From 52b267fafa5173050e14c94b202783e5cf75be4f Mon Sep 17 00:00:00 2001 From: MooseBotter Date: Thu, 7 Dec 2023 12:49:19 +0000 Subject: [PATCH] Auto commit by GitHub Actions Workflow --- Documentation/AI.AI_A2A_Dispatcher.html | 20 +- Documentation/AI.AI_A2G_Dispatcher.html | 44 - Documentation/AI.AI_Air.html | 88 + Documentation/AI.AI_Air_Squadron.html | 22 + Documentation/AI.AI_Cargo.html | 8 +- Documentation/AI.AI_Patrol.html | 12 + Documentation/Cargo.CargoGroup.html | 34 +- Documentation/Cargo.CargoUnit.html | 22 - Documentation/Core.Settings.html | 4 +- Documentation/Core.Spawn.html | 224 +- Documentation/Core.SpawnStatic.html | 84 - Documentation/Core.Spot.html | 33 + Documentation/Core.Zone.html | 8130 ++++++++++++++++- Documentation/Functional.ATC_Ground.html | 6 - Documentation/Functional.Designate.html | 55 - Documentation/Functional.Detection.html | 66 +- Documentation/Functional.Mantis.html | 130 +- Documentation/Functional.Movement.html | 28 + Documentation/Functional.RAT.html | 63 + Documentation/Functional.Scoring.html | 4 +- Documentation/Ops.Airboss.html | 82 +- Documentation/Ops.CSAR.html | 36 +- Documentation/Ops.CTLD.html | 118 +- .../Tasking.Task_A2A_Dispatcher.html | 8 +- .../Tasking.Task_A2G_Dispatcher.html | 20 +- Documentation/Tasking.Task_CARGO.html | 13 +- .../Tasking.Task_Cargo_Dispatcher.html | 52 +- Documentation/Utilities.FiFo.html | 22 - Documentation/Wrapper.Group.html | 78 +- 29 files changed, 8744 insertions(+), 762 deletions(-) diff --git a/Documentation/AI.AI_A2A_Dispatcher.html b/Documentation/AI.AI_A2A_Dispatcher.html index 218364666..0dbf08969 100644 --- a/Documentation/AI.AI_A2A_Dispatcher.html +++ b/Documentation/AI.AI_A2A_Dispatcher.html @@ -4876,14 +4876,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #boolean + AI_A2A_DISPATCHER.SetSendPlayerMessages - -

Flash messages to player

-
@@ -11543,14 +11540,11 @@ They will lock the parking spot.

- #boolean + AI_A2A_DISPATCHER.SetSendPlayerMessages - -

Flash messages to player

-
@@ -12808,14 +12802,11 @@ They will lock the parking spot.

- #boolean + AI_A2A_DISPATCHER.SetSendPlayerMessages - -

Flash messages to player

-
@@ -14375,14 +14366,11 @@ 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 7ea00863a..60720110e 100644 --- a/Documentation/AI.AI_A2G_Dispatcher.html +++ b/Documentation/AI.AI_A2G_Dispatcher.html @@ -4756,17 +4756,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

The Defender Default Settings over all Squadrons.

- - - -
-
@@ -13289,17 +13278,6 @@ multiplied by the Overhead and rounded up to the smallest integer.

The Defender Default Settings over all Squadrons.

- - - -
-
@@ -14628,17 +14606,6 @@ multiplied by the Overhead and rounded up to the smallest integer.

The Defender Default Settings over all Squadrons.

- - - -
-
@@ -16269,17 +16236,6 @@ multiplied by the Overhead and rounded up to the smallest integer.

The Defender Default Settings over all Squadrons.

- - - -
-
diff --git a/Documentation/AI.AI_Air.html b/Documentation/AI.AI_Air.html index 860570187..24807f361 100644 --- a/Documentation/AI.AI_Air.html +++ b/Documentation/AI.AI_Air.html @@ -3177,6 +3177,28 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + + + +
+
+ + #number +AI_AIR.RTBSpeedMaxFactor + + + +
+ +
+
+
+ + #number +AI_AIR.RTBSpeedMinFactor + + +
@@ -5983,6 +6005,28 @@ A random value in this bracket is then applied in the waypoint routing generatio + + + +
+
+ + #number +AI_AIR.RTBSpeedMaxFactor + + + +
+ +
+
+
+ + #number +AI_AIR.RTBSpeedMinFactor + + +
@@ -6708,6 +6752,28 @@ A random value in this bracket is then applied in the waypoint routing generatio + + + +
+
+ + #number +AI_AIR.RTBSpeedMaxFactor + + + +
+ +
+
+
+ + #number +AI_AIR.RTBSpeedMinFactor + + +
@@ -8321,6 +8387,28 @@ A random value in this bracket is then applied in the waypoint routing generatio + + + +
+
+ + #number +AI_AIR.RTBSpeedMaxFactor + + + +
+ +
+
+
+ + #number +AI_AIR.RTBSpeedMinFactor + + +
diff --git a/Documentation/AI.AI_Air_Squadron.html b/Documentation/AI.AI_Air_Squadron.html index 7f173ddbf..ca3a03ff5 100644 --- a/Documentation/AI.AI_Air_Squadron.html +++ b/Documentation/AI.AI_Air_Squadron.html @@ -2563,6 +2563,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + + + +
+
@@ -3634,6 +3645,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + + + +
+
diff --git a/Documentation/AI.AI_Cargo.html b/Documentation/AI.AI_Cargo.html index ad13105cf..6cbfca874 100644 --- a/Documentation/AI.AI_Cargo.html +++ b/Documentation/AI.AI_Cargo.html @@ -2759,7 +2759,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + Wrapper.Group#GROUP AI_CARGO.CargoCarrier @@ -4789,7 +4789,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + Wrapper.Group#GROUP AI_CARGO.CargoCarrier @@ -5401,7 +5401,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + Wrapper.Group#GROUP AI_CARGO.CargoCarrier @@ -6901,7 +6901,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + Wrapper.Group#GROUP AI_CARGO.CargoCarrier diff --git a/Documentation/AI.AI_Patrol.html b/Documentation/AI.AI_Patrol.html index 028a12ef2..f0eaea63a 100644 --- a/Documentation/AI.AI_Patrol.html +++ b/Documentation/AI.AI_Patrol.html @@ -3262,6 +3262,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

This table contains the targets detected during patrol.

+
@@ -6509,6 +6512,9 @@ Note that this method is required, as triggers the next route when patrolling fo + +

This table contains the targets detected during patrol.

+
@@ -7253,6 +7259,9 @@ Note that this method is required, as triggers the next route when patrolling fo + +

This table contains the targets detected during patrol.

+
@@ -8885,6 +8894,9 @@ Note that this method is required, as triggers the next route when patrolling fo + +

This table contains the targets detected during patrol.

+
diff --git a/Documentation/Cargo.CargoGroup.html b/Documentation/Cargo.CargoGroup.html index e93ddd11c..2ceff13c5 100644 --- a/Documentation/Cargo.CargoGroup.html +++ b/Documentation/Cargo.CargoGroup.html @@ -1942,9 +1942,6 @@ Therefore, this class is considered to be deprecated

- -

Then we register the new group in the database

- @@ -1956,6 +1953,20 @@ Therefore, this class is considered to be deprecated

+ + + +
+
+ + +CARGO_GROUP.CargoObject + + + + +

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

+
@@ -3249,9 +3260,6 @@ This works for ground only groups.

- -

Then we register the new group in the database

- @@ -3263,6 +3271,20 @@ This works for ground only groups.

+ + + +
+
+ + +CARGO_GROUP.CargoObject + + + + +

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

+
diff --git a/Documentation/Cargo.CargoUnit.html b/Documentation/Cargo.CargoUnit.html index 0e4193069..72c02aadb 100644 --- a/Documentation/Cargo.CargoUnit.html +++ b/Documentation/Cargo.CargoUnit.html @@ -1845,17 +1845,6 @@ Therefore, this class is considered to be deprecated

Set cargo object.

- - - -
-
- - #number -CARGO_UNIT.RunCount - - -
@@ -2571,17 +2560,6 @@ Therefore, this class is considered to be deprecated

Set cargo object.

- - - -
-
- - #number -CARGO_UNIT.RunCount - - -
diff --git a/Documentation/Core.Settings.html b/Documentation/Core.Settings.html index 95e5b132b..5d4ed2138 100644 --- a/Documentation/Core.Settings.html +++ b/Documentation/Core.Settings.html @@ -2864,7 +2864,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #string SETTINGS.A2GSystem @@ -5032,7 +5032,7 @@ It is advised to use this method at the start of the mission.

- + #string SETTINGS.A2GSystem diff --git a/Documentation/Core.Spawn.html b/Documentation/Core.Spawn.html index 3b4532792..150f49f7c 100644 --- a/Documentation/Core.Spawn.html +++ b/Documentation/Core.Spawn.html @@ -2952,6 +2952,30 @@ and any spaces before and after the resulting name are removed.

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

+ + + +

SPAWN.communication

+ + + + + +

SPAWN.livery_id

+ + + + + +

SPAWN.skill

+ + + + + +

SPAWN.uncontrolled

+ + @@ -3585,9 +3609,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -

Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.

-
@@ -3676,6 +3697,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau +
+ +
+
+
+ + +SPAWN.SpawnGrouping + + +
@@ -3756,6 +3788,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + + + +
+
+ + +SPAWN.SpawnInitFreq + + +
@@ -3818,21 +3861,18 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
#boolean -SPAWN.SpawnInitKeepUnitNames +SPAWN.SpawnInitLimit - -

Overwrite unit names by default with group name.

-
- #boolean -SPAWN.SpawnInitLimit + +SPAWN.SpawnInitLivery @@ -3891,6 +3931,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau +
+ +
+
+
+ + #string +SPAWN.SpawnInitSkill + + +
@@ -4093,17 +4144,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - - - -
-
- - #boolean -SPAWN.SpawnUnControlled - - -
@@ -4215,6 +4255,50 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + + + +
+
+ + +SPAWN.communication + + + +
+ +
+
+
+ + +SPAWN.livery_id + + + +
+ +
+
+
+ + +SPAWN.skill + + + +
+ +
+
+
+ + +SPAWN.uncontrolled + + +
@@ -9445,9 +9529,6 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.

- @@ -9536,6 +9617,17 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

+ + +
+
+ + +SPAWN.SpawnGrouping + + +
@@ -9616,6 +9708,17 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

+ + +
+
+ + +SPAWN.SpawnInitFreq + + +
@@ -9678,21 +9781,18 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

#boolean -SPAWN.SpawnInitKeepUnitNames +SPAWN.SpawnInitLimit - -

Overwrite unit names by default with group name.

-
- #boolean -SPAWN.SpawnInitLimit + +SPAWN.SpawnInitLivery @@ -9751,6 +9851,17 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

+ +
+
+
+ + #string +SPAWN.SpawnInitSkill + + +
@@ -9953,17 +10064,6 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

- -
-
-
- - #boolean -SPAWN.SpawnUnControlled - - -
@@ -10075,6 +10175,50 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

+ + +
+
+ + +SPAWN.communication + + + +
+ +
+
+
+ + +SPAWN.livery_id + + + +
+ +
+
+
+ + +SPAWN.skill + + + +
+ +
+
+
+ + +SPAWN.uncontrolled + + +
diff --git a/Documentation/Core.SpawnStatic.html b/Documentation/Core.SpawnStatic.html index 27c7a141a..5285688c4 100644 --- a/Documentation/Core.SpawnStatic.html +++ b/Documentation/Core.SpawnStatic.html @@ -1996,24 +1996,6 @@ 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

- - @@ -2928,39 +2910,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - - - -
- - -
-
- - -
-
-
@@ -4314,39 +4263,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - - - -
- - -
-
- - -
-
-
diff --git a/Documentation/Core.Spot.html b/Documentation/Core.Spot.html index a3e956874..6d8b4c5cd 100644 --- a/Documentation/Core.Spot.html +++ b/Documentation/Core.Spot.html @@ -2848,6 +2848,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + + + +
+
+ + +SPOT.Target + + +
@@ -4164,6 +4175,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + + + +
+
+ + +SPOT.Target + + +
@@ -5719,6 +5741,17 @@ 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 be72788d0..17249da9d 100644 --- a/Documentation/Core.Zone.html +++ b/Documentation/Core.Zone.html @@ -1619,7 +1619,7 @@
  • Create moving zones around a unit.
  • Create moving zones around a group.
  • Provide the zone behavior. Some zones are static, while others are moveable.
  • -
  • Enquiry if a coordinate is within a zone.
  • +
  • Enquire if a coordinate is within a zone.
  • Smoke zones.
  • Set a zone probability to control zone selection.
  • Get zone coordinates.
  • @@ -1657,7 +1657,7 @@
  • #ZONE_UNIT: The ZONE_UNIT class defines by a zone around a Wrapper.Unit#UNIT with a radius.
  • #ZONE_GROUP: The ZONE_GROUP class defines by a zone around a Wrapper.Group#GROUP with a radius.
  • #ZONE_POLYGON: The ZONE_POLYGON class defines by a sequence of Wrapper.Group#GROUP waypoints within the Mission Editor, forming a polygon.
  • -
  • #ZONE_OVAL: The ZONE_OVAL class isdefined by a center point, major axis, minor axis, and angle.
  • +
  • #ZONE_OVAL: The ZONE_OVAL class is defined by a center point, major axis, minor axis, and angle.

  • @@ -2063,6 +2063,10 @@ This class is an abstract BASE class for derived classes, and is not meant to be

    Global _ZONE_TRIANGLE

    +

    ZONETRIANGLE class, extends #ZONE_BASE

    + +

    ZONETRIANGLE class is a helper class for ZONE_POLYGON +This class implements the inherited functions from #ZONE_BASE taking into account the own zone format and properties.

    @@ -2074,6 +2078,10 @@ This class is an abstract BASE class for derived classes, and is not meant to be #_ZONE_TRIANGLE _ZONE_TRIANGLE +

    ZONETRIANGLE class, extends #ZONE_BASE

    + +

    ZONETRIANGLE class is a helper class for ZONE_POLYGON +This class implements the inherited functions from #ZONE_BASE taking into account the own zone format and properties.

    @@ -2109,6 +2117,7 @@ This class is an abstract BASE class for derived classes, and is not meant to be

    Type ZONE_AIRBASE

    ZONE_AIRBASE +, extends #ZONE_RADIUS
    @@ -2138,6 +2147,24 @@ This class is an abstract BASE class for derived classes, and is not meant to be + + + + + + + + + + + +

    ZONE_AIRBASE:New(AirbaseName, Radius)

    Constructor to create a ZONE_AIRBASE instance, taking the zone name, a zone Wrapper.Airbase#AIRBASE and a radius.

    +

    ZONE_AIRBASE.isAirdrome

    +

    If true, airbase is an airdrome.

    +

    ZONE_AIRBASE.isHelipad

    +

    If true, airbase is a helipad.

    +

    ZONE_AIRBASE.isShip

    +

    If true, airbase is a ship.

    @@ -3366,6 +3393,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    @@ -3424,13 +3452,31 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + + + + + + + + + + + +

    ZONE_ELASTIC.points

    - +

    Points in 2D.

    +

    ZONE_ELASTIC.setGroups

    +

    Set of GROUPs.

    +

    ZONE_ELASTIC.setOpsGroups

    +

    Set of OPSGROUPS.

    +

    ZONE_ELASTIC.setUnits

    +

    Set of UNITs.

    ZONE_ELASTIC.updateID

    - +

    Scheduler ID for updating.

    @@ -5628,7 +5674,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    _ZONE_TRIANGLE -, extends #BASE +, extends Core.Zone#ZONE_BASE +, extends Core.Fsm#FSM +, extends Core.Base#BASE
    @@ -5637,27 +5685,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - - - - - - - - - + - - - - @@ -5667,13 +5697,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - - - - - + @@ -5684,16 +5708,1180 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau +
    Description

    _ZONE_TRIANGLE.CenterVec2

    - -

    _ZONE_TRIANGLE.ClassName

    - -

    _ZONE_TRIANGLE.ContainsPoint(pt, points, self)

    _ZONE_TRIANGLE:ContainsPoint(pt, points)

    Checks if a point is contained within the triangle.

    -

    _ZONE_TRIANGLE.Coords

    -

    _ZONE_TRIANGLE.DrawIDs

    - -

    _ZONE_TRIANGLE.GetRandomVec2(points, self)

    _ZONE_TRIANGLE:GetRandomVec2(points)

    Returns a random Vec2 within the triangle.

    +
    +
    + + + + + - + + + + + + + + + + + + + - + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    Fields and Methods inherited from ZONE_BASEDescription

    _ZONE_TRIANGLE.Points

    _ZONE_TRIANGLE:BoundZone()

    +

    Bound the zone boundaries with a tires.

    +

    _ZONE_TRIANGLE.Checktime

    +

    Check every Checktime seconds, used for ZONE:Trigger()

    +

    _ZONE_TRIANGLE.Color

    +

    Table with four entries, e.g. {1, 0, 0, 0.15}. First three are RGB color code. Fourth is the transparency Alpha value.

    +

    _ZONE_TRIANGLE.Coordinate

    _ZONE_TRIANGLE.SurfaceArea

    _ZONE_TRIANGLE.DrawID

    +

    Unique ID of the drawn zone on the F10 map.

    +

    _ZONE_TRIANGLE.FillColor

    +

    Table with four entries, e.g. {1, 0, 0, 0.15}. First three are RGB color code. Fourth is the transparency Alpha value.

    +

    _ZONE_TRIANGLE:Get2DDistance(Coordinate)

    +

    Get 2D distance to a coordinate.

    +

    _ZONE_TRIANGLE:GetAllProperties()

    +

    Returns the zone Properties table.

    +

    _ZONE_TRIANGLE:GetBoundingSquare()

    +

    Get the bounding square the zone.

    +

    _ZONE_TRIANGLE:GetColor()

    +

    Get color table of the zone.

    +

    _ZONE_TRIANGLE:GetColorAlpha()

    +

    Get transparency Alpha value of zone.

    +

    _ZONE_TRIANGLE:GetColorRGB()

    +

    Get RGB color of zone.

    +

    _ZONE_TRIANGLE:GetCoordinate(Height)

    +

    Returns a Core.Point#COORDINATE of the zone.

    +

    _ZONE_TRIANGLE:GetDrawCoalition()

    +

    Get draw coalition of zone.

    +

    _ZONE_TRIANGLE:GetDrawID()

    +

    Get ID of the zone object drawn on the F10 map.

    +

    _ZONE_TRIANGLE:GetFillColor()

    +

    Get fill color table of the zone.

    +

    _ZONE_TRIANGLE:GetFillColorAlpha()

    +

    Get transparency Alpha fill value of zone.

    +

    _ZONE_TRIANGLE:GetFillColorRGB()

    +

    Get RGB fill color of zone.

    +

    _ZONE_TRIANGLE:GetName()

    +

    Returns the name of the zone.

    +

    _ZONE_TRIANGLE:GetPointVec2(Height)

    +

    Returns a Core.Point#POINT_VEC2 of the zone.

    +

    _ZONE_TRIANGLE:GetPointVec3(Height)

    +

    Returns a Core.Point#POINT_VEC3 of the zone.

    +

    _ZONE_TRIANGLE:GetProperty(PropertyName)

    +

    Returns the Value of the zone with the given PropertyName, or nil if no matching property exists.

    +

    _ZONE_TRIANGLE:GetRandomPointVec2()

    +

    Define a random Core.Point#POINT_VEC2 within the zone.

    +

    _ZONE_TRIANGLE:GetRandomPointVec3()

    +

    Define a random Core.Point#POINT_VEC3 within the zone.

    +

    _ZONE_TRIANGLE:GetRandomVec2()

    +

    Define a random DCS#Vec2 within the zone.

    +

    _ZONE_TRIANGLE:GetSurfaceType()

    +

    Get surface type of the zone.

    +

    _ZONE_TRIANGLE:GetVec2()

    +

    Returns the DCS#Vec2 coordinate of the zone.

    +

    _ZONE_TRIANGLE:GetVec3(Height)

    +

    Returns the DCS#Vec3 of the zone.

    +

    _ZONE_TRIANGLE:GetZoneMaybe()

    +

    Get the zone taking into account the randomization probability of a zone to be selected.

    +

    _ZONE_TRIANGLE:GetZoneProbability()

    +

    Get the randomization probability of a zone to be selected.

    +

    _ZONE_TRIANGLE:IsCoordinateInZone(Coordinate)

    +

    Returns if a Coordinate is within the zone.

    +

    _ZONE_TRIANGLE:IsPointVec2InZone(Coordinate)

    +

    Returns if a PointVec2 is within the zone.

    +

    _ZONE_TRIANGLE:IsPointVec3InZone(PointVec3)

    +

    Returns if a PointVec3 is within the zone.

    +

    _ZONE_TRIANGLE:IsVec2InZone(Vec2)

    +

    Returns if a Vec2 is within the zone.

    +

    _ZONE_TRIANGLE:IsVec3InZone(Vec3)

    +

    Returns if a Vec3 is within the zone.

    +

    _ZONE_TRIANGLE:New(ZoneName)

    +

    ZONE_BASE constructor

    +

    _ZONE_TRIANGLE:OnAfterEnteredZone(From, Event, To, Controllable)

    +

    On After "EnteredZone" event.

    +

    _ZONE_TRIANGLE:OnAfterLeftZone(From, Event, To, Controllable)

    +

    On After "LeftZone" event.

    +

    _ZONE_TRIANGLE:SetCheckTime(seconds)

    +

    Set the check time for ZONE:Trigger()

    +

    _ZONE_TRIANGLE:SetColor(RGBcolor, Alpha)

    +

    Set color of zone.

    +

    _ZONE_TRIANGLE:SetDrawCoalition(Coalition)

    +

    Set draw coalition of zone.

    +

    _ZONE_TRIANGLE:SetFillColor(RGBcolor, Alpha)

    +

    Set fill color of zone.

    +

    _ZONE_TRIANGLE:SetName(ZoneName)

    +

    Sets the name of the zone.

    +

    _ZONE_TRIANGLE:SetZoneProbability(ZoneProbability)

    +

    Set the randomization probability of a zone to be selected.

    +

    _ZONE_TRIANGLE:SmokeZone(SmokeColor)

    +

    Smokes the zone boundaries in a color.

    +

    _ZONE_TRIANGLE.Surface

    +

    Type of surface. Only determined at the center of the zone!

    +

    _ZONE_TRIANGLE.Table

    +

    of any trigger zone properties from the ME. The key is the Name of the property, and the value is the property's Value.

    +

    _ZONE_TRIANGLE:Trigger(Objects)

    +

    Start watching if the Object or Objects move into or out of a zone.

    +

    _ZONE_TRIANGLE:TriggerStop()

    +

    Triggers the FSM event "TriggerStop".

    +

    _ZONE_TRIANGLE:UndrawZone(Delay)

    +

    Remove the drawing of the zone from the F10 map.

    +

    _ZONE_TRIANGLE.ZoneID

    +

    ID of zone. Only zones defined in the ME have an ID!

    +

    _ZONE_TRIANGLE.ZoneName

    +

    Name of the zone.

    +

    _ZONE_TRIANGLE.ZoneProbability

    +

    A value between 0 and 1. 0 = 0% and 1 = 100% probability.

    +

    _ZONE_TRIANGLE:_TriggerCheck(fromstart)

    +

    (Internal) Check the assigned objects for being in/out of the zone

    +

    _ZONE_TRIANGLE:__TriggerStop(delay)

    +

    Triggers the FSM event "TriggerStop" after a delay.

    +

    _ZONE_TRIANGLE.checkobjects

    +

    _ZONE_TRIANGLE.drawCoalition

    +

    Draw coalition.

    +

    _ZONE_TRIANGLE.objectset

    + +

    _ZONE_TRIANGLE:onafterTriggerRunCheck(From, Event, to, To)

    +

    (Internal) Check the assigned objects for being in/out of the zone

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

    _ZONE_TRIANGLE:AddEndState(State)

    +

    Adds an End state.

    +

    _ZONE_TRIANGLE: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.

    +

    _ZONE_TRIANGLE:AddScore(State, ScoreText, Score)

    +

    Adds a score for the FSM to be achieved.

    +

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

    +

    Adds a score for the FSM_PROCESS to be achieved.

    +

    _ZONE_TRIANGLE:AddTransition(From, Event, To)

    +

    Add a new transition rule to the FSM.

    +

    _ZONE_TRIANGLE.CallScheduler

    +

    Call scheduler.

    +

    _ZONE_TRIANGLE.ClassName

    +

    Name of the class.

    +

    _ZONE_TRIANGLE.Events

    + +

    _ZONE_TRIANGLE:GetCurrentState()

    +

    Get current state.

    +

    _ZONE_TRIANGLE:GetEndStates()

    +

    Returns the End states.

    +

    _ZONE_TRIANGLE:GetProcess(From, Event)

    + +

    _ZONE_TRIANGLE:GetProcesses()

    +

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

    +

    _ZONE_TRIANGLE:GetScores()

    +

    Returns a table with the scores defined.

    +

    _ZONE_TRIANGLE:GetStartState()

    +

    Returns the start state of the FSM.

    +

    _ZONE_TRIANGLE:GetState()

    +

    Get current state.

    +

    _ZONE_TRIANGLE:GetSubs()

    +

    Returns a table with the Subs defined.

    +

    _ZONE_TRIANGLE:GetTransitions()

    +

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

    +

    _ZONE_TRIANGLE:Is(State)

    +

    Check if FSM is in state.

    +

    _ZONE_TRIANGLE:LoadCallBacks(CallBackTable)

    +

    Load call backs.

    +

    _ZONE_TRIANGLE:New()

    +

    Creates a new FSM object.

    +

    _ZONE_TRIANGLE.Scores

    +

    Scores.

    +

    _ZONE_TRIANGLE:SetProcess(From, Event, Fsm)

    + +

    _ZONE_TRIANGLE:SetStartState(State)

    +

    Sets the start state of the FSM.

    +

    _ZONE_TRIANGLE._EndStates

    + +

    _ZONE_TRIANGLE._EventSchedules

    + +

    _ZONE_TRIANGLE._Processes

    + +

    _ZONE_TRIANGLE._Scores

    + +

    _ZONE_TRIANGLE._StartState

    + +

    _ZONE_TRIANGLE._Transitions

    + +

    _ZONE_TRIANGLE:_add_to_map(Map, Event)

    +

    Add to map.

    +

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

    +

    Call handler.

    +

    _ZONE_TRIANGLE:_create_transition(EventName)

    +

    Create transition.

    +

    _ZONE_TRIANGLE:_delayed_transition(EventName)

    +

    Delayed transition.

    +

    _ZONE_TRIANGLE:_eventmap(Events, EventStructure)

    +

    Event map.

    +

    _ZONE_TRIANGLE:_gosub(ParentFrom, ParentEvent)

    +

    Go sub.

    +

    _ZONE_TRIANGLE:_handler(EventName, ...)

    +

    Handler.

    +

    _ZONE_TRIANGLE:_isendstate(Current)

    +

    Is end state.

    +

    _ZONE_TRIANGLE:_submap(subs, sub, name)

    +

    Sub maps.

    +

    _ZONE_TRIANGLE:can(e)

    +

    Check if can do an event.

    +

    _ZONE_TRIANGLE:cannot(e)

    +

    Check if cannot do an event.

    +

    _ZONE_TRIANGLE.current

    +

    Current state name.

    +

    _ZONE_TRIANGLE.endstates

    + +

    _ZONE_TRIANGLE:is(State, state)

    +

    Check if FSM is in state.

    +

    _ZONE_TRIANGLE.options

    +

    Options.

    +

    _ZONE_TRIANGLE.subs

    +

    Subs.

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

    _ZONE_TRIANGLE.ClassID

    +

    The ID number of the class.

    +

    _ZONE_TRIANGLE.ClassName

    +

    The name of the class.

    +

    _ZONE_TRIANGLE.ClassNameAndID

    +

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

    +

    _ZONE_TRIANGLE:ClearState(Object, StateName)

    +

    Clear the state of an object.

    +

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

    +

    Creation of a Birth Event.

    +

    _ZONE_TRIANGLE:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

    +

    Creation of a Crash Event.

    +

    _ZONE_TRIANGLE:CreateEventDead(EventTime, Initiator, IniObjectCategory)

    +

    Creation of a Dead Event.

    +

    _ZONE_TRIANGLE:CreateEventPlayerEnterAircraft(PlayerUnit)

    +

    Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

    +

    _ZONE_TRIANGLE:CreateEventRemoveUnit(EventTime, Initiator)

    +

    Creation of a Remove Unit Event.

    +

    _ZONE_TRIANGLE:CreateEventTakeoff(EventTime, Initiator)

    +

    Creation of a Takeoff Event.

    +

    _ZONE_TRIANGLE:CreateEventUnitLost(EventTime, Initiator)

    +

    Creation of a Crash Event.

    +

    _ZONE_TRIANGLE:E(Arguments)

    +

    Log an exception which will be traced always.

    +

    _ZONE_TRIANGLE:EventDispatcher()

    +

    Returns the event dispatcher

    +

    _ZONE_TRIANGLE:EventRemoveAll()

    +

    Remove all subscribed events

    +

    _ZONE_TRIANGLE:F(Arguments)

    +

    Trace a function call.

    +

    _ZONE_TRIANGLE:F2(Arguments)

    +

    Trace a function call level 2.

    +

    _ZONE_TRIANGLE:F3(Arguments)

    +

    Trace a function call level 3.

    +

    _ZONE_TRIANGLE:GetClassID()

    +

    Get the ClassID of the class instance.

    +

    _ZONE_TRIANGLE:GetClassName()

    +

    Get the ClassName of the class instance.

    +

    _ZONE_TRIANGLE:GetClassNameAndID()

    +

    Get the ClassName + ClassID of the class instance.

    +

    _ZONE_TRIANGLE:GetEventPriority()

    +

    Get the Class Core.Event processing Priority.

    +

    _ZONE_TRIANGLE:GetParent(Child, FromClass)

    +

    This is the worker method to retrieve the Parent class.

    +

    _ZONE_TRIANGLE:GetState(Object, Key)

    +

    Get a Value given a Key from the Object.

    +

    _ZONE_TRIANGLE:HandleEvent(EventID, EventFunction)

    +

    Subscribe to a DCS Event.

    +

    _ZONE_TRIANGLE:I(Arguments)

    +

    Log an information which will be traced always.

    +

    _ZONE_TRIANGLE:Inherit(Child, Parent)

    +

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

    +

    _ZONE_TRIANGLE:IsInstanceOf(ClassName)

    +

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

    +

    _ZONE_TRIANGLE:IsTrace()

    +

    Enquires if tracing is on (for the class).

    +

    _ZONE_TRIANGLE:New()

    +

    BASE constructor.

    +

    _ZONE_TRIANGLE:OnEvent(EventData)

    +

    Occurs when an Event for an object is triggered.

    +

    _ZONE_TRIANGLE:OnEventBDA(EventData)

    +

    BDA.

    +

    _ZONE_TRIANGLE:OnEventBaseCaptured(EventData)

    +

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

    +

    _ZONE_TRIANGLE:OnEventBirth(EventData)

    +

    Occurs when any object is spawned into the mission.

    +

    _ZONE_TRIANGLE:OnEventCrash(EventData)

    +

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

    +

    _ZONE_TRIANGLE:OnEventDead(EventData)

    +

    Occurs when an object is dead.

    +

    _ZONE_TRIANGLE:OnEventDetailedFailure(EventData)

    +

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

    +

    _ZONE_TRIANGLE:OnEventDiscardChairAfterEjection(EventData)

    +

    Discard chair after ejection.

    +

    _ZONE_TRIANGLE: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.

    +

    _ZONE_TRIANGLE:OnEventEngineShutdown(EventData)

    +

    Occurs when any aircraft shuts down its engines.

    +

    _ZONE_TRIANGLE:OnEventEngineStartup(EventData)

    +

    Occurs when any aircraft starts its engines.

    +

    _ZONE_TRIANGLE:OnEventHit(EventData)

    +

    Occurs whenever an object is hit by a weapon.

    +

    _ZONE_TRIANGLE:OnEventHumanFailure(EventData)

    +

    Occurs when any system fails on a human controlled aircraft.

    +

    _ZONE_TRIANGLE:OnEventKill(EventData)

    +

    Occurs on the death of a unit.

    +

    _ZONE_TRIANGLE: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.

    +

    _ZONE_TRIANGLE:OnEventLandingAfterEjection(EventData)

    +

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

    +

    _ZONE_TRIANGLE:OnEventLandingQualityMark(EventData)

    +

    Landing quality mark.

    +

    _ZONE_TRIANGLE:OnEventMarkAdded(EventData)

    +

    Occurs when a new mark was added.

    +

    _ZONE_TRIANGLE:OnEventMarkChange(EventData)

    +

    Occurs when a mark text was changed.

    +

    _ZONE_TRIANGLE:OnEventMarkRemoved(EventData)

    +

    Occurs when a mark was removed.

    +

    _ZONE_TRIANGLE:OnEventMissionEnd(EventData)

    +

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

    +

    _ZONE_TRIANGLE:OnEventMissionStart(EventData)

    +

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

    +

    _ZONE_TRIANGLE:OnEventParatrooperLanding(EventData)

    +

    Weapon add.

    +

    _ZONE_TRIANGLE:OnEventPilotDead(EventData)

    +

    Occurs when the pilot of an aircraft is killed.

    +

    _ZONE_TRIANGLE:OnEventPlayerEnterAircraft(EventData)

    +

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

    +

    _ZONE_TRIANGLE:OnEventPlayerEnterUnit(EventData)

    +

    Occurs when any player assumes direct control of a unit.

    +

    _ZONE_TRIANGLE:OnEventPlayerLeaveUnit(EventData)

    +

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

    +

    _ZONE_TRIANGLE:OnEventRefueling(EventData)

    +

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

    +

    _ZONE_TRIANGLE:OnEventRefuelingStop(EventData)

    +

    Occurs when an aircraft is finished taking fuel.

    +

    _ZONE_TRIANGLE:OnEventScore(EventData)

    +

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

    +

    _ZONE_TRIANGLE:OnEventShootingEnd(EventData)

    +

    Occurs when any unit stops firing its weapon.

    +

    _ZONE_TRIANGLE:OnEventShootingStart(EventData)

    +

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

    +

    _ZONE_TRIANGLE:OnEventShot(EventData)

    +

    Occurs whenever any unit in a mission fires a weapon.

    +

    _ZONE_TRIANGLE:OnEventTakeoff(EventData)

    +

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

    +

    _ZONE_TRIANGLE:OnEventTriggerZone(EventData)

    +

    Trigger zone.

    +

    _ZONE_TRIANGLE:OnEventUnitLost(EventData)

    +

    Occurs when the game thinks an object is destroyed.

    +

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

    +

    Schedule a new time event.

    +

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

    +

    Schedule a new time event.

    +

    _ZONE_TRIANGLE:ScheduleStop(SchedulerID)

    +

    Stops the Schedule.

    +

    _ZONE_TRIANGLE.Scheduler

    + +

    _ZONE_TRIANGLE:SetEventPriority(EventPriority)

    +

    Set the Class Core.Event processing Priority.

    +

    _ZONE_TRIANGLE:SetState(Object, Key, Value)

    +

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

    +

    _ZONE_TRIANGLE:T(Arguments)

    +

    Trace a function logic level 1.

    +

    _ZONE_TRIANGLE:T2(Arguments)

    +

    Trace a function logic level 2.

    +

    _ZONE_TRIANGLE:T3(Arguments)

    +

    Trace a function logic level 3.

    +

    _ZONE_TRIANGLE:TraceAll(TraceAll)

    +

    Trace all methods in MOOSE

    +

    _ZONE_TRIANGLE:TraceClass(Class)

    +

    Set tracing for a class

    +

    _ZONE_TRIANGLE:TraceClassMethod(Class, Method)

    +

    Set tracing for a specific method of class

    +

    _ZONE_TRIANGLE:TraceLevel(Level)

    +

    Set trace level

    +

    _ZONE_TRIANGLE:TraceOff()

    +

    Set trace off.

    +

    _ZONE_TRIANGLE:TraceOn()

    +

    Set trace on.

    +

    _ZONE_TRIANGLE: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.

    +

    _ZONE_TRIANGLE:UnHandleEvent(EventID)

    +

    UnSubscribe to a DCS event.

    +

    _ZONE_TRIANGLE._

    + +

    _ZONE_TRIANGLE:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

    +

    Trace a function call.

    +

    _ZONE_TRIANGLE:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

    +

    Trace a function logic.

    +

    _ZONE_TRIANGLE.__

    + +

    _ZONE_TRIANGLE:onEvent(event)

    +

    The main event handling function...

    @@ -5811,6 +6999,39 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    Field(s)

    +
    +
    + + #boolean +ZONE_AIRBASE.isAirdrome + +

    If true, airbase is an airdrome.

    + +
    + +
    +
    +
    + + #boolean +ZONE_AIRBASE.isHelipad + +

    If true, airbase is a helipad.

    + +
    + +
    +
    +
    + + #boolean +ZONE_AIRBASE.isShip + +

    If true, airbase is a ship.

    + +
    + +

    Function(s)

    @@ -13188,10 +14409,10 @@ When moose is loading dynamically (for moose class development), tracing is swit
    - + #table ZONE_ELASTIC.points - +

    Points in 2D.

    @@ -13199,10 +14420,43 @@ When moose is loading dynamically (for moose class development), tracing is swit
    + #table +ZONE_ELASTIC.setGroups +

    Set of GROUPs.

    + +
    + +
    +
    +
    + + #table +ZONE_ELASTIC.setOpsGroups + +

    Set of OPSGROUPS.

    + +
    + +
    +
    +
    + + #table +ZONE_ELASTIC.setUnits + +

    Set of UNITs.

    + +
    + +
    +
    +
    + + #number ZONE_ELASTIC.updateID - +

    Scheduler ID for updating.

    @@ -22915,7 +24169,7 @@ When moose is loading dynamically (for moose class development), tracing is swit
    -

    The #_TRIANGLE list that make up

    +

    The #ZONETRIANGLE list that makes up the polygon

    @@ -27294,79 +28548,13 @@ Note that once a zone has been scanned, multiple evaluations can be done on the

    Field(s)

    -
    -
    - - #table -_ZONE_TRIANGLE.CenterVec2 - - - -
    - -
    -
    -
    - - #string -_ZONE_TRIANGLE.ClassName - - - -
    - -
    -
    -
    - - #table -_ZONE_TRIANGLE.Coords - - - -
    - -
    -
    -
    - - #table -_ZONE_TRIANGLE.DrawIDs - - - -
    - -
    -
    -
    - - #table -_ZONE_TRIANGLE.Points - - - -
    - -
    -
    -
    - - #number -_ZONE_TRIANGLE.SurfaceArea - - - -
    - -

    Function(s)

    Checks if a point is contained within the triangle.

    @@ -27404,16 +28592,6 @@ Note that once a zone has been scanned, multiple evaluations can be done on the
    -
    -
    -

    - self -

    -
    -
    -

    -
    -

    Return value:

    @@ -27515,6 +28693,17 @@ Note that once a zone has been scanned, multiple evaluations can be done on the

    +

    Return value:

    +
    +
    +

    #table:

    +
    +
    + +

    of draw IDs

    + +
    +
    @@ -27523,7 +28712,7 @@ Note that once a zone has been scanned, multiple evaluations can be done on the

    Returns a random Vec2 within the triangle.

    @@ -27534,7 +28723,7 @@ Note that once a zone has been scanned, multiple evaluations can be done on the

    ZONETRIANGLE

    -

    Parameters:

    +

    Parameter:

    @@ -27548,16 +28737,6 @@ Note that once a zone has been scanned, multiple evaluations can be done on the

    -
    -
    -

    - self -

    -
    -
    -

    -
    -

    Return value:

    @@ -27592,6 +28771,7 @@ Note that once a zone has been scanned, multiple evaluations can be done on the

    + DCS#Vec p1

    @@ -27602,6 +28782,7 @@ Note that once a zone has been scanned, multiple evaluations can be done on the

    + DCS#Vec p2

    @@ -27612,6 +28793,7 @@ Note that once a zone has been scanned, multiple evaluations can be done on the

    + DCS#Vec p3

    @@ -27619,6 +28801,6702 @@ Note that once a zone has been scanned, multiple evaluations can be done on the

    +

    Return value:

    +
    + +
    + +

    self

    + +
    +
    +
    + +
    +
    + +
    +

    Field(s)

    +
    +
    +

    Function(s)

    +
    +
    + + + +

    Bound the zone boundaries with a tires.

    + +
    +
    +

    Defined in:

    + +
    + +
    +
    + +
    + + + +

    Get 2D distance to a coordinate.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Point#COORDINATE + Coordinate +

    +
    +
    + +

    Reference coordinate. Can also be a DCS#Vec2 or DCS#Vec3 object.

    + +
    +
    +

    Return value:

    +
    +
    +

    #number:

    +
    +
    + +

    Distance to the reference coordinate in meters.

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

    Returns the zone Properties table.

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #table:

    +
    +
    + +

    The Key:Value table of TriggerZone properties of the zone.

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

    Get the bounding square the zone.

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #nil:

    +
    +
    + +

    The bounding square.

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

    Get color table of the zone.

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #table:

    +
    +
    + +

    Table with four entries, e.g. {1, 0, 0, 0.15}. First three are RGB color code. Fourth is the transparency Alpha value.

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

    Get transparency Alpha value of zone.

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #number:

    +
    +
    + +

    Alpha value.

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

    Get RGB color of zone.

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #table:

    +
    +
    + +

    Table with three entries, e.g. {1, 0, 0}, which is the RGB color code.

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

    Returns a Core.Point#COORDINATE of the zone.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + DCS#Distance + Height +

    +
    +
    + +

    The height to add to the land height where the center of the zone is located.

    + +
    +
    +

    Return value:

    +
    + +
    + +

    The Coordinate of the zone.

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

    Get draw coalition of zone.

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #number:

    +
    +
    + +

    Draw coalition.

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

    Get ID of the zone object drawn on the F10 map.

    + + +

    The ID can be used to remove the drawn object from the F10 map view via UTILS.RemoveMark(MarkID).

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #number:

    +
    +
    + +

    Unique ID of the

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

    Get fill color table of the zone.

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #table:

    +
    +
    + +

    Table with four entries, e.g. {1, 0, 0, 0.15}. First three are RGB color code. Fourth is the transparency Alpha value.

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

    Get transparency Alpha fill value of zone.

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #number:

    +
    +
    + +

    Alpha value.

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

    Get RGB fill color of zone.

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #table:

    +
    +
    + +

    Table with three entries, e.g. {1, 0, 0}, which is the RGB color code.

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

    Returns the name of the zone.

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #string:

    +
    +
    + +

    The name of the zone.

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

    Returns a Core.Point#POINT_VEC2 of the zone.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + DCS#Distance + Height +

    +
    +
    + +

    The height to add to the land height where the center of the zone is located.

    + +
    +
    +

    Return value:

    +
    + +
    + +

    The PointVec2 of the zone.

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

    Returns a Core.Point#POINT_VEC3 of the zone.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + DCS#Distance + Height +

    +
    +
    + +

    The height to add to the land height where the center of the zone is located.

    + +
    +
    +

    Return value:

    +
    + +
    + +

    The PointVec3 of the zone.

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

    Returns the Value of the zone with the given PropertyName, or nil if no matching property exists.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + #string + PropertyName +

    +
    +
    + +

    The name of a the TriggerZone Property to be retrieved.

    + +
    +
    +

    Return value:

    +
    +
    +

    #string:

    +
    +
    + +

    The Value of the TriggerZone Property with the given PropertyName, or nil if absent.

    + +
    +
    +

    Usage:

    +
    
    +local PropertiesZone = ZONE:FindByName("Properties Zone")
    +local Property = "ExampleProperty"
    +local PropertyValue = PropertiesZone:GetProperty(Property)
    +
    + +
    + +
    +
    + +
    + + + +

    Define a random Core.Point#POINT_VEC2 within the zone.

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    + +
    + +

    The PointVec2 coordinates.

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

    Define a random Core.Point#POINT_VEC3 within the zone.

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    + +
    + +

    The PointVec3 coordinates.

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

    Define a random DCS#Vec2 within the zone.

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    DCS#Vec2:

    +
    +
    + +

    The Vec2 coordinates.

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

    Get surface type of the zone.

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    + +
    + +

    Type of surface.

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

    Returns the DCS#Vec2 coordinate of the zone.

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #nil:

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

    Returns the DCS#Vec3 of the zone.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + DCS#Distance + Height +

    +
    +
    + +

    The height to add to the land height where the center of the zone is located.

    + +
    +
    +

    Return value:

    +
    +
    +

    DCS#Vec3:

    +
    +
    + +

    The Vec3 of the zone.

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

    Get the zone taking into account the randomization probability of a zone to be selected.

    + +
    +
    +

    Defined in:

    + +

    Return values:

    +
    +
    +

    #ZONE_BASE:

    +
    +
    + +

    The zone is selected taking into account the randomization probability factor.

    + +
    +
    +

    #nil:

    +
    +
    + +

    The zone is not selected taking into account the randomization probability factor.

    + +
    +
    +

    Usage:

    +
    
    +local ZoneArray = { ZONE:New( "Zone1" ), ZONE:New( "Zone2" ) }
    +
    +-- We set a zone probability of 70% to the first zone and 30% to the second zone.
    +ZoneArray[1]:SetZoneProbability( 0.5 )
    +ZoneArray[2]:SetZoneProbability( 0.5 )
    +
    +local ZoneSelected = nil
    +
    +while ZoneSelected == nil do
    +  for _, Zone in pairs( ZoneArray ) do
    +    ZoneSelected = Zone:GetZoneMaybe()
    +    if ZoneSelected ~= nil then
    +      break
    +    end
    +  end
    +end
    +
    +-- The result should be that Zone1 would be more probable selected than Zone2.
    +
    + +
    + +
    +
    + +
    + + + +

    Get the randomization probability of a zone to be selected.

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #number:

    +
    +
    + +

    A value between 0 and 1. 0 = 0% and 1 = 100% probability.

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

    Returns if a Coordinate is within the zone.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Point#COORDINATE + Coordinate +

    +
    +
    + +

    The coordinate to test.

    + +
    +
    +

    Return value:

    +
    +
    +

    #boolean:

    +
    +
    + +

    true if the coordinate is within the zone.

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

    Returns if a PointVec2 is within the zone.

    + + +

    (Name is misleading, actually takes a #COORDINATE)

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Point#COORDINATE + Coordinate +

    +
    +
    + +

    The coordinate to test.

    + +
    +
    +

    Return value:

    +
    +
    +

    #boolean:

    +
    +
    + +

    true if the PointVec2 is within the zone.

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

    Returns if a PointVec3 is within the zone.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Point#POINT_VEC3 + PointVec3 +

    +
    +
    + +

    The PointVec3 to test.

    + +
    +
    +

    Return value:

    +
    +
    +

    #boolean:

    +
    +
    + +

    true if the PointVec3 is within the zone.

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

    Returns if a Vec2 is within the zone.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + DCS#Vec2 + Vec2 +

    +
    +
    + +

    The Vec2 to test.

    + +
    +
    +

    Return value:

    +
    +
    +

    #boolean:

    +
    +
    + +

    true if the Vec2 is within the zone.

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

    Returns if a Vec3 is within the zone.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + DCS#Vec3 + Vec3 +

    +
    +
    + +

    The point to test.

    + +
    +
    +

    Return value:

    +
    +
    +

    #boolean:

    +
    +
    + +

    true if the Vec3 is within the zone.

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

    ZONE_BASE constructor

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + #string + ZoneName +

    +
    +
    + +

    Name of the zone.

    + +
    +
    +

    Return value:

    +
    +
    +

    #ZONE_BASE:

    +
    +
    + +

    self

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

    On After "EnteredZone" event.

    + + +

    An observed object has entered the zone.

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + #string + From +

    +
    +
    + +

    From state.

    + +
    +
    +
    +
    +

    + #string + Event +

    +
    +
    + +

    Event.

    + +
    +
    +
    +
    +

    + #string + To +

    +
    +
    + +

    To state.

    + +
    +
    +
    +
    +

    + Wrapper.Controllable#CONTROLLABLE + Controllable +

    +
    +
    + +

    The controllable entering the zone.

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

    On After "LeftZone" event.

    + + +

    An observed object has left the zone.

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + #string + From +

    +
    +
    + +

    From state.

    + +
    +
    +
    +
    +

    + #string + Event +

    +
    +
    + +

    Event.

    + +
    +
    +
    +
    +

    + #string + To +

    +
    +
    + +

    To state.

    + +
    +
    +
    +
    +

    + Wrapper.Controllable#CONTROLLABLE + Controllable +

    +
    +
    + +

    The controllable leaving the zone.

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

    Set the check time for ZONE:Trigger()

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + #number + seconds +

    +
    +
    + +

    Check every seconds for objects entering or leaving the zone. Defaults to 5 secs.

    + +
    +
    +

    Return value:

    +
    +
    +

    #ZONE_BASE:

    +
    +
    + +

    self

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

    Set color of zone.

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + #table + RGBcolor +

    +
    +
    + +

    RGB color table. Default {1, 0, 0}.

    + +
    +
    +
    +
    +

    + #number + Alpha +

    +
    +
    + +

    Transparency between 0 and 1. Default 0.15.

    + +
    +
    +

    Return value:

    +
    +
    +

    #ZONE_BASE:

    +
    +
    + +

    self

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

    Set draw coalition of zone.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + #number + Coalition +

    +
    +
    + +

    Coalition. Default -1.

    + +
    +
    +

    Return value:

    +
    +
    +

    #ZONE_BASE:

    +
    +
    + +

    self

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

    Set fill color of zone.

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + #table + RGBcolor +

    +
    +
    + +

    RGB color table. Default {1, 0, 0}.

    + +
    +
    +
    +
    +

    + #number + Alpha +

    +
    +
    + +

    Transparacy between 0 and 1. Default 0.15.

    + +
    +
    +

    Return value:

    +
    +
    +

    #ZONE_BASE:

    +
    +
    + +

    self

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

    Sets the name of the zone.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + #string + ZoneName +

    +
    +
    + +

    The name of the zone.

    + +
    +
    +

    Return value:

    +
    +
    +

    #ZONE_BASE:

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

    Set the randomization probability of a zone to be selected.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + #number + ZoneProbability +

    +
    +
    + +

    A value between 0 and 1. 0 = 0% and 1 = 100% probability.

    + +
    +
    +

    Return value:

    +
    +
    +

    #ZONE_BASE:

    +
    +
    + +

    self

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

    Smokes the zone boundaries in a color.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Utilities.Utils#SMOKECOLOR + SmokeColor +

    +
    +
    + +

    The smoke color.

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

    Start watching if the Object or Objects move into or out of a zone.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    + +
    + +

    Object or Objects to watch, can be of type UNIT, GROUP, CLIENT, or SET_UNIT, SET_GROUP, SET_CLIENT

    + +
    +
    +

    Return value:

    +
    +
    +

    #ZONE_BASE:

    +
    +
    + +

    self

    + +
    +
    +

    Usage:

    +
               -- Create a new zone and start watching it every 5 secs for a defined GROUP entering or leaving
    +           local triggerzone = ZONE:New("ZonetoWatch"):Trigger(GROUP:FindByName("Aerial-1"))
    +
    +           -- This FSM function will be called when the group enters the zone
    +           function triggerzone:OnAfterEnteredZone(From,Event,To,Group)
    +             MESSAGE:New("Group has entered zone!",15):ToAll()
    +           end
    +
    +           -- This FSM function will be called when the group leaves the zone
    +           function triggerzone:OnAfterLeftZone(From,Event,To,Group)
    +             MESSAGE:New("Group has left zone!",15):ToAll()
    +           end
    +
    +           -- Stop watching the zone after 1 hour
    +          triggerzone:__TriggerStop(3600)
    + +
    + +
    +
    + +
    + + + +

    Triggers the FSM event "TriggerStop".

    + + +

    Stops the ZONE_BASE Trigger.

    + +
    +
    +

    Defined in:

    + +
    + +
    +
    + +
    + + + +

    Remove the drawing of the zone from the F10 map.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + #number + Delay +

    +
    +
    + +

    (Optional) Delay before the drawing is removed.

    + +
    +
    +

    Return value:

    +
    +
    +

    #ZONE_BASE:

    +
    +
    + +

    self

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

    (Internal) Check the assigned objects for being in/out of the zone

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + #boolean + fromstart +

    +
    +
    + +

    If true, do the init of the objects

    + +
    +
    +

    Return value:

    +
    +
    +

    #ZONE_BASE:

    +
    +
    + +

    self

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

    Triggers the FSM event "TriggerStop" after a delay.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + #number + delay +

    +
    +
    + +

    Delay in seconds.

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

    (Internal) Check the assigned objects for being in/out of the zone

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + #string + From +

    +
    +
    +

    +
    +
    +
    +
    +

    + #string + Event +

    +
    +
    +

    +
    +
    +
    +
    +

    + #string + to +

    +
    +
    +

    +
    +
    +
    +
    +

    + To +

    +
    +
    +

    +
    +
    +

    Return value:

    +
    +
    +

    #ZONE_BASE:

    +
    +
    + +

    self

    + +
    +
    +
    + +
    +
    + +
    +

    Field(s)

    +
    +
    +

    Function(s)

    +
    +
    + + + +

    Adds an End state.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + #string + State +

    +
    +
    + +

    The FSM state.

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

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

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + #table + From +

    +
    +
    + +

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

    + +
    +
    +
    +
    +

    + #string + Event +

    +
    +
    + +

    The Event name.

    + +
    +
    +
    +
    +

    + Core.Fsm#FSM_PROCESS + Process +

    +
    +
    + +

    An sub-process FSM.

    + +
    +
    +
    +
    +

    + #table + ReturnEvents +

    +
    +
    + +

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

    + +
    +
    +

    Return value:

    +
    + +
    + +

    The SubFSM.

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

    Adds a score for the FSM to be achieved.

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + #string + State +

    +
    +
    + +

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

    + +
    +
    +
    +
    +

    + #string + ScoreText +

    +
    +
    + +

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

    + +
    +
    +
    +
    +

    + #number + Score +

    +
    +
    + +

    is a number providing the score of the status.

    + +
    +
    +

    Return value:

    +
    +
    +

    #FSM:

    +
    +
    + +

    self

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

    Adds a score for the FSM_PROCESS to be achieved.

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + #string + From +

    +
    +
    + +

    is the From State of the main process.

    + +
    +
    +
    +
    +

    + #string + Event +

    +
    +
    + +

    is the Event of the main process.

    + +
    +
    +
    +
    +

    + #string + State +

    +
    +
    + +

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

    + +
    +
    +
    +
    +

    + #string + ScoreText +

    +
    +
    + +

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

    + +
    +
    +
    +
    +

    + #number + Score +

    +
    +
    + +

    is a number providing the score of the status.

    + +
    +
    +

    Return value:

    +
    +
    +

    #FSM:

    +
    +
    + +

    self

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

    Add a new transition rule to the FSM.

    + + +

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

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + #table + From +

    +
    +
    + +

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

    + +
    +
    +
    +
    +

    + #string + Event +

    +
    +
    + +

    The Event name.

    + +
    +
    +
    +
    +

    + #string + To +

    +
    +
    + +

    The To state.

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

    Get current state.

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #string:

    +
    +
    + +

    Current FSM state.

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

    Returns the End states.

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #table:

    +
    +
    + +

    End states.

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

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + From +

    +
    +
    +

    +
    +
    +
    +
    +

    + Event +

    +
    +
    +

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

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

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #table:

    +
    +
    + +

    Sub processes.

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

    Returns a table with the scores defined.

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #table:

    +
    +
    + +

    Scores.

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

    Returns the start state of the FSM.

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #string:

    +
    +
    + +

    A string containing the start state.

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

    Get current state.

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #string:

    +
    +
    + +

    Current FSM state.

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

    Returns a table with the Subs defined.

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #table:

    +
    +
    + +

    Sub processes.

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

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

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #table:

    +
    +
    + +

    Transitions.

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

    Check if FSM is in state.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + #string + State +

    +
    +
    + +

    State name.

    + +
    +
    +

    Return value:

    +
    +
    +

    #boolean:

    +
    +
    + +

    If true, FSM is in this state.

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

    Load call backs.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + #table + CallBackTable +

    +
    +
    + +

    Table of call backs.

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

    Creates a new FSM object.

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #FSM:

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

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + From +

    +
    +
    +

    +
    +
    +
    +
    +

    + Event +

    +
    +
    +

    +
    +
    +
    +
    +

    + Fsm +

    +
    +
    +

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

    Sets the start state of the FSM.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + #string + State +

    +
    +
    + +

    A string defining the start state.

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

    Add to map.

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + #table + Map +

    +
    +
    + +

    Map.

    + +
    +
    +
    +
    +

    + #table + Event +

    +
    +
    + +

    Event table.

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

    Call handler.

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + #string + step +

    +
    +
    + +

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

    + +
    +
    +
    +
    +

    + #string + trigger +

    +
    +
    + +

    Trigger.

    + +
    +
    +
    +
    +

    + #table + params +

    +
    +
    + +

    Parameters.

    + +
    +
    +
    +
    +

    + #string + EventName +

    +
    +
    + +

    Event name.

    + +
    +
    +

    Return value:

    +
    +
    +
    +
    + +

    Value.

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

    Create transition.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + #string + EventName +

    +
    +
    + +

    Event name.

    + +
    +
    +

    Return value:

    +
    +
    +

    #function:

    +
    +
    + +

    Function.

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

    Delayed transition.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + #string + EventName +

    +
    +
    + +

    Event name.

    + +
    +
    +

    Return value:

    +
    +
    +

    #function:

    +
    +
    + +

    Function.

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

    Event map.

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + #table + Events +

    +
    +
    + +

    Events.

    + +
    +
    +
    +
    +

    + #table + EventStructure +

    +
    +
    + +

    Event structure.

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

    Go sub.

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + #string + ParentFrom +

    +
    +
    + +

    Parent from state.

    + +
    +
    +
    +
    +

    + #string + ParentEvent +

    +
    +
    + +

    Parent event name.

    + +
    +
    +

    Return value:

    +
    +
    +

    #table:

    +
    +
    + +

    Subs.

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

    Handler.

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + #string + EventName +

    +
    +
    + +

    Event name.

    + +
    +
    +
    +
    +

    + ... +

    +
    +
    + +

    Arguments.

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

    Is end state.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + #string + Current +

    +
    +
    + +

    Current state name.

    + +
    +
    +

    Return values:

    +
    +
    +

    #table:

    +
    +
    + +

    FSM parent.

    + +
    +
    +

    #string:

    +
    +
    + +

    Event name.

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

    Sub maps.

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + #table + subs +

    +
    +
    + +

    Subs.

    + +
    +
    +
    +
    +

    + #table + sub +

    +
    +
    + +

    Sub.

    + +
    +
    +
    +
    +

    + #string + name +

    +
    +
    + +

    Name.

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

    Check if can do an event.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + #string + e +

    +
    +
    + +

    Event name.

    + +
    +
    +

    Return values:

    +
    +
    +

    #boolean:

    +
    +
    + +

    If true, FSM can do the event.

    + +
    +
    +

    #string:

    +
    +
    + +

    To state.

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

    Check if cannot do an event.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + #string + e +

    +
    +
    + +

    Event name.

    + +
    +
    +

    Return value:

    +
    +
    +

    #boolean:

    +
    +
    + +

    If true, FSM cannot do the event.

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

    Check if FSM is in state.

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + #string + State +

    +
    +
    + +

    State name.

    + +
    +
    +
    +
    +

    + state +

    +
    +
    +

    +
    +
    +

    Return value:

    +
    +
    +

    #boolean:

    +
    +
    + +

    If true, FSM is in this state.

    + +
    +
    +
    + +
    +
    + +
    +

    Field(s)

    +
    +
    +

    Function(s)

    +
    +
    + + + +

    Clear the state of an object.

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + Object +

    +
    +
    + +

    The object that holds the Value set by the Key.

    + +
    +
    +
    +
    +

    + StateName +

    +
    +
    + +

    The key that is should be cleared.

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

    Creation of a Birth Event.

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + DCS#Time + EventTime +

    +
    +
    + +

    The time stamp of the event.

    + +
    +
    +
    +
    +

    + DCS#Object + Initiator +

    +
    +
    + +

    The initiating object of the event.

    + +
    +
    +
    +
    +

    + #string + IniUnitName +

    +
    +
    + +

    The initiating unit name.

    + +
    +
    +
    +
    +

    + place +

    +
    +
    +

    +
    +
    +
    +
    +

    + subplace +

    +
    +
    +

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

    Creation of a Crash Event.

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + DCS#Time + EventTime +

    +
    +
    + +

    The time stamp of the event.

    + +
    +
    +
    +
    +

    + DCS#Object + Initiator +

    +
    +
    + +

    The initiating object of the event.

    + +
    +
    +
    +
    +

    + IniObjectCategory +

    +
    +
    +

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

    Creation of a Dead Event.

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + DCS#Time + EventTime +

    +
    +
    + +

    The time stamp of the event.

    + +
    +
    +
    +
    +

    + DCS#Object + Initiator +

    +
    +
    + +

    The initiating object of the event.

    + +
    +
    +
    +
    +

    + IniObjectCategory +

    +
    +
    +

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

    Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Wrapper.Unit#UNIT + PlayerUnit +

    +
    +
    + +

    The aircraft unit the player entered.

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

    Creation of a Remove Unit Event.

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + DCS#Time + EventTime +

    +
    +
    + +

    The time stamp of the event.

    + +
    +
    +
    +
    +

    + DCS#Object + Initiator +

    +
    +
    + +

    The initiating object of the event.

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

    Creation of a Takeoff Event.

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + DCS#Time + EventTime +

    +
    +
    + +

    The time stamp of the event.

    + +
    +
    +
    +
    +

    + DCS#Object + Initiator +

    +
    +
    + +

    The initiating object of the event.

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

    Creation of a Crash Event.

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + DCS#Time + EventTime +

    +
    +
    + +

    The time stamp of the event.

    + +
    +
    +
    +
    +

    + DCS#Object + Initiator +

    +
    +
    + +

    The initiating object of the event.

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

    Log an exception which will be traced always.

    + + +

    Can be anywhere within the function logic.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Arguments +

    +
    +
    + +

    A #table or any field.

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

    Returns the event dispatcher

    + +
    +
    +

    Defined in:

    + +

    Return value:

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

    Remove all subscribed events

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #BASE:

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

    Trace a function call.

    + + +

    Must be at the beginning of the function logic.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Arguments +

    +
    +
    + +

    A #table or any field.

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

    Trace a function call level 2.

    + + +

    Must be at the beginning of the function logic.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Arguments +

    +
    +
    + +

    A #table or any field.

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

    Trace a function call level 3.

    + + +

    Must be at the beginning of the function logic.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Arguments +

    +
    +
    + +

    A #table or any field.

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

    Get the ClassID of the class instance.

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #string:

    +
    +
    + +

    The ClassID of the class instance.

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

    Get the ClassName of the class instance.

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #string:

    +
    +
    + +

    The ClassName of the class instance.

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

    Get the ClassName + ClassID of the class instance.

    + + +

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

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #string:

    +
    +
    + +

    The ClassName + ClassID of the class instance.

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

    Get the Class Core.Event processing Priority.

    + + +

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

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #number:

    +
    +
    + +

    The Core.Event processing Priority.

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

    This is the worker method to retrieve the Parent class.

    + + +

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

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

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + #BASE + Child +

    +
    +
    + +

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

    + +
    +
    +
    +
    +

    + #BASE + FromClass +

    +
    +
    + +

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

    + +
    +
    +

    Return value:

    +
    +
    +

    #BASE:

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

    Get a Value given a Key from the Object.

    + + +

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

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + Object +

    +
    +
    + +

    The object that holds the Value set by the Key.

    + +
    +
    +
    +
    +

    + Key +

    +
    +
    + +

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

    + +
    +
    +

    Return value:

    +
    +
    +
    +
    + +

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

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

    Subscribe to a DCS Event.

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + Core.Event#EVENTS + EventID +

    +
    +
    + +

    Event ID.

    + +
    +
    +
    +
    +

    + #function + EventFunction +

    +
    +
    + +

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

    + +
    +
    +

    Return value:

    +
    +
    +

    #BASE:

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

    Log an information which will be traced always.

    + + +

    Can be anywhere within the function logic.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Arguments +

    +
    +
    + +

    A #table or any field.

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

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

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + Child +

    +
    +
    + +

    is the Child class that inherits.

    + +
    +
    +
    +
    +

    + #BASE + Parent +

    +
    +
    + +

    is the Parent class that the Child inherits from.

    + +
    +
    +

    Return value:

    +
    +
    +

    #BASE:

    +
    +
    + +

    Child

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

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

    + + + +

    Examples:

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

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

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

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

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

    • +
    + + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + ClassName +

    +
    +
    + +

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

    + +
    +
    +

    Return value:

    +
    +
    +

    #boolean:

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

    Enquires if tracing is on (for the class).

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #boolean:

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

    BASE constructor.

    + + + +

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

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

    Defined in:

    + +

    Return value:

    +
    +
    +

    #BASE:

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

    Occurs when an Event for an object is triggered.

    + + +

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

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTDATA + EventData +

    +
    +
    + +

    The EventData structure.

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

    BDA.

    + + +

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

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTDATA + EventData +

    +
    +
    + +

    The EventData structure.

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

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

    + + +

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

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTDATA + EventData +

    +
    +
    + +

    The EventData structure.

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

    Occurs when any object is spawned into the mission.

    + + +

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

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTDATA + EventData +

    +
    +
    + +

    The EventData structure.

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

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

    + + +

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

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTDATA + EventData +

    +
    +
    + +

    The EventData structure.

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

    Occurs when an object is dead.

    + + +

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

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTDATA + EventData +

    +
    +
    + +

    The EventData structure.

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

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

    + + +

    Will update this page when new information become available.

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

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTDATA + EventData +

    +
    +
    + +

    The EventData structure.

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

    Discard chair after ejection.

    + + +

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

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTDATA + EventData +

    +
    +
    + +

    The EventData structure.

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

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

    + + +

    initiator : The unit that has ejected

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTDATA + EventData +

    +
    +
    + +

    The EventData structure.

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

    Occurs when any aircraft shuts down its engines.

    + + +

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

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTDATA + EventData +

    +
    +
    + +

    The EventData structure.

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

    Occurs when any aircraft starts its engines.

    + + +

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

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTDATA + EventData +

    +
    +
    + +

    The EventData structure.

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

    Occurs whenever an object is hit by a weapon.

    + + +

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

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTDATA + EventData +

    +
    +
    + +

    The EventData structure.

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

    Occurs when any system fails on a human controlled aircraft.

    + + +

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

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTDATA + EventData +

    +
    +
    + +

    The EventData structure.

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

    Occurs on the death of a unit.

    + + +

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

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

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTDATA + EventData +

    +
    +
    + +

    The EventData structure.

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

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

    + + +

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

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTDATA + EventData +

    +
    +
    + +

    The EventData structure.

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

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

    + + +

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

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

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTDATA + EventData +

    +
    +
    + +

    The EventData structure.

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

    Landing quality mark.

    + + +

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

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTDATA + EventData +

    +
    +
    + +

    The EventData structure.

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

    Occurs when a new mark was added.

    + + +

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

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTDATA + EventData +

    +
    +
    + +

    The EventData structure.

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

    Occurs when a mark text was changed.

    + + +

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

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTDATA + EventData +

    +
    +
    + +

    The EventData structure.

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

    Occurs when a mark was removed.

    + + +

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

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTDATA + EventData +

    +
    +
    + +

    The EventData structure.

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

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

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTDATA + EventData +

    +
    +
    + +

    The EventData structure.

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

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

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTDATA + EventData +

    +
    +
    + +

    The EventData structure.

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

    Weapon add.

    + + +

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

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTDATA + EventData +

    +
    +
    + +

    The EventData structure.

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

    Occurs when the pilot of an aircraft is killed.

    + + +

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

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTDATA + EventData +

    +
    +
    + +

    The EventData structure.

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

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

    + + +

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

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTDATA + EventData +

    +
    +
    + +

    The EventData structure.

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

    Occurs when any player assumes direct control of a unit.

    + + +

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

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTDATA + EventData +

    +
    +
    + +

    The EventData structure.

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

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

    + + +

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

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTDATA + EventData +

    +
    +
    + +

    The EventData structure.

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

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

    + + +

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

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTDATA + EventData +

    +
    +
    + +

    The EventData structure.

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

    Occurs when an aircraft is finished taking fuel.

    + + +

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

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTDATA + EventData +

    +
    +
    + +

    The EventData structure.

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

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

    + + +

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

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTDATA + EventData +

    +
    +
    + +

    The EventData structure.

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

    Occurs when any unit stops firing its weapon.

    + + +

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

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTDATA + EventData +

    +
    +
    + +

    The EventData structure.

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

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

    + + +

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

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTDATA + EventData +

    +
    +
    + +

    The EventData structure.

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

    Occurs whenever any unit in a mission fires a weapon.

    + + +

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

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTDATA + EventData +

    +
    +
    + +

    The EventData structure.

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

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

    + + +

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

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTDATA + EventData +

    +
    +
    + +

    The EventData structure.

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

    Trigger zone.

    + + +

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

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTDATA + EventData +

    +
    +
    + +

    The EventData structure.

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

    Occurs when the game thinks an object is destroyed.

    + + +

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

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

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTDATA + EventData +

    +
    +
    + +

    The EventData structure.

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

    Schedule a new time event.

    + + +

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

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + #number + Start +

    +
    +
    + +

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

    + +
    +
    +
    +
    +

    + #function + SchedulerFunction +

    +
    +
    + +

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

    + +
    +
    +
    +
    +

    + #table + ... +

    +
    +
    + +

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

    + +
    +
    +

    Return value:

    +
    +
    +

    #string:

    +
    +
    + +

    The Schedule ID of the planned schedule.

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

    Schedule a new time event.

    + + +

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

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + #number + Start +

    +
    +
    + +

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

    + +
    +
    +
    +
    +

    + #number + Repeat +

    +
    +
    + +

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

    + +
    +
    +
    +
    +

    + #number + RandomizeFactor +

    +
    +
    + +

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

    + +
    +
    +
    +
    +

    + #number + Stop +

    +
    +
    + +

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

    + +
    +
    +
    +
    +

    + #function + SchedulerFunction +

    +
    +
    + +

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

    + +
    +
    +
    +
    +

    + #table + ... +

    +
    +
    + +

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

    + +
    +
    +

    Return value:

    +
    +
    +

    #string:

    +
    +
    + +

    The Schedule ID of the planned schedule.

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

    Stops the Schedule.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + #string + SchedulerID +

    +
    +
    + +

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

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

    Set the Class Core.Event processing Priority.

    + + +

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

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + #number + EventPriority +

    +
    +
    + +

    The Core.Event processing Priority.

    + +
    +
    +

    Return value:

    +
    +
    +

    #BASE:

    +
    +
    + +

    self

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

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

    + + +

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

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + Object +

    +
    +
    + +

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

    + +
    +
    +
    +
    +

    + Key +

    +
    +
    + +

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

    + +
    +
    +
    +
    +

    + Value +

    +
    +
    + +

    The value to is stored in the object.

    + +
    +
    +

    Return value:

    +
    +
    +
    +
    + +

    The Value set.

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

    Trace a function logic level 1.

    + + +

    Can be anywhere within the function logic.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Arguments +

    +
    +
    + +

    A #table or any field.

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

    Trace a function logic level 2.

    + + +

    Can be anywhere within the function logic.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Arguments +

    +
    +
    + +

    A #table or any field.

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

    Trace a function logic level 3.

    + + +

    Can be anywhere within the function logic.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Arguments +

    +
    +
    + +

    A #table or any field.

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

    Trace all methods in MOOSE

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + #boolean + TraceAll +

    +
    +
    + +

    true = trace all methods in MOOSE.

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

    Set tracing for a class

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + #string + Class +

    +
    +
    + +

    Class name.

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

    Set tracing for a specific method of class

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + #string + Class +

    +
    +
    + +

    Class name.

    + +
    +
    +
    +
    +

    + #string + Method +

    +
    +
    + +

    Method.

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

    Set trace level

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + #number + Level +

    +
    +
    +

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

    Set trace off.

    + +
    +
    +

    Defined in:

    + +

    Usage:

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

    Set trace on.

    + +
    +
    +

    Defined in:

    + +

    Usage:

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

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

    + + +

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

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + #boolean + TraceOnOff +

    +
    +
    + +

    Switch the tracing on or off.

    + +
    +
    +

    Usage:

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

    UnSubscribe to a DCS event.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTS + EventID +

    +
    +
    + +

    Event ID.

    + +
    +
    +

    Return value:

    +
    +
    +

    #BASE:

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

    Trace a function call.

    + + +

    This function is private.

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + Arguments +

    +
    +
    + +

    A #table or any field.

    + +
    +
    +
    +
    +

    + DebugInfoCurrentParam +

    +
    +
    +

    +
    +
    +
    +
    +

    + DebugInfoFromParam +

    +
    +
    +

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

    Trace a function logic.

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + Arguments +

    +
    +
    + +

    A #table or any field.

    + +
    +
    +
    +
    +

    + DebugInfoCurrentParam +

    +
    +
    +

    +
    +
    +
    +
    +

    + DebugInfoFromParam +

    +
    +
    +

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

    The main event handling function...

    + + +

    This function captures all events generated for the class.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + DCS#Event + event +

    +
    +
    +

    +
    +
    diff --git a/Documentation/Functional.ATC_Ground.html b/Documentation/Functional.ATC_Ground.html index 863dca688..080c8a2fa 100644 --- a/Documentation/Functional.ATC_Ground.html +++ b/Documentation/Functional.ATC_Ground.html @@ -3894,9 +3894,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -

    Kickspeed

    -
    @@ -4482,9 +4479,6 @@ 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 474cf4d77..f72a37db9 100644 --- a/Documentation/Functional.Designate.html +++ b/Documentation/Functional.Designate.html @@ -3554,17 +3554,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - - - -
    -
    - - #table -DESIGNATE.LaserCodes - - -
    @@ -6729,17 +6718,6 @@ Using the menu system, the player can "forget" a designation, so that gradually - - - -
    -
    - - #table -DESIGNATE.LaserCodes - - -
    @@ -7539,17 +7517,6 @@ Using the menu system, the player can "forget" a designation, so that gradually - - - -
    -
    - - #table -DESIGNATE.LaserCodes - - -
    @@ -8319,17 +8286,6 @@ Using the menu system, the player can "forget" a designation, so that gradually - - - -
    -
    - - #table -DESIGNATE.LaserCodes - - -
    @@ -9987,17 +9943,6 @@ Using the menu system, the player can "forget" a designation, so that gradually - - - -
    -
    - - #table -DESIGNATE.LaserCodes - - -
    diff --git a/Documentation/Functional.Detection.html b/Documentation/Functional.Detection.html index d365edac0..5544d709a 100644 --- a/Documentation/Functional.Detection.html +++ b/Documentation/Functional.Detection.html @@ -19137,6 +19137,17 @@ When moose is loading dynamically (for moose class development), tracing is swit + + + +
    +
    @@ -19297,18 +19308,7 @@ When moose is loading dynamically (for moose class development), tracing is swit
    - #boolean -DETECTION_BASE.Locking - - -
    - -
    -
    -
    - - #number DETECTION_BASE.RefreshTimeInterval @@ -23840,6 +23840,17 @@ zones that reflect cloudy areas where detected units may not be so easily visual +
    + +
    +
    +
    @@ -24000,18 +24011,7 @@ zones that reflect cloudy areas where detected units may not be so easily visual
    - #boolean -DETECTION_BASE.Locking - - -
    - -
    -
    -
    - - #number DETECTION_BASE.RefreshTimeInterval @@ -25604,6 +25604,17 @@ zones that reflect cloudy areas where detected units may not be so easily visual +
    + +
    +
    +
    @@ -25764,18 +25775,7 @@ zones that reflect cloudy areas where detected units may not be so easily visual
    - #boolean -DETECTION_BASE.Locking - - -
    - -
    -
    -
    - - #number DETECTION_BASE.RefreshTimeInterval diff --git a/Documentation/Functional.Mantis.html b/Documentation/Functional.Mantis.html index 9cd0f4800..7a36683b4 100644 --- a/Documentation/Functional.Mantis.html +++ b/Documentation/Functional.Mantis.html @@ -2021,6 +2021,12 @@ in the mission editor are absolute maximum ranges; in-game this is rather 50-75%

    MANTIS:GetCommandCenter()

    Function to get the HQ object for further use

    + + + +

    MANTIS.Groupset

    + + @@ -4070,6 +4076,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau +
    + +
    +
    +
    + + +MANTIS.Groupset + + +
    @@ -4310,8 +4327,8 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - #number -MANTIS.SkateNumber + +MANTIS.SkateZones @@ -4549,50 +4566,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    Prefix for logging

    -
    - -
    -
    -
    - - #number -MANTIS.maxclassic - - - -
    - -
    -
    -
    - - #number -MANTIS.maxlongrange - - - -
    - -
    -
    -
    - - #number -MANTIS.maxmidrange - - - -
    - -
    -
    -
    - - #number -MANTIS.maxshortrange - - -
    @@ -4662,6 +4635,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

    switch alarm state RED

    + @@ -8759,6 +8735,17 @@ E.g. `mymantis:SetAdvancedMode(true, 90)` + + + +
    +
    + + +MANTIS.Groupset + + +
    @@ -8999,8 +8986,8 @@ E.g. `mymantis:SetAdvancedMode(true, 90)`
    - #number -MANTIS.SkateNumber + +MANTIS.SkateZones @@ -9238,50 +9225,6 @@ E.g. `mymantis:SetAdvancedMode(true, 90)`

    Prefix for logging

    -
    - -
    -
    -
    - - #number -MANTIS.maxclassic - - - -
    - -
    -
    -
    - - #number -MANTIS.maxlongrange - - - -
    - -
    -
    -
    - - #number -MANTIS.maxmidrange - - - -
    - -
    -
    -
    - - #number -MANTIS.maxshortrange - - -
    @@ -9351,6 +9294,9 @@ E.g. `mymantis:SetAdvancedMode(true, 90)` + +

    switch alarm state RED

    + diff --git a/Documentation/Functional.Movement.html b/Documentation/Functional.Movement.html index fcc4c7970..e9de5230c 100644 --- a/Documentation/Functional.Movement.html +++ b/Documentation/Functional.Movement.html @@ -2268,6 +2268,20 @@ 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.

    + +
    + +
    @@ -2498,6 +2512,20 @@ 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 eeade693d..a766a45f1 100644 --- a/Documentation/Functional.RAT.html +++ b/Documentation/Functional.RAT.html @@ -3471,6 +3471,12 @@ manager:Stop(7200)

    RAT.termtype

    Type of terminal to be used when spawning at an airbase.

    + + + +

    RAT.type

    + + @@ -4528,6 +4534,30 @@ and any spaces before and after the resulting name are removed.

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

    + + + +

    RAT.communication

    + + + + + +

    RAT.livery_id

    + + + + + +

    RAT.skill

    + + + + + +

    RAT.uncontrolled

    + + @@ -6919,6 +6949,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    Type of terminal to be used when spawning at an airbase.

    +
    + +
    +
    +
    + + +RAT.type + + +
    @@ -14799,6 +14840,17 @@ Initializes the ratcraft array and group menu.

    Type of terminal to be used when spawning at an airbase.

    +
    + +
    +
    +
    + + +RAT.type + + +
    @@ -21151,6 +21203,17 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

    Type of terminal to be used when spawning at an airbase.

    + + + +
    +
    + + +RAT.type + + +
    diff --git a/Documentation/Functional.Scoring.html b/Documentation/Functional.Scoring.html index fe7c39ef5..38fd87f7e 100644 --- a/Documentation/Functional.Scoring.html +++ b/Documentation/Functional.Scoring.html @@ -3064,7 +3064,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - #boolean + SCORING.penaltyonfratricide @@ -5650,7 +5650,7 @@ The scale magnifies the scores given to the players.

    - #boolean + SCORING.penaltyonfratricide diff --git a/Documentation/Ops.Airboss.html b/Documentation/Ops.Airboss.html index cd0050d49..3d263ec03 100644 --- a/Documentation/Ops.Airboss.html +++ b/Documentation/Ops.Airboss.html @@ -9600,17 +9600,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    Radio queue of LSO.

    -
    - -
    -
    -
    - - -AIRBOSS.RQLid - - -
    @@ -9622,17 +9611,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    Radio queue of marshal.

    -
    - -
    -
    -
    - - -AIRBOSS.RQMid - - -
    @@ -29821,17 +29799,6 @@ If removed flight is the section lead, we try to find a new leader.

    Radio queue of LSO.

    - - - -
    -
    - - -AIRBOSS.RQLid - - -
    @@ -29843,17 +29810,6 @@ If removed flight is the section lead, we try to find a new leader.

    Radio queue of marshal.

    - - - -
    -
    - - -AIRBOSS.RQMid - - -
    @@ -32922,17 +32878,6 @@ If removed flight is the section lead, we try to find a new leader.

    Radio queue of LSO.

    - - - -
    -
    - - -AIRBOSS.RQLid - - -
    @@ -32944,17 +32889,6 @@ If removed flight is the section lead, we try to find a new leader.

    Radio queue of marshal.

    - - - -
    -
    - - -AIRBOSS.RQMid - - -
    @@ -40563,7 +40497,7 @@ When moose is loading dynamically (for moose class development), tracing is swit -

    Set current case.

    +

    Set case to that of lead.

    @@ -40660,6 +40594,17 @@ 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 + + +
    @@ -40820,6 +40765,9 @@ When moose is loading dynamically (for moose class development), tracing is swit + +

    Set Stable Hover

    + diff --git a/Documentation/Ops.CSAR.html b/Documentation/Ops.CSAR.html index 6981c07aa..307c689e5 100644 --- a/Documentation/Ops.CSAR.html +++ b/Documentation/Ops.CSAR.html @@ -4334,7 +4334,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - + Core.Point#COORDINATE CSAR.coordinate @@ -4423,14 +4423,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - #table + CSAR.csarUnits - -

    table of CSAR unit names

    -
    @@ -4451,14 +4448,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - #table + CSAR.downedPilots - -

    Replacement woundedGroups

    -
    @@ -10380,7 +10374,7 @@ callsigns from playername or group name.

    - + Core.Point#COORDINATE CSAR.coordinate @@ -10469,14 +10463,11 @@ callsigns from playername or group name.

    - #table + CSAR.csarUnits - -

    table of CSAR unit names

    -
    @@ -10497,14 +10488,11 @@ callsigns from playername or group name.

    - #table + CSAR.downedPilots - -

    Replacement woundedGroups

    -
    @@ -12911,7 +12899,7 @@ callsigns from playername or group name.

    - + Core.Point#COORDINATE CSAR.coordinate @@ -13000,14 +12988,11 @@ callsigns from playername or group name.

    - #table + CSAR.csarUnits - -

    table of CSAR unit names

    -
    @@ -13028,14 +13013,11 @@ callsigns from playername or group name.

    - #table + CSAR.downedPilots - -

    Replacement woundedGroups

    -
    diff --git a/Documentation/Ops.CTLD.html b/Documentation/Ops.CTLD.html index 76b8c7e84..6a37347e6 100644 --- a/Documentation/Ops.CTLD.html +++ b/Documentation/Ops.CTLD.html @@ -7752,7 +7752,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - + #table CTLD.DroppedTroops @@ -7777,11 +7777,14 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - + #table CTLD.EngineersInField + +

    holds #CTLD_ENGINEERING objects

    +
    @@ -7835,11 +7838,14 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - + #table CTLD.FreeVHFFrequencies + +

    Beacons

    +
    @@ -7924,11 +7930,14 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - + #table CTLD.PilotGroups + +

    tables

    +
    @@ -8206,6 +8215,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    #1570

    +
    + +
    +
    +
    + + #table +CTLD.droppedBeacons + + +
    @@ -8462,7 +8482,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -

    time to repairor build a unit/group

    +

    noob catch

    @@ -8550,7 +8570,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - + #number CTLD.troopdropzoneradius @@ -18035,7 +18055,7 @@ However, if you create a new folder inside the miz file, which contains the soun
    - + #table CTLD.DroppedTroops @@ -18060,11 +18080,14 @@ However, if you create a new folder inside the miz file, which contains the soun
    - + #table CTLD.EngineersInField + +

    holds #CTLD_ENGINEERING objects

    +
    @@ -18118,11 +18141,14 @@ However, if you create a new folder inside the miz file, which contains the soun
    - + #table CTLD.FreeVHFFrequencies + +

    Beacons

    +
    @@ -18207,11 +18233,14 @@ However, if you create a new folder inside the miz file, which contains the soun
    - + #table CTLD.PilotGroups + +

    tables

    +
    @@ -18489,6 +18518,17 @@ However, if you create a new folder inside the miz file, which contains the soun

    #1570

    +
    + +
    +
    +
    + + #table +CTLD.droppedBeacons + + +
    @@ -18745,7 +18785,7 @@ However, if you create a new folder inside the miz file, which contains the soun -

    time to repairor build a unit/group

    +

    noob catch

    @@ -18833,7 +18873,7 @@ However, if you create a new folder inside the miz file, which contains the soun
    - + #number CTLD.troopdropzoneradius @@ -20452,7 +20492,7 @@ However, if you create a new folder inside the miz file, which contains the soun
    - + #table CTLD.DroppedTroops @@ -20477,11 +20517,14 @@ However, if you create a new folder inside the miz file, which contains the soun
    - + #table CTLD.EngineersInField + +

    holds #CTLD_ENGINEERING objects

    +
    @@ -20535,11 +20578,14 @@ However, if you create a new folder inside the miz file, which contains the soun
    - + #table CTLD.FreeVHFFrequencies + +

    Beacons

    +
    @@ -20624,11 +20670,14 @@ However, if you create a new folder inside the miz file, which contains the soun
    - + #table CTLD.PilotGroups + +

    tables

    +
    @@ -20906,6 +20955,17 @@ However, if you create a new folder inside the miz file, which contains the soun

    #1570

    +
    + +
    +
    +
    + + #table +CTLD.droppedBeacons + + +
    @@ -21162,7 +21222,7 @@ However, if you create a new folder inside the miz file, which contains the soun -

    time to repairor build a unit/group

    +

    noob catch

    @@ -21250,7 +21310,7 @@ However, if you create a new folder inside the miz file, which contains the soun
    - + #number CTLD.troopdropzoneradius @@ -25461,17 +25521,6 @@ When moose is loading dynamically (for moose class development), tracing is swit

    Flag for direct loading.

    -
    - -
    -
    -
    - - -CTLD_CARGO.Mark - - -
    @@ -26598,17 +26647,6 @@ When moose is loading dynamically (for moose class development), tracing is swit

    Flag for direct loading.

    -
    - -
    -
    -
    - - -CTLD_CARGO.Mark - - -
    diff --git a/Documentation/Tasking.Task_A2A_Dispatcher.html b/Documentation/Tasking.Task_A2A_Dispatcher.html index 34058e877..b0f6202ea 100644 --- a/Documentation/Tasking.Task_A2A_Dispatcher.html +++ b/Documentation/Tasking.Task_A2A_Dispatcher.html @@ -2939,7 +2939,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - #boolean + TASK_A2A_DISPATCHER.FlashNewTask @@ -3664,7 +3664,7 @@ If too large, any airborne cap may not be able to reach the detected target area
    - #boolean + TASK_A2A_DISPATCHER.FlashNewTask @@ -4840,7 +4840,7 @@ If too large, any airborne cap may not be able to reach the detected target area
    - #boolean + TASK_A2A_DISPATCHER.FlashNewTask @@ -6318,7 +6318,7 @@ 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 154b1f57f..81ab791f5 100644 --- a/Documentation/Tasking.Task_A2G_Dispatcher.html +++ b/Documentation/Tasking.Task_A2G_Dispatcher.html @@ -3209,11 +3209,14 @@ 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

    +
    @@ -3786,11 +3789,14 @@ 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

    +
    @@ -4973,11 +4979,14 @@ 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

    +
    @@ -6462,11 +6471,14 @@ 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 9547a39d6..c213a94f7 100644 --- a/Documentation/Tasking.Task_CARGO.html +++ b/Documentation/Tasking.Task_CARGO.html @@ -3230,22 +3230,11 @@ based on the tasking capabilities defined in - -
    -
    -
    diff --git a/Documentation/Tasking.Task_Cargo_Dispatcher.html b/Documentation/Tasking.Task_Cargo_Dispatcher.html index 5d16f6837..379749b42 100644 --- a/Documentation/Tasking.Task_Cargo_Dispatcher.html +++ b/Documentation/Tasking.Task_Cargo_Dispatcher.html @@ -3227,22 +3227,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - @@ -4344,22 +4333,11 @@ This method can only be used once!

    - @@ -5213,22 +5191,11 @@ This method can only be used once!

    - @@ -6713,22 +6680,11 @@ This method can only be used once!

    - diff --git a/Documentation/Utilities.FiFo.html b/Documentation/Utilities.FiFo.html index 1cfc181f2..9f4ee0aa3 100644 --- a/Documentation/Utilities.FiFo.html +++ b/Documentation/Utilities.FiFo.html @@ -7609,17 +7609,6 @@ When moose is loading dynamically (for moose class development), tracing is swit -
    - -
    -
    -
    - - #number -LIFO.uniquecounter - - -
    @@ -8469,17 +8458,6 @@ 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 91e2eabce..096b9cc06 100644 --- a/Documentation/Wrapper.Group.html +++ b/Documentation/Wrapper.Group.html @@ -5231,7 +5231,18 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +
    +
    +
    + + +GROUP.InitRespawnRandomizePositionOuter @@ -9877,7 +9888,18 @@ So each unit of the group is respawned at exactly the same parking spot as it cu + +
    +
    +
    + + +GROUP.InitRespawnRandomizePositionOuter @@ -22033,7 +22055,18 @@ Note that when WayPointInitialize is called, the Mission of the controllable is + +
    +
    +
    + + +GROUP.InitRespawnRandomizePositionOuter @@ -26122,7 +26155,18 @@ Coordinates are dependent on the position of the maps origin.

    + +
    +
    +
    + + +GROUP.InitRespawnRandomizePositionOuter @@ -26747,7 +26791,18 @@ If the Identifiable is alive, true is returned.

    + +
    +
    +
    + + +GROUP.InitRespawnRandomizePositionOuter @@ -26989,7 +27044,18 @@ If the Identifiable is alive, true is returned.

    + +
    +