diff --git a/Documentation/AI.AI_A2A_Dispatcher.html b/Documentation/AI.AI_A2A_Dispatcher.html index 242f5120e..a923796f6 100644 --- a/Documentation/AI.AI_A2A_Dispatcher.html +++ b/Documentation/AI.AI_A2A_Dispatcher.html @@ -4964,11 +4964,14 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #boolean AI_A2A_DISPATCHER.SetSendPlayerMessages + +

Flash messages to player

+
@@ -11628,11 +11631,14 @@ They will lock the parking spot.

- + #boolean AI_A2A_DISPATCHER.SetSendPlayerMessages + +

Flash messages to player

+
@@ -12890,11 +12896,14 @@ They will lock the parking spot.

- + #boolean AI_A2A_DISPATCHER.SetSendPlayerMessages + +

Flash messages to player

+
@@ -14454,11 +14463,14 @@ They will lock the parking spot.

- + #boolean AI_A2A_DISPATCHER.SetSendPlayerMessages + +

Flash messages to player

+
diff --git a/Documentation/AI.AI_A2G_Dispatcher.html b/Documentation/AI.AI_A2G_Dispatcher.html index 4774b00b6..d8c1a9c79 100644 --- a/Documentation/AI.AI_A2G_Dispatcher.html +++ b/Documentation/AI.AI_A2G_Dispatcher.html @@ -4833,6 +4833,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

The Defender Default Settings over all Squadrons.

+ + + +
+
+ + #number +AI_A2G_DISPATCHER.DefenderPatrolIndex + + +
@@ -4950,11 +4961,14 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #boolean AI_A2G_DISPATCHER.SetSendPlayerMessages + +

flash messages to players

+
@@ -13384,6 +13398,17 @@ multiplied by the Overhead and rounded up to the smallest integer.

The Defender Default Settings over all Squadrons.

+ + + +
+
+ + #number +AI_A2G_DISPATCHER.DefenderPatrolIndex + + +
@@ -13501,11 +13526,14 @@ multiplied by the Overhead and rounded up to the smallest integer.

- + #boolean AI_A2G_DISPATCHER.SetSendPlayerMessages + +

flash messages to players

+
@@ -14710,6 +14738,17 @@ multiplied by the Overhead and rounded up to the smallest integer.

The Defender Default Settings over all Squadrons.

+ + + +
+
+ + #number +AI_A2G_DISPATCHER.DefenderPatrolIndex + + +
@@ -14827,11 +14866,14 @@ multiplied by the Overhead and rounded up to the smallest integer.

- + #boolean AI_A2G_DISPATCHER.SetSendPlayerMessages + +

flash messages to players

+
@@ -16338,6 +16380,17 @@ multiplied by the Overhead and rounded up to the smallest integer.

The Defender Default Settings over all Squadrons.

+ + + +
+
+ + #number +AI_A2G_DISPATCHER.DefenderPatrolIndex + + +
@@ -16455,11 +16508,14 @@ multiplied by the Overhead and rounded up to the smallest integer.

- + #boolean AI_A2G_DISPATCHER.SetSendPlayerMessages + +

flash messages to players

+
diff --git a/Documentation/AI.AI_Air_Dispatcher.html b/Documentation/AI.AI_Air_Dispatcher.html index 92f430deb..5e877de59 100644 --- a/Documentation/AI.AI_Air_Dispatcher.html +++ b/Documentation/AI.AI_Air_Dispatcher.html @@ -4593,6 +4593,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

The Defender Default Settings over all Squadrons.

+ + + +
+
+ + #number +AI_AIR_DISPATCHER.DefenderPatrolIndex + + +
@@ -9912,6 +9923,17 @@ multiplied by the Overhead and rounded up to the smallest integer.

The Defender Default Settings over all Squadrons.

+ + + +
+
+ + #number +AI_AIR_DISPATCHER.DefenderPatrolIndex + + +
@@ -11227,6 +11249,17 @@ multiplied by the Overhead and rounded up to the smallest integer.

The Defender Default Settings over all Squadrons.

+ + + +
+
+ + #number +AI_AIR_DISPATCHER.DefenderPatrolIndex + + +
@@ -12844,6 +12877,17 @@ multiplied by the Overhead and rounded up to the smallest integer.

The Defender Default Settings over all Squadrons.

+ + + +
+
+ + #number +AI_AIR_DISPATCHER.DefenderPatrolIndex + + +
diff --git a/Documentation/AI.AI_Cargo.html b/Documentation/AI.AI_Cargo.html index d117be465..08de04b85 100644 --- a/Documentation/AI.AI_Cargo.html +++ b/Documentation/AI.AI_Cargo.html @@ -1951,7 +1951,7 @@ Therefore, this class is considered to be deprecated

- + Wrapper.Group#GROUP AI_CARGO.CargoCarrier @@ -1989,9 +1989,6 @@ Therefore, this class is considered to be deprecated

- -

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

-
diff --git a/Documentation/AI.AI_Cargo_Airplane.html b/Documentation/AI.AI_Cargo_Airplane.html index 387f2fcff..4e5caf8a6 100644 --- a/Documentation/AI.AI_Cargo_Airplane.html +++ b/Documentation/AI.AI_Cargo_Airplane.html @@ -2865,9 +2865,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -

Aircraft is on a depoly mission.

- @@ -4644,9 +4641,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -

Aircraft is on a depoly mission.

- @@ -5265,9 +5259,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -

Aircraft is on a depoly mission.

- @@ -6774,9 +6765,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -

Aircraft is on a depoly mission.

- diff --git a/Documentation/AI.AI_Cargo_Helicopter.html b/Documentation/AI.AI_Cargo_Helicopter.html index 8ad928417..2c7690d6d 100644 --- a/Documentation/AI.AI_Cargo_Helicopter.html +++ b/Documentation/AI.AI_Cargo_Helicopter.html @@ -3000,28 +3000,22 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #number + AI_CARGO_HELICOPTER.landingheight - -

meter

-
- #number + AI_CARGO_HELICOPTER.landingspeed - -

kph

-
@@ -4924,28 +4918,22 @@ Adjust if necessary.
- #number + AI_CARGO_HELICOPTER.landingheight - -

meter

-
- #number + AI_CARGO_HELICOPTER.landingspeed - -

kph

-
@@ -5600,28 +5588,22 @@ Adjust if necessary.
- #number + AI_CARGO_HELICOPTER.landingheight - -

meter

-
- #number + AI_CARGO_HELICOPTER.landingspeed - -

kph

-
@@ -7164,28 +7146,22 @@ Adjust if necessary.
- #number + AI_CARGO_HELICOPTER.landingheight - -

meter

-
- #number + AI_CARGO_HELICOPTER.landingspeed - -

kph

-
diff --git a/Documentation/AI.AI_Patrol.html b/Documentation/AI.AI_Patrol.html index f68fb317c..8eae3685b 100644 --- a/Documentation/AI.AI_Patrol.html +++ b/Documentation/AI.AI_Patrol.html @@ -3351,9 +3351,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -

This table contains the targets detected during patrol.

- @@ -6621,9 +6618,6 @@ The default interval is 30 seconds.

- -

This table contains the targets detected during patrol.

- @@ -7368,9 +7362,6 @@ The default interval is 30 seconds.

- -

This table contains the targets detected during patrol.

- @@ -9003,9 +8994,6 @@ The default interval is 30 seconds.

- -

This table contains the targets detected during patrol.

- diff --git a/Documentation/Cargo.CargoGroup.html b/Documentation/Cargo.CargoGroup.html index b609a47de..c1a1acaf6 100644 --- a/Documentation/Cargo.CargoGroup.html +++ b/Documentation/Cargo.CargoGroup.html @@ -2012,6 +2012,9 @@ Therefore, this class is considered to be deprecated

+ +

Then we register the new group in the database

+ diff --git a/Documentation/Cargo.CargoUnit.html b/Documentation/Cargo.CargoUnit.html index e9021fc5d..d37a0a556 100644 --- a/Documentation/Cargo.CargoUnit.html +++ b/Documentation/Cargo.CargoUnit.html @@ -1921,17 +1921,6 @@ Therefore, this class is considered to be deprecated

Set cargo object.

- - - -
-
- - #number -CARGO_UNIT.RunCount - - -
@@ -2647,17 +2636,6 @@ Therefore, this class is considered to be deprecated

Set cargo object.

- - - -
-
- - #number -CARGO_UNIT.RunCount - - -
diff --git a/Documentation/Core.Fsm.html b/Documentation/Core.Fsm.html index c3f8257b7..95ded1728 100644 --- a/Documentation/Core.Fsm.html +++ b/Documentation/Core.Fsm.html @@ -5903,7 +5903,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #string FSM._StartState @@ -7502,7 +7502,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #string FSM._StartState diff --git a/Documentation/Core.Point.html b/Documentation/Core.Point.html index 0fc2fb240..dd73646a6 100644 --- a/Documentation/Core.Point.html +++ b/Documentation/Core.Point.html @@ -16984,6 +16984,28 @@ When moose is loading dynamically (for moose class development), tracing is swit

Field(s)

+
+
+ + +POINT_VEC2.x + + + +
+ +
+
+
+ + +POINT_VEC2.z + + + +
+ +

Function(s)

diff --git a/Documentation/Core.Set.html b/Documentation/Core.Set.html index 8c750f9e4..a2a73123b 100644 --- a/Documentation/Core.Set.html +++ b/Documentation/Core.Set.html @@ -73986,7 +73986,7 @@ When moose is loading dynamically (for moose class development), tracing is swit

- #string + Wrapper.Static#STATIC AddStatic

diff --git a/Documentation/Core.Settings.html b/Documentation/Core.Settings.html index 806e14ef6..514f3a3d0 100644 --- a/Documentation/Core.Settings.html +++ b/Documentation/Core.Settings.html @@ -3002,17 +3002,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -
- -
-
-
- - -SETTINGS.PlayerMenu - - -
@@ -5170,17 +5159,6 @@ It is advised to use this method at the start of the mission.

-
- -
-
-
- - -SETTINGS.PlayerMenu - - -
diff --git a/Documentation/Core.Spawn.html b/Documentation/Core.Spawn.html index 45971efed..1a886254a 100644 --- a/Documentation/Core.Spawn.html +++ b/Documentation/Core.Spawn.html @@ -3177,18 +3177,6 @@ and any spaces before and after the resulting name are removed.

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

- - - -

SPAWN.communication

- - - - - -

SPAWN.modulation

- - @@ -3791,11 +3779,14 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #boolean SPAWN.AIOnOff + +

The AI is on by default when spawning a group.

+
@@ -3934,6 +3925,20 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau +
+ + +
+
+ + #number +SPAWN.SpawnCount + + + + +

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

+
@@ -3967,17 +3972,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - - - -
-
- - -SPAWN.SpawnGrouping - - -
@@ -4047,17 +4041,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - - - -
-
- - -SPAWN.SpawnInitAirbase - - -
@@ -4113,17 +4096,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - - - -
-
- - -SPAWN.SpawnInitFreq - - -
@@ -4190,6 +4162,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

Overwrite unit names by default with group name.

+ @@ -4201,60 +4176,8 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - - - -
-
- -SPAWN.SpawnInitLivery - - - -
- -
-
-
- - -SPAWN.SpawnInitModex - - - -
- -
-
-
- - -SPAWN.SpawnInitModexPostfix - - - -
- -
-
-
- - -SPAWN.SpawnInitModexPrefix - - - -
- -
-
-
- - -SPAWN.SpawnInitModu - - +

By default, no InitLimit

@@ -4267,17 +4190,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -
- - -
-
- - #string -SPAWN.SpawnInitSkill - - -
@@ -4309,7 +4221,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #number SPAWN.SpawnMaxGroups @@ -4323,7 +4235,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #number SPAWN.SpawnMaxUnitsAlive @@ -4480,6 +4392,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau +
+ +
+
+
+ + #boolean +SPAWN.SpawnUnControlled + + +
@@ -4514,7 +4437,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -

When the first Spawn executes, all the Groups need to be made visible before start.

+

Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.

@@ -4588,28 +4511,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -
- - -
-
- - -SPAWN.communication - - - -
- -
-
-
- - -SPAWN.modulation - - -
@@ -10171,11 +10072,14 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

- + #boolean SPAWN.AIOnOff + +

The AI is on by default when spawning a group.

+
@@ -10314,6 +10218,20 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

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

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

+
@@ -10347,17 +10265,6 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

- - -
-
- - -SPAWN.SpawnGrouping - - -
@@ -10427,17 +10334,6 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

- - -
-
- - -SPAWN.SpawnInitAirbase - - -
@@ -10493,17 +10389,6 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

- - -
-
- - -SPAWN.SpawnInitFreq - - -
@@ -10570,6 +10455,9 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

Overwrite unit names by default with group name.

+ @@ -10581,60 +10469,8 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

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

By default, no InitLimit

@@ -10647,17 +10483,6 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

- -
-
-
- - #string -SPAWN.SpawnInitSkill - - -
@@ -10689,7 +10514,7 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

- + #number SPAWN.SpawnMaxGroups @@ -10703,7 +10528,7 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

- + #number SPAWN.SpawnMaxUnitsAlive @@ -10860,6 +10685,17 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

+ +
+
+
+ + #boolean +SPAWN.SpawnUnControlled + + +
@@ -10894,7 +10730,7 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

When the first Spawn executes, all the Groups need to be made visible before start.

+

Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.

@@ -10968,28 +10804,6 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

- - -
-
- - -SPAWN.communication - - - -
- -
-
-
- - -SPAWN.modulation - - -
diff --git a/Documentation/Core.SpawnStatic.html b/Documentation/Core.SpawnStatic.html index 1b4185a76..c21b992b1 100644 --- a/Documentation/Core.SpawnStatic.html +++ b/Documentation/Core.SpawnStatic.html @@ -2080,24 +2080,6 @@ 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

- - @@ -3018,39 +3000,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - - - -
-
- - -SPAWNSTATIC.heliport_callsign_id - - - -
- -
-
-
- - -SPAWNSTATIC.heliport_frequency - - - -
- -
-
-
- - -SPAWNSTATIC.heliport_modulation - - -
@@ -4404,39 +4353,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - - - -
-
- - -SPAWNSTATIC.heliport_callsign_id - - - -
- -
-
-
- - -SPAWNSTATIC.heliport_frequency - - - -
- -
-
-
- - -SPAWNSTATIC.heliport_modulation - - -
diff --git a/Documentation/Core.Spot.html b/Documentation/Core.Spot.html index 021cbee64..1fde40524 100644 --- a/Documentation/Core.Spot.html +++ b/Documentation/Core.Spot.html @@ -2937,6 +2937,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + + + +
+
+ + +SPOT.Target + + +
@@ -4253,6 +4264,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + + + +
+
+ + +SPOT.Target + + +
@@ -5808,6 +5830,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + + + +
+
+ + +SPOT.Target + + +
diff --git a/Documentation/Core.Zone.html b/Documentation/Core.Zone.html index 95fe16a08..a9a400f9a 100644 --- a/Documentation/Core.Zone.html +++ b/Documentation/Core.Zone.html @@ -15466,17 +15466,6 @@ When moose is loading dynamically (for moose class development), tracing is swit
-ZONE_OVAL.Angle - - - -
- - -
-
- - #table ZONE_OVAL.CenterVec2 @@ -16181,17 +16170,6 @@ When moose is loading dynamically (for moose class development), tracing is swit
-ZONE_OVAL.Angle - - - -
- -
-
-
- - #table ZONE_OVAL.CenterVec2 @@ -18140,17 +18118,6 @@ end
-ZONE_OVAL.Angle - - - -
- -
-
-
- - #table ZONE_OVAL.CenterVec2 @@ -19651,17 +19618,6 @@ end
-ZONE_OVAL.Angle - - - -
- -
-
-
- - #table ZONE_OVAL.CenterVec2 diff --git a/Documentation/Functional.ATC_Ground.html b/Documentation/Functional.ATC_Ground.html index 276ac4eef..716d980a1 100644 --- a/Documentation/Functional.ATC_Ground.html +++ b/Documentation/Functional.ATC_Ground.html @@ -3987,6 +3987,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

Kickspeed

+
@@ -4572,6 +4575,9 @@ An airbase can be specified to set the maximum kick speed for.

+ +

Kickspeed

+
diff --git a/Documentation/Functional.Designate.html b/Documentation/Functional.Designate.html index 5c2592638..1d3a72f4c 100644 --- a/Documentation/Functional.Designate.html +++ b/Documentation/Functional.Designate.html @@ -2039,10 +2039,6 @@ Use the method DESIGNATE.SetMission() to

Type DESIGNATE

DESIGNATE -, extends Core.Fsm#FSM_PROCESS -, extends Core.Fsm#FSM_CONTROLLABLE -, extends Core.Fsm#FSM -, extends Core.Base#BASE
@@ -2570,992 +2566,6 @@ Use the method DESIGNATE.SetMission() to - -

DESIGNATE:onafterSmoke(From, Event, To, Index, Color)

-
-
-
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Fields and Methods inherited from FSM_PROCESSDescription

DESIGNATE:Assign(Task, ProcessUnit)

-

Assign the process to a Wrapper.Unit and activate the process.

-

DESIGNATE:Copy(Controllable, Task)

-

Creates a new FSM_PROCESS object based on this FSM_PROCESS.

-

DESIGNATE:GetCommandCenter()

-

Gets the mission of the process.

-

DESIGNATE:GetMission()

-

Gets the mission of the process.

-

DESIGNATE:GetTask()

-

Gets the task of the process.

-

DESIGNATE:Init(FsmProcess)

- -

DESIGNATE:Message(Message)

-

Send a message of the Tasking.Task to the Group of the Unit.

-

DESIGNATE:New(Controllable, Task)

-

Creates a new FSM_PROCESS object.

-

DESIGNATE:Remove()

-

Removes an FSM_PROCESS object.

-

DESIGNATE:SetTask(Task)

-

Sets the task of the process.

-

DESIGNATE.Task

- -

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

- -

DESIGNATE:onenterFailed(ProcessUnit, Task, From, Event, To)

- -

DESIGNATE:onstatechange(ProcessUnit, Event, From, To, Task)

-

StateMachine callback function for a FSM_PROCESS

-
-
-
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Fields and Methods inherited from FSM_CONTROLLABLEDescription

DESIGNATE.Controllable

- -

DESIGNATE:GetControllable()

-

Gets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

-

DESIGNATE:New(FSMT, Controllable)

-

Creates a new FSM_CONTROLLABLE object.

-

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

-

OnAfter Transition Handler for Event Stop.

-

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

-

OnBefore Transition Handler for Event Stop.

-

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

-

OnEnter Transition Handler for State Stopped.

-

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

-

OnLeave Transition Handler for State Stopped.

-

DESIGNATE:SetControllable(FSMControllable)

-

Sets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

-

DESIGNATE:Stop()

-

Synchronous Event Trigger for Event Stop.

-

DESIGNATE:__Stop(Delay)

-

Asynchronous Event Trigger for Event Stop.

-

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

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

DESIGNATE:AddEndState(State)

-

Adds an End state.

-

DESIGNATE: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.

-

DESIGNATE:AddScore(State, ScoreText, Score)

-

Adds a score for the FSM to be achieved.

-

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

-

Adds a score for the FSM_PROCESS to be achieved.

-

DESIGNATE:AddTransition(From, Event, To)

-

Add a new transition rule to the FSM.

-

DESIGNATE.CallScheduler

-

Call scheduler.

-

DESIGNATE.ClassName

-

Name of the class.

-

DESIGNATE.Events

- -

DESIGNATE:GetCurrentState()

-

Get current state.

-

DESIGNATE:GetEndStates()

-

Returns the End states.

-

DESIGNATE:GetProcess(From, Event)

- -

DESIGNATE:GetProcesses()

-

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

-

DESIGNATE:GetScores()

-

Returns a table with the scores defined.

-

DESIGNATE:GetStartState()

-

Returns the start state of the FSM.

-

DESIGNATE:GetState()

-

Get current state.

-

DESIGNATE:GetSubs()

-

Returns a table with the Subs defined.

-

DESIGNATE:GetTransitions()

-

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

-

DESIGNATE:Is(State)

-

Check if FSM is in state.

-

DESIGNATE:LoadCallBacks(CallBackTable)

-

Load call backs.

-

DESIGNATE:New()

-

Creates a new FSM object.

-

DESIGNATE.Scores

-

Scores.

-

DESIGNATE:SetProcess(From, Event, Fsm)

- -

DESIGNATE:SetStartState(State)

-

Sets the start state of the FSM.

-

DESIGNATE._EndStates

- -

DESIGNATE._EventSchedules

- -

DESIGNATE._Processes

- -

DESIGNATE._Scores

- -

DESIGNATE._StartState

- -

DESIGNATE._Transitions

- -

DESIGNATE:_add_to_map(Map, Event)

-

Add to map.

-

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

-

Call handler.

-

DESIGNATE:_create_transition(EventName)

-

Create transition.

-

DESIGNATE:_delayed_transition(EventName)

-

Delayed transition.

-

DESIGNATE:_eventmap(Events, EventStructure)

-

Event map.

-

DESIGNATE:_gosub(ParentFrom, ParentEvent)

-

Go sub.

-

DESIGNATE:_handler(EventName, ...)

-

Handler.

-

DESIGNATE:_isendstate(Current)

-

Is end state.

-

DESIGNATE:_submap(subs, sub, name)

-

Sub maps.

-

DESIGNATE:can(e)

-

Check if can do an event.

-

DESIGNATE:cannot(e)

-

Check if cannot do an event.

-

DESIGNATE.current

-

Current state name.

-

DESIGNATE.endstates

- -

DESIGNATE:is(State, state)

-

Check if FSM is in state.

-

DESIGNATE.options

-

Options.

-

DESIGNATE.subs

-

Subs.

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

DESIGNATE.ClassID

-

The ID number of the class.

-

DESIGNATE.ClassName

-

The name of the class.

-

DESIGNATE.ClassNameAndID

-

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

-

DESIGNATE:ClearState(Object, StateName)

-

Clear the state of an object.

-

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

-

Creation of a Birth Event.

-

DESIGNATE:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

-

Creation of a Crash Event.

-

DESIGNATE:CreateEventDead(EventTime, Initiator, IniObjectCategory)

-

Creation of a Dead Event.

-

DESIGNATE:CreateEventPlayerEnterAircraft(PlayerUnit)

-

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

-

DESIGNATE:CreateEventRemoveUnit(EventTime, Initiator)

-

Creation of a Remove Unit Event.

-

DESIGNATE:CreateEventTakeoff(EventTime, Initiator)

-

Creation of a Takeoff Event.

-

DESIGNATE:CreateEventUnitLost(EventTime, Initiator)

-

Creation of a Crash Event.

-

DESIGNATE:E(Arguments)

-

Log an exception which will be traced always.

-

DESIGNATE:EventDispatcher()

-

Returns the event dispatcher

-

DESIGNATE:EventRemoveAll()

-

Remove all subscribed events

-

DESIGNATE:F(Arguments)

-

Trace a function call.

-

DESIGNATE:F2(Arguments)

-

Trace a function call level 2.

-

DESIGNATE:F3(Arguments)

-

Trace a function call level 3.

-

DESIGNATE:GetClassID()

-

Get the ClassID of the class instance.

-

DESIGNATE:GetClassName()

-

Get the ClassName of the class instance.

-

DESIGNATE:GetClassNameAndID()

-

Get the ClassName + ClassID of the class instance.

-

DESIGNATE:GetEventPriority()

-

Get the Class Core.Event processing Priority.

-

DESIGNATE:GetParent(Child, FromClass)

-

This is the worker method to retrieve the Parent class.

-

DESIGNATE:GetState(Object, Key)

-

Get a Value given a Key from the Object.

-

DESIGNATE:HandleEvent(EventID, EventFunction)

-

Subscribe to a DCS Event.

-

DESIGNATE:I(Arguments)

-

Log an information which will be traced always.

-

DESIGNATE:Inherit(Child, Parent)

-

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

-

DESIGNATE:IsInstanceOf(ClassName)

-

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

-

DESIGNATE:IsTrace()

-

Enquires if tracing is on (for the class).

-

DESIGNATE:New()

-

BASE constructor.

-

DESIGNATE:OnEvent(EventData)

-

Occurs when an Event for an object is triggered.

-

DESIGNATE:OnEventBDA(EventData)

-

BDA.

-

DESIGNATE:OnEventBaseCaptured(EventData)

-

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

-

DESIGNATE:OnEventBirth(EventData)

-

Occurs when any object is spawned into the mission.

-

DESIGNATE:OnEventCrash(EventData)

-

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

-

DESIGNATE:OnEventDead(EventData)

-

Occurs when an object is dead.

-

DESIGNATE:OnEventDetailedFailure(EventData)

-

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

-

DESIGNATE:OnEventDiscardChairAfterEjection(EventData)

-

Discard chair after ejection.

-

DESIGNATE: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.

-

DESIGNATE:OnEventEngineShutdown(EventData)

-

Occurs when any aircraft shuts down its engines.

-

DESIGNATE:OnEventEngineStartup(EventData)

-

Occurs when any aircraft starts its engines.

-

DESIGNATE:OnEventHit(EventData)

-

Occurs whenever an object is hit by a weapon.

-

DESIGNATE:OnEventHumanFailure(EventData)

-

Occurs when any system fails on a human controlled aircraft.

-

DESIGNATE:OnEventKill(EventData)

-

Occurs on the death of a unit.

-

DESIGNATE: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.

-

DESIGNATE:OnEventLandingAfterEjection(EventData)

-

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

-

DESIGNATE:OnEventLandingQualityMark(EventData)

-

Landing quality mark.

-

DESIGNATE:OnEventMarkAdded(EventData)

-

Occurs when a new mark was added.

-

DESIGNATE:OnEventMarkChange(EventData)

-

Occurs when a mark text was changed.

-

DESIGNATE:OnEventMarkRemoved(EventData)

-

Occurs when a mark was removed.

-

DESIGNATE:OnEventMissionEnd(EventData)

-

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

-

DESIGNATE:OnEventMissionStart(EventData)

-

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

-

DESIGNATE:OnEventParatrooperLanding(EventData)

-

Weapon add.

-

DESIGNATE:OnEventPilotDead(EventData)

-

Occurs when the pilot of an aircraft is killed.

-

DESIGNATE:OnEventPlayerEnterAircraft(EventData)

-

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

-

DESIGNATE:OnEventPlayerEnterUnit(EventData)

-

Occurs when any player assumes direct control of a unit.

-

DESIGNATE:OnEventPlayerLeaveUnit(EventData)

-

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

-

DESIGNATE:OnEventRefueling(EventData)

-

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

-

DESIGNATE:OnEventRefuelingStop(EventData)

-

Occurs when an aircraft is finished taking fuel.

-

DESIGNATE:OnEventScore(EventData)

-

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

-

DESIGNATE:OnEventShootingEnd(EventData)

-

Occurs when any unit stops firing its weapon.

-

DESIGNATE:OnEventShootingStart(EventData)

-

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

-

DESIGNATE:OnEventShot(EventData)

-

Occurs whenever any unit in a mission fires a weapon.

-

DESIGNATE:OnEventTakeoff(EventData)

-

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

-

DESIGNATE:OnEventTriggerZone(EventData)

-

Trigger zone.

-

DESIGNATE:OnEventUnitLost(EventData)

-

Occurs when the game thinks an object is destroyed.

-

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

-

Schedule a new time event.

-

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

-

Schedule a new time event.

-

DESIGNATE:ScheduleStop(SchedulerID)

-

Stops the Schedule.

-

DESIGNATE.Scheduler

- -

DESIGNATE:SetEventPriority(EventPriority)

-

Set the Class Core.Event processing Priority.

-

DESIGNATE:SetState(Object, Key, Value)

-

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

-

DESIGNATE:T(Arguments)

-

Trace a function logic level 1.

-

DESIGNATE:T2(Arguments)

-

Trace a function logic level 2.

-

DESIGNATE:T3(Arguments)

-

Trace a function logic level 3.

-

DESIGNATE:TraceAll(TraceAll)

-

Trace all methods in MOOSE

-

DESIGNATE:TraceClass(Class)

-

Set tracing for a class

-

DESIGNATE:TraceClassMethod(Class, Method)

-

Set tracing for a specific method of class

-

DESIGNATE:TraceLevel(Level)

-

Set trace level

-

DESIGNATE:TraceOff()

-

Set trace off.

-

DESIGNATE:TraceOn()

-

Set trace on.

-

DESIGNATE: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.

-

DESIGNATE:UnHandleEvent(EventID)

-

UnSubscribe to a DCS event.

-

DESIGNATE._

- -

DESIGNATE:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

-

Trace a function call.

-

DESIGNATE:_Serialize(Arguments)

-

(Internal) Serialize arguments

-

DESIGNATE:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

-

Trace a function logic.

-

DESIGNATE.__

- -

DESIGNATE:onEvent(event)

-

The main event handling function...

@@ -3636,17 +2646,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -
- -
-
-
- - -DESIGNATE.LaseDuration - - -
@@ -3658,17 +2657,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - - - -
-
- - #table -DESIGNATE.LaserCodes - - -
@@ -6756,6926 +5744,6 @@ Using the menu system, the player can "forget" a designation, so that gradually -
-

Field(s)

-
-
-
- - -DESIGNATE.AttackSet - - - -
- -
-
-
- - -DESIGNATE.CC - - - -
- -
-
-
- - #table -DESIGNATE.Designating - - - -
- -
-
-
- - -DESIGNATE.Detection - - - -
- -
-
-
- - #table -DESIGNATE.FlashDetectionMessage - - - -
- -
-
-
- - #table -DESIGNATE.FlashStatusMenu - - - -
- -
-
-
- - -DESIGNATE.LaseDuration - - - -
- -
-
-
- - -DESIGNATE.LaseStart - - - -
- -
-
-
- - #table -DESIGNATE.LaserCodes - - - -
- -
-
-
- - #table -DESIGNATE.LaserCodesUsed - - - -
- -
-
-
- - -DESIGNATE.MarkScheduler - - - -
- -
-
-
- - -DESIGNATE.MaximumDesignations - - - -
- -
-
-
- - -DESIGNATE.MaximumDistanceAirDesignation - - - -
- -
-
-
- - -DESIGNATE.MaximumDistanceDesignations - - - -
- -
-
-
- - -DESIGNATE.MaximumDistanceGroundDesignation - - - -
- -
-
-
- - -DESIGNATE.MaximumMarkings - - - -
- -
-
-
- - #table -DESIGNATE.MenuLaserCodes - - - - -

This map contains the laser codes that will be shown in the designate menu to lase with specific laser codes.

- -
- -
-
-
- - -DESIGNATE.Mission - - - -
- -
-
-
- - -DESIGNATE.RecceSet - - - -
- -
-
-
- - #table -DESIGNATE.Recces - - - -
- -
-
-
- - -DESIGNATE.ThreatLevelPrioritization - - - -
- -
-
-

Function(s)

-
-
- -
-

DESIGNATE:Assign(Task, ProcessUnit)

-
- -

Assign the process to a Wrapper.Unit and activate the process.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- Tasking.Task#TASK - Task -

-
-
-

-
-
-
-
-

- Wrapper.Unit#UNIT - ProcessUnit -

-
-
-

-
-
-

Return value:

-
- -
- -

self

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

DESIGNATE:Copy(Controllable, Task)

-
- -

Creates a new FSM_PROCESS object based on this FSM_PROCESS.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- Controllable -

-
-
-

-
-
-
-
-

- Task -

-
-
-

-
-
-

Return value:

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

DESIGNATE:GetCommandCenter()

-
- -

Gets the mission of the process.

- -
-
-

Defined in:

- -

Return value:

- -
- -
-
- -
- -
-

DESIGNATE:GetMission()

-
- -

Gets the mission of the process.

- -
-
-

Defined in:

- -

Return value:

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

DESIGNATE:GetTask()

-
- -

Gets the task of the process.

- -
-
-

Defined in:

- -

Return value:

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

DESIGNATE:Init(FsmProcess)

-
- - - -
-
-

Defined in:

- -

Parameter:

-
-
-

- FsmProcess -

-
-
-

-
-
-
- -
-
- -
- -
-

DESIGNATE:Message(Message)

-
- -

Send a message of the Tasking.Task to the Group of the Unit.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Message -

-
-
-

-
-
-
- -
-
- -
- -
-

DESIGNATE:New(Controllable, Task)

-
- -

Creates a new FSM_PROCESS object.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- Controllable -

-
-
-

-
-
-
-
-

- Task -

-
-
-

-
-
-

Return value:

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

DESIGNATE:Remove()

-
- -

Removes an FSM_PROCESS object.

- -
-
-

Defined in:

- -

Return value:

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

DESIGNATE:SetTask(Task)

-
- -

Sets the task of the process.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Tasking.Task#TASK - Task -

-
-
-

-
-
-

Return value:

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

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

-
- - - -
-
-

Defined in:

- -

Parameters:

-
-
-

- step -

-
-
-

-
-
-
-
-

- trigger -

-
-
-

-
-
-
-
-

- params -

-
-
-

-
-
-
-
-

- EventName -

-
-
-

-
-
-
- -
-
- -
- -
-

DESIGNATE:onenterFailed(ProcessUnit, Task, From, Event, To)

-
- - - -
-
-

Defined in:

- -

Parameters:

-
-
-

- ProcessUnit -

-
-
-

-
-
-
-
-

- Task -

-
-
-

-
-
-
-
-

- From -

-
-
-

-
-
-
-
-

- Event -

-
-
-

-
-
-
-
-

- To -

-
-
-

-
-
-
- -
-
- -
- -
-

DESIGNATE:onstatechange(ProcessUnit, Event, From, To, Task)

-
- -

StateMachine callback function for a FSM_PROCESS

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- Wrapper.Controllable#CONTROLLABLE - ProcessUnit -

-
-
-

-
-
-
-
-

- #string - Event -

-
-
-

-
-
-
-
-

- #string - From -

-
-
-

-
-
-
-
-

- #string - To -

-
-
-

-
-
-
-
-

- Task -

-
-
-

-
-
-
- -
-
- -
-

Field(s)

-
-
-
- - -DESIGNATE.AttackSet - - - -
- -
-
-
- - -DESIGNATE.CC - - - -
- -
-
-
- - #table -DESIGNATE.Designating - - - -
- -
-
-
- - -DESIGNATE.Detection - - - -
- -
-
-
- - #table -DESIGNATE.FlashDetectionMessage - - - -
- -
-
-
- - #table -DESIGNATE.FlashStatusMenu - - - -
- -
-
-
- - -DESIGNATE.LaseDuration - - - -
- -
-
-
- - -DESIGNATE.LaseStart - - - -
- -
-
-
- - #table -DESIGNATE.LaserCodes - - - -
- -
-
-
- - #table -DESIGNATE.LaserCodesUsed - - - -
- -
-
-
- - -DESIGNATE.MarkScheduler - - - -
- -
-
-
- - -DESIGNATE.MaximumDesignations - - - -
- -
-
-
- - -DESIGNATE.MaximumDistanceAirDesignation - - - -
- -
-
-
- - -DESIGNATE.MaximumDistanceDesignations - - - -
- -
-
-
- - -DESIGNATE.MaximumDistanceGroundDesignation - - - -
- -
-
-
- - -DESIGNATE.MaximumMarkings - - - -
- -
-
-
- - #table -DESIGNATE.MenuLaserCodes - - - - -

This map contains the laser codes that will be shown in the designate menu to lase with specific laser codes.

- -
- -
-
-
- - -DESIGNATE.Mission - - - -
- -
-
-
- - -DESIGNATE.RecceSet - - - -
- -
-
-
- - #table -DESIGNATE.Recces - - - -
- -
-
-
- - -DESIGNATE.ThreatLevelPrioritization - - - -
- -
-
-

Function(s)

-
-
- -
-

DESIGNATE:GetControllable()

-
- -

Gets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

- -
-
-

Defined in:

- -

Return value:

- -
- -
-
- -
- -
-

DESIGNATE:New(FSMT, Controllable)

-
- -

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:

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

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

-
- -

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.

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

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

-
- -

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.

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

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

-
- -

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.

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

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

-
- -

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.

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

DESIGNATE:SetControllable(FSMControllable)

-
- -

Sets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Wrapper.Controllable#CONTROLLABLE - FSMControllable -

-
-
-

-
-
-

Return value:

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

DESIGNATE:Stop()

-
- -

Synchronous Event Trigger for Event Stop.

- -
-
-

Defined in:

- -
- -
-
- -
- -
-

DESIGNATE:__Stop(Delay)

-
- -

Asynchronous Event Trigger for Event Stop.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #number - Delay -

-
-
- -

The delay in seconds.

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

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

-
- - - -
-
-

Defined in:

- -

Parameters:

-
-
-

- step -

-
-
-

-
-
-
-
-

- trigger -

-
-
-

-
-
-
-
-

- params -

-
-
-

-
-
-
-
-

- EventName -

-
-
-

-
-
-
- -
-
- -
-

Field(s)

-
-
-
- - -DESIGNATE.AttackSet - - - -
- -
-
-
- - -DESIGNATE.CC - - - -
- -
-
-
- - #table -DESIGNATE.Designating - - - -
- -
-
-
- - -DESIGNATE.Detection - - - -
- -
-
-
- - #table -DESIGNATE.FlashDetectionMessage - - - -
- -
-
-
- - #table -DESIGNATE.FlashStatusMenu - - - -
- -
-
-
- - -DESIGNATE.LaseDuration - - - -
- -
-
-
- - -DESIGNATE.LaseStart - - - -
- -
-
-
- - #table -DESIGNATE.LaserCodes - - - -
- -
-
-
- - #table -DESIGNATE.LaserCodesUsed - - - -
- -
-
-
- - -DESIGNATE.MarkScheduler - - - -
- -
-
-
- - -DESIGNATE.MaximumDesignations - - - -
- -
-
-
- - -DESIGNATE.MaximumDistanceAirDesignation - - - -
- -
-
-
- - -DESIGNATE.MaximumDistanceDesignations - - - -
- -
-
-
- - -DESIGNATE.MaximumDistanceGroundDesignation - - - -
- -
-
-
- - -DESIGNATE.MaximumMarkings - - - -
- -
-
-
- - #table -DESIGNATE.MenuLaserCodes - - - - -

This map contains the laser codes that will be shown in the designate menu to lase with specific laser codes.

- -
- -
-
-
- - -DESIGNATE.Mission - - - -
- -
-
-
- - -DESIGNATE.RecceSet - - - -
- -
-
-
- - #table -DESIGNATE.Recces - - - -
- -
-
-
- - -DESIGNATE.ThreatLevelPrioritization - - - -
- -
-
-

Function(s)

-
-
- -
-

DESIGNATE:AddEndState(State)

-
- -

Adds an End state.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #string - State -

-
-
- -

The FSM state.

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

DESIGNATE: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.

- -
-
-

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.

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

DESIGNATE:AddScore(State, ScoreText, Score)

-
- -

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

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

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

-
- -

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

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

DESIGNATE:AddTransition(From, Event, To)

-
- -

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.

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

DESIGNATE:GetCurrentState()

-
- -

Get current state.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#string:

-
-
- -

Current FSM state.

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

DESIGNATE:GetEndStates()

-
- -

Returns the End states.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#table:

-
-
- -

End states.

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

DESIGNATE:GetProcess(From, Event)

-
- - - -
-
-

Defined in:

- -

Parameters:

-
-
-

- From -

-
-
-

-
-
-
-
-

- Event -

-
-
-

-
-
-
- -
-
- -
- -
-

DESIGNATE:GetProcesses()

-
- -

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

- -
-
-

Defined in:

- -

Return value:

-
-
-

#table:

-
-
- -

Sub processes.

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

DESIGNATE:GetScores()

-
- -

Returns a table with the scores defined.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#table:

-
-
- -

Scores.

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

DESIGNATE:GetStartState()

-
- -

Returns the start state of the FSM.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#string:

-
-
- -

A string containing the start state.

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

DESIGNATE:GetState()

-
- -

Get current state.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#string:

-
-
- -

Current FSM state.

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

DESIGNATE:GetSubs()

-
- -

Returns a table with the Subs defined.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#table:

-
-
- -

Sub processes.

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

DESIGNATE:GetTransitions()

-
- -

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

- -
-
-

Defined in:

- -

Return value:

-
-
-

#table:

-
-
- -

Transitions.

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

DESIGNATE:Is(State)

-
- -

Check if FSM is in state.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #string - State -

-
-
- -

State name.

- -
-
-

Return value:

-
-
-

#boolean:

-
-
- -

If true, FSM is in this state.

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

DESIGNATE:LoadCallBacks(CallBackTable)

-
- -

Load call backs.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #table - CallBackTable -

-
-
- -

Table of call backs.

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

DESIGNATE:New()

-
- -

Creates a new FSM object.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#FSM:

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

DESIGNATE:SetProcess(From, Event, Fsm)

-
- - - -
-
-

Defined in:

- -

Parameters:

-
-
-

- From -

-
-
-

-
-
-
-
-

- Event -

-
-
-

-
-
-
-
-

- Fsm -

-
-
-

-
-
-
- -
-
- -
- -
-

DESIGNATE:SetStartState(State)

-
- -

Sets the start state of the FSM.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #string - State -

-
-
- -

A string defining the start state.

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

DESIGNATE:_add_to_map(Map, Event)

-
- -

Add to map.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #table - Map -

-
-
- -

Map.

- -
-
-
-
-

- #table - Event -

-
-
- -

Event table.

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

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

-
- -

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.

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

DESIGNATE:_create_transition(EventName)

-
- -

Create transition.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #string - EventName -

-
-
- -

Event name.

- -
-
-

Return value:

-
-
-

#function:

-
-
- -

Function.

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

DESIGNATE:_delayed_transition(EventName)

-
- -

Delayed transition.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #string - EventName -

-
-
- -

Event name.

- -
-
-

Return value:

-
-
-

#function:

-
-
- -

Function.

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

DESIGNATE:_eventmap(Events, EventStructure)

-
- -

Event map.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #table - Events -

-
-
- -

Events.

- -
-
-
-
-

- #table - EventStructure -

-
-
- -

Event structure.

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

DESIGNATE:_gosub(ParentFrom, ParentEvent)

-
- -

Go sub.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #string - ParentFrom -

-
-
- -

Parent from state.

- -
-
-
-
-

- #string - ParentEvent -

-
-
- -

Parent event name.

- -
-
-

Return value:

-
-
-

#table:

-
-
- -

Subs.

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

DESIGNATE:_handler(EventName, ...)

-
- -

Handler.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #string - EventName -

-
-
- -

Event name.

- -
-
-
-
-

- ... -

-
-
- -

Arguments.

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

DESIGNATE:_isendstate(Current)

-
- -

Is end state.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #string - Current -

-
-
- -

Current state name.

- -
-
-

Return values:

-
-
-

#table:

-
-
- -

FSM parent.

- -
-
-

#string:

-
-
- -

Event name.

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

DESIGNATE:_submap(subs, sub, name)

-
- -

Sub maps.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #table - subs -

-
-
- -

Subs.

- -
-
-
-
-

- #table - sub -

-
-
- -

Sub.

- -
-
-
-
-

- #string - name -

-
-
- -

Name.

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

DESIGNATE:can(e)

-
- -

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.

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

DESIGNATE:cannot(e)

-
- -

Check if cannot do an event.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #string - e -

-
-
- -

Event name.

- -
-
-

Return value:

-
-
-

#boolean:

-
-
- -

If true, FSM cannot do the event.

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

DESIGNATE:is(State, state)

-
- -

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)

-
-
-
- - -DESIGNATE.AttackSet - - - -
- -
-
-
- - -DESIGNATE.CC - - - -
- -
-
-
- - #table -DESIGNATE.Designating - - - -
- -
-
-
- - -DESIGNATE.Detection - - - -
- -
-
-
- - #table -DESIGNATE.FlashDetectionMessage - - - -
- -
-
-
- - #table -DESIGNATE.FlashStatusMenu - - - -
- -
-
-
- - -DESIGNATE.LaseDuration - - - -
- -
-
-
- - -DESIGNATE.LaseStart - - - -
- -
-
-
- - #table -DESIGNATE.LaserCodes - - - -
- -
-
-
- - #table -DESIGNATE.LaserCodesUsed - - - -
- -
-
-
- - -DESIGNATE.MarkScheduler - - - -
- -
-
-
- - -DESIGNATE.MaximumDesignations - - - -
- -
-
-
- - -DESIGNATE.MaximumDistanceAirDesignation - - - -
- -
-
-
- - -DESIGNATE.MaximumDistanceDesignations - - - -
- -
-
-
- - -DESIGNATE.MaximumDistanceGroundDesignation - - - -
- -
-
-
- - -DESIGNATE.MaximumMarkings - - - -
- -
-
-
- - #table -DESIGNATE.MenuLaserCodes - - - - -

This map contains the laser codes that will be shown in the designate menu to lase with specific laser codes.

- -
- -
-
-
- - -DESIGNATE.Mission - - - -
- -
-
-
- - -DESIGNATE.RecceSet - - - -
- -
-
-
- - #table -DESIGNATE.Recces - - - -
- -
-
-
- - -DESIGNATE.ThreatLevelPrioritization - - - -
- -
-
-

Function(s)

-
-
- -
-

DESIGNATE:ClearState(Object, StateName)

-
- -

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.

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

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

-
- -

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 -

-
-
-

-
-
-
- -
-
- -
- -
-

DESIGNATE:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

-
- -

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 -

-
-
-

-
-
-
- -
-
- -
- -
-

DESIGNATE:CreateEventDead(EventTime, Initiator, 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 -

-
-
-

-
-
-
- -
-
- -
- -
-

DESIGNATE:CreateEventPlayerEnterAircraft(PlayerUnit)

-
- -

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Wrapper.Unit#UNIT - PlayerUnit -

-
-
- -

The aircraft unit the player entered.

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

DESIGNATE:CreateEventRemoveUnit(EventTime, Initiator)

-
- -

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.

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

DESIGNATE:CreateEventTakeoff(EventTime, Initiator)

-
- -

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.

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

DESIGNATE:CreateEventUnitLost(EventTime, Initiator)

-
- -

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.

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

DESIGNATE:E(Arguments)

-
- -

Log an exception which will be traced always.

- - -

Can be anywhere within the function logic.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

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

DESIGNATE:EventDispatcher()

-
- -

Returns the event dispatcher

- -
-
-

Defined in:

- -

Return value:

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

DESIGNATE:EventRemoveAll()

-
- -

Remove all subscribed events

- -
-
-

Defined in:

- -

Return value:

-
-
-

#BASE:

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

DESIGNATE:F(Arguments)

-
- -

Trace a function call.

- - -

Must be at the beginning of the function logic.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

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

DESIGNATE:F2(Arguments)

-
- -

Trace a function call level 2.

- - -

Must be at the beginning of the function logic.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

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

DESIGNATE:F3(Arguments)

-
- -

Trace a function call level 3.

- - -

Must be at the beginning of the function logic.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

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

DESIGNATE:GetClassID()

-
- -

Get the ClassID of the class instance.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#string:

-
-
- -

The ClassID of the class instance.

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

DESIGNATE:GetClassName()

-
- -

Get the ClassName of the class instance.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#string:

-
-
- -

The ClassName of the class instance.

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

DESIGNATE:GetClassNameAndID()

-
- -

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.

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

DESIGNATE:GetEventPriority()

-
- -

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.

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

DESIGNATE:GetParent(Child, FromClass)

-
- -

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:

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

DESIGNATE:GetState(Object, Key)

-
- -

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.

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

DESIGNATE:HandleEvent(EventID, EventFunction)

-
- -

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:

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

DESIGNATE:I(Arguments)

-
- -

Log an information which will be traced always.

- - -

Can be anywhere within the function logic.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

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

DESIGNATE:Inherit(Child, Parent)

-
- -

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

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

DESIGNATE:IsInstanceOf(ClassName)

-
- -

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:

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

DESIGNATE:IsTrace()

-
- -

Enquires if tracing is on (for the class).

- -
-
-

Defined in:

- -

Return value:

-
-
-

#boolean:

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

DESIGNATE:New()

-
- -

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:

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

DESIGNATE:OnEvent(EventData)

-
- -

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.

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

DESIGNATE:OnEventBDA(EventData)

-
- -

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.

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

DESIGNATE:OnEventBaseCaptured(EventData)

-
- -

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.

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

DESIGNATE:OnEventBirth(EventData)

-
- -

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.

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

DESIGNATE:OnEventCrash(EventData)

-
- -

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.

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

DESIGNATE:OnEventDead(EventData)

-
- -

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.

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

DESIGNATE:OnEventDetailedFailure(EventData)

-
- -

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.

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

DESIGNATE:OnEventDiscardChairAfterEjection(EventData)

-
- -

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.

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

DESIGNATE: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.

- - -

initiator : The unit that has ejected

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

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

DESIGNATE:OnEventEngineShutdown(EventData)

-
- -

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.

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

DESIGNATE:OnEventEngineStartup(EventData)

-
- -

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.

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

DESIGNATE:OnEventHit(EventData)

-
- -

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.

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

DESIGNATE:OnEventHumanFailure(EventData)

-
- -

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.

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

DESIGNATE:OnEventKill(EventData)

-
- -

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.

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

DESIGNATE: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.

- - -

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.

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

DESIGNATE:OnEventLandingAfterEjection(EventData)

-
- -

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.

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

DESIGNATE:OnEventLandingQualityMark(EventData)

-
- -

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.

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

DESIGNATE:OnEventMarkAdded(EventData)

-
- -

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.

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

DESIGNATE:OnEventMarkChange(EventData)

-
- -

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.

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

DESIGNATE:OnEventMarkRemoved(EventData)

-
- -

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.

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

DESIGNATE:OnEventMissionEnd(EventData)

-
- -

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.

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

DESIGNATE:OnEventMissionStart(EventData)

-
- -

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.

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

DESIGNATE:OnEventParatrooperLanding(EventData)

-
- -

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.

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

DESIGNATE:OnEventPilotDead(EventData)

-
- -

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.

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

DESIGNATE:OnEventPlayerEnterAircraft(EventData)

-
- -

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.

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

DESIGNATE:OnEventPlayerEnterUnit(EventData)

-
- -

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.

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

DESIGNATE:OnEventPlayerLeaveUnit(EventData)

-
- -

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.

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

DESIGNATE:OnEventRefueling(EventData)

-
- -

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.

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

DESIGNATE:OnEventRefuelingStop(EventData)

-
- -

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.

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

DESIGNATE:OnEventScore(EventData)

-
- -

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.

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

DESIGNATE:OnEventShootingEnd(EventData)

-
- -

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.

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

DESIGNATE:OnEventShootingStart(EventData)

-
- -

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.

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

DESIGNATE:OnEventShot(EventData)

-
- -

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.

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

DESIGNATE:OnEventTakeoff(EventData)

-
- -

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.

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

DESIGNATE:OnEventTriggerZone(EventData)

-
- -

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.

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

DESIGNATE:OnEventUnitLost(EventData)

-
- -

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.

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

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

-
- -

Schedule a new time event.

- - -

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

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #number - Start -

-
-
- -

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

- -
-
-
-
-

- #function - SchedulerFunction -

-
-
- -

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

- -
-
-
-
-

- #table - ... -

-
-
- -

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

- -
-
-

Return value:

-
-
-

#string:

-
-
- -

The Schedule ID of the planned schedule.

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

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

-
- -

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.

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

DESIGNATE:ScheduleStop(SchedulerID)

-
- -

Stops the Schedule.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #string - SchedulerID -

-
-
- -

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

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

DESIGNATE:SetEventPriority(EventPriority)

-
- -

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

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

DESIGNATE:SetState(Object, Key, Value)

-
- -

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.

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

DESIGNATE:T(Arguments)

-
- -

Trace a function logic level 1.

- - -

Can be anywhere within the function logic.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

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

DESIGNATE:T2(Arguments)

-
- -

Trace a function logic level 2.

- - -

Can be anywhere within the function logic.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

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

DESIGNATE:T3(Arguments)

-
- -

Trace a function logic level 3.

- - -

Can be anywhere within the function logic.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

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

DESIGNATE:TraceAll(TraceAll)

-
- -

Trace all methods in MOOSE

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #boolean - TraceAll -

-
-
- -

true = trace all methods in MOOSE.

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

DESIGNATE:TraceClass(Class)

-
- -

Set tracing for a class

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #string - Class -

-
-
- -

Class name.

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

DESIGNATE:TraceClassMethod(Class, Method)

-
- -

Set tracing for a specific method of class

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #string - Class -

-
-
- -

Class name.

- -
-
-
-
-

- #string - Method -

-
-
- -

Method.

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

DESIGNATE:TraceLevel(Level)

-
- -

Set trace level

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #number - Level -

-
-
-

-
-
-
- -
-
- -
- -
-

DESIGNATE:TraceOff()

-
- -

Set trace off.

- -
-
-

Defined in:

- -

Usage:

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

DESIGNATE:TraceOn()

-
- -

Set trace on.

- -
-
-

Defined in:

- -

Usage:

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

DESIGNATE: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.

- - -

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

DESIGNATE:UnHandleEvent(EventID)

-
- -

UnSubscribe to a DCS event.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTS - EventID -

-
-
- -

Event ID.

- -
-
-

Return value:

-
-
-

#BASE:

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

DESIGNATE:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

-
- -

Trace a function call.

- - -

This function is private.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

- -
-
-
-
-

- DebugInfoCurrentParam -

-
-
-

-
-
-
-
-

- DebugInfoFromParam -

-
-
-

-
-
-
- -
-
- -
- -
-

DESIGNATE:_Serialize(Arguments)

-
- -

(Internal) Serialize arguments

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #table - Arguments -

-
-
-

-
-
-

Return value:

-
-
-

#string:

-
-
- -

Text

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

DESIGNATE:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

-
- -

Trace a function logic.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

- -
-
-
-
-

- DebugInfoCurrentParam -

-
-
-

-
-
-
-
-

- DebugInfoFromParam -

-
-
-

-
-
-
- -
-
- -
- -
-

DESIGNATE:onEvent(event)

-
- -

The main event handling function...

- - -

This function captures all events generated for the class.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- DCS#Event - event -

-
-
-

-
-
-
- -
-
- diff --git a/Documentation/Functional.Detection.html b/Documentation/Functional.Detection.html index 5088038db..a5b49e3c0 100644 --- a/Documentation/Functional.Detection.html +++ b/Documentation/Functional.Detection.html @@ -19652,7 +19652,7 @@ When moose is loading dynamically (for moose class development), tracing is swit
- #number + DETECTION_BASE.RefreshTimeInterval @@ -24399,7 +24399,7 @@ zones that reflect cloudy areas where detected units may not be so easily visual
- #number + DETECTION_BASE.RefreshTimeInterval @@ -26141,7 +26141,7 @@ zones that reflect cloudy areas where detected units may not be so easily visual
- #number + DETECTION_BASE.RefreshTimeInterval diff --git a/Documentation/Functional.Mantis.html b/Documentation/Functional.Mantis.html index 2a51706b0..0cec5f2ab 100644 --- a/Documentation/Functional.Mantis.html +++ b/Documentation/Functional.Mantis.html @@ -4260,7 +4260,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #table + MANTIS.SAM_Table_Long @@ -4271,7 +4271,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #table + MANTIS.SAM_Table_Medium @@ -4282,7 +4282,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #table + MANTIS.SAM_Table_Short @@ -4689,6 +4689,50 @@ 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.maxshortrange + + +
@@ -4758,6 +4802,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

switch alarm state RED

+
@@ -8938,7 +8985,7 @@ E.g. `mymantis:SetAdvancedMode(true, 90)`
- #table + MANTIS.SAM_Table_Long @@ -8949,7 +8996,7 @@ E.g. `mymantis:SetAdvancedMode(true, 90)`
- #table + MANTIS.SAM_Table_Medium @@ -8960,7 +9007,7 @@ E.g. `mymantis:SetAdvancedMode(true, 90)`
- #table + MANTIS.SAM_Table_Short @@ -9367,6 +9414,50 @@ E.g. `mymantis:SetAdvancedMode(true, 90)`

Prefix for logging

+
+ +
+
+
+ + #number +MANTIS.maxclassic + + + +
+ +
+
+
+ + #number +MANTIS.maxlongrange + + + +
+ +
+
+
+ + #number +MANTIS.maxmidrange + + + +
+ +
+
+
+ + #number +MANTIS.maxshortrange + + +
@@ -9436,6 +9527,9 @@ E.g. `mymantis:SetAdvancedMode(true, 90)` + +

switch alarm state RED

+
diff --git a/Documentation/Functional.Movement.html b/Documentation/Functional.Movement.html index 6f79d6073..2e732be6d 100644 --- a/Documentation/Functional.Movement.html +++ b/Documentation/Functional.Movement.html @@ -2357,6 +2357,20 @@ 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.

+ +
+ +
@@ -2587,6 +2601,20 @@ 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 abe480e62..fd235503f 100644 --- a/Documentation/Functional.RAT.html +++ b/Documentation/Functional.RAT.html @@ -4728,18 +4728,6 @@ and any spaces before and after the resulting name are removed.

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

- - - -

RAT.communication

- - - - - -

RAT.modulation

- - diff --git a/Documentation/Functional.Scoring.html b/Documentation/Functional.Scoring.html index 50f179357..89c5538b6 100644 --- a/Documentation/Functional.Scoring.html +++ b/Documentation/Functional.Scoring.html @@ -2995,17 +2995,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -
-
-
- - SCORING.AutoSavePath @@ -3206,7 +3195,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #boolean SCORING.penaltyoncoalitionchange @@ -5929,17 +5918,6 @@ The scale magnifies the scores given to the players.

- -
-
-
- - SCORING.AutoSavePath @@ -6140,7 +6118,7 @@ The scale magnifies the scores given to the players.

- + #boolean SCORING.penaltyoncoalitionchange diff --git a/Documentation/Ops.Airboss.html b/Documentation/Ops.Airboss.html index 4b1066539..200eed815 100644 --- a/Documentation/Ops.Airboss.html +++ b/Documentation/Ops.Airboss.html @@ -9707,17 +9707,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Radio queue of LSO.

-
- -
-
-
- - -AIRBOSS.RQLid - - -
@@ -9729,17 +9718,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Radio queue of marshal.

-
- -
-
-
- - -AIRBOSS.RQMid - - -
@@ -30077,17 +30055,6 @@ If removed flight is the section lead, we try to find a new leader.

Radio queue of LSO.

-
- -
-
-
- - -AIRBOSS.RQLid - - -
@@ -30099,17 +30066,6 @@ If removed flight is the section lead, we try to find a new leader.

Radio queue of marshal.

-
- -
-
-
- - -AIRBOSS.RQMid - - -
@@ -33189,17 +33145,6 @@ If removed flight is the section lead, we try to find a new leader.

Radio queue of LSO.

-
- -
-
-
- - -AIRBOSS.RQLid - - -
@@ -33211,17 +33156,6 @@ If removed flight is the section lead, we try to find a new leader.

Radio queue of marshal.

-
- -
-
-
- - -AIRBOSS.RQMid - - -
@@ -40950,7 +40884,7 @@ When moose is loading dynamically (for moose class development), tracing is swit -

Also decrease flag for section members of flight.

+

Decrease stack/flag. Human player needs to take care himself.

@@ -40977,6 +40911,17 @@ 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 + + +
@@ -41137,6 +41082,9 @@ When moose is loading dynamically (for moose class development), tracing is swit + +

Set Stable Hover

+
@@ -41170,9 +41118,6 @@ When moose is loading dynamically (for moose class development), tracing is swit - -

Set new time stamp.

-
diff --git a/Documentation/Ops.CSAR.html b/Documentation/Ops.CSAR.html index 5d020e027..fdc018511 100644 --- a/Documentation/Ops.CSAR.html +++ b/Documentation/Ops.CSAR.html @@ -2688,6 +2688,12 @@ Dropped troop noMessage and forcedesc parameters aren't saved.

CSAR.inTransitGroups

+ + + +

CSAR.index

+ + @@ -4566,25 +4572,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #table + CSAR.downedPilots - -

Replacement woundedGroups

- -
- -
-
-
- - #number -CSAR.downedpilotcounter - - -
@@ -4708,6 +4700,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

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

+
+ + +
+
+ + +CSAR.index + + +
@@ -10681,25 +10684,11 @@ callsigns from playername or group name.

- #table + CSAR.downedPilots - -

Replacement woundedGroups

- -
- -
-
-
- - #number -CSAR.downedpilotcounter - - -
@@ -10823,6 +10812,17 @@ callsigns from playername or group name.

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

+ + + +
+
+ + +CSAR.index + + +
@@ -13192,25 +13192,11 @@ callsigns from playername or group name.

- #table + CSAR.downedPilots - -

Replacement woundedGroups

- -
- -
-
-
- - #number -CSAR.downedpilotcounter - - -
@@ -13334,6 +13320,17 @@ callsigns from playername or group name.

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

+ + + +
+
+ + +CSAR.index + + +
diff --git a/Documentation/Ops.CTLD.html b/Documentation/Ops.CTLD.html index 3227f43e4..a307b934b 100644 --- a/Documentation/Ops.CTLD.html +++ b/Documentation/Ops.CTLD.html @@ -7794,17 +7794,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Field(s)

-
-
- - #number -CTLD.CargoCounter - - - -
- -
@@ -7860,17 +7849,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Name of the class.

-
- -
-
-
- - #number -CTLD.CrateCounter - - -
@@ -7891,7 +7869,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #table + CTLD.CtldUnits @@ -7934,20 +7912,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
-
-
-
- - #number -CTLD.Engineers - - - - -

use as counter

- -
-
@@ -8015,9 +7979,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -

Beacons

-
@@ -8102,14 +8063,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #table + CTLD.PilotGroups - -

tables

-
@@ -8138,11 +8096,14 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #string + CTLD.RadioPath + +

Folderpath.

+
@@ -8384,17 +8345,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

#1570

- - - -
-
- - #table -CTLD.droppedBeacons - - -
@@ -18227,17 +18177,6 @@ However, if you create a new folder inside the miz file, which contains the soun

Field(s)

-
-
- - #number -CTLD.CargoCounter - - - -
- -
@@ -18293,17 +18232,6 @@ However, if you create a new folder inside the miz file, which contains the soun

Name of the class.

-
- -
-
-
- - #number -CTLD.CrateCounter - - -
@@ -18324,7 +18252,7 @@ However, if you create a new folder inside the miz file, which contains the soun
- #table + CTLD.CtldUnits @@ -18367,20 +18295,6 @@ However, if you create a new folder inside the miz file, which contains the soun
-
-
-
- - #number -CTLD.Engineers - - - - -

use as counter

- -
-
@@ -18448,9 +18362,6 @@ However, if you create a new folder inside the miz file, which contains the soun - -

Beacons

-
@@ -18535,14 +18446,11 @@ However, if you create a new folder inside the miz file, which contains the soun
- #table + CTLD.PilotGroups - -

tables

-
@@ -18571,11 +18479,14 @@ However, if you create a new folder inside the miz file, which contains the soun
- #string + CTLD.RadioPath + +

Folderpath.

+
@@ -18817,17 +18728,6 @@ However, if you create a new folder inside the miz file, which contains the soun

#1570

- - - -
-
- - #table -CTLD.droppedBeacons - - -
@@ -20694,17 +20594,6 @@ However, if you create a new folder inside the miz file, which contains the soun

Field(s)

-
-
- - #number -CTLD.CargoCounter - - - -
- -
@@ -20760,17 +20649,6 @@ However, if you create a new folder inside the miz file, which contains the soun

Name of the class.

-
- -
-
-
- - #number -CTLD.CrateCounter - - -
@@ -20791,7 +20669,7 @@ However, if you create a new folder inside the miz file, which contains the soun
- #table + CTLD.CtldUnits @@ -20834,20 +20712,6 @@ However, if you create a new folder inside the miz file, which contains the soun
-
-
-
- - #number -CTLD.Engineers - - - - -

use as counter

- -
-
@@ -20915,9 +20779,6 @@ However, if you create a new folder inside the miz file, which contains the soun - -

Beacons

-
@@ -21002,14 +20863,11 @@ However, if you create a new folder inside the miz file, which contains the soun
- #table + CTLD.PilotGroups - -

tables

-
@@ -21038,11 +20896,14 @@ However, if you create a new folder inside the miz file, which contains the soun
- #string + CTLD.RadioPath + +

Folderpath.

+
@@ -21284,17 +21145,6 @@ However, if you create a new folder inside the miz file, which contains the soun

#1570

- - - -
-
- - #table -CTLD.droppedBeacons - - -
@@ -25958,17 +25808,6 @@ When moose is loading dynamically (for moose class development), tracing is swit

Location (if set) where to get this cargo item.

- - - -
-
- - -CTLD_CARGO.Mark - - -
@@ -27173,17 +27012,6 @@ When moose is loading dynamically (for moose class development), tracing is swit

Location (if set) where to get this cargo item.

- - - -
-
- - -CTLD_CARGO.Mark - - -
@@ -35088,6 +34916,17 @@ When moose is loading dynamically (for moose class development), tracing is swit

template for a group of 10 paratroopers

+ + + +
+
+ + #number +CTLD_HERCULES.j + + +
@@ -36414,6 +36253,17 @@ Use either this method to integrate the Hercules **or** the one from the "normal

template for a group of 10 paratroopers

+ + + +
+
+ + #number +CTLD_HERCULES.j + + +
diff --git a/Documentation/Tasking.Task.html b/Documentation/Tasking.Task.html index 65896c23e..94ab47126 100644 --- a/Documentation/Tasking.Task.html +++ b/Documentation/Tasking.Task.html @@ -3021,6 +3021,17 @@ but can separately be modified later in your mission using the + + + +
+
+ + +TASK.TaskControlMenu + + +
@@ -7657,6 +7668,17 @@ If the Unit is part of the Task, true is returned.

+ + + +
+
+ + +TASK.TaskControlMenu + + +
diff --git a/Documentation/Tasking.Task_A2A_Dispatcher.html b/Documentation/Tasking.Task_A2A_Dispatcher.html index a2e565ca2..9316a4495 100644 --- a/Documentation/Tasking.Task_A2A_Dispatcher.html +++ b/Documentation/Tasking.Task_A2A_Dispatcher.html @@ -3028,7 +3028,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #boolean + TASK_A2A_DISPATCHER.FlashNewTask @@ -3753,7 +3753,7 @@ If too large, any airborne cap may not be able to reach the detected target area
- #boolean + TASK_A2A_DISPATCHER.FlashNewTask @@ -4929,7 +4929,7 @@ If too large, any airborne cap may not be able to reach the detected target area
- #boolean + TASK_A2A_DISPATCHER.FlashNewTask @@ -6407,7 +6407,7 @@ If too large, any airborne cap may not be able to reach the detected target area
- #boolean + TASK_A2A_DISPATCHER.FlashNewTask diff --git a/Documentation/Tasking.Task_A2G_Dispatcher.html b/Documentation/Tasking.Task_A2G_Dispatcher.html index c0d98b66f..4c1ded17c 100644 --- a/Documentation/Tasking.Task_A2G_Dispatcher.html +++ b/Documentation/Tasking.Task_A2G_Dispatcher.html @@ -3298,11 +3298,14 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #boolean TASK_A2G_DISPATCHER.FlashNewTask + +

set to false to suppress flash messages

+
@@ -3875,11 +3878,14 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #boolean TASK_A2G_DISPATCHER.FlashNewTask + +

set to false to suppress flash messages

+
@@ -5062,11 +5068,14 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #boolean TASK_A2G_DISPATCHER.FlashNewTask + +

set to false to suppress flash messages

+
@@ -6551,11 +6560,14 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #boolean TASK_A2G_DISPATCHER.FlashNewTask + +

set to false to suppress flash messages

+
diff --git a/Documentation/Tasking.Task_CARGO.html b/Documentation/Tasking.Task_CARGO.html index d6ab3db34..30b34615e 100644 --- a/Documentation/Tasking.Task_CARGO.html +++ b/Documentation/Tasking.Task_CARGO.html @@ -3313,11 +3313,22 @@ based on the tasking capabilities defined in + +
+
+
diff --git a/Documentation/Tasking.Task_Cargo_Dispatcher.html b/Documentation/Tasking.Task_Cargo_Dispatcher.html index 2a8755295..a7bd4bcdb 100644 --- a/Documentation/Tasking.Task_Cargo_Dispatcher.html +++ b/Documentation/Tasking.Task_Cargo_Dispatcher.html @@ -3349,8 +3349,8 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- -TASK_CARGO_DISPATCHER.DefaultDeployZones + #number +TASK_CARGO_DISPATCHER.CountCSAR @@ -3360,8 +3360,8 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- -TASK_CARGO_DISPATCHER.MaxCSAR + #table +TASK_CARGO_DISPATCHER.DefaultDeployZones @@ -4499,8 +4499,8 @@ This method can only be used once!

- -TASK_CARGO_DISPATCHER.DefaultDeployZones + #number +TASK_CARGO_DISPATCHER.CountCSAR @@ -4510,8 +4510,8 @@ This method can only be used once!

- -TASK_CARGO_DISPATCHER.MaxCSAR + #table +TASK_CARGO_DISPATCHER.DefaultDeployZones @@ -5401,8 +5401,8 @@ This method can only be used once!

- -TASK_CARGO_DISPATCHER.DefaultDeployZones + #number +TASK_CARGO_DISPATCHER.CountCSAR @@ -5412,8 +5412,8 @@ This method can only be used once!

- -TASK_CARGO_DISPATCHER.MaxCSAR + #table +TASK_CARGO_DISPATCHER.DefaultDeployZones @@ -6934,8 +6934,8 @@ This method can only be used once!

- -TASK_CARGO_DISPATCHER.DefaultDeployZones + #number +TASK_CARGO_DISPATCHER.CountCSAR @@ -6945,8 +6945,8 @@ This method can only be used once!

- -TASK_CARGO_DISPATCHER.MaxCSAR + #table +TASK_CARGO_DISPATCHER.DefaultDeployZones diff --git a/Documentation/Utilities.FiFo.html b/Documentation/Utilities.FiFo.html index c64e1f787..01e8de1ec 100644 --- a/Documentation/Utilities.FiFo.html +++ b/Documentation/Utilities.FiFo.html @@ -3349,6 +3349,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Stack by pointer.

+
+ +
+
+
+ + #number +FIFO.uniquecounter + + +
@@ -4198,6 +4209,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Stack by pointer.

+
+ +
+
+
+ + #number +FIFO.uniquecounter + + +
@@ -7724,6 +7746,17 @@ When moose is loading dynamically (for moose class development), tracing is swit +
+ +
+
+
+ + #number +LIFO.uniquecounter + + +
@@ -8573,6 +8606,17 @@ When moose is loading dynamically (for moose class development), tracing is swit +
+ +
+
+
+ + #number +LIFO.uniquecounter + + +
diff --git a/Documentation/Wrapper.Group.html b/Documentation/Wrapper.Group.html index fb0405626..2dbf397fa 100644 --- a/Documentation/Wrapper.Group.html +++ b/Documentation/Wrapper.Group.html @@ -5420,18 +5420,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -
-
-
- - -GROUP.InitRespawnRandomizePositionOuter +GROUP.InitRespawnRandomizePositionZone @@ -10231,18 +10220,7 @@ So each unit of the group is respawned at exactly the same parking spot as it cu - -
-
- -
-
- - -GROUP.InitRespawnRandomizePositionOuter +GROUP.InitRespawnRandomizePositionZone @@ -27085,18 +27052,7 @@ Coordinates are dependent on the position of the maps origin.

- -
-
-
- - -GROUP.InitRespawnRandomizePositionOuter +GROUP.InitRespawnRandomizePositionZone @@ -27721,18 +27677,7 @@ If the Identifiable is alive, true is returned.

- -
-
-
- - -GROUP.InitRespawnRandomizePositionOuter +GROUP.InitRespawnRandomizePositionZone @@ -27974,18 +27919,7 @@ If the Identifiable is alive, true is returned.

- -
-
-
- - -GROUP.InitRespawnRandomizePositionOuter +GROUP.InitRespawnRandomizePositionZone diff --git a/Documentation/Wrapper.Marker.html b/Documentation/Wrapper.Marker.html index d710b24ec..8aa820957 100644 --- a/Documentation/Wrapper.Marker.html +++ b/Documentation/Wrapper.Marker.html @@ -3199,28 +3199,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -
- -
-
-
- - #boolean -MARKER.tocoalition - - - -
- -
-
-
- - #boolean -MARKER.togroup - - -
@@ -5338,28 +5316,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -
- -
-
-
- - #boolean -MARKER.tocoalition - - - -
- -
-
-
- - #boolean -MARKER.togroup - - -
@@ -6948,28 +6904,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -
- -
-
-
- - #boolean -MARKER.tocoalition - - - -
- -
-
-
- - #boolean -MARKER.togroup - - -
diff --git a/Documentation/Wrapper.Positionable.html b/Documentation/Wrapper.Positionable.html index ed533e73c..a2664717c 100644 --- a/Documentation/Wrapper.Positionable.html +++ b/Documentation/Wrapper.Positionable.html @@ -3827,6 +3827,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau +
+ +
+ @@ -7861,6 +7872,17 @@ Coordinates are dependent on the position of the maps origin.

+
+ +
+ @@ -8431,6 +8453,17 @@ If the Identifiable is alive, true is returned.

+
+ +
+ @@ -8618,6 +8651,17 @@ If the Identifiable is alive, true is returned.

+
+ +
+