

+
+
+

+
+
+
+
+

+ Event +

+
+
+

+
+
+
+
+

+ Fsm +

+
+
+

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

Sets the start state of the FSM.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + State +

+
+
+ +

A string defining the start state.

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

Add to map.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + Map +

+
+
+ +

Map.

+ +
+
+
+
+

+ #table + Event +

+
+
+ +

Event table.

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

Call handler.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + step +

+
+
+ +

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

+ +
+
+
+
+

+ #string + trigger +

+
+
+ +

Trigger.

+ +
+
+
+
+

+ #table + params +

+
+
+ +

Parameters.

+ +
+
+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+
+
+ +

Value.

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

Create transition.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+

#function:

+
+
+ +

Function.

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

Delayed transition.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+

#function:

+
+
+ +

Function.

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

Event map.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + Events +

+
+
+ +

Events.

+ +
+
+
+
+

+ #table + EventStructure +

+
+
+ +

Event structure.

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

Go sub.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + ParentFrom +

+
+
+ +

Parent from state.

+ +
+
+
+
+

+ #string + ParentEvent +

+
+
+ +

Parent event name.

+ +
+
+

Return value:

+
+
+

#table:

+
+
+ +

Subs.

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

Handler.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+
+
+

+ ... +

+
+
+ +

Arguments.

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

Is end state.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + Current +

+
+
+ +

Current state name.

+ +
+
+

Return values:

+
+
+

#table:

+
+
+ +

FSM parent.

+ +
+
+

#string:

+
+
+ +

Event name.

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

Sub maps.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + subs +

+
+
+ +

Subs.

+ +
+
+
+
+

+ #table + sub +

+
+
+ +

Sub.

+ +
+
+
+
+

+ #string + name +

+
+
+ +

Name.

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

Check if can do an event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + e +

+
+
+ +

Event name.

+ +
+
+

Return values:

+
+
+

#boolean:

+
+
+ +

If true, FSM can do the event.

+ +
+
+

#string:

+
+
+ +

To state.

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

Check if cannot do an event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + e +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

If true, FSM cannot do the event.

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

Check if FSM is in state.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + State +

+
+
+ +

State name.

+ +
+
+
+
+

+ state +

+
+
+

+
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

If true, FSM is in this state.

+ +
+
+
+ +
+
+ +
+

Field(s)

+
+
+ + +
+
+ + +
+
+
+ + #table +AI_CARGO.Carrier_Cargo + + + +
+ +
+
+
+ + #boolean +AI_CARGO.Relocating + + + + +

No loading happened, so we need to pickup something else.

+ +
+ +
+
+
+ + #boolean +AI_CARGO.Transporting + + + +
+ +
+
+

Function(s)

+
+
+ + + +

Clear the state of an object.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that holds the Value set by the Key.

+ +
+
+
+
+

+ StateName +

+
+
+ +

The key that is should be cleared.

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

Creation of a Birth Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+
+

+ #string + IniUnitName +

+
+
+ +

The initiating unit name.

+ +
+
+
+
+

+ place +

+
+
+

+
+
+
+
+

+ subplace +

+
+
+

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

Creation of a Crash Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+
+

+ IniObjectCategory +

+
+
+

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

Creation of a Dead Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+
+

+ IniObjectCategory +

+
+
+

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

Creation of a S_EVENT_DYNAMIC_CARGO_LOADED event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.DynamicCargo#DYNAMICCARGO + DynamicCargo +

+
+
+ +

the dynamic cargo object

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

Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.DynamicCargo#DYNAMICCARGO + DynamicCargo +

+
+
+ +

the dynamic cargo object

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

Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.DynamicCargo#DYNAMICCARGO + DynamicCargo +

+
+
+ +

the dynamic cargo object

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

Creation of a S_EVENT_NEW_DYNAMIC_CARGO event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.DynamicCargo#DYNAMICCARGO + DynamicCargo +

+
+
+ +

the dynamic cargo object

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

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.Unit#UNIT + PlayerUnit +

+
+
+ +

The aircraft unit the player entered.

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

Creation of a Remove Unit Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

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

Creation of a Takeoff Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

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

Creation of a Crash Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

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

Log an exception which will be traced always.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

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

Returns the event dispatcher

+ +
+
+

Defined in:

+ +

Return value:

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

Remove all subscribed events

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#BASE:

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

Trace a function call.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

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

Trace a function call level 2.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

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

Trace a function call level 3.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

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

Get the ClassID of the class instance.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassID of the class instance.

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

Get the ClassName of the class instance.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassName of the class instance.

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

Get the ClassName + ClassID of the class instance.

+ + +

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

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassName + ClassID of the class instance.

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

Get the Class Core.Event processing Priority.

+ + +

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

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#number:

+
+
+ +

The Core.Event processing Priority.

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

This is the worker method to retrieve the Parent class.

+ + +

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

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

Defined in:

+ +

Parameters:

+
+
+

+ #BASE + Child +

+
+
+ +

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

+ +
+
+
+
+

+ #BASE + FromClass +

+
+
+ +

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

+ +
+
+

Return value:

+
+
+

#BASE:

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

Get all of the properties of an object in a table.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

of values, indexed by keys.

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

Get one property of an object by the key.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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!

+ +
+
+

Return value:

+
+
+
+
+ +

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.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that holds the Value set by the Key.

+ +
+
+
+
+

+ Key +

+
+
+ +

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

+ +
+
+

Return value:

+
+
+
+
+ +

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

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

Subscribe to a DCS Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Core.Event#EVENTS + EventID +

+
+
+ +

Event ID.

+ +
+
+
+
+

+ #function + EventFunction +

+
+
+ +

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

+ +
+
+

Return value:

+
+
+

#BASE:

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

Log an information which will be traced always.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

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

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

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Child +

+
+
+ +

is the Child class that inherits.

+ +
+
+
+
+

+ #BASE + Parent +

+
+
+ +

is the Parent class that the Child inherits from.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ +

Child

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

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

+ + + +

Examples:

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ ClassName +

+
+
+ +

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

+ +
+
+

Return value:

+
+
+

#boolean:

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

Enquires if tracing is on (for the class).

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#boolean:

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

BASE constructor.

+ + + +

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

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

Defined in:

+ +

Return value:

+
+
+

#BASE:

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

Occurs when an Event for an object is triggered.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

BDA.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when any object is spawned into the mission.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when an object is dead.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

Will update this page when new information become available.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Discard chair after ejection.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when a dynamic cargo crate is removed.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

initiator : The unit that has ejected

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when any aircraft shuts down its engines.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when any aircraft starts its engines.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs whenever an object is hit by a weapon.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when any system fails on a human controlled aircraft.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs on the death of a unit.

+ + +

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

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Landing quality mark.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when a new mark was added.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when a mark text was changed.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when a mark was removed.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Weapon add.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when the pilot of an aircraft is killed.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when any player assumes direct control of a unit.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when an aircraft is finished taking fuel.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when any unit stops firing its weapon.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs whenever any unit in a mission fires a weapon.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Trigger zone.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when the game thinks an object is destroyed.

+ + +

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

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Schedule a new time event.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + Start +

+
+
+ +

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

+ +
+
+
+
+

+ #function + SchedulerFunction +

+
+
+ +

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

+ +
+
+
+
+

+ ... +

+
+
+ +

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

+ +
+
+

Return value:

+
+
+

#string:

+
+
+ +

The Schedule ID of the planned schedule.

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

Schedule a new time event.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + Start +

+
+
+ +

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

+ +
+
+
+
+

+ #number + Repeat +

+
+
+ +

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

+ +
+
+
+
+

+ #number + RandomizeFactor +

+
+
+ +

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

+ +
+
+
+
+

+ #number + Stop +

+
+
+ +

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

+ +
+
+
+
+

+ #function + SchedulerFunction +

+
+
+ +

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

+ +
+
+
+
+

+ #table + ... +

+
+
+ +

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

+ +
+
+

Return value:

+
+
+

#string:

+
+
+ +

The Schedule ID of the planned schedule.

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

Stops the Schedule.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + SchedulerID +

+
+
+ +

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

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

Set the Class Core.Event processing Priority.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + EventPriority +

+
+
+ +

The Core.Event processing Priority.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ +

self

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

Set one property of an object.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

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

+ +
+
+
+
+

+ Key +

+
+
+ +

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

+ +
+
+
+
+

+ Value +

+
+
+ +

The value to is stored in the object.

+ +
+
+

Return value:

+
+
+
+
+ +

The Value set.

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

Trace a function logic level 1.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

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

Trace a function logic level 2.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

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

Trace a function logic level 3.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

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

Trace all methods in MOOSE

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #boolean + TraceAll +

+
+
+ +

true = trace all methods in MOOSE.

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

Set tracing for a class

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + Class +

+
+
+ +

Class name.

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

Set tracing for a specific method of class

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + Class +

+
+
+ +

Class name.

+ +
+
+
+
+

+ #string + Method +

+
+
+ +

Method.

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

Set trace level

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Level +

+
+
+

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

Set trace off.

+ +
+
+

Defined in:

+ +

Usage:

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

Set trace on.

+ +
+
+

Defined in:

+ +

Usage:

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #boolean + TraceOnOff +

+
+
+ +

Switch the tracing on or off.

+ +
+
+

Usage:

+

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

UnSubscribe to a DCS event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTS + EventID +

+
+
+ +

Event ID.

+ +
+
+

Return value:

+
+
+

#BASE:

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

Trace a function call.

+ + +

This function is private.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+
+

+ DebugInfoCurrentParam +

+
+
+

+
+
+
+
+

+ DebugInfoFromParam +

+
+
+

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

(Internal) Serialize arguments

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #table + Arguments +

+
+
+

+
+
+

Return value:

+
+
+

#string:

+
+
+ +

Text

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

Trace a function logic.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+
+

+ DebugInfoCurrentParam +

+
+
+

+
+
+
+
+

+ DebugInfoFromParam +

+
+
+

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

The main event handling function...

+ + +

This function captures all events generated for the class.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ DCS#Event + event +

+
+
+

+
+
+
+ +
+
+ diff --git a/Documentation/AI.AI_Cargo_APC.html b/Documentation/AI.AI_Cargo_APC.html index 03bd1a79f..94ed08bd3 100644 --- a/Documentation/AI.AI_Cargo_APC.html +++ b/Documentation/AI.AI_Cargo_APC.html @@ -1720,6 +1720,8 @@ +

Banner Image

+

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 , extends AI.AI_Cargo#AI_CARGO +, extends Core.Fsm#FSM_CONTROLLABLE +, extends Core.Fsm#FSM +, extends Core.Base#BASE
@@ -2169,6 +2174,972 @@ 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_CONTROLLABLEDescription

AI_CARGO_APC.Controllable

+ +

AI_CARGO_APC:GetControllable()

+

Gets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+

AI_CARGO_APC:New(FSMT, Controllable)

+

Creates a new FSM_CONTROLLABLE object.

+

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

+

OnAfter Transition Handler for Event Stop.

+

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

+

OnBefore Transition Handler for Event Stop.

+

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

+

OnEnter Transition Handler for State Stopped.

+

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

+

OnLeave Transition Handler for State Stopped.

+

AI_CARGO_APC:SetControllable(FSMControllable)

+

Sets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+

AI_CARGO_APC:Stop()

+

Synchronous Event Trigger for Event Stop.

+

AI_CARGO_APC:__Stop(Delay)

+

Asynchronous Event Trigger for Event Stop.

+

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

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

AI_CARGO_APC:AddEndState(State)

+

Adds an End state.

+

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

+

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

+

AI_CARGO_APC:AddScore(State, ScoreText, Score)

+

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.

+

AI_CARGO_APC:AddTransition(From, Event, To)

+

Add a new transition rule to the FSM.

+

AI_CARGO_APC.CallScheduler

+

Call scheduler.

+

AI_CARGO_APC.ClassName

+

Name of the class.

+

AI_CARGO_APC.Events

+ +

AI_CARGO_APC:GetCurrentState()

+

Get current state.

+

AI_CARGO_APC:GetEndStates()

+

Returns the End states.

+

AI_CARGO_APC:GetProcess(From, Event)

+ +

AI_CARGO_APC:GetProcesses()

+

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

+

AI_CARGO_APC:GetScores()

+

Returns a table with the scores defined.

+

AI_CARGO_APC:GetStartState()

+

Returns the start state of the FSM.

+

AI_CARGO_APC:GetState()

+

Get current state.

+

AI_CARGO_APC:GetSubs()

+

Returns a table with the Subs defined.

+

AI_CARGO_APC:GetTransitions()

+

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

+

AI_CARGO_APC:Is(State)

+

Check if FSM is in state.

+

AI_CARGO_APC:LoadCallBacks(CallBackTable)

+

Load call backs.

+

AI_CARGO_APC:New()

+

Creates a new FSM object.

+

AI_CARGO_APC.Scores

+

Scores.

+

AI_CARGO_APC:SetProcess(From, Event, Fsm)

+ +

AI_CARGO_APC:SetStartState(State)

+

Sets the start state of the FSM.

+

AI_CARGO_APC._EndStates

+ +

AI_CARGO_APC._EventSchedules

+ +

AI_CARGO_APC._Processes

+ +

AI_CARGO_APC._Scores

+ +

AI_CARGO_APC._StartState

+ +

AI_CARGO_APC._Transitions

+ +

AI_CARGO_APC:_add_to_map(Map, Event)

+

Add to map.

+

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

+

Call handler.

+

AI_CARGO_APC:_create_transition(EventName)

+

Create transition.

+

AI_CARGO_APC:_delayed_transition(EventName)

+

Delayed transition.

+

AI_CARGO_APC:_eventmap(Events, EventStructure)

+

Event map.

+

AI_CARGO_APC:_gosub(ParentFrom, ParentEvent)

+

Go sub.

+

AI_CARGO_APC:_handler(EventName, ...)

+

Handler.

+

AI_CARGO_APC:_isendstate(Current)

+

Is end state.

+

AI_CARGO_APC:_submap(subs, sub, name)

+

Sub maps.

+

AI_CARGO_APC:can(e)

+

Check if can do an event.

+

AI_CARGO_APC:cannot(e)

+

Check if cannot do an event.

+

AI_CARGO_APC.current

+

Current state name.

+

AI_CARGO_APC.endstates

+ +

AI_CARGO_APC:is(State, state)

+

Check if FSM is in state.

+

AI_CARGO_APC.options

+

Options.

+

AI_CARGO_APC.subs

+

Subs.

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

AI_CARGO_APC.ClassID

+

The ID number of the class.

+

AI_CARGO_APC.ClassName

+

The name of the class.

+

AI_CARGO_APC.ClassNameAndID

+

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

+

AI_CARGO_APC:ClearState(Object, StateName)

+

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.

+

AI_CARGO_APC:CreateEventDynamicCargoLoaded(DynamicCargo)

+

Creation of a S_EVENT_DYNAMIC_CARGO_LOADED event.

+

AI_CARGO_APC:CreateEventDynamicCargoRemoved(DynamicCargo)

+

Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event.

+

AI_CARGO_APC:CreateEventDynamicCargoUnloaded(DynamicCargo)

+

Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event.

+

AI_CARGO_APC:CreateEventNewDynamicCargo(DynamicCargo)

+

Creation of a S_EVENT_NEW_DYNAMIC_CARGO event.

+

AI_CARGO_APC:CreateEventPlayerEnterAircraft(PlayerUnit)

+

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

+

AI_CARGO_APC:CreateEventRemoveUnit(EventTime, Initiator)

+

Creation of a Remove Unit Event.

+

AI_CARGO_APC:CreateEventTakeoff(EventTime, Initiator)

+

Creation of a Takeoff Event.

+

AI_CARGO_APC:CreateEventUnitLost(EventTime, Initiator)

+

Creation of a Crash Event.

+

AI_CARGO_APC:E(Arguments)

+

Log an exception which will be traced always.

+

AI_CARGO_APC:EventDispatcher()

+

Returns the event dispatcher

+

AI_CARGO_APC:EventRemoveAll()

+

Remove all subscribed events

+

AI_CARGO_APC:F(Arguments)

+

Trace a function call.

+

AI_CARGO_APC:F2(Arguments)

+

Trace a function call level 2.

+

AI_CARGO_APC:F3(Arguments)

+

Trace a function call level 3.

+

AI_CARGO_APC:GetClassID()

+

Get the ClassID of the class instance.

+

AI_CARGO_APC:GetClassName()

+

Get the ClassName of the class instance.

+

AI_CARGO_APC:GetClassNameAndID()

+

Get the ClassName + ClassID of the class instance.

+

AI_CARGO_APC:GetEventPriority()

+

Get the Class Core.Event processing Priority.

+

AI_CARGO_APC:GetParent(Child, FromClass)

+

This is the worker method to retrieve the Parent class.

+

AI_CARGO_APC:GetProperties()

+

Get all of the properties of an object in a table.

+

AI_CARGO_APC:GetProperty(Key)

+

Get one property of an object by the key.

+

AI_CARGO_APC:GetState(Object, Key)

+

Get a Value given a Key from the Object.

+

AI_CARGO_APC:HandleEvent(EventID, EventFunction)

+

Subscribe to a DCS Event.

+

AI_CARGO_APC:I(Arguments)

+

Log an information which will be traced always.

+

AI_CARGO_APC:Inherit(Child, Parent)

+

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

+

AI_CARGO_APC:IsInstanceOf(ClassName)

+

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

+

AI_CARGO_APC:IsTrace()

+

Enquires if tracing is on (for the class).

+

AI_CARGO_APC:New()

+

BASE constructor.

+

AI_CARGO_APC:OnEvent(EventData)

+

Occurs when an Event for an object is triggered.

+

AI_CARGO_APC:OnEventBDA(EventData)

+

BDA.

+

AI_CARGO_APC:OnEventBaseCaptured(EventData)

+

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

+

AI_CARGO_APC:OnEventBirth(EventData)

+

Occurs when any object is spawned into the mission.

+

AI_CARGO_APC:OnEventCrash(EventData)

+

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

+

AI_CARGO_APC:OnEventDead(EventData)

+

Occurs when an object is dead.

+

AI_CARGO_APC:OnEventDetailedFailure(EventData)

+

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

+

AI_CARGO_APC:OnEventDiscardChairAfterEjection(EventData)

+

Discard chair after ejection.

+

AI_CARGO_APC:OnEventDynamicCargoLoaded(EventData)

+

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

+

AI_CARGO_APC:OnEventDynamicCargoRemoved(EventData)

+

Occurs when a dynamic cargo crate is removed.

+

AI_CARGO_APC:OnEventDynamicCargoUnloaded(EventData)

+

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

+

AI_CARGO_APC:OnEventEjection(EventData)

+

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

+

AI_CARGO_APC:OnEventEngineShutdown(EventData)

+

Occurs when any aircraft shuts down its engines.

+

AI_CARGO_APC:OnEventEngineStartup(EventData)

+

Occurs when any aircraft starts its engines.

+

AI_CARGO_APC:OnEventHit(EventData)

+

Occurs whenever an object is hit by a weapon.

+

AI_CARGO_APC:OnEventHumanFailure(EventData)

+

Occurs when any system fails on a human controlled aircraft.

+

AI_CARGO_APC:OnEventKill(EventData)

+

Occurs on the death of a unit.

+

AI_CARGO_APC:OnEventLand(EventData)

+

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

+

AI_CARGO_APC:OnEventLandingAfterEjection(EventData)

+

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

+

AI_CARGO_APC:OnEventLandingQualityMark(EventData)

+

Landing quality mark.

+

AI_CARGO_APC:OnEventMarkAdded(EventData)

+

Occurs when a new mark was added.

+

AI_CARGO_APC:OnEventMarkChange(EventData)

+

Occurs when a mark text was changed.

+

AI_CARGO_APC:OnEventMarkRemoved(EventData)

+

Occurs when a mark was removed.

+

AI_CARGO_APC:OnEventMissionEnd(EventData)

+

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

+

AI_CARGO_APC:OnEventMissionStart(EventData)

+

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

+

AI_CARGO_APC:OnEventNewDynamicCargo(EventData)

+

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

+

AI_CARGO_APC:OnEventParatrooperLanding(EventData)

+

Weapon add.

+

AI_CARGO_APC:OnEventPilotDead(EventData)

+

Occurs when the pilot of an aircraft is killed.

+

AI_CARGO_APC:OnEventPlayerEnterAircraft(EventData)

+

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

+

AI_CARGO_APC:OnEventPlayerEnterUnit(EventData)

+

Occurs when any player assumes direct control of a unit.

+

AI_CARGO_APC:OnEventPlayerLeaveUnit(EventData)

+

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

+

AI_CARGO_APC:OnEventRefueling(EventData)

+

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

+

AI_CARGO_APC:OnEventRefuelingStop(EventData)

+

Occurs when an aircraft is finished taking fuel.

+

AI_CARGO_APC:OnEventScore(EventData)

+

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

+

AI_CARGO_APC:OnEventShootingEnd(EventData)

+

Occurs when any unit stops firing its weapon.

+

AI_CARGO_APC:OnEventShootingStart(EventData)

+

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

+

AI_CARGO_APC:OnEventShot(EventData)

+

Occurs whenever any unit in a mission fires a weapon.

+

AI_CARGO_APC:OnEventTakeoff(EventData)

+

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

+

AI_CARGO_APC:OnEventTriggerZone(EventData)

+

Trigger zone.

+

AI_CARGO_APC:OnEventUnitLost(EventData)

+

Occurs when the game thinks an object is destroyed.

+

AI_CARGO_APC.Properties

+ +

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

+

Schedule a new time event.

+

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

+

Schedule a new time event.

+

AI_CARGO_APC:ScheduleStop(SchedulerID)

+

Stops the Schedule.

+

AI_CARGO_APC.Scheduler

+

The scheduler object.

+

AI_CARGO_APC:SetEventPriority(EventPriority)

+

Set the Class Core.Event processing Priority.

+

AI_CARGO_APC:SetProperty(Key, Value)

+

Set one property of an object.

+

AI_CARGO_APC:SetState(Object, Key, Value)

+

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

+

AI_CARGO_APC:T(Arguments)

+

Trace a function logic level 1.

+

AI_CARGO_APC:T2(Arguments)

+

Trace a function logic level 2.

+

AI_CARGO_APC:T3(Arguments)

+

Trace a function logic level 3.

+

AI_CARGO_APC:TraceAll(TraceAll)

+

Trace all methods in MOOSE

+

AI_CARGO_APC:TraceClass(Class)

+

Set tracing for a class

+

AI_CARGO_APC:TraceClassMethod(Class, Method)

+

Set tracing for a specific method of class

+

AI_CARGO_APC:TraceLevel(Level)

+

Set trace level

+

AI_CARGO_APC:TraceOff()

+

Set trace off.

+

AI_CARGO_APC:TraceOn()

+

Set trace on.

+

AI_CARGO_APC:TraceOnOff(TraceOnOff)

+

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

+

AI_CARGO_APC:UnHandleEvent(EventID)

+

UnSubscribe to a DCS event.

+

AI_CARGO_APC._

+ +

AI_CARGO_APC:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+

Trace a function call.

+

AI_CARGO_APC:_Serialize(Arguments)

+

(Internal) Serialize arguments

+

AI_CARGO_APC:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+

Trace a function logic.

+

AI_CARGO_APC.__

+ +

AI_CARGO_APC:onEvent(event)

+

The main event handling function...

@@ -5732,6 +6703,6124 @@ AICargoAPC:SetCombatRadius( false )
+
+

Field(s)

+
+
+ + +
+
+ + +
+
+
+ + #boolean +AI_CARGO_APC.CarrierStopped + + + +
+ +
+
+ + +
+
+
+ + #boolean +AI_CARGO_APC.RouteDeploy + + + +
+ +
+
+
+ + #boolean +AI_CARGO_APC.RouteHome + + + +
+ +
+
+
+ + #boolean +AI_CARGO_APC.RoutePickup + + + +
+ +
+
+
+ + +AI_CARGO_APC.Zone + + + +
+ +
+
+ + +
+
+ + +
+
+

Function(s)

+
+
+ + + +

Gets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+ +
+
+

Defined in:

+ +

Return value:

+ +
+ +
+
+ +
+ + + +

Creates a new FSM_CONTROLLABLE object.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + FSMT +

+
+
+ +

Finite State Machine Table

+ +
+
+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

(optional) The CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+ +
+
+

Return value:

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

OnAfter Transition Handler for Event Stop.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

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

OnBefore Transition Handler for Event Stop.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

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

OnEnter Transition Handler for State Stopped.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

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

OnLeave Transition Handler for State Stopped.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

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

Sets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + FSMControllable +

+
+
+

+
+
+

Return value:

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

Synchronous Event Trigger for Event Stop.

+ +
+
+

Defined in:

+ +
+ +
+
+ +
+ + + +

Asynchronous Event Trigger for Event Stop.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Delay +

+
+
+ +

The delay in seconds.

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

Defined in:

+ +

Parameters:

+
+
+

+ step +

+
+
+

+
+
+
+
+

+ trigger +

+
+
+

+
+
+
+
+

+ params +

+
+
+

+
+
+
+
+

+ EventName +

+
+
+

+
+
+
+ +
+
+ +
+

Field(s)

+
+
+ + +
+
+ + +
+
+
+ + #boolean +AI_CARGO_APC.CarrierStopped + + + +
+ +
+
+ + +
+
+
+ + #boolean +AI_CARGO_APC.RouteDeploy + + + +
+ +
+
+
+ + #boolean +AI_CARGO_APC.RouteHome + + + +
+ +
+
+
+ + #boolean +AI_CARGO_APC.RoutePickup + + + +
+ +
+
+
+ + +AI_CARGO_APC.Zone + + + +
+ +
+
+ + +
+
+ + +
+
+

Function(s)

+
+
+ + + +

Adds an End state.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + State +

+
+
+ +

The FSM state.

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

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

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + From +

+
+
+ +

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

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event name.

+ +
+
+
+
+

+ Core.Fsm#FSM_PROCESS + Process +

+
+
+ +

An sub-process FSM.

+ +
+
+
+
+

+ #table + ReturnEvents +

+
+
+ +

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

+ +
+
+

Return value:

+
+ +
+ +

The SubFSM.

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

Adds a score for the FSM to be achieved.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + State +

+
+
+ +

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

+ +
+
+
+
+

+ #string + ScoreText +

+
+
+ +

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

+ +
+
+
+
+

+ #number + Score +

+
+
+ +

is a number providing the score of the status.

+ +
+
+

Return value:

+
+
+

#FSM:

+
+
+ +

self

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

Adds a score for the FSM_PROCESS to be achieved.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + From +

+
+
+ +

is the From State of the main process.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

is the Event of the main process.

+ +
+
+
+
+

+ #string + State +

+
+
+ +

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

+ +
+
+
+
+

+ #string + ScoreText +

+
+
+ +

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

+ +
+
+
+
+

+ #number + Score +

+
+
+ +

is a number providing the score of the status.

+ +
+
+

Return value:

+
+
+

#FSM:

+
+
+ +

self

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

Add a new transition rule to the FSM.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + From +

+
+
+ +

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

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event name.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To state.

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

Get current state.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

Current FSM state.

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

Returns the End states.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

End states.

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

Defined in:

+ +

Parameters:

+
+
+

+ From +

+
+
+

+
+
+
+
+

+ Event +

+
+
+

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

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

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Sub processes.

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

Returns a table with the scores defined.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Scores.

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

Returns the start state of the FSM.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

A string containing the start state.

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

Get current state.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

Current FSM state.

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

Returns a table with the Subs defined.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Sub processes.

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

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

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Transitions.

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

Check if FSM is in state.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + State +

+
+
+ +

State name.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

If true, FSM is in this state.

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

Load call backs.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #table + CallBackTable +

+
+
+ +

Table of call backs.

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

Creates a new FSM object.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#FSM:

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

Defined in:

+ +

Parameters:

+
+
+

+ From +

+
+
+

+
+
+
+
+

+ Event +

+
+
+

+
+
+
+
+

+ Fsm +

+
+
+

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

Sets the start state of the FSM.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + State +

+
+
+ +

A string defining the start state.

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

Add to map.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + Map +

+
+
+ +

Map.

+ +
+
+
+
+

+ #table + Event +

+
+
+ +

Event table.

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

Call handler.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + step +

+
+
+ +

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

+ +
+
+
+
+

+ #string + trigger +

+
+
+ +

Trigger.

+ +
+
+
+
+

+ #table + params +

+
+
+ +

Parameters.

+ +
+
+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+
+
+ +

Value.

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

Create transition.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+

#function:

+
+
+ +

Function.

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

Delayed transition.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+

#function:

+
+
+ +

Function.

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

Event map.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + Events +

+
+
+ +

Events.

+ +
+
+
+
+

+ #table + EventStructure +

+
+
+ +

Event structure.

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

Go sub.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + ParentFrom +

+
+
+ +

Parent from state.

+ +
+
+
+
+

+ #string + ParentEvent +

+
+
+ +

Parent event name.

+ +
+
+

Return value:

+
+
+

#table:

+
+
+ +

Subs.

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

Handler.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+
+
+

+ ... +

+
+
+ +

Arguments.

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

Is end state.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + Current +

+
+
+ +

Current state name.

+ +
+
+

Return values:

+
+
+

#table:

+
+
+ +

FSM parent.

+ +
+
+

#string:

+
+
+ +

Event name.

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

Sub maps.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + subs +

+
+
+ +

Subs.

+ +
+
+
+
+

+ #table + sub +

+
+
+ +

Sub.

+ +
+
+
+
+

+ #string + name +

+
+
+ +

Name.

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

Check if can do an event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + e +

+
+
+ +

Event name.

+ +
+
+

Return values:

+
+
+

#boolean:

+
+
+ +

If true, FSM can do the event.

+ +
+
+

#string:

+
+
+ +

To state.

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

Check if cannot do an event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + e +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

If true, FSM cannot do the event.

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

Check if FSM is in state.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + State +

+
+
+ +

State name.

+ +
+
+
+
+

+ state +

+
+
+

+
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

If true, FSM is in this state.

+ +
+
+
+ +
+
+ +
+

Field(s)

+
+
+ + +
+
+ + +
+
+
+ + #boolean +AI_CARGO_APC.CarrierStopped + + + +
+ +
+
+ + +
+
+
+ + #boolean +AI_CARGO_APC.RouteDeploy + + + +
+ +
+
+
+ + #boolean +AI_CARGO_APC.RouteHome + + + +
+ +
+
+
+ + #boolean +AI_CARGO_APC.RoutePickup + + + +
+ +
+
+
+ + +AI_CARGO_APC.Zone + + + +
+ +
+
+ + +
+
+ + +
+
+

Function(s)

+
+
+ + + +

Clear the state of an object.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that holds the Value set by the Key.

+ +
+
+
+
+

+ StateName +

+
+
+ +

The key that is should be cleared.

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

Creation of a Birth Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+
+

+ #string + IniUnitName +

+
+
+ +

The initiating unit name.

+ +
+
+
+
+

+ place +

+
+
+

+
+
+
+
+

+ subplace +

+
+
+

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

Creation of a Crash Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+
+

+ IniObjectCategory +

+
+
+

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

Creation of a Dead Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+
+

+ IniObjectCategory +

+
+
+

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

Creation of a S_EVENT_DYNAMIC_CARGO_LOADED event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.DynamicCargo#DYNAMICCARGO + DynamicCargo +

+
+
+ +

the dynamic cargo object

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

Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.DynamicCargo#DYNAMICCARGO + DynamicCargo +

+
+
+ +

the dynamic cargo object

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

Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.DynamicCargo#DYNAMICCARGO + DynamicCargo +

+
+
+ +

the dynamic cargo object

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

Creation of a S_EVENT_NEW_DYNAMIC_CARGO event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.DynamicCargo#DYNAMICCARGO + DynamicCargo +

+
+
+ +

the dynamic cargo object

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

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.Unit#UNIT + PlayerUnit +

+
+
+ +

The aircraft unit the player entered.

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

Creation of a Remove Unit Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

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

Creation of a Takeoff Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

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

Creation of a Crash Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

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

Log an exception which will be traced always.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

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

Returns the event dispatcher

+ +
+
+

Defined in:

+ +

Return value:

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

Remove all subscribed events

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#BASE:

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

Trace a function call.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

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

Trace a function call level 2.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

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

Trace a function call level 3.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

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

Get the ClassID of the class instance.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassID of the class instance.

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

Get the ClassName of the class instance.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassName of the class instance.

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

Get the ClassName + ClassID of the class instance.

+ + +

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

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassName + ClassID of the class instance.

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

Get the Class Core.Event processing Priority.

+ + +

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

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#number:

+
+
+ +

The Core.Event processing Priority.

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

This is the worker method to retrieve the Parent class.

+ + +

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

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

Defined in:

+ +

Parameters:

+
+
+

+ #BASE + Child +

+
+
+ +

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

+ +
+
+
+
+

+ #BASE + FromClass +

+
+
+ +

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

+ +
+
+

Return value:

+
+
+

#BASE:

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

Get all of the properties of an object in a table.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

of values, indexed by keys.

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

Get one property of an object by the key.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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!

+ +
+
+

Return value:

+
+
+
+
+ +

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.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that holds the Value set by the Key.

+ +
+
+
+
+

+ Key +

+
+
+ +

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

+ +
+
+

Return value:

+
+
+
+
+ +

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

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

Subscribe to a DCS Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Core.Event#EVENTS + EventID +

+
+
+ +

Event ID.

+ +
+
+
+
+

+ #function + EventFunction +

+
+
+ +

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

+ +
+
+

Return value:

+
+
+

#BASE:

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

Log an information which will be traced always.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

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

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

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Child +

+
+
+ +

is the Child class that inherits.

+ +
+
+
+
+

+ #BASE + Parent +

+
+
+ +

is the Parent class that the Child inherits from.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ +

Child

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

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

+ + + +

Examples:

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ ClassName +

+
+
+ +

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

+ +
+
+

Return value:

+
+
+

#boolean:

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

Enquires if tracing is on (for the class).

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#boolean:

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

BASE constructor.

+ + + +

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

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

Defined in:

+ +

Return value:

+
+
+

#BASE:

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

Occurs when an Event for an object is triggered.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

BDA.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when any object is spawned into the mission.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when an object is dead.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

Will update this page when new information become available.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Discard chair after ejection.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when a dynamic cargo crate is removed.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

initiator : The unit that has ejected

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when any aircraft shuts down its engines.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when any aircraft starts its engines.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs whenever an object is hit by a weapon.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when any system fails on a human controlled aircraft.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs on the death of a unit.

+ + +

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

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Landing quality mark.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when a new mark was added.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when a mark text was changed.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when a mark was removed.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Weapon add.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when the pilot of an aircraft is killed.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when any player assumes direct control of a unit.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when an aircraft is finished taking fuel.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when any unit stops firing its weapon.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs whenever any unit in a mission fires a weapon.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Trigger zone.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when the game thinks an object is destroyed.

+ + +

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

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Schedule a new time event.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + Start +

+
+
+ +

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

+ +
+
+
+
+

+ #function + SchedulerFunction +

+
+
+ +

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

+ +
+
+
+
+

+ ... +

+
+
+ +

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

+ +
+
+

Return value:

+
+
+

#string:

+
+
+ +

The Schedule ID of the planned schedule.

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

Schedule a new time event.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + Start +

+
+
+ +

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

+ +
+
+
+
+

+ #number + Repeat +

+
+
+ +

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

+ +
+
+
+
+

+ #number + RandomizeFactor +

+
+
+ +

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

+ +
+
+
+
+

+ #number + Stop +

+
+
+ +

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

+ +
+
+
+
+

+ #function + SchedulerFunction +

+
+
+ +

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

+ +
+
+
+
+

+ #table + ... +

+
+
+ +

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

+ +
+
+

Return value:

+
+
+

#string:

+
+
+ +

The Schedule ID of the planned schedule.

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

Stops the Schedule.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + SchedulerID +

+
+
+ +

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

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

Set the Class Core.Event processing Priority.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + EventPriority +

+
+
+ +

The Core.Event processing Priority.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ +

self

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

Set one property of an object.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

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

+ +
+
+
+
+

+ Key +

+
+
+ +

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

+ +
+
+
+
+

+ Value +

+
+
+ +

The value to is stored in the object.

+ +
+
+

Return value:

+
+
+
+
+ +

The Value set.

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

Trace a function logic level 1.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

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

Trace a function logic level 2.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

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

Trace a function logic level 3.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

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

Trace all methods in MOOSE

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #boolean + TraceAll +

+
+
+ +

true = trace all methods in MOOSE.

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

Set tracing for a class

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + Class +

+
+
+ +

Class name.

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

Set tracing for a specific method of class

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + Class +

+
+
+ +

Class name.

+ +
+
+
+
+

+ #string + Method +

+
+
+ +

Method.

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

Set trace level

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Level +

+
+
+

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

Set trace off.

+ +
+
+

Defined in:

+ +

Usage:

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

Set trace on.

+ +
+
+

Defined in:

+ +

Usage:

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #boolean + TraceOnOff +

+
+
+ +

Switch the tracing on or off.

+ +
+
+

Usage:

+

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

UnSubscribe to a DCS event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTS + EventID +

+
+
+ +

Event ID.

+ +
+
+

Return value:

+
+
+

#BASE:

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

Trace a function call.

+ + +

This function is private.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+
+

+ DebugInfoCurrentParam +

+
+
+

+
+
+
+
+

+ DebugInfoFromParam +

+
+
+

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

(Internal) Serialize arguments

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #table + Arguments +

+
+
+

+
+
+

Return value:

+
+
+

#string:

+
+
+ +

Text

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

Trace a function logic.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+
+

+ DebugInfoCurrentParam +

+
+
+

+
+
+
+
+

+ DebugInfoFromParam +

+
+
+

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

The main event handling function...

+ + +

This function captures all events generated for the class.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ DCS#Event + event +

+
+
+

+
+
+
+ +
+
+ diff --git a/Documentation/AI.AI_Cargo_Airplane.html b/Documentation/AI.AI_Cargo_Airplane.html index d577a13b7..4aecd2645 100644 --- a/Documentation/AI.AI_Cargo_Airplane.html +++ b/Documentation/AI.AI_Cargo_Airplane.html @@ -1719,8 +1719,10 @@

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.

+ +

Banner Image

+ +

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

Field(s)

-
-
- - -AI_CARGO_AIRPLANE.Airbase - - - - -

Set destination airbase for next :Route() command.

- -
- -
@@ -2976,6 +2964,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

Aircraft is on a pickup mission.

+
@@ -4694,20 +4685,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Field(s)

-
-
- - -AI_CARGO_AIRPLANE.Airbase - - - - -

Set destination airbase for next :Route() command.

- -
- -
@@ -4763,6 +4740,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

Aircraft is on a pickup mission.

+
@@ -5323,20 +5303,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Field(s)

-
-
- - -AI_CARGO_AIRPLANE.Airbase - - - - -

Set destination airbase for next :Route() command.

- -
- -
@@ -5392,6 +5358,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

Aircraft is on a pickup mission.

+
@@ -6840,20 +6809,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Field(s)

-
-
- - -AI_CARGO_AIRPLANE.Airbase - - - - -

Set destination airbase for next :Route() command.

- -
- -
@@ -6909,6 +6864,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

Aircraft is on a pickup mission.

+
diff --git a/Documentation/AI.AI_Cargo_Dispatcher.html b/Documentation/AI.AI_Cargo_Dispatcher.html index 6161e59c1..b64397ae5 100644 --- a/Documentation/AI.AI_Cargo_Dispatcher.html +++ b/Documentation/AI.AI_Cargo_Dispatcher.html @@ -1716,6 +1716,8 @@
+

Banner Image

+

The dispatcher concept.

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 @@ +

Banner Image

+

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 @@ +

Banner Image

+

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 @@ +

Banner Image

+

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 @@ +

Banner Image

+

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.

+ Banner Image

+ +

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 @@ +

Banner Image

+

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 , extends AI.AI_Cargo#AI_CARGO +, extends Core.Fsm#FSM_CONTROLLABLE +, extends Core.Fsm#FSM +, extends Core.Base#BASE
@@ -2064,6 +2069,972 @@ 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_CONTROLLABLEDescription

AI_CARGO_SHIP.Controllable

+ +

AI_CARGO_SHIP:GetControllable()

+

Gets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+

AI_CARGO_SHIP:New(FSMT, Controllable)

+

Creates a new FSM_CONTROLLABLE object.

+

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

+

OnAfter Transition Handler for Event Stop.

+

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

+

OnBefore Transition Handler for Event Stop.

+

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

+

OnEnter Transition Handler for State Stopped.

+

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

+

OnLeave Transition Handler for State Stopped.

+

AI_CARGO_SHIP:SetControllable(FSMControllable)

+

Sets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+

AI_CARGO_SHIP:Stop()

+

Synchronous Event Trigger for Event Stop.

+

AI_CARGO_SHIP:__Stop(Delay)

+

Asynchronous Event Trigger for Event Stop.

+

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

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

AI_CARGO_SHIP:AddEndState(State)

+

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.

+

AI_CARGO_SHIP:AddScore(State, ScoreText, Score)

+

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.

+

AI_CARGO_SHIP:AddTransition(From, Event, To)

+

Add a new transition rule to the FSM.

+

AI_CARGO_SHIP.CallScheduler

+

Call scheduler.

+

AI_CARGO_SHIP.ClassName

+

Name of the class.

+

AI_CARGO_SHIP.Events

+ +

AI_CARGO_SHIP:GetCurrentState()

+

Get current state.

+

AI_CARGO_SHIP:GetEndStates()

+

Returns the End states.

+

AI_CARGO_SHIP:GetProcess(From, Event)

+ +

AI_CARGO_SHIP:GetProcesses()

+

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

+

AI_CARGO_SHIP:GetScores()

+

Returns a table with the scores defined.

+

AI_CARGO_SHIP:GetStartState()

+

Returns the start state of the FSM.

+

AI_CARGO_SHIP:GetState()

+

Get current state.

+

AI_CARGO_SHIP:GetSubs()

+

Returns a table with the Subs defined.

+

AI_CARGO_SHIP:GetTransitions()

+

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

+

AI_CARGO_SHIP:Is(State)

+

Check if FSM is in state.

+

AI_CARGO_SHIP:LoadCallBacks(CallBackTable)

+

Load call backs.

+

AI_CARGO_SHIP:New()

+

Creates a new FSM object.

+

AI_CARGO_SHIP.Scores

+

Scores.

+

AI_CARGO_SHIP:SetProcess(From, Event, Fsm)

+ +

AI_CARGO_SHIP:SetStartState(State)

+

Sets the start state of the FSM.

+

AI_CARGO_SHIP._EndStates

+ +

AI_CARGO_SHIP._EventSchedules

+ +

AI_CARGO_SHIP._Processes

+ +

AI_CARGO_SHIP._Scores

+ +

AI_CARGO_SHIP._StartState

+ +

AI_CARGO_SHIP._Transitions

+ +

AI_CARGO_SHIP:_add_to_map(Map, Event)

+

Add to map.

+

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

+

Call handler.

+

AI_CARGO_SHIP:_create_transition(EventName)

+

Create transition.

+

AI_CARGO_SHIP:_delayed_transition(EventName)

+

Delayed transition.

+

AI_CARGO_SHIP:_eventmap(Events, EventStructure)

+

Event map.

+

AI_CARGO_SHIP:_gosub(ParentFrom, ParentEvent)

+

Go sub.

+

AI_CARGO_SHIP:_handler(EventName, ...)

+

Handler.

+

AI_CARGO_SHIP:_isendstate(Current)

+

Is end state.

+

AI_CARGO_SHIP:_submap(subs, sub, name)

+

Sub maps.

+

AI_CARGO_SHIP:can(e)

+

Check if can do an event.

+

AI_CARGO_SHIP:cannot(e)

+

Check if cannot do an event.

+

AI_CARGO_SHIP.current

+

Current state name.

+

AI_CARGO_SHIP.endstates

+ +

AI_CARGO_SHIP:is(State, state)

+

Check if FSM is in state.

+

AI_CARGO_SHIP.options

+

Options.

+

AI_CARGO_SHIP.subs

+

Subs.

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

AI_CARGO_SHIP.ClassID

+

The ID number of the class.

+

AI_CARGO_SHIP.ClassName

+

The name of the class.

+

AI_CARGO_SHIP.ClassNameAndID

+

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

+

AI_CARGO_SHIP:ClearState(Object, StateName)

+

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.

+

AI_CARGO_SHIP:CreateEventDynamicCargoLoaded(DynamicCargo)

+

Creation of a S_EVENT_DYNAMIC_CARGO_LOADED event.

+

AI_CARGO_SHIP:CreateEventDynamicCargoRemoved(DynamicCargo)

+

Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event.

+

AI_CARGO_SHIP:CreateEventDynamicCargoUnloaded(DynamicCargo)

+

Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event.

+

AI_CARGO_SHIP:CreateEventNewDynamicCargo(DynamicCargo)

+

Creation of a S_EVENT_NEW_DYNAMIC_CARGO event.

+

AI_CARGO_SHIP:CreateEventPlayerEnterAircraft(PlayerUnit)

+

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

+

AI_CARGO_SHIP:CreateEventRemoveUnit(EventTime, Initiator)

+

Creation of a Remove Unit Event.

+

AI_CARGO_SHIP:CreateEventTakeoff(EventTime, Initiator)

+

Creation of a Takeoff Event.

+

AI_CARGO_SHIP:CreateEventUnitLost(EventTime, Initiator)

+

Creation of a Crash Event.

+

AI_CARGO_SHIP:E(Arguments)

+

Log an exception which will be traced always.

+

AI_CARGO_SHIP:EventDispatcher()

+

Returns the event dispatcher

+

AI_CARGO_SHIP:EventRemoveAll()

+

Remove all subscribed events

+

AI_CARGO_SHIP:F(Arguments)

+

Trace a function call.

+

AI_CARGO_SHIP:F2(Arguments)

+

Trace a function call level 2.

+

AI_CARGO_SHIP:F3(Arguments)

+

Trace a function call level 3.

+

AI_CARGO_SHIP:GetClassID()

+

Get the ClassID of the class instance.

+

AI_CARGO_SHIP:GetClassName()

+

Get the ClassName of the class instance.

+

AI_CARGO_SHIP:GetClassNameAndID()

+

Get the ClassName + ClassID of the class instance.

+

AI_CARGO_SHIP:GetEventPriority()

+

Get the Class Core.Event processing Priority.

+

AI_CARGO_SHIP:GetParent(Child, FromClass)

+

This is the worker method to retrieve the Parent class.

+

AI_CARGO_SHIP:GetProperties()

+

Get all of the properties of an object in a table.

+

AI_CARGO_SHIP:GetProperty(Key)

+

Get one property of an object by the key.

+

AI_CARGO_SHIP:GetState(Object, Key)

+

Get a Value given a Key from the Object.

+

AI_CARGO_SHIP:HandleEvent(EventID, EventFunction)

+

Subscribe to a DCS Event.

+

AI_CARGO_SHIP:I(Arguments)

+

Log an information which will be traced always.

+

AI_CARGO_SHIP:Inherit(Child, Parent)

+

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

+

AI_CARGO_SHIP:IsInstanceOf(ClassName)

+

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

+

AI_CARGO_SHIP:IsTrace()

+

Enquires if tracing is on (for the class).

+

AI_CARGO_SHIP:New()

+

BASE constructor.

+

AI_CARGO_SHIP:OnEvent(EventData)

+

Occurs when an Event for an object is triggered.

+

AI_CARGO_SHIP:OnEventBDA(EventData)

+

BDA.

+

AI_CARGO_SHIP:OnEventBaseCaptured(EventData)

+

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

+

AI_CARGO_SHIP:OnEventBirth(EventData)

+

Occurs when any object is spawned into the mission.

+

AI_CARGO_SHIP:OnEventCrash(EventData)

+

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

+

AI_CARGO_SHIP:OnEventDead(EventData)

+

Occurs when an object is dead.

+

AI_CARGO_SHIP:OnEventDetailedFailure(EventData)

+

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

+

AI_CARGO_SHIP:OnEventDiscardChairAfterEjection(EventData)

+

Discard chair after ejection.

+

AI_CARGO_SHIP:OnEventDynamicCargoLoaded(EventData)

+

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

+

AI_CARGO_SHIP:OnEventDynamicCargoRemoved(EventData)

+

Occurs when a dynamic cargo crate is removed.

+

AI_CARGO_SHIP:OnEventDynamicCargoUnloaded(EventData)

+

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

+

AI_CARGO_SHIP:OnEventEjection(EventData)

+

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

+

AI_CARGO_SHIP:OnEventEngineShutdown(EventData)

+

Occurs when any aircraft shuts down its engines.

+

AI_CARGO_SHIP:OnEventEngineStartup(EventData)

+

Occurs when any aircraft starts its engines.

+

AI_CARGO_SHIP:OnEventHit(EventData)

+

Occurs whenever an object is hit by a weapon.

+

AI_CARGO_SHIP:OnEventHumanFailure(EventData)

+

Occurs when any system fails on a human controlled aircraft.

+

AI_CARGO_SHIP:OnEventKill(EventData)

+

Occurs on the death of a unit.

+

AI_CARGO_SHIP:OnEventLand(EventData)

+

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

+

AI_CARGO_SHIP:OnEventLandingAfterEjection(EventData)

+

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

+

AI_CARGO_SHIP:OnEventLandingQualityMark(EventData)

+

Landing quality mark.

+

AI_CARGO_SHIP:OnEventMarkAdded(EventData)

+

Occurs when a new mark was added.

+

AI_CARGO_SHIP:OnEventMarkChange(EventData)

+

Occurs when a mark text was changed.

+

AI_CARGO_SHIP:OnEventMarkRemoved(EventData)

+

Occurs when a mark was removed.

+

AI_CARGO_SHIP:OnEventMissionEnd(EventData)

+

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

+

AI_CARGO_SHIP:OnEventMissionStart(EventData)

+

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

+

AI_CARGO_SHIP:OnEventNewDynamicCargo(EventData)

+

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

+

AI_CARGO_SHIP:OnEventParatrooperLanding(EventData)

+

Weapon add.

+

AI_CARGO_SHIP:OnEventPilotDead(EventData)

+

Occurs when the pilot of an aircraft is killed.

+

AI_CARGO_SHIP:OnEventPlayerEnterAircraft(EventData)

+

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

+

AI_CARGO_SHIP:OnEventPlayerEnterUnit(EventData)

+

Occurs when any player assumes direct control of a unit.

+

AI_CARGO_SHIP:OnEventPlayerLeaveUnit(EventData)

+

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

+

AI_CARGO_SHIP:OnEventRefueling(EventData)

+

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

+

AI_CARGO_SHIP:OnEventRefuelingStop(EventData)

+

Occurs when an aircraft is finished taking fuel.

+

AI_CARGO_SHIP:OnEventScore(EventData)

+

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

+

AI_CARGO_SHIP:OnEventShootingEnd(EventData)

+

Occurs when any unit stops firing its weapon.

+

AI_CARGO_SHIP:OnEventShootingStart(EventData)

+

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

+

AI_CARGO_SHIP:OnEventShot(EventData)

+

Occurs whenever any unit in a mission fires a weapon.

+

AI_CARGO_SHIP:OnEventTakeoff(EventData)

+

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

+

AI_CARGO_SHIP:OnEventTriggerZone(EventData)

+

Trigger zone.

+

AI_CARGO_SHIP:OnEventUnitLost(EventData)

+

Occurs when the game thinks an object is destroyed.

+

AI_CARGO_SHIP.Properties

+ +

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

+

Schedule a new time event.

+

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

+

Schedule a new time event.

+

AI_CARGO_SHIP:ScheduleStop(SchedulerID)

+

Stops the Schedule.

+

AI_CARGO_SHIP.Scheduler

+

The scheduler object.

+

AI_CARGO_SHIP:SetEventPriority(EventPriority)

+

Set the Class Core.Event processing Priority.

+

AI_CARGO_SHIP:SetProperty(Key, Value)

+

Set one property of an object.

+

AI_CARGO_SHIP:SetState(Object, Key, Value)

+

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

+

AI_CARGO_SHIP:T(Arguments)

+

Trace a function logic level 1.

+

AI_CARGO_SHIP:T2(Arguments)

+

Trace a function logic level 2.

+

AI_CARGO_SHIP:T3(Arguments)

+

Trace a function logic level 3.

+

AI_CARGO_SHIP:TraceAll(TraceAll)

+

Trace all methods in MOOSE

+

AI_CARGO_SHIP:TraceClass(Class)

+

Set tracing for a class

+

AI_CARGO_SHIP:TraceClassMethod(Class, Method)

+

Set tracing for a specific method of class

+

AI_CARGO_SHIP:TraceLevel(Level)

+

Set trace level

+

AI_CARGO_SHIP:TraceOff()

+

Set trace off.

+

AI_CARGO_SHIP:TraceOn()

+

Set trace on.

+

AI_CARGO_SHIP:TraceOnOff(TraceOnOff)

+

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

+

AI_CARGO_SHIP:UnHandleEvent(EventID)

+

UnSubscribe to a DCS event.

+

AI_CARGO_SHIP._

+ +

AI_CARGO_SHIP:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+

Trace a function call.

+

AI_CARGO_SHIP:_Serialize(Arguments)

+

(Internal) Serialize arguments

+

AI_CARGO_SHIP:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+

Trace a function logic.

+

AI_CARGO_SHIP.__

+ +

AI_CARGO_SHIP:onEvent(event)

+

The main event handling function...

@@ -5084,6 +6055,5893 @@ Therefore, this class is considered to be deprecated

+
+

Field(s)

+
+
+ + +
+
+ + +
+
+
+ + +AI_CARGO_SHIP.Zone + + + +
+ +
+
+

Function(s)

+
+
+ + + +

Gets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+ +
+
+

Defined in:

+ +

Return value:

+ +
+ +
+
+ +
+ + + +

Creates a new FSM_CONTROLLABLE object.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + FSMT +

+
+
+ +

Finite State Machine Table

+ +
+
+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

(optional) The CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+ +
+
+

Return value:

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

OnAfter Transition Handler for Event Stop.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

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

OnBefore Transition Handler for Event Stop.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

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

OnEnter Transition Handler for State Stopped.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

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

OnLeave Transition Handler for State Stopped.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

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

Sets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + FSMControllable +

+
+
+

+
+
+

Return value:

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

Synchronous Event Trigger for Event Stop.

+ +
+
+

Defined in:

+ +
+ +
+
+ +
+ + + +

Asynchronous Event Trigger for Event Stop.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Delay +

+
+
+ +

The delay in seconds.

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

Defined in:

+ +

Parameters:

+
+
+

+ step +

+
+
+

+
+
+
+
+

+ trigger +

+
+
+

+
+
+
+
+

+ params +

+
+
+

+
+
+
+
+

+ EventName +

+
+
+

+
+
+
+ +
+
+ +
+

Field(s)

+
+
+ + +
+
+ + +
+
+
+ + +AI_CARGO_SHIP.Zone + + + +
+ +
+
+

Function(s)

+
+
+ + + +

Adds an End state.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + State +

+
+
+ +

The FSM state.

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

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

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + From +

+
+
+ +

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

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event name.

+ +
+
+
+
+

+ Core.Fsm#FSM_PROCESS + Process +

+
+
+ +

An sub-process FSM.

+ +
+
+
+
+

+ #table + ReturnEvents +

+
+
+ +

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

+ +
+
+

Return value:

+
+ +
+ +

The SubFSM.

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

Adds a score for the FSM to be achieved.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + State +

+
+
+ +

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

+ +
+
+
+
+

+ #string + ScoreText +

+
+
+ +

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

+ +
+
+
+
+

+ #number + Score +

+
+
+ +

is a number providing the score of the status.

+ +
+
+

Return value:

+
+
+

#FSM:

+
+
+ +

self

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

Adds a score for the FSM_PROCESS to be achieved.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + From +

+
+
+ +

is the From State of the main process.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

is the Event of the main process.

+ +
+
+
+
+

+ #string + State +

+
+
+ +

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

+ +
+
+
+
+

+ #string + ScoreText +

+
+
+ +

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

+ +
+
+
+
+

+ #number + Score +

+
+
+ +

is a number providing the score of the status.

+ +
+
+

Return value:

+
+
+

#FSM:

+
+
+ +

self

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

Add a new transition rule to the FSM.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + From +

+
+
+ +

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

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event name.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To state.

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

Get current state.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

Current FSM state.

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

Returns the End states.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

End states.

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

Defined in:

+ +

Parameters:

+
+
+

+ From +

+
+
+

+
+
+
+
+

+ Event +

+
+
+

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

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

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Sub processes.

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

Returns a table with the scores defined.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Scores.

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

Returns the start state of the FSM.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

A string containing the start state.

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

Get current state.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

Current FSM state.

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

Returns a table with the Subs defined.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Sub processes.

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

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

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Transitions.

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

Check if FSM is in state.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + State +

+
+
+ +

State name.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

If true, FSM is in this state.

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

Load call backs.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #table + CallBackTable +

+
+
+ +

Table of call backs.

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

Creates a new FSM object.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#FSM:

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

Defined in:

+ +

Parameters:

+
+
+

+ From +

+
+
+

+
+
+
+
+

+ Event +

+
+
+

+
+
+
+
+

+ Fsm +

+
+
+

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

Sets the start state of the FSM.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + State +

+
+
+ +

A string defining the start state.

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

Add to map.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + Map +

+
+
+ +

Map.

+ +
+
+
+
+

+ #table + Event +

+
+
+ +

Event table.

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

Call handler.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + step +

+
+
+ +

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

+ +
+
+
+
+

+ #string + trigger +

+
+
+ +

Trigger.

+ +
+
+
+
+

+ #table + params +

+
+
+ +

Parameters.

+ +
+
+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+
+
+ +

Value.

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

Create transition.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+

#function:

+
+
+ +

Function.

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

Delayed transition.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+

#function:

+
+
+ +

Function.

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

Event map.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + Events +

+
+
+ +

Events.

+ +
+
+
+
+

+ #table + EventStructure +

+
+
+ +

Event structure.

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

Go sub.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + ParentFrom +

+
+
+ +

Parent from state.

+ +
+
+
+
+

+ #string + ParentEvent +

+
+
+ +

Parent event name.

+ +
+
+

Return value:

+
+
+

#table:

+
+
+ +

Subs.

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

Handler.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+
+
+

+ ... +

+
+
+ +

Arguments.

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

Is end state.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + Current +

+
+
+ +

Current state name.

+ +
+
+

Return values:

+
+
+

#table:

+
+
+ +

FSM parent.

+ +
+
+

#string:

+
+
+ +

Event name.

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

Sub maps.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + subs +

+
+
+ +

Subs.

+ +
+
+
+
+

+ #table + sub +

+
+
+ +

Sub.

+ +
+
+
+
+

+ #string + name +

+
+
+ +

Name.

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

Check if can do an event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + e +

+
+
+ +

Event name.

+ +
+
+

Return values:

+
+
+

#boolean:

+
+
+ +

If true, FSM can do the event.

+ +
+
+

#string:

+
+
+ +

To state.

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

Check if cannot do an event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + e +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

If true, FSM cannot do the event.

+ +
+
+
+ +
+
+ +
+ + + +

Check if FSM is in state.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + State +

+
+
+ +

State name.

+ +
+
+
+
+

+ state +

+
+
+

+
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

If true, FSM is in this state.

+ +
+
+
+ +
+
+ +
+

Field(s)

+
+
+ + +
+
+ + +
+
+
+ + +AI_CARGO_SHIP.Zone + + + +
+ +
+
+

Function(s)

+
+
+ + + +

Clear the state of an object.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that holds the Value set by the Key.

+ +
+
+
+
+

+ StateName +

+
+
+ +

The key that is should be cleared.

+ +
+
+
+ +
+
+ +
+ + + +

Creation of a Birth Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+
+

+ #string + IniUnitName +

+
+
+ +

The initiating unit name.

+ +
+
+
+
+

+ place +

+
+
+

+
+
+
+
+

+ subplace +

+
+
+

+
+
+
+ +
+
+ +
+ + + +

Creation of a Crash Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+
+

+ IniObjectCategory +

+
+
+

+
+
+
+ +
+
+ +
+ + + +

Creation of a Dead Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+
+

+ IniObjectCategory +

+
+
+

+
+
+
+ +
+
+ +
+ + + +

Creation of a S_EVENT_DYNAMIC_CARGO_LOADED event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.DynamicCargo#DYNAMICCARGO + DynamicCargo +

+
+
+ +

the dynamic cargo object

+ +
+
+
+ +
+
+ +
+ + + +

Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.DynamicCargo#DYNAMICCARGO + DynamicCargo +

+
+
+ +

the dynamic cargo object

+ +
+
+
+ +
+
+ +
+ + + +

Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.DynamicCargo#DYNAMICCARGO + DynamicCargo +

+
+
+ +

the dynamic cargo object

+ +
+
+
+ +
+
+ +
+ + + +

Creation of a S_EVENT_NEW_DYNAMIC_CARGO event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.DynamicCargo#DYNAMICCARGO + DynamicCargo +

+
+
+ +

the dynamic cargo object

+ +
+
+
+ +
+
+ +
+ + + +

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.Unit#UNIT + PlayerUnit +

+
+
+ +

The aircraft unit the player entered.

+ +
+
+
+ +
+
+ +
+ + + +

Creation of a Remove Unit Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+ +
+
+ +
+ + + +

Creation of a Takeoff Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+ +
+
+ +
+ + + +

Creation of a Crash Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+ +
+
+ +
+ + + +

Log an exception which will be traced always.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Returns the event dispatcher

+ +
+
+

Defined in:

+ +

Return value:

+
+ +
+ + + +
+
+
+ +
+
+ +
+ + + +

Remove all subscribed events

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

Trace a function call.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Trace a function call level 2.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Trace a function call level 3.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Get the ClassID of the class instance.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassID of the class instance.

+ +
+
+
+ +
+
+ +
+ + + +

Get the ClassName of the class instance.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassName of the class instance.

+ +
+
+
+ +
+
+ +
+ + + +

Get the ClassName + ClassID of the class instance.

+ + +

The ClassName + ClassID is formatted as '%s#%09d'.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassName + ClassID of the class instance.

+ +
+
+
+ +
+
+ +
+ + + +

Get the Class Core.Event processing Priority.

+ + +

The Event processing Priority is a number from 1 to 10, +reflecting the order of the classes subscribed to the Event to be processed.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#number:

+
+
+ +

The Core.Event processing Priority.

+ +
+
+
+ +
+
+ +
+ + + +

This is the worker method to retrieve the Parent class.

+ + +

Note that the Parent class must be passed to call the parent class method.

+ +
self:GetParent(self):ParentMethod()
+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #BASE + Child +

+
+
+ +

This is the Child class from which the Parent class needs to be retrieved.

+ +
+
+
+
+

+ #BASE + FromClass +

+
+
+ +

(Optional) The class from which to get the parent.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

Get all of the properties of an object in a table.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

of values, indexed by keys.

+ +
+
+
+ +
+
+ +
+ + + +

Get one property of an object by the key.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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!

+ +
+
+

Return value:

+
+
+
+
+ +

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.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that holds the Value set by the Key.

+ +
+
+
+
+

+ Key +

+
+
+ +

The key that is used to retrieve the value. Note that the key can be a #string, but it can also be any other type!

+ +
+
+

Return value:

+
+
+
+
+ +

The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.

+ +
+
+
+ +
+
+ +
+ + + +

Subscribe to a DCS Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Core.Event#EVENTS + EventID +

+
+
+ +

Event ID.

+ +
+
+
+
+

+ #function + EventFunction +

+
+
+ +

(optional) The function to be called when the event occurs for the unit.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

Log an information which will be traced always.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

This is the worker method to inherit from a parent class.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Child +

+
+
+ +

is the Child class that inherits.

+ +
+
+
+
+

+ #BASE + Parent +

+
+
+ +

is the Parent class that the Child inherits from.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ +

Child

+ +
+
+
+ +
+
+ +
+ + + +

This is the worker method to check if an object is an (sub)instance of a class.

+ + + +

Examples:

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ ClassName +

+
+
+ +

is the name of the class or the class itself to run the check against

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

Enquires if tracing is on (for the class).

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#boolean:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

BASE constructor.

+ + + +

This is an example how to use the BASE:New() constructor in a new class definition when inheriting from BASE.

+ +
function EVENT:New()
+  local self = BASE:Inherit( self, BASE:New() ) -- #EVENT
+  return self
+end
+
+ + +
+
+

Defined in:

+ +

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

Occurs when an Event for an object is triggered.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that triggered the event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

BDA.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when a ground unit captures either an airbase or a farp.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that captured the base +place: The airbase that was captured, can be a FARP or Airbase. When calling place:getCoalition() the faction will already be the new owning faction.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when any object is spawned into the mission.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that was spawned

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when any aircraft crashes into the ground and is completely destroyed.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that has crashed

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when an object is dead.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is dead.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Unknown precisely what creates this event, likely tied into newer damage model.

+ + +

Will update this page when new information become available.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Discard chair after ejection.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when a player loads a dynamic cargo object with the F8 ground crew menu into a helo.

+ + +

* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when a dynamic cargo crate is removed.

+ + +

* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when a player unloads a dynamic cargo object with the F8 ground crew menu from a helo.

+ + +

* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when a pilot ejects from an aircraft +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ + +

initiator : The unit that has ejected

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when any aircraft shuts down its engines.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is stopping its engines.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when any aircraft starts its engines.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is starting its engines.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs whenever an object is hit by a weapon.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit object the fired the weapon +weapon: Weapon object that hit the target +target: The Object that was hit.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when any system fails on a human controlled aircraft.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that had the failure

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs on the death of a unit.

+ + +

Contains more and different information. Similar to unit_lost it will occur for aircraft before the aircraft crash event occurs. +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when an aircraft lands at an airbase, farp or ship +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ + +

initiator : The unit that has landed +place: Object that the unit landed on. Can be an Airbase Object, FARP, or Ships

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up.

+ + +

Event does not occur if the pilot lands in the water and sub combs to Davey Jones Locker. +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Landing quality mark.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when a new mark was added.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +MarkID: ID of the mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when a mark text was changed.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +MarkID: ID of the mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when a mark was removed.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +MarkID: ID of the mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when a mission ends +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when a mission starts +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when a player creates a dynamic cargo object from the F8 ground crew menu.

+ + +

* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Weapon add.

+ + +

Fires when entering a mission per pylon with the name of the weapon (double pylons not counted, infinite wep reload not counted. +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when the pilot of an aircraft is killed.

+ + +

Can occur either if the player is alive and crashes or if a weapon kills the pilot without completely destroying the plane. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that the pilot has died in.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when a player enters a slot and takes control of an aircraft.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +NOTE: This is a workaround of a long standing DCS bug with the PLAYER_ENTER_UNIT event. +initiator : The unit that is being taken control of.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when any player assumes direct control of a unit.

+ + +

Note - not Mulitplayer safe. Use PlayerEnterAircraft. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is being taken control of.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when any player relieves control of a unit to the AI.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that the player left.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when an aircraft connects with a tanker and begins taking on fuel.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is receiving fuel.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when an aircraft is finished taking fuel.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that was receiving fuel.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when any modification to the "Score" as seen on the debrief menu would occur.

+ + +

There is no information on what values the score was changed to. Event is likely similar to player_comment in this regard. +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when any unit stops firing its weapon.

+ + +

Event will always correspond with a shooting start event. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that was doing the shooting.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when any unit begins firing a weapon that has a high rate of fire.

+ + +

Most common with aircraft cannons (GAU-8), autocannons, and machine guns. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is doing the shooting. +target: The unit that is being targeted.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs whenever any unit in a mission fires a weapon.

+ + +

But not any machine gun or autocannon based weapon, those are handled by EVENT.ShootingStart. +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when an aircraft takes off from an airbase, farp, or ship.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that tookoff +place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Trigger zone.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when the game thinks an object is destroyed.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Schedule a new time event.

+ + +

Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + Start +

+
+
+ +

Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.

+ +
+
+
+
+

+ #function + SchedulerFunction +

+
+
+ +

The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.

+ +
+
+
+
+

+ ... +

+
+
+ +

Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.

+ +
+
+

Return value:

+
+
+

#string:

+
+
+ +

The Schedule ID of the planned schedule.

+ +
+
+
+ +
+
+ +
+ + + +

Schedule a new time event.

+ + +

Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + Start +

+
+
+ +

Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.

+ +
+
+
+
+

+ #number + Repeat +

+
+
+ +

Specifies the interval in seconds when the scheduler will call the event function.

+ +
+
+
+
+

+ #number + RandomizeFactor +

+
+
+ +

Specifies a randomization factor between 0 and 1 to randomize the Repeat.

+ +
+
+
+
+

+ #number + Stop +

+
+
+ +

Specifies the amount of seconds when the scheduler will be stopped.

+ +
+
+
+
+

+ #function + SchedulerFunction +

+
+
+ +

The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.

+ +
+
+
+
+

+ #table + ... +

+
+
+ +

Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.

+ +
+
+

Return value:

+
+
+

#string:

+
+
+ +

The Schedule ID of the planned schedule.

+ +
+
+
+ +
+
+ +
+ + + +

Stops the Schedule.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + SchedulerID +

+
+
+ +

(Optional) Scheduler ID to be stopped. If nil, all pending schedules are stopped.

+ +
+
+
+ +
+
+ +
+ + + +

Set the Class Core.Event processing Priority.

+ + +

The Event processing Priority is a number from 1 to 10, +reflecting the order of the classes subscribed to the Event to be processed.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + EventPriority +

+
+
+ +

The Core.Event processing Priority.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ +

self

+ +
+
+
+ +
+
+ +
+ + + +

Set one property of an object.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that will hold the Value set by the Key.

+ +
+
+
+
+

+ Key +

+
+
+ +

The key that is used as a reference of the value. Note that the key can be a #string, but it can also be any other type!

+ +
+
+
+
+

+ Value +

+
+
+ +

The value to is stored in the object.

+ +
+
+

Return value:

+
+
+
+
+ +

The Value set.

+ +
+
+
+ +
+
+ +
+ + + +

Trace a function logic level 1.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Trace a function logic level 2.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Trace a function logic level 3.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Trace all methods in MOOSE

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #boolean + TraceAll +

+
+
+ +

true = trace all methods in MOOSE.

+ +
+
+
+ +
+
+ +
+ + + +

Set tracing for a class

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + Class +

+
+
+ +

Class name.

+ +
+
+
+ +
+
+ +
+ + + +

Set tracing for a specific method of class

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + Class +

+
+
+ +

Class name.

+ +
+
+
+
+

+ #string + Method +

+
+
+ +

Method.

+ +
+
+
+ +
+
+ +
+ + + +

Set trace level

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Level +

+
+
+

+
+
+
+ +
+
+ +
+ + + +

Set trace off.

+ +
+
+

Defined in:

+ +

Usage:

+
-- Switch the tracing Off
+BASE:TraceOff()
+ +
+ +
+
+ +
+ + + +

Set trace on.

+ +
+
+

Defined in:

+ +

Usage:

+
-- Switch the tracing On
+BASE:TraceOn()
+ +
+ +
+
+ +
+ + + +

Set trace on or off +Note that when trace is off, no BASE.Debug statement is performed, increasing performance! +When Moose is loaded statically, (as one file), tracing is switched off by default.

+ + +

So tracing must be switched on manually in your mission if you are using Moose statically. +When moose is loading dynamically (for moose class development), tracing is switched on by default.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #boolean + TraceOnOff +

+
+
+ +

Switch the tracing on or off.

+ +
+
+

Usage:

+

+  -- Switch the tracing On
+  BASE:TraceOnOff( true )
+
+  -- Switch the tracing Off
+  BASE:TraceOnOff( false )
+
+ +
+ +
+
+ +
+ + + +

UnSubscribe to a DCS event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTS + EventID +

+
+
+ +

Event ID.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

Trace a function call.

+ + +

This function is private.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+
+

+ DebugInfoCurrentParam +

+
+
+

+
+
+
+
+

+ DebugInfoFromParam +

+
+
+

+
+
+
+ +
+
+ +
+ + + +

(Internal) Serialize arguments

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #table + Arguments +

+
+
+

+
+
+

Return value:

+
+
+

#string:

+
+
+ +

Text

+ +
+
+
+ +
+
+ +
+ + + +

Trace a function logic.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+
+

+ DebugInfoCurrentParam +

+
+
+

+
+
+
+
+

+ DebugInfoFromParam +

+
+
+

+
+
+
+ +
+
+ +
+ + + +

The main event handling function...

+ + +

This function captures all events generated for the class.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ DCS#Event + event +

+
+
+

+
+
+
+ +
+
+ diff --git a/Documentation/AI.AI_Escort.html b/Documentation/AI.AI_Escort.html index 8e8518beb..a25bbcc67 100644 --- a/Documentation/AI.AI_Escort.html +++ b/Documentation/AI.AI_Escort.html @@ -1718,6 +1718,8 @@

Allows you to interact with escorting AI on your flight and take the lead.

+

Banner Image

+

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 @@

Developer Note

+

Banner Image

+

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 @@ +

Banner Image

+

Developer Note

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.

+

Banner Image

+

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 @@ +

Banner Image

+

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 @@ +

Banner Image

+

Process

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 @@ -

Banner Image

+

Banner Image


@@ -2986,6 +2986,8 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

#ACT_ACCOUNT FSM class, extends Core.Fsm#FSM_PROCESS

+

Banner Image

+

ACT_ACCOUNT state machine:

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 @@
+

Banner Image

+

#ACT_ASSIGN FSM template class, extends Core.Fsm#FSM_PROCESS

ACT_ASSIGN state machine:

diff --git a/Documentation/Actions.Act_Assist.html b/Documentation/Actions.Act_Assist.html index b339fae3b..149427fd6 100644 --- a/Documentation/Actions.Act_Assist.html +++ b/Documentation/Actions.Act_Assist.html @@ -1691,6 +1691,7 @@ +

Banner Image

ACT_ASSIST state machine:

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 @@


+

Banner Image

+

#ACT_ROUTE FSM class, extends Core.Fsm#FSM_PROCESS

ACT_ROUTE state machine:

diff --git a/Documentation/Cargo.Cargo.html b/Documentation/Cargo.Cargo.html index 95898cb01..8626c57bd 100644 --- a/Documentation/Cargo.Cargo.html +++ b/Documentation/Cargo.Cargo.html @@ -1693,6 +1693,8 @@
+

Banner Image

+

1) MOOSE Cargo System.

Those who have used the mission editor, know that the DCS mission editor provides cargo facilities.

@@ -2907,17 +2909,6 @@ All derived classes from CARGO follow the same state machine, expose the same ca - - - -
-
- - -CARGO.Weight - - -
diff --git a/Documentation/Cargo.CargoCrate.html b/Documentation/Cargo.CargoCrate.html index 1f8071438..c1e4d826a 100644 --- a/Documentation/Cargo.CargoCrate.html +++ b/Documentation/Cargo.CargoCrate.html @@ -1712,7 +1712,11 @@

Global CARGO_CRATE

-

Defines a cargo that is represented by a UNIT object within the simulator, and can be transported by a carrier.

+

Banner Image

+ + @@ -1723,7 +1727,11 @@ #CARGO_CRATE CARGO_CRATE -

Defines a cargo that is represented by a UNIT object within the simulator, and can be transported by a carrier.

+

Banner Image

+ +

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.

+ +

Banner Image +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 @@

Developer Note

+

Banner Image

+

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

Developer Note

+

Banner Image

+

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 deprecated

-CARGO_UNIT.CargoCarrier - - - -
- - -
-
- - CARGO_UNIT.CargoInAir @@ -2607,17 +2598,6 @@ Therefore, this class is considered to be deprecated

- -
-
-
- - CARGO_UNIT.CargoInAir diff --git a/Documentation/Core.Fsm.html b/Documentation/Core.Fsm.html index 13fd9d09a..b824f65b8 100644 --- a/Documentation/Core.Fsm.html +++ b/Documentation/Core.Fsm.html @@ -6191,7 +6191,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #string FSM._StartState @@ -7790,7 +7790,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #string FSM._StartState diff --git a/Documentation/Core.Settings.html b/Documentation/Core.Settings.html index 0b4008ac6..995983f0d 100644 --- a/Documentation/Core.Settings.html +++ b/Documentation/Core.Settings.html @@ -3072,7 +3072,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #boolean + SETTINGS.Metric @@ -5232,7 +5232,7 @@ It is advised to use this method at the start of the mission.

- #boolean + SETTINGS.Metric diff --git a/Documentation/Core.Spawn.html b/Documentation/Core.Spawn.html index 9439e0cd3..20f29aad4 100644 --- a/Documentation/Core.Spawn.html +++ b/Documentation/Core.Spawn.html @@ -3211,37 +3211,7 @@ and any spaces before and after the resulting name are removed.

-

SPAWN.communication

- - - - - -

SPAWN.frequency

- - - - - -

SPAWN.hidden

- - - - - -

SPAWN.livery_id

- - - - - -

SPAWN.modulation

- - - - - -

SPAWN.skill

+

SPAWN.uncontrolled

@@ -4171,6 +4141,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau +
+ +
+
+
@@ -4314,6 +4295,50 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau +
+ +
+
+
+ + +SPAWN.SpawnInitLivery + + + +
+ +
+
+
+ + +SPAWN.SpawnInitModex + + + +
+ +
+
+ + +
+ @@ -4341,21 +4366,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
-
-
-
- - -SPAWN.SpawnInitSADL - - - - -

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

- -
-
@@ -4704,62 +4714,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -
-
-
- - -SPAWN.frequency - - - -
- -
-
-
- - -SPAWN.hidden - - - -
- -
-
-
- - -SPAWN.livery_id - - - -
- -
-
-
- - -SPAWN.modulation - - - -
- -
-
-
- - -SPAWN.skill +SPAWN.uncontrolled @@ -10723,6 +10678,17 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

+ +
+
+
@@ -10866,6 +10832,50 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

+ +
+
+
+ + +SPAWN.SpawnInitLivery + + + +
+ +
+
+
+ + +SPAWN.SpawnInitModex + + + +
+ +
+
+ + +
+ @@ -10893,21 +10903,6 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

-
-
-
- - -SPAWN.SpawnInitSADL - - - - -

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

- -
-
@@ -11256,62 +11251,7 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

-SPAWN.communication - - - -
- -
-
-
- - -SPAWN.frequency - - - -
- -
-
-
- - -SPAWN.hidden - - - -
- -
-
-
- - -SPAWN.livery_id - - - -
- -
-
-
- - -SPAWN.modulation - - - -
- -
-
-
- - -SPAWN.skill +SPAWN.uncontrolled diff --git a/Documentation/Core.SpawnStatic.html b/Documentation/Core.SpawnStatic.html index 858d6e1c5..968e19357 100644 --- a/Documentation/Core.SpawnStatic.html +++ b/Documentation/Core.SpawnStatic.html @@ -2116,6 +2116,24 @@ such as position and heading.

SPAWNSTATIC:_SpawnStatic(Template, CountryID)

Spawns a new static using a given template.

+ + + +

SPAWNSTATIC.heliport_callsign_id

+ + + + + +

SPAWNSTATIC.heliport_frequency

+ + + + + +

SPAWNSTATIC.heliport_modulation

+ + @@ -3130,6 +3148,39 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau +
+ +
+ +
+ + +
+ @@ -4742,6 +4793,39 @@ Handy if you spawn from cargo statics which have resources already set.

+
+ +
+
+ + +
+
+ + +
+
+
diff --git a/Documentation/Core.Spot.html b/Documentation/Core.Spot.html index 49eb84cc3..cb35d3e64 100644 --- a/Documentation/Core.Spot.html +++ b/Documentation/Core.Spot.html @@ -2976,39 +2976,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -
- -
-
-
- - -SPOT.ScheduleID - - - -
- -
-
-
- - -SPOT.SpotIR - - - -
- -
-
-
- - -SPOT.SpotLaser - - -
@@ -4292,39 +4259,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -
- - -
-
- - -SPOT.ScheduleID - - - -
- -
-
-
- - -SPOT.SpotIR - - - -
- -
-
-
- - -SPOT.SpotLaser - - -
@@ -5847,39 +5781,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - - - -
-
- - -SPOT.ScheduleID - - - -
- -
-
-
- - -SPOT.SpotIR - - - -
- -
-
-
- - -SPOT.SpotLaser - - -
diff --git a/Documentation/Functional.ATC_Ground.html b/Documentation/Functional.ATC_Ground.html index 9acadba04..972038a83 100644 --- a/Documentation/Functional.ATC_Ground.html +++ b/Documentation/Functional.ATC_Ground.html @@ -4116,7 +4116,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #table ATC_GROUND.Airbases @@ -4701,7 +4701,7 @@ An airbase can be specified to set the maximum kick speed for.

- + #table ATC_GROUND.Airbases diff --git a/Documentation/Functional.Designate.html b/Documentation/Functional.Designate.html index 3376e6091..fd387ab40 100644 --- a/Documentation/Functional.Designate.html +++ b/Documentation/Functional.Designate.html @@ -2653,7 +2653,7 @@ Use the method DESIGNATE.SetMission() to
-DESIGNATE.LaseDuration +DESIGNATE.LaseStart @@ -2663,8 +2663,8 @@ Use the method DESIGNATE.SetMission() to
- -DESIGNATE.LaseStart + #table +DESIGNATE.LaserCodes diff --git a/Documentation/Functional.Detection.html b/Documentation/Functional.Detection.html index 3b52159c9..2b9813873 100644 --- a/Documentation/Functional.Detection.html +++ b/Documentation/Functional.Detection.html @@ -20189,28 +20189,6 @@ When moose is loading dynamically (for moose class development), tracing is swit -
- -
-
-
- - #number -DETECTION_BASE.DetectedItemCount - - - -
- -
-
-
- - #number -DETECTION_BASE.DetectedItemMax - - -
@@ -20343,6 +20321,17 @@ When moose is loading dynamically (for moose class development), tracing is swit +
+ +
+
+
+ + #boolean +DETECTION_BASE.Locking + + +
@@ -24965,28 +24954,6 @@ zones that reflect cloudy areas where detected units may not be so easily visual -
- -
-
-
- - #number -DETECTION_BASE.DetectedItemCount - - - -
- -
-
-
- - #number -DETECTION_BASE.DetectedItemMax - - -
@@ -25119,6 +25086,17 @@ zones that reflect cloudy areas where detected units may not be so easily visual +
+ + +
+
+ + #boolean +DETECTION_BASE.Locking + + +
@@ -26729,28 +26707,6 @@ zones that reflect cloudy areas where detected units may not be so easily visual - - - -
-
- - #number -DETECTION_BASE.DetectedItemCount - - - -
- -
-
-
- - #number -DETECTION_BASE.DetectedItemMax - - -
@@ -26883,6 +26839,17 @@ zones that reflect cloudy areas where detected units may not be so easily visual + + + +
+
+ + #boolean +DETECTION_BASE.Locking + + +
diff --git a/Documentation/Functional.Mantis.html b/Documentation/Functional.Mantis.html index b011e2a4e..e6dfb7bf2 100644 --- a/Documentation/Functional.Mantis.html +++ b/Documentation/Functional.Mantis.html @@ -4712,8 +4712,8 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #number -MANTIS.SkateNumber + +MANTIS.SkateZones @@ -5006,61 +5006,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Prefix for logging

-
- -
-
-
- - #number -MANTIS.maxclassic - - - -
- -
-
-
- - #number -MANTIS.maxlongrange - - - -
- -
-
-
- - #number -MANTIS.maxmidrange - - - -
- -
-
-
- - #number -MANTIS.maxpointdefrange - - - -
- -
-
-
- - #number -MANTIS.maxshortrange - - -
@@ -5130,6 +5075,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

switch alarm state RED

+ @@ -9613,8 +9561,8 @@ E.g. `mymantis:SetAdvancedMode(true, 90)`
- #number -MANTIS.SkateNumber + +MANTIS.SkateZones @@ -9907,61 +9855,6 @@ E.g. `mymantis:SetAdvancedMode(true, 90)`

Prefix for logging

-
- -
-
-
- - #number -MANTIS.maxclassic - - - -
- -
-
-
- - #number -MANTIS.maxlongrange - - - -
- -
-
-
- - #number -MANTIS.maxmidrange - - - -
- -
-
-
- - #number -MANTIS.maxpointdefrange - - - -
- -
-
-
- - #number -MANTIS.maxshortrange - - -
@@ -10031,6 +9924,9 @@ E.g. `mymantis:SetAdvancedMode(true, 90)` + +

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

Developer Note

+

Banner Image

+

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 defau

Field(s)

-
-
- - #number -MOVEMENT.AliveUnits - - - - -

Contains the counter how many units are currently alive.

- -
- -
@@ -2673,20 +2659,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Field(s)

-
-
- - #number -MOVEMENT.AliveUnits - - - - -

Contains the counter how many units are currently alive.

- -
- -
diff --git a/Documentation/Functional.RAT.html b/Documentation/Functional.RAT.html index bcbc586ad..06ef0d5c9 100644 --- a/Documentation/Functional.RAT.html +++ b/Documentation/Functional.RAT.html @@ -4767,37 +4767,7 @@ and any spaces before and after the resulting name are removed.

-

RAT.communication

- - - - - -

RAT.frequency

- - - - - -

RAT.hidden

- - - - - -

RAT.livery_id

- - - - - -

RAT.modulation

- - - - - -

RAT.skill

+

RAT.uncontrolled

diff --git a/Documentation/Functional.Scoring.html b/Documentation/Functional.Scoring.html index 42addf3dd..dc837355a 100644 --- a/Documentation/Functional.Scoring.html +++ b/Documentation/Functional.Scoring.html @@ -3067,17 +3067,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -
-
-
- - SCORING.AutoSavePath @@ -3278,7 +3267,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #boolean SCORING.penaltyoncoalitionchange @@ -6001,17 +5990,6 @@ The scale magnifies the scores given to the players.

- -
-
-
- - SCORING.AutoSavePath @@ -6212,7 +6190,7 @@ The scale magnifies the scores given to the players.

- + #boolean SCORING.penaltyoncoalitionchange diff --git a/Documentation/Functional.ZoneGoalCargo.html b/Documentation/Functional.ZoneGoalCargo.html index 250fb5b49..cbdb1a5d6 100644 --- a/Documentation/Functional.ZoneGoalCargo.html +++ b/Documentation/Functional.ZoneGoalCargo.html @@ -1698,6 +1698,8 @@ Derived classes implement the ways how the achievements can be realized.

Developer Note

+

Banner Image

+

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.

@@ -41401,6 +41401,20 @@ When moose is loading dynamically (for moose class development), tracing is swit
+AIRBOSS.PlayerData.flag + + + + +

Set stack flag.

+ +
+ +
+
+
+ + AIRBOSS.PlayerData.grade @@ -41419,6 +41433,17 @@ When moose is loading dynamically (for moose class development), tracing is swit

Data table at each position in the groove. Elements are of type AIRBOSS.GrooveData.

+
+ +
+
+
+ + #boolean +AIRBOSS.PlayerData.holding + + +
@@ -41579,9 +41604,6 @@ When moose is loading dynamically (for moose class development), tracing is swit - -

Set Stable Hover

-
@@ -41615,9 +41637,6 @@ When moose is loading dynamically (for moose class development), tracing is swit - -

Set time stamp.

-
diff --git a/Documentation/Ops.CSAR.html b/Documentation/Ops.CSAR.html index 8169412df..bac65f603 100644 --- a/Documentation/Ops.CSAR.html +++ b/Documentation/Ops.CSAR.html @@ -4231,7 +4231,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #table CSAR.FreeVHFFrequencies @@ -4677,14 +4677,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #table + CSAR.csarUnits - -

table of CSAR unit names

-
@@ -5052,6 +5049,20 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
+
+
+
+ + #number +CSAR.rescuedpilots + + + + +

counter for saved pilots

+ +
+
@@ -5077,6 +5088,20 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
+
+
+
+ + #number +CSAR.rescues + + + + +

counter for successful rescue landings at FARP/AFB/MASH

+ +
+
@@ -10509,7 +10534,7 @@ callsigns from playername or group name.

- + #table CSAR.FreeVHFFrequencies @@ -10955,14 +10980,11 @@ callsigns from playername or group name.

- #table + CSAR.csarUnits - -

table of CSAR unit names

-
@@ -11330,6 +11352,20 @@ callsigns from playername or group name.

+
+
+
+ + #number +CSAR.rescuedpilots + + + + +

counter for saved pilots

+ +
+
@@ -11355,6 +11391,20 @@ callsigns from playername or group name.

+
+
+
+ + #number +CSAR.rescues + + + + +

counter for successful rescue landings at FARP/AFB/MASH

+ +
+
@@ -13053,7 +13103,7 @@ callsigns from playername or group name.

- + #table CSAR.FreeVHFFrequencies @@ -13499,14 +13549,11 @@ callsigns from playername or group name.

- #table + CSAR.csarUnits - -

table of CSAR unit names

-
@@ -13874,6 +13921,20 @@ callsigns from playername or group name.

+
+
+
+ + #number +CSAR.rescuedpilots + + + + +

counter for saved pilots

+ +
+
@@ -13899,6 +13960,20 @@ callsigns from playername or group name.

+
+
+
+ + #number +CSAR.rescues + + + + +

counter for successful rescue landings at FARP/AFB/MASH

+ +
+
diff --git a/Documentation/Ops.CTLD.html b/Documentation/Ops.CTLD.html index b495ed1e6..4cf7eb520 100644 --- a/Documentation/Ops.CTLD.html +++ b/Documentation/Ops.CTLD.html @@ -8718,7 +8718,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #table + CTLD.FreeVHFFrequencies @@ -8922,6 +8922,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau +
+ +
+
+
+ + +CTLD.UserSetGroup + + +
@@ -20876,7 +20887,7 @@ However, if you create a new folder inside the miz file, which contains the soun
- #table + CTLD.FreeVHFFrequencies @@ -21080,6 +21091,17 @@ However, if you create a new folder inside the miz file, which contains the soun +
+ +
+
+
+ + +CTLD.UserSetGroup + + +
@@ -23392,7 +23414,7 @@ However, if you create a new folder inside the miz file, which contains the soun
- #table + CTLD.FreeVHFFrequencies @@ -23596,6 +23618,17 @@ However, if you create a new folder inside the miz file, which contains the soun +
+ +
+
+
+ + +CTLD.UserSetGroup + + +
diff --git a/Documentation/Tasking.CommandCenter.html b/Documentation/Tasking.CommandCenter.html index cc1cb883f..00f389ad8 100644 --- a/Documentation/Tasking.CommandCenter.html +++ b/Documentation/Tasking.CommandCenter.html @@ -1731,8 +1731,10 @@

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. + +

Banner Image

+ +

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.

+

Banner Image

+

1.1) DETECTION_MANAGER constructor:

* 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 @@ +

Banner Image

+

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 @@
+

Banner Image

+

1) Tasking from a player perspective.

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 @@

TASKINFO class, extends Core.Base#BASE

+

Banner Image

+

The TASKINFO class implements the methods to contain information and display information of a task.

@@ -1722,6 +1724,8 @@

TASKINFO class, extends Core.Base#BASE

+

Banner Image

+

The TASKINFO class implements the methods to contain information and display information of a task.

diff --git a/Documentation/Tasking.Task_A2A.html b/Documentation/Tasking.Task_A2A.html index 3d75b1a71..7a107a903 100644 --- a/Documentation/Tasking.Task_A2A.html +++ b/Documentation/Tasking.Task_A2A.html @@ -1723,6 +1723,9 @@ based on the tasking capabilities defined in Tasking.Task#TASK.

+ +

Banner Image

+

The TASK_A2A is implemented using a Core.Fsm#FSM_TASK, and has the following statuses:

    diff --git a/Documentation/Tasking.Task_A2A_Dispatcher.html b/Documentation/Tasking.Task_A2A_Dispatcher.html index 0b06482a5..e483a40a6 100644 --- a/Documentation/Tasking.Task_A2A_Dispatcher.html +++ b/Documentation/Tasking.Task_A2A_Dispatcher.html @@ -1736,6 +1736,8 @@ +

    Banner Image

    +

    Banner Image

    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

    - #boolean + TASK_A2A_DISPATCHER.FlashNewTask @@ -3825,7 +3827,7 @@ If too large, any airborne cap may not be able to reach the detected target area
    - #boolean + TASK_A2A_DISPATCHER.FlashNewTask @@ -5001,7 +5003,7 @@ If too large, any airborne cap may not be able to reach the detected target area
    - #boolean + TASK_A2A_DISPATCHER.FlashNewTask @@ -6479,7 +6481,7 @@ If too large, any airborne cap may not be able to reach the detected target area
    - #boolean + TASK_A2A_DISPATCHER.FlashNewTask diff --git a/Documentation/Tasking.Task_A2G.html b/Documentation/Tasking.Task_A2G.html index 4eb3bbba4..c4531617d 100644 --- a/Documentation/Tasking.Task_A2G.html +++ b/Documentation/Tasking.Task_A2G.html @@ -1723,6 +1723,9 @@ based on the tasking capabilities defined in Tasking.Task#TASK.

    + +

    Banner Image

    +

    The TASK_A2G is implemented using a Core.Fsm#FSM_TASK, and has the following statuses:

      diff --git a/Documentation/Tasking.Task_A2G_Dispatcher.html b/Documentation/Tasking.Task_A2G_Dispatcher.html index 319c8ff63..61ebae231 100644 --- a/Documentation/Tasking.Task_A2G_Dispatcher.html +++ b/Documentation/Tasking.Task_A2G_Dispatcher.html @@ -1736,6 +1736,8 @@ +

      Banner Image

      +

      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 defau
      - #boolean + TASK_A2G_DISPATCHER.FlashNewTask - -

      set to false to suppress flash messages

      -
      @@ -3950,14 +3949,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
      - #boolean + TASK_A2G_DISPATCHER.FlashNewTask - -

      set to false to suppress flash messages

      -
      @@ -5140,14 +5136,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
      - #boolean + TASK_A2G_DISPATCHER.FlashNewTask - -

      set to false to suppress flash messages

      -
      @@ -6632,14 +6625,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
      - #boolean + TASK_A2G_DISPATCHER.FlashNewTask - -

      set to false to suppress flash messages

      -
      diff --git a/Documentation/Tasking.Task_CARGO.html b/Documentation/Tasking.Task_CARGO.html index 18a970872..380f56bfa 100644 --- a/Documentation/Tasking.Task_CARGO.html +++ b/Documentation/Tasking.Task_CARGO.html @@ -1705,6 +1705,8 @@
      +

      Banner Image

      +

      Test Missions:

      Test missions can be located on the main GITHUB site.

      @@ -3318,6 +3320,17 @@ based on the tasking capabilities defined in + +
    + diff --git a/Documentation/Tasking.Task_Capture_Dispatcher.html b/Documentation/Tasking.Task_Capture_Dispatcher.html index 6bdf7f6a8..3494514d0 100644 --- a/Documentation/Tasking.Task_Capture_Dispatcher.html +++ b/Documentation/Tasking.Task_Capture_Dispatcher.html @@ -1783,6 +1783,8 @@ Therefore, this class is considered to be deprecated

    +

    Banner Image

    +

    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.

    TASK_ZONE_GOAL class, extends Tasking.Task#TASK

    +

    Banner Image

    +

    The TASK_ZONE_GOAL class defines the task to protect or capture a protection zone.

    @@ -1754,6 +1756,8 @@ based on detected enemy ground targets.

    TASK_ZONE_GOAL class, extends Tasking.Task#TASK

    +

    Banner Image

    +

    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 @@
    +

    Banner Image

    +

    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.

    +

    Banner Image

    +

    The cargo dispatcher will implement for you mechanisms to create cargo transportation tasks:

    - - -
    -
    - - #boolean -TASK_CARGO_DISPATCHER.CSARTasks - - - -
    - -
    - + @@ -4517,54 +4486,21 @@ This method can only be used once!

    - -
    - - -
    -
    - - #boolean -TASK_CARGO_DISPATCHER.CSARTasks - - - -
    - -
    - + @@ -5408,54 +5344,21 @@ This method can only be used once!

    - -
    - - -
    -
    - - #boolean -TASK_CARGO_DISPATCHER.CSARTasks - - - -
    - -
    - + @@ -6930,54 +6833,21 @@ This method can only be used once!

    - -
    - - -
    -
    - - #boolean -TASK_CARGO_DISPATCHER.CSARTasks - - - -
    - -
    - + diff --git a/Documentation/Tasking.Task_Cargo_Transport.html b/Documentation/Tasking.Task_Cargo_Transport.html index 4b9a96fb9..7e86d0cfd 100644 --- a/Documentation/Tasking.Task_Cargo_Transport.html +++ b/Documentation/Tasking.Task_Cargo_Transport.html @@ -1691,6 +1691,8 @@ +

    Banner Image

    +

    Specific features:

      diff --git a/Documentation/Tasking.Task_Manager.html b/Documentation/Tasking.Task_Manager.html index ae1d5ec20..e8eb69ed0 100644 --- a/Documentation/Tasking.Task_Manager.html +++ b/Documentation/Tasking.Task_Manager.html @@ -1693,6 +1693,8 @@
      +

      Banner Image

      +

      1) Tasking.Task_Manager#TASK_MANAGER class, extends Core.Fsm#FSM

      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 +
    + +
    +
    +
    + + #number +LIFO.uniquecounter + + +
    @@ -9130,6 +9141,17 @@ When moose is loading dynamically (for moose class development), tracing is swit +
    + +
+
+
+ + #number +LIFO.uniquecounter + + +
diff --git a/Documentation/Wrapper.Controllable.html b/Documentation/Wrapper.Controllable.html index 678c5a077..eb5ff60de 100644 --- a/Documentation/Wrapper.Controllable.html +++ b/Documentation/Wrapper.Controllable.html @@ -4606,6 +4606,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau +
+ +
+
+
+ + +CONTROLLABLE.timer + + +
@@ -17881,6 +17892,17 @@ mygroup:WayPointExecute() +
+ +
+
+
+ + +CONTROLLABLE.timer + + +
@@ -21915,6 +21937,17 @@ Coordinates are dependent on the position of the maps origin.

+
+ +
+
+
+ + +CONTROLLABLE.timer + + +
@@ -22501,6 +22534,17 @@ If the Identifiable is alive, true is returned.

+
+ +
+
+
+ + +CONTROLLABLE.timer + + +
@@ -22688,6 +22732,17 @@ If the Identifiable is alive, true is returned.

+
+ + +
+
+ + +CONTROLLABLE.timer + + +
diff --git a/Documentation/Wrapper.Group.html b/Documentation/Wrapper.Group.html index 7de3bb33d..fc2334d8e 100644 --- a/Documentation/Wrapper.Group.html +++ b/Documentation/Wrapper.Group.html @@ -5658,18 +5658,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
-GROUP.InitRespawnRandomizePositionInner - - - -
- - -
-
- - -GROUP.InitRespawnRandomizePositionOuter +GROUP.InitRespawnRandomizePositionZone @@ -10689,18 +10678,7 @@ These settings can be provided by calling the relevant Init...() methods of the - -
-
- -
-
- - -GROUP.InitRespawnRandomizePositionOuter +GROUP.InitRespawnRandomizePositionZone @@ -28208,18 +28175,7 @@ Coordinates are dependent on the position of the maps origin.

- -
-
-
- - -GROUP.InitRespawnRandomizePositionOuter +GROUP.InitRespawnRandomizePositionZone @@ -28899,18 +28855,7 @@ If the Identifiable is alive, true is returned.

- -
-
-
- - -GROUP.InitRespawnRandomizePositionOuter +GROUP.InitRespawnRandomizePositionZone @@ -29191,18 +29136,7 @@ If the Identifiable is alive, true is returned.

- -
-
-
- - -GROUP.InitRespawnRandomizePositionOuter +GROUP.InitRespawnRandomizePositionZone diff --git a/Documentation/Wrapper.Positionable.html b/Documentation/Wrapper.Positionable.html index 0bec388ee..8c4b3bcc0 100644 --- a/Documentation/Wrapper.Positionable.html +++ b/Documentation/Wrapper.Positionable.html @@ -3971,6 +3971,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau +
+ +
+ @@ -8005,6 +8016,17 @@ Coordinates are dependent on the position of the maps origin.

+
+ +
+
+
@@ -8591,6 +8613,17 @@ If the Identifiable is alive, true is returned.

+
+ +
+
+
@@ -8778,6 +8811,17 @@ If the Identifiable is alive, true is returned.

+
+ + +
+