From 72102b56c4bab0f8d6e6f447b0e2b13267c8cc25 Mon Sep 17 00:00:00 2001 From: MooseBotter Date: Sat, 9 Dec 2023 13:37:27 +0000 Subject: [PATCH] Auto commit by GitHub Actions Workflow --- Documentation/AI.AI_A2A_Dispatcher.html | 20 +- Documentation/AI.AI_A2G_Dispatcher.html | 64 +- Documentation/AI.AI_Air.html | 44 + Documentation/AI.AI_Air_Dispatcher.html | 44 - Documentation/AI.AI_Air_Squadron.html | 22 + Documentation/AI.AI_Cargo.html | 8 +- Documentation/AI.AI_Cargo_Airplane.html | 68 +- Documentation/AI.AI_Cargo_Helicopter.html | 40 +- Documentation/Cargo.CargoUnit.html | 22 + Documentation/Core.Settings.html | 4 +- Documentation/Core.Spawn.html | 180 +- Documentation/Core.SpawnStatic.html | 84 - Documentation/Core.Spot.html | 132 + Documentation/Functional.ATC_Ground.html | 10 +- Documentation/Functional.Designate.html | 55 + Documentation/Functional.Detection.html | 29128 +++++++++++++++- Documentation/Functional.DetectionZones.html | 5860 +++- Documentation/Functional.Mantis.html | 12 +- Documentation/Functional.RAT.html | 45 +- Documentation/Ops.Airboss.html | 86 +- Documentation/Ops.CSAR.html | 105 +- Documentation/Ops.CTLD.html | 126 +- .../Tasking.Task_A2A_Dispatcher.html | 8 +- Documentation/Tasking.Task_CARGO.html | 6 +- .../Tasking.Task_Cargo_Dispatcher.html | 176 - Documentation/Utilities.FiFo.html | 22 + Documentation/Wrapper.Marker.html | 66 + 27 files changed, 35725 insertions(+), 712 deletions(-) diff --git a/Documentation/AI.AI_A2A_Dispatcher.html b/Documentation/AI.AI_A2A_Dispatcher.html index 0dbf08969..218364666 100644 --- a/Documentation/AI.AI_A2A_Dispatcher.html +++ b/Documentation/AI.AI_A2A_Dispatcher.html @@ -4876,11 +4876,14 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #boolean AI_A2A_DISPATCHER.SetSendPlayerMessages + +

Flash messages to player

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

- + #boolean AI_A2A_DISPATCHER.SetSendPlayerMessages + +

Flash messages to player

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

- + #boolean AI_A2A_DISPATCHER.SetSendPlayerMessages + +

Flash messages to player

+
@@ -14366,11 +14375,14 @@ They will lock the parking spot.

- + #boolean AI_A2A_DISPATCHER.SetSendPlayerMessages + +

Flash messages to player

+
diff --git a/Documentation/AI.AI_A2G_Dispatcher.html b/Documentation/AI.AI_A2G_Dispatcher.html index 60720110e..0f54bf26a 100644 --- a/Documentation/AI.AI_A2G_Dispatcher.html +++ b/Documentation/AI.AI_A2G_Dispatcher.html @@ -4756,6 +4756,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

The Defender Default Settings over all Squadrons.

+ + + +
+
@@ -4878,11 +4889,14 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #boolean AI_A2G_DISPATCHER.SetSendPlayerMessages + +

flash messages to players

+
@@ -13278,6 +13292,17 @@ multiplied by the Overhead and rounded up to the smallest integer.

The Defender Default Settings over all Squadrons.

+ + + +
+
@@ -13400,11 +13425,14 @@ multiplied by the Overhead and rounded up to the smallest integer.

- + #boolean AI_A2G_DISPATCHER.SetSendPlayerMessages + +

flash messages to players

+
@@ -14606,6 +14634,17 @@ multiplied by the Overhead and rounded up to the smallest integer.

The Defender Default Settings over all Squadrons.

+ + + +
+
@@ -14728,11 +14767,14 @@ multiplied by the Overhead and rounded up to the smallest integer.

- + #boolean AI_A2G_DISPATCHER.SetSendPlayerMessages + +

flash messages to players

+
@@ -16236,6 +16278,17 @@ multiplied by the Overhead and rounded up to the smallest integer.

The Defender Default Settings over all Squadrons.

+ + + +
+
@@ -16358,11 +16411,14 @@ multiplied by the Overhead and rounded up to the smallest integer.

- + #boolean AI_A2G_DISPATCHER.SetSendPlayerMessages + +

flash messages to players

+
diff --git a/Documentation/AI.AI_Air.html b/Documentation/AI.AI_Air.html index 24807f361..20850b47e 100644 --- a/Documentation/AI.AI_Air.html +++ b/Documentation/AI.AI_Air.html @@ -3078,6 +3078,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + + + +
+
+ + #number +AI_AIR.IdleCount + + +
@@ -5906,6 +5917,17 @@ A random value in this bracket is then applied in the waypoint routing generatio + + + +
+
+ + #number +AI_AIR.IdleCount + + +
@@ -6653,6 +6675,17 @@ A random value in this bracket is then applied in the waypoint routing generatio + + + +
+
+ + #number +AI_AIR.IdleCount + + +
@@ -8288,6 +8321,17 @@ A random value in this bracket is then applied in the waypoint routing generatio + + + +
+
+ + #number +AI_AIR.IdleCount + + +
diff --git a/Documentation/AI.AI_Air_Dispatcher.html b/Documentation/AI.AI_Air_Dispatcher.html index 16ab626f0..e5f79260b 100644 --- a/Documentation/AI.AI_Air_Dispatcher.html +++ b/Documentation/AI.AI_Air_Dispatcher.html @@ -4516,17 +4516,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

The Defender Default Settings over all Squadrons.

- - - -
-
@@ -9824,17 +9813,6 @@ multiplied by the Overhead and rounded up to the smallest integer.

The Defender Default Settings over all Squadrons.

- - - -
-
@@ -11152,17 +11130,6 @@ multiplied by the Overhead and rounded up to the smallest integer.

The Defender Default Settings over all Squadrons.

- - - -
-
@@ -12782,17 +12749,6 @@ 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_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 6cbfca874..ad13105cf 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_Cargo_Airplane.html b/Documentation/AI.AI_Cargo_Airplane.html index 4d9605eea..43dc65147 100644 --- a/Documentation/AI.AI_Cargo_Airplane.html +++ b/Documentation/AI.AI_Cargo_Airplane.html @@ -2746,20 +2746,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Field(s)

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

Set destination airbase for next :Route() command.

- -
- -
@@ -2815,6 +2801,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

Aircraft is on a pickup mission.

+
@@ -4533,20 +4522,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Field(s)

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

Set destination airbase for next :Route() command.

- -
- -
@@ -4602,6 +4577,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

Aircraft is on a pickup mission.

+
@@ -5162,20 +5140,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Field(s)

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

Set destination airbase for next :Route() command.

- -
- -
@@ -5231,6 +5195,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

Aircraft is on a pickup mission.

+
@@ -6679,20 +6646,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Field(s)

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

Set destination airbase for next :Route() command.

- -
- -
@@ -6748,6 +6701,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

Aircraft is on a pickup mission.

+
diff --git a/Documentation/AI.AI_Cargo_Helicopter.html b/Documentation/AI.AI_Cargo_Helicopter.html index 1088c9eae..dcf9819bc 100644 --- a/Documentation/AI.AI_Cargo_Helicopter.html +++ b/Documentation/AI.AI_Cargo_Helicopter.html @@ -2911,28 +2911,22 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #number + AI_CARGO_HELICOPTER.landingheight - -

meter

-
- #number + AI_CARGO_HELICOPTER.landingspeed - -

kph

-
@@ -4835,28 +4829,22 @@ Adjust if necessary.
- #number + AI_CARGO_HELICOPTER.landingheight - -

meter

-
- #number + AI_CARGO_HELICOPTER.landingspeed - -

kph

-
@@ -5511,28 +5499,22 @@ Adjust if necessary.
- #number + AI_CARGO_HELICOPTER.landingheight - -

meter

-
- #number + AI_CARGO_HELICOPTER.landingspeed - -

kph

-
@@ -7075,28 +7057,22 @@ Adjust if necessary.
- #number + AI_CARGO_HELICOPTER.landingheight - -

meter

-
- #number + AI_CARGO_HELICOPTER.landingspeed - -

kph

-
diff --git a/Documentation/Cargo.CargoUnit.html b/Documentation/Cargo.CargoUnit.html index 0fec1ae3d..72c02aadb 100644 --- a/Documentation/Cargo.CargoUnit.html +++ b/Documentation/Cargo.CargoUnit.html @@ -1816,6 +1816,17 @@ Therefore, this class is considered to be deprecated

+ +
+
+
+ + CARGO_UNIT.CargoInAir @@ -2520,6 +2531,17 @@ Therefore, this class is considered to be deprecated

+ +
+
+
+ + CARGO_UNIT.CargoInAir diff --git a/Documentation/Core.Settings.html b/Documentation/Core.Settings.html index e99508e15..76eb1bc57 100644 --- a/Documentation/Core.Settings.html +++ b/Documentation/Core.Settings.html @@ -2908,7 +2908,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #boolean SETTINGS.Metric @@ -5065,7 +5065,7 @@ It is advised to use this method at the start of the mission.

- + #boolean SETTINGS.Metric diff --git a/Documentation/Core.Spawn.html b/Documentation/Core.Spawn.html index dbdb7801f..f225b1d40 100644 --- a/Documentation/Core.Spawn.html +++ b/Documentation/Core.Spawn.html @@ -2952,6 +2952,12 @@ and any spaces before and after the resulting name are removed.

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

+ + + +

SPAWN.livery_id

+ + @@ -3646,20 +3652,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -
- -
-
-
- - #number -SPAWN.SpawnCount - - - - -

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

-
@@ -3729,6 +3721,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau +
+ +
+
+
@@ -3762,6 +3765,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau +
+ +
+
+
+ + +SPAWN.SpawnInitFreq + + +
@@ -3824,27 +3838,21 @@ 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.SpawnInitModu - -

By default, no InitLimit

-
@@ -3856,6 +3864,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau +
+ +
+
+
+ + #string +SPAWN.SpawnInitSkill + + +
@@ -3887,7 +3906,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #number + SPAWN.SpawnMaxGroups @@ -3901,7 +3920,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #number + SPAWN.SpawnMaxUnitsAlive @@ -4058,17 +4077,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -
- -
-
-
- - #boolean -SPAWN.SpawnUnControlled - - -
@@ -4103,7 +4111,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -

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

+

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

@@ -4180,6 +4188,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau +
+ +
+
+
+ + +SPAWN.livery_id + + +
@@ -9471,20 +9490,6 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

- -
-
-
- - #number -SPAWN.SpawnCount - - - - -

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

-
@@ -9554,6 +9559,17 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

+ +
+
+
@@ -9587,6 +9603,17 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

+ +
+
+
+ + +SPAWN.SpawnInitFreq + + +
@@ -9649,27 +9676,21 @@ 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.SpawnInitModu - -

By default, no InitLimit

-
@@ -9681,6 +9702,17 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

+ + +
+
+ + #string +SPAWN.SpawnInitSkill + + +
@@ -9712,7 +9744,7 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

- #number + SPAWN.SpawnMaxGroups @@ -9726,7 +9758,7 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

- #number + SPAWN.SpawnMaxUnitsAlive @@ -9883,17 +9915,6 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

- -
-
-
- - #boolean -SPAWN.SpawnUnControlled - - -
@@ -9928,7 +9949,7 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

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

+

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

@@ -10005,6 +10026,17 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

+ + +
+
+ + +SPAWN.livery_id + + +
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 de04fc749..6d8b4c5cd 100644 --- a/Documentation/Core.Spot.html +++ b/Documentation/Core.Spot.html @@ -2815,6 +2815,50 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + + + +
+
+ + +SPOT.ScheduleID + + + +
+ +
+
+
+ + +SPOT.SpotIR + + + +
+ +
+
+
+ + +SPOT.SpotLaser + + + +
+ +
+
+
+ + +SPOT.Target + + +
@@ -4098,6 +4142,50 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + + + +
+
+ + +SPOT.ScheduleID + + + +
+ +
+
+
+ + +SPOT.SpotIR + + + +
+ +
+
+
+ + +SPOT.SpotLaser + + + +
+ +
+
+
+ + +SPOT.Target + + +
@@ -5620,6 +5708,50 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + + + +
+
+ + +SPOT.ScheduleID + + + +
+ +
+
+
+ + +SPOT.SpotIR + + + +
+ +
+
+
+ + +SPOT.SpotLaser + + + +
+ +
+
+
+ + +SPOT.Target + + +
diff --git a/Documentation/Functional.ATC_Ground.html b/Documentation/Functional.ATC_Ground.html index 6baccaf35..080c8a2fa 100644 --- a/Documentation/Functional.ATC_Ground.html +++ b/Documentation/Functional.ATC_Ground.html @@ -3878,7 +3878,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #table ATC_GROUND.Airbases @@ -3894,9 +3894,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -

Kickspeed

-
@@ -4466,7 +4463,7 @@ An airbase can be specified to set the maximum kick speed for.

- + #table ATC_GROUND.Airbases @@ -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..7294c4efe 100644 --- a/Documentation/Functional.Designate.html +++ b/Documentation/Functional.Designate.html @@ -3543,6 +3543,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + + + +
+
@@ -6718,6 +6729,17 @@ Using the menu system, the player can "forget" a designation, so that gradually + + + +
+
@@ -7528,6 +7550,17 @@ Using the menu system, the player can "forget" a designation, so that gradually + + + +
+
@@ -8308,6 +8341,17 @@ Using the menu system, the player can "forget" a designation, so that gradually + + + +
+
@@ -9976,6 +10020,17 @@ Using the menu system, the player can "forget" a designation, so that gradually + + + +
+
diff --git a/Documentation/Functional.Detection.html b/Documentation/Functional.Detection.html index 018359717..8a2e9438b 100644 --- a/Documentation/Functional.Detection.html +++ b/Documentation/Functional.Detection.html @@ -1774,6 +1774,13 @@ The different values of Unit.Category can be:

DetectionObject:FilterCategories( { Unit.Category.AIRPLANE, Unit.Category.HELICOPTER } )
 
+ +

Radar Blur - use to make the radar less exact, e.g. for WWII scenarios

+ + +

DETECTION_ derived classes group the detected units into a DetectedItems[] list

DETECTION_BASE derived classes build a list called DetectedItems[], which is essentially a first later @@ -2013,6 +2020,8 @@ Beware that when the amount of units detected is large, the DetectedItems list w

DETECTION_AREAS , extends Functional.Detection#DETECTION_BASE +, extends Core.Fsm#FSM +, extends Core.Base#BASE
@@ -2302,18 +2311,36 @@ Beware that when the amount of units detected is large, the DetectedItems list w + + + + + + + + + + + + @@ -2326,6 +2353,12 @@ Beware that when the amount of units detected is large, the DetectedItems list w + + + + @@ -2919,6 +2952,820 @@ The different values of Unit.Category can be:

+ +

DETECTION_AREAS.DetectedItems

+

DETECTION_AREAS.DetectedObjects

+

The list of detected objects.

DETECTION_AREAS.DetectedObjectsIdentified

- +

Map of the DetectedObjects identified.

DETECTION_AREAS:DetectedReportDetailed(AttackGroup)

Report detailed of a detection result.

+

DETECTION_AREAS.DetectionRange

+

The range till which targets are accepted to be detected.

+

DETECTION_AREAS.DetectionRun

+

DETECTION_AREAS.DetectionSet

+

DETECTION_AREAS.DetectionSetGroup

+

The Core.Set of GROUPs in the Forward Air Controller role.

DETECTION_AREAS:onafterStart(From, Event, To)

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

DETECTION_AREAS:AddEndState(State)

+

Adds an End state.

+

DETECTION_AREAS: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.

+

DETECTION_AREAS:AddScore(State, ScoreText, Score)

+

Adds a score for the FSM to be achieved.

+

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

+

Adds a score for the FSM_PROCESS to be achieved.

+

DETECTION_AREAS:AddTransition(From, Event, To)

+

Add a new transition rule to the FSM.

+

DETECTION_AREAS.CallScheduler

+

Call scheduler.

+

DETECTION_AREAS.ClassName

+

Name of the class.

+

DETECTION_AREAS.Events

+ +

DETECTION_AREAS:GetCurrentState()

+

Get current state.

+

DETECTION_AREAS:GetEndStates()

+

Returns the End states.

+

DETECTION_AREAS:GetProcess(From, Event)

+ +

DETECTION_AREAS:GetProcesses()

+

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

+

DETECTION_AREAS:GetScores()

+

Returns a table with the scores defined.

+

DETECTION_AREAS:GetStartState()

+

Returns the start state of the FSM.

+

DETECTION_AREAS:GetState()

+

Get current state.

+

DETECTION_AREAS:GetSubs()

+

Returns a table with the Subs defined.

+

DETECTION_AREAS:GetTransitions()

+

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

+

DETECTION_AREAS:Is(State)

+

Check if FSM is in state.

+

DETECTION_AREAS:LoadCallBacks(CallBackTable)

+

Load call backs.

+

DETECTION_AREAS:New()

+

Creates a new FSM object.

+

DETECTION_AREAS.Scores

+

Scores.

+

DETECTION_AREAS:SetProcess(From, Event, Fsm)

+ +

DETECTION_AREAS:SetStartState(State)

+

Sets the start state of the FSM.

+

DETECTION_AREAS._EndStates

+ +

DETECTION_AREAS._EventSchedules

+ +

DETECTION_AREAS._Processes

+ +

DETECTION_AREAS._Scores

+ +

DETECTION_AREAS._StartState

+ +

DETECTION_AREAS._Transitions

+ +

DETECTION_AREAS:_add_to_map(Map, Event)

+

Add to map.

+

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

+

Call handler.

+

DETECTION_AREAS:_create_transition(EventName)

+

Create transition.

+

DETECTION_AREAS:_delayed_transition(EventName)

+

Delayed transition.

+

DETECTION_AREAS:_eventmap(Events, EventStructure)

+

Event map.

+

DETECTION_AREAS:_gosub(ParentFrom, ParentEvent)

+

Go sub.

+

DETECTION_AREAS:_handler(EventName, ...)

+

Handler.

+

DETECTION_AREAS:_isendstate(Current)

+

Is end state.

+

DETECTION_AREAS:_submap(subs, sub, name)

+

Sub maps.

+

DETECTION_AREAS:can(e)

+

Check if can do an event.

+

DETECTION_AREAS:cannot(e)

+

Check if cannot do an event.

+

DETECTION_AREAS.current

+

Current state name.

+

DETECTION_AREAS.endstates

+ +

DETECTION_AREAS:is(State, state)

+

Check if FSM is in state.

+

DETECTION_AREAS.options

+

Options.

+

DETECTION_AREAS.subs

+

Subs.

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

DETECTION_AREAS.ClassID

+

The ID number of the class.

+

DETECTION_AREAS.ClassName

+

The name of the class.

+

DETECTION_AREAS.ClassNameAndID

+

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

+

DETECTION_AREAS:ClearState(Object, StateName)

+

Clear the state of an object.

+

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

+

Creation of a Birth Event.

+

DETECTION_AREAS:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

+

Creation of a Crash Event.

+

DETECTION_AREAS:CreateEventDead(EventTime, Initiator, IniObjectCategory)

+

Creation of a Dead Event.

+

DETECTION_AREAS:CreateEventPlayerEnterAircraft(PlayerUnit)

+

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

+

DETECTION_AREAS:CreateEventRemoveUnit(EventTime, Initiator)

+

Creation of a Remove Unit Event.

+

DETECTION_AREAS:CreateEventTakeoff(EventTime, Initiator)

+

Creation of a Takeoff Event.

+

DETECTION_AREAS:CreateEventUnitLost(EventTime, Initiator)

+

Creation of a Crash Event.

+

DETECTION_AREAS:E(Arguments)

+

Log an exception which will be traced always.

+

DETECTION_AREAS:EventDispatcher()

+

Returns the event dispatcher

+

DETECTION_AREAS:EventRemoveAll()

+

Remove all subscribed events

+

DETECTION_AREAS:F(Arguments)

+

Trace a function call.

+

DETECTION_AREAS:F2(Arguments)

+

Trace a function call level 2.

+

DETECTION_AREAS:F3(Arguments)

+

Trace a function call level 3.

+

DETECTION_AREAS:GetClassID()

+

Get the ClassID of the class instance.

+

DETECTION_AREAS:GetClassName()

+

Get the ClassName of the class instance.

+

DETECTION_AREAS:GetClassNameAndID()

+

Get the ClassName + ClassID of the class instance.

+

DETECTION_AREAS:GetEventPriority()

+

Get the Class Core.Event processing Priority.

+

DETECTION_AREAS:GetParent(Child, FromClass)

+

This is the worker method to retrieve the Parent class.

+

DETECTION_AREAS:GetState(Object, Key)

+

Get a Value given a Key from the Object.

+

DETECTION_AREAS:HandleEvent(EventID, EventFunction)

+

Subscribe to a DCS Event.

+

DETECTION_AREAS:I(Arguments)

+

Log an information which will be traced always.

+

DETECTION_AREAS:Inherit(Child, Parent)

+

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

+

DETECTION_AREAS:IsInstanceOf(ClassName)

+

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

+

DETECTION_AREAS:IsTrace()

+

Enquires if tracing is on (for the class).

+

DETECTION_AREAS:New()

+

BASE constructor.

+

DETECTION_AREAS:OnEvent(EventData)

+

Occurs when an Event for an object is triggered.

+

DETECTION_AREAS:OnEventBDA(EventData)

+

BDA.

+

DETECTION_AREAS:OnEventBaseCaptured(EventData)

+

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

+

DETECTION_AREAS:OnEventBirth(EventData)

+

Occurs when any object is spawned into the mission.

+

DETECTION_AREAS:OnEventCrash(EventData)

+

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

+

DETECTION_AREAS:OnEventDead(EventData)

+

Occurs when an object is dead.

+

DETECTION_AREAS:OnEventDetailedFailure(EventData)

+

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

+

DETECTION_AREAS:OnEventDiscardChairAfterEjection(EventData)

+

Discard chair after ejection.

+

DETECTION_AREAS: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.

+

DETECTION_AREAS:OnEventEngineShutdown(EventData)

+

Occurs when any aircraft shuts down its engines.

+

DETECTION_AREAS:OnEventEngineStartup(EventData)

+

Occurs when any aircraft starts its engines.

+

DETECTION_AREAS:OnEventHit(EventData)

+

Occurs whenever an object is hit by a weapon.

+

DETECTION_AREAS:OnEventHumanFailure(EventData)

+

Occurs when any system fails on a human controlled aircraft.

+

DETECTION_AREAS:OnEventKill(EventData)

+

Occurs on the death of a unit.

+

DETECTION_AREAS: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.

+

DETECTION_AREAS:OnEventLandingAfterEjection(EventData)

+

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

+

DETECTION_AREAS:OnEventLandingQualityMark(EventData)

+

Landing quality mark.

+

DETECTION_AREAS:OnEventMarkAdded(EventData)

+

Occurs when a new mark was added.

+

DETECTION_AREAS:OnEventMarkChange(EventData)

+

Occurs when a mark text was changed.

+

DETECTION_AREAS:OnEventMarkRemoved(EventData)

+

Occurs when a mark was removed.

+

DETECTION_AREAS:OnEventMissionEnd(EventData)

+

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

+

DETECTION_AREAS:OnEventMissionStart(EventData)

+

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

+

DETECTION_AREAS:OnEventParatrooperLanding(EventData)

+

Weapon add.

+

DETECTION_AREAS:OnEventPilotDead(EventData)

+

Occurs when the pilot of an aircraft is killed.

+

DETECTION_AREAS:OnEventPlayerEnterAircraft(EventData)

+

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

+

DETECTION_AREAS:OnEventPlayerEnterUnit(EventData)

+

Occurs when any player assumes direct control of a unit.

+

DETECTION_AREAS:OnEventPlayerLeaveUnit(EventData)

+

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

+

DETECTION_AREAS:OnEventRefueling(EventData)

+

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

+

DETECTION_AREAS:OnEventRefuelingStop(EventData)

+

Occurs when an aircraft is finished taking fuel.

+

DETECTION_AREAS:OnEventScore(EventData)

+

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

+

DETECTION_AREAS:OnEventShootingEnd(EventData)

+

Occurs when any unit stops firing its weapon.

+

DETECTION_AREAS:OnEventShootingStart(EventData)

+

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

+

DETECTION_AREAS:OnEventShot(EventData)

+

Occurs whenever any unit in a mission fires a weapon.

+

DETECTION_AREAS:OnEventTakeoff(EventData)

+

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

+

DETECTION_AREAS:OnEventTriggerZone(EventData)

+

Trigger zone.

+

DETECTION_AREAS:OnEventUnitLost(EventData)

+

Occurs when the game thinks an object is destroyed.

+

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

+

Schedule a new time event.

+

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

+

Schedule a new time event.

+

DETECTION_AREAS:ScheduleStop(SchedulerID)

+

Stops the Schedule.

+

DETECTION_AREAS.Scheduler

+ +

DETECTION_AREAS:SetEventPriority(EventPriority)

+

Set the Class Core.Event processing Priority.

+

DETECTION_AREAS:SetState(Object, Key, Value)

+

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

+

DETECTION_AREAS:T(Arguments)

+

Trace a function logic level 1.

+

DETECTION_AREAS:T2(Arguments)

+

Trace a function logic level 2.

+

DETECTION_AREAS:T3(Arguments)

+

Trace a function logic level 3.

+

DETECTION_AREAS:TraceAll(TraceAll)

+

Trace all methods in MOOSE

+

DETECTION_AREAS:TraceClass(Class)

+

Set tracing for a class

+

DETECTION_AREAS:TraceClassMethod(Class, Method)

+

Set tracing for a specific method of class

+

DETECTION_AREAS:TraceLevel(Level)

+

Set trace level

+

DETECTION_AREAS:TraceOff()

+

Set trace off.

+

DETECTION_AREAS:TraceOn()

+

Set trace on.

+

DETECTION_AREAS: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.

+

DETECTION_AREAS:UnHandleEvent(EventID)

+

UnSubscribe to a DCS event.

+

DETECTION_AREAS._

+ +

DETECTION_AREAS:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+

Trace a function call.

+

DETECTION_AREAS:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+

Trace a function logic.

+

DETECTION_AREAS.__

+ +

DETECTION_AREAS:onEvent(event)

+

The main event handling function...

@@ -2927,6 +3774,8 @@ The different values of Unit.Category can be:

@@ -3070,18 +3919,36 @@ The different values of Unit.Category can be:

+ + + + + + + + + + + + @@ -3094,6 +3961,12 @@ The different values of Unit.Category can be:

+ + + + @@ -3687,6 +4560,820 @@ The different values of Unit.Category can be:

+ +

DETECTION_BASE.DetectedItems

+

DETECTION_BASE.DetectedObjects

+

The list of detected objects.

DETECTION_BASE.DetectedObjectsIdentified

- +

Map of the DetectedObjects identified.

DETECTION_BASE:DetectedReportDetailed(AttackGroup)

Report detailed of a detection result.

+

DETECTION_BASE.DetectionRange

+

The range till which targets are accepted to be detected.

+

DETECTION_BASE.DetectionRun

+

DETECTION_BASE.DetectionSet

+

DETECTION_BASE.DetectionSetGroup

+

The Core.Set of GROUPs in the Forward Air Controller role.

DETECTION_BASE:onafterStart(From, Event, To)

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

DETECTION_BASE:AddEndState(State)

+

Adds an End state.

+

DETECTION_BASE: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.

+

DETECTION_BASE:AddScore(State, ScoreText, Score)

+

Adds a score for the FSM to be achieved.

+

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

+

Adds a score for the FSM_PROCESS to be achieved.

+

DETECTION_BASE:AddTransition(From, Event, To)

+

Add a new transition rule to the FSM.

+

DETECTION_BASE.CallScheduler

+

Call scheduler.

+

DETECTION_BASE.ClassName

+

Name of the class.

+

DETECTION_BASE.Events

+ +

DETECTION_BASE:GetCurrentState()

+

Get current state.

+

DETECTION_BASE:GetEndStates()

+

Returns the End states.

+

DETECTION_BASE:GetProcess(From, Event)

+ +

DETECTION_BASE:GetProcesses()

+

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

+

DETECTION_BASE:GetScores()

+

Returns a table with the scores defined.

+

DETECTION_BASE:GetStartState()

+

Returns the start state of the FSM.

+

DETECTION_BASE:GetState()

+

Get current state.

+

DETECTION_BASE:GetSubs()

+

Returns a table with the Subs defined.

+

DETECTION_BASE:GetTransitions()

+

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

+

DETECTION_BASE:Is(State)

+

Check if FSM is in state.

+

DETECTION_BASE:LoadCallBacks(CallBackTable)

+

Load call backs.

+

DETECTION_BASE:New()

+

Creates a new FSM object.

+

DETECTION_BASE.Scores

+

Scores.

+

DETECTION_BASE:SetProcess(From, Event, Fsm)

+ +

DETECTION_BASE:SetStartState(State)

+

Sets the start state of the FSM.

+

DETECTION_BASE._EndStates

+ +

DETECTION_BASE._EventSchedules

+ +

DETECTION_BASE._Processes

+ +

DETECTION_BASE._Scores

+ +

DETECTION_BASE._StartState

+ +

DETECTION_BASE._Transitions

+ +

DETECTION_BASE:_add_to_map(Map, Event)

+

Add to map.

+

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

+

Call handler.

+

DETECTION_BASE:_create_transition(EventName)

+

Create transition.

+

DETECTION_BASE:_delayed_transition(EventName)

+

Delayed transition.

+

DETECTION_BASE:_eventmap(Events, EventStructure)

+

Event map.

+

DETECTION_BASE:_gosub(ParentFrom, ParentEvent)

+

Go sub.

+

DETECTION_BASE:_handler(EventName, ...)

+

Handler.

+

DETECTION_BASE:_isendstate(Current)

+

Is end state.

+

DETECTION_BASE:_submap(subs, sub, name)

+

Sub maps.

+

DETECTION_BASE:can(e)

+

Check if can do an event.

+

DETECTION_BASE:cannot(e)

+

Check if cannot do an event.

+

DETECTION_BASE.current

+

Current state name.

+

DETECTION_BASE.endstates

+ +

DETECTION_BASE:is(State, state)

+

Check if FSM is in state.

+

DETECTION_BASE.options

+

Options.

+

DETECTION_BASE.subs

+

Subs.

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

DETECTION_BASE.ClassID

+

The ID number of the class.

+

DETECTION_BASE.ClassName

+

The name of the class.

+

DETECTION_BASE.ClassNameAndID

+

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

+

DETECTION_BASE:ClearState(Object, StateName)

+

Clear the state of an object.

+

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

+

Creation of a Birth Event.

+

DETECTION_BASE:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

+

Creation of a Crash Event.

+

DETECTION_BASE:CreateEventDead(EventTime, Initiator, IniObjectCategory)

+

Creation of a Dead Event.

+

DETECTION_BASE:CreateEventPlayerEnterAircraft(PlayerUnit)

+

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

+

DETECTION_BASE:CreateEventRemoveUnit(EventTime, Initiator)

+

Creation of a Remove Unit Event.

+

DETECTION_BASE:CreateEventTakeoff(EventTime, Initiator)

+

Creation of a Takeoff Event.

+

DETECTION_BASE:CreateEventUnitLost(EventTime, Initiator)

+

Creation of a Crash Event.

+

DETECTION_BASE:E(Arguments)

+

Log an exception which will be traced always.

+

DETECTION_BASE:EventDispatcher()

+

Returns the event dispatcher

+

DETECTION_BASE:EventRemoveAll()

+

Remove all subscribed events

+

DETECTION_BASE:F(Arguments)

+

Trace a function call.

+

DETECTION_BASE:F2(Arguments)

+

Trace a function call level 2.

+

DETECTION_BASE:F3(Arguments)

+

Trace a function call level 3.

+

DETECTION_BASE:GetClassID()

+

Get the ClassID of the class instance.

+

DETECTION_BASE:GetClassName()

+

Get the ClassName of the class instance.

+

DETECTION_BASE:GetClassNameAndID()

+

Get the ClassName + ClassID of the class instance.

+

DETECTION_BASE:GetEventPriority()

+

Get the Class Core.Event processing Priority.

+

DETECTION_BASE:GetParent(Child, FromClass)

+

This is the worker method to retrieve the Parent class.

+

DETECTION_BASE:GetState(Object, Key)

+

Get a Value given a Key from the Object.

+

DETECTION_BASE:HandleEvent(EventID, EventFunction)

+

Subscribe to a DCS Event.

+

DETECTION_BASE:I(Arguments)

+

Log an information which will be traced always.

+

DETECTION_BASE:Inherit(Child, Parent)

+

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

+

DETECTION_BASE:IsInstanceOf(ClassName)

+

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

+

DETECTION_BASE:IsTrace()

+

Enquires if tracing is on (for the class).

+

DETECTION_BASE:New()

+

BASE constructor.

+

DETECTION_BASE:OnEvent(EventData)

+

Occurs when an Event for an object is triggered.

+

DETECTION_BASE:OnEventBDA(EventData)

+

BDA.

+

DETECTION_BASE:OnEventBaseCaptured(EventData)

+

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

+

DETECTION_BASE:OnEventBirth(EventData)

+

Occurs when any object is spawned into the mission.

+

DETECTION_BASE:OnEventCrash(EventData)

+

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

+

DETECTION_BASE:OnEventDead(EventData)

+

Occurs when an object is dead.

+

DETECTION_BASE:OnEventDetailedFailure(EventData)

+

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

+

DETECTION_BASE:OnEventDiscardChairAfterEjection(EventData)

+

Discard chair after ejection.

+

DETECTION_BASE: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.

+

DETECTION_BASE:OnEventEngineShutdown(EventData)

+

Occurs when any aircraft shuts down its engines.

+

DETECTION_BASE:OnEventEngineStartup(EventData)

+

Occurs when any aircraft starts its engines.

+

DETECTION_BASE:OnEventHit(EventData)

+

Occurs whenever an object is hit by a weapon.

+

DETECTION_BASE:OnEventHumanFailure(EventData)

+

Occurs when any system fails on a human controlled aircraft.

+

DETECTION_BASE:OnEventKill(EventData)

+

Occurs on the death of a unit.

+

DETECTION_BASE: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.

+

DETECTION_BASE:OnEventLandingAfterEjection(EventData)

+

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

+

DETECTION_BASE:OnEventLandingQualityMark(EventData)

+

Landing quality mark.

+

DETECTION_BASE:OnEventMarkAdded(EventData)

+

Occurs when a new mark was added.

+

DETECTION_BASE:OnEventMarkChange(EventData)

+

Occurs when a mark text was changed.

+

DETECTION_BASE:OnEventMarkRemoved(EventData)

+

Occurs when a mark was removed.

+

DETECTION_BASE:OnEventMissionEnd(EventData)

+

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

+

DETECTION_BASE:OnEventMissionStart(EventData)

+

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

+

DETECTION_BASE:OnEventParatrooperLanding(EventData)

+

Weapon add.

+

DETECTION_BASE:OnEventPilotDead(EventData)

+

Occurs when the pilot of an aircraft is killed.

+

DETECTION_BASE:OnEventPlayerEnterAircraft(EventData)

+

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

+

DETECTION_BASE:OnEventPlayerEnterUnit(EventData)

+

Occurs when any player assumes direct control of a unit.

+

DETECTION_BASE:OnEventPlayerLeaveUnit(EventData)

+

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

+

DETECTION_BASE:OnEventRefueling(EventData)

+

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

+

DETECTION_BASE:OnEventRefuelingStop(EventData)

+

Occurs when an aircraft is finished taking fuel.

+

DETECTION_BASE:OnEventScore(EventData)

+

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

+

DETECTION_BASE:OnEventShootingEnd(EventData)

+

Occurs when any unit stops firing its weapon.

+

DETECTION_BASE:OnEventShootingStart(EventData)

+

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

+

DETECTION_BASE:OnEventShot(EventData)

+

Occurs whenever any unit in a mission fires a weapon.

+

DETECTION_BASE:OnEventTakeoff(EventData)

+

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

+

DETECTION_BASE:OnEventTriggerZone(EventData)

+

Trigger zone.

+

DETECTION_BASE:OnEventUnitLost(EventData)

+

Occurs when the game thinks an object is destroyed.

+

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

+

Schedule a new time event.

+

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

+

Schedule a new time event.

+

DETECTION_BASE:ScheduleStop(SchedulerID)

+

Stops the Schedule.

+

DETECTION_BASE.Scheduler

+ +

DETECTION_BASE:SetEventPriority(EventPriority)

+

Set the Class Core.Event processing Priority.

+

DETECTION_BASE:SetState(Object, Key, Value)

+

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

+

DETECTION_BASE:T(Arguments)

+

Trace a function logic level 1.

+

DETECTION_BASE:T2(Arguments)

+

Trace a function logic level 2.

+

DETECTION_BASE:T3(Arguments)

+

Trace a function logic level 3.

+

DETECTION_BASE:TraceAll(TraceAll)

+

Trace all methods in MOOSE

+

DETECTION_BASE:TraceClass(Class)

+

Set tracing for a class

+

DETECTION_BASE:TraceClassMethod(Class, Method)

+

Set tracing for a specific method of class

+

DETECTION_BASE:TraceLevel(Level)

+

Set trace level

+

DETECTION_BASE:TraceOff()

+

Set trace off.

+

DETECTION_BASE:TraceOn()

+

Set trace on.

+

DETECTION_BASE: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.

+

DETECTION_BASE:UnHandleEvent(EventID)

+

UnSubscribe to a DCS event.

+

DETECTION_BASE._

+ +

DETECTION_BASE:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+

Trace a function call.

+

DETECTION_BASE:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+

Trace a function logic.

+

DETECTION_BASE.__

+ +

DETECTION_BASE:onEvent(event)

+

The main event handling function...

@@ -3862,6 +5549,79 @@ The different values of Unit.Category can be:

DETECTION_BASE.DetectedItem.Zone

The Zone of the detected area.

+ + + +
+ + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Fields and Methods inherited from DETECTION_BASE.DetectedObjectDescription

DETECTION_BASE.DetectedObject.Distance

+ +

DETECTION_BASE.DetectedObject.Identified

+ +

DETECTION_BASE.DetectedObject.IsVisible

+ +

DETECTION_BASE.DetectedObject.KnowDistance

+ +

DETECTION_BASE.DetectedObject.KnowType

+ +

DETECTION_BASE.DetectedObject.LastPos

+ +

DETECTION_BASE.DetectedObject.LastTime

+ +

DETECTION_BASE.DetectedObject.LastVelocity

+ +

DETECTION_BASE.DetectedObject.Name

+ +

DETECTION_BASE.DetectedObject.Type

+
@@ -3870,6 +5630,9 @@ The different values of Unit.Category can be:

@@ -3935,6 +5698,1607 @@ The different values of Unit.Category can be:

+ +

DETECTION_TYPES._SmokeDetectedZones

+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Fields and Methods inherited from DETECTION_BASEDescription

DETECTION_TYPES:AcceptChanges(DetectedItem)

+

Accepts changes from the detected item.

+

DETECTION_TYPES.AcceptRange

+ +

DETECTION_TYPES.AcceptZones

+ +

DETECTION_TYPES:AddChangeItem(DetectedItem, ChangeCode, ItemUnitType)

+

Add a change to the detected zone.

+

DETECTION_TYPES:AddChangeUnit(DetectedItem, ChangeCode, ChangeUnitType)

+

Add a change to the detected zone.

+

DETECTION_TYPES:AddDetectedItem(ItemPrefix, DetectedItemKey, Set)

+

Adds a new DetectedItem to the DetectedItems list.

+

DETECTION_TYPES:AddDetectedItemZone(DetectedItemKey, Set, Zone, ItemPrefix)

+

Adds a new DetectedItem to the DetectedItems list.

+

DETECTION_TYPES.AlphaAngleProbability

+ +

DETECTION_TYPES:CleanDetectionItem(DetectedItem, DetectedItemID)

+

Clean the DetectedItem table.

+

DETECTION_TYPES:CountAliveRecce()

+ +

DETECTION_TYPES:CreateDetectionItems()

+

Make a DetectionSet table.

+

DETECTION_TYPES:Detect()

+

Synchronous Event Trigger for Event Detect.

+

DETECTION_TYPES.DetectDLINK

+ +

DETECTION_TYPES.DetectIRST

+ +

DETECTION_TYPES.DetectOptical

+ +

DETECTION_TYPES.DetectRWR

+ +

DETECTION_TYPES.DetectRadar

+ +

DETECTION_TYPES.DetectVisual

+ +

DETECTION_TYPES:Detected(Units)

+

Synchronous Event Trigger for Event Detected.

+

DETECTION_TYPES.DetectedItemCount

+ +

DETECTION_TYPES.DetectedItemMax

+ +

DETECTION_TYPES:DetectedItemReportSummary(DetectedItem, AttackGroup, Settings)

+

Report summary of a detected item using a given numeric index.

+

DETECTION_TYPES.DetectedItems

+ +

DETECTION_TYPES.DetectedObjects

+

The list of detected objects.

+

DETECTION_TYPES.DetectedObjectsIdentified

+

Map of the DetectedObjects identified.

+

DETECTION_TYPES:DetectedReportDetailed(AttackGroup)

+

Report detailed of a detection result.

+

DETECTION_TYPES.DetectionRange

+

The range till which targets are accepted to be detected.

+

DETECTION_TYPES.DetectionRun

+ +

DETECTION_TYPES.DetectionScheduler

+ +

DETECTION_TYPES.DetectionSet

+ +

DETECTION_TYPES.DetectionSetGroup

+

The Core.Set of GROUPs in the Forward Air Controller role.

+

DETECTION_TYPES.DistanceProbability

+ +

DETECTION_TYPES:FilterCategories(FilterCategories)

+

Filter the detected units based on Unit.Category
+The different values of Unit.Category can be:

+ +
    +
  • Unit.Category.AIRPLANE
  • +
  • Unit.Category.GROUND_UNIT
  • +
  • Unit.Category.HELICOPTER
  • +
  • Unit.Category.SHIP
  • +
  • Unit.Category.STRUCTURE
  • +
+ +

Multiple Unit.Category entries can be given as a table and then these will be evaluated as an OR expression.

+

DETECTION_TYPES:ForEachAliveRecce(IteratorFunction, ...)

+ +

DETECTION_TYPES:ForgetDetectedUnit(UnitName)

+

Forget a Unit from a DetectionItem

+

DETECTION_TYPES.FriendliesRange

+ +

DETECTION_TYPES.FriendlyPrefixes

+ +

DETECTION_TYPES:GetDetectedID(Index)

+

Get a detected ID using a given numeric index.

+

DETECTION_TYPES:GetDetectedItemByIndex(Index)

+

Get a detected item using a given numeric index.

+

DETECTION_TYPES:GetDetectedItemByKey(Key)

+

Get a detected item using a given Key.

+

DETECTION_TYPES:GetDetectedItemCoordinate(DetectedItem)

+

Get the detected item coordinate.

+

DETECTION_TYPES:GetDetectedItemCoordinates()

+

Get a list of the detected item coordinates.

+

DETECTION_TYPES:GetDetectedItemID(DetectedItem)

+

Get a detected ItemID using a given numeric index.

+

DETECTION_TYPES:GetDetectedItemSet(DetectedItem)

+

Get the Core.Set#SET_UNIT of a detection area using a given numeric index.

+

DETECTION_TYPES:GetDetectedItemThreatLevel(DetectedItem)

+

Get the detected item coordinate.

+

DETECTION_TYPES:GetDetectedItemZone(DetectedItem)

+

Get the Core.Zone#ZONE_UNIT of a detection area using a given numeric index.

+

DETECTION_TYPES:GetDetectedItems()

+

Get the DetectedItems by Key.

+

DETECTION_TYPES:GetDetectedItemsByIndex()

+

Get the DetectedItems by Index.

+

DETECTION_TYPES:GetDetectedItemsCount()

+

Get the amount of SETs with detected objects.

+

DETECTION_TYPES:GetDetectedObject(ObjectName)

+

Gets a detected object with a given name.

+

DETECTION_TYPES:GetDetectedUnitTypeName(DetectedUnit)

+

Gets a detected unit type name, taking into account the detection results.

+

DETECTION_TYPES:GetDetectionSet()

+

Get the Detection Set.

+

DETECTION_TYPES:GetFriendliesDistance(DetectedItem)

+

Returns the distance used to identify friendlies near the detected item ...

+

DETECTION_TYPES:GetFriendliesNearBy(DetectedItem, Category)

+

Returns friendly units nearby the FAC units ...

+

DETECTION_TYPES:GetFriendliesNearIntercept(DetectedItem)

+

Returns friendly units nearby the intercept point ...

+

DETECTION_TYPES:GetPlayersNearBy(DetectedItem)

+

Returns friendly units nearby the FAC units ...

+

DETECTION_TYPES:IdentifyDetectedObject(DetectedObject)

+

Identifies a detected object during detection processing.

+

DETECTION_TYPES:InitDetectDLINK(DetectDLINK)

+

Detect DLINK.

+

DETECTION_TYPES:InitDetectIRST(DetectIRST)

+

Detect IRST.

+

DETECTION_TYPES:InitDetectOptical(DetectOptical)

+

Detect Optical.

+

DETECTION_TYPES:InitDetectRWR(DetectRWR)

+

Detect RWR.

+

DETECTION_TYPES:InitDetectRadar(DetectRadar)

+

Detect Radar.

+

DETECTION_TYPES:InitDetectVisual(DetectVisual)

+

Detect Visual.

+

DETECTION_TYPES.Intercept

+ +

DETECTION_TYPES.InterceptDelay

+ +

DETECTION_TYPES:IsDetectedItemDetected(DetectedItem)

+

Checks if there is at least one UNIT detected in the Set of the the DetectedItem.

+

DETECTION_TYPES:IsDetectedItemLocked(DetectedItem)

+

Validate if the detected item is locked.

+

DETECTION_TYPES:IsDetectedObjectIdentified(DetectedObject)

+

Determines if a detected object has already been identified during detection processing.

+

DETECTION_TYPES:IsFriendliesNearBy(DetectedItem, Category)

+

Returns if there are friendlies nearby the FAC units ...

+

DETECTION_TYPES:IsFriendliesNearIntercept(DetectedItem)

+

Returns if there are friendlies nearby the intercept ...

+

DETECTION_TYPES:IsPlayersNearBy(DetectedItem)

+

Returns if there are friendlies nearby the FAC units ...

+

DETECTION_TYPES:LockDetectedItem(DetectedItem)

+

Lock a detected item.

+

DETECTION_TYPES:LockDetectedItems()

+

Lock the detected items when created and lock all existing detected items.

+

DETECTION_TYPES.Locking

+ +

DETECTION_TYPES:NearestRecce(DetectedItem)

+

Find the nearest Recce of the DetectedItem.

+

DETECTION_TYPES:New(DetectionSet)

+

DETECTION constructor.

+

DETECTION_TYPES:OnAfterDetect(From, Event, To)

+

OnAfter Transition Handler for Event Detect.

+

DETECTION_TYPES:OnAfterDetected(From, Event, To, Units)

+

OnAfter Transition Handler for Event Detected.

+

DETECTION_TYPES:OnAfterDetectedItem(From, Event, To, DetectedItem)

+

OnAfter Transition Handler for Event DetectedItem.

+

DETECTION_TYPES:OnAfterStart(From, Event, To)

+

OnAfter Transition Handler for Event Start.

+

DETECTION_TYPES:OnAfterStop(From, Event, To)

+

OnAfter Transition Handler for Event Stop.

+

DETECTION_TYPES:OnBeforeDetect(From, Event, To)

+

OnBefore Transition Handler for Event Detect.

+

DETECTION_TYPES:OnBeforeDetected(From, Event, To)

+

OnBefore Transition Handler for Event Detected.

+

DETECTION_TYPES:OnBeforeStart(From, Event, To)

+

OnBefore Transition Handler for Event Start.

+

DETECTION_TYPES:OnBeforeStop(From, Event, To)

+

OnBefore Transition Handler for Event Stop.

+

DETECTION_TYPES:OnEnterDetecting(From, Event, To)

+

OnEnter Transition Handler for State Detecting.

+

DETECTION_TYPES:OnEnterStopped(From, Event, To)

+

OnEnter Transition Handler for State Stopped.

+

DETECTION_TYPES:OnLeaveDetecting(From, Event, To)

+

OnLeave Transition Handler for State Detecting.

+

DETECTION_TYPES:OnLeaveStopped(From, Event, To)

+

OnLeave Transition Handler for State Stopped.

+

DETECTION_TYPES.RadarBlur

+ +

DETECTION_TYPES.RadarBlurMinHeight

+ +

DETECTION_TYPES.RadarBlurThresBlur

+ +

DETECTION_TYPES.RadarBlurThresHeight

+ +

DETECTION_TYPES.RefreshTimeInterval

+ +

DETECTION_TYPES.RejectZones

+ +

DETECTION_TYPES:RemoveDetectedItem(DetectedItemKey)

+

Removes an existing DetectedItem from the DetectedItems list.

+

DETECTION_TYPES:ReportFriendliesNearBy(TargetData)

+

Background worker function to determine if there are friendlies nearby ...

+

DETECTION_TYPES:Schedule(DelayTime, RepeatInterval)

+

Schedule the DETECTION construction.

+

DETECTION_TYPES.ScheduleDelayTime

+ +

DETECTION_TYPES.ScheduleRepeatInterval

+ +

DETECTION_TYPES:SetAcceptRange(AcceptRange)

+

Accept detections if within a range in meters.

+

DETECTION_TYPES:SetAcceptZones(AcceptZones)

+

Accept detections if within the specified zone(s).

+

DETECTION_TYPES:SetAlphaAngleProbability(AlphaAngleProbability)

+

Upon a visual detection, the higher the unit is during the detecting process, the more likely the detected unit is to be detected properly.

+

DETECTION_TYPES:SetDetectedItemCoordinate(DetectedItem, Coordinate, DetectedItemUnit)

+

Set the detected item coordinate.

+

DETECTION_TYPES:SetDetectedItemThreatLevel(The, DetectedItem)

+

Set the detected item threat level.

+

DETECTION_TYPES:SetDistanceProbability(DistanceProbability)

+

Upon a visual detection, the further away a detected object is, the less likely it is to be detected properly.

+

DETECTION_TYPES:SetFriendliesRange(FriendliesRange)

+

Set the radius in meters to validate if friendlies are nearby.

+

DETECTION_TYPES:SetFriendlyPrefixes(FriendlyPrefixes)

+

This will allow during friendly search any recce or detection unit to be also considered as a friendly.

+

DETECTION_TYPES:SetIntercept(Intercept, InterceptDelay)

+

Set the parameters to calculate to optimal intercept point.

+

DETECTION_TYPES:SetRadarBlur(minheight, thresheight, thresblur)

+

Method to make the radar detection less accurate, e.g.

+

DETECTION_TYPES:SetRefreshTimeInterval(RefreshTimeInterval)

+

Set the detection interval time in seconds.

+

DETECTION_TYPES:SetRejectZones(RejectZones)

+

Reject detections if within the specified zone(s).

+

DETECTION_TYPES:SetZoneProbability(ZoneArray)

+

Upon a visual detection, the more a detected unit is within a cloudy zone, the less likely the detected unit is to be detected successfully.

+

DETECTION_TYPES:Start()

+

Synchronous Event Trigger for Event Start.

+

DETECTION_TYPES:Stop()

+

Synchronous Event Trigger for Event Stop.

+

DETECTION_TYPES:UnIdentifyAllDetectedObjects()

+

UnIdentify all detected objects during detection processing.

+

DETECTION_TYPES:UnIdentifyDetectedObject(DetectedObject)

+

UnIdentify a detected object during detection processing.

+

DETECTION_TYPES:UnlockDetectedItem(DetectedItem)

+

Unlock a detected item.

+

DETECTION_TYPES:UnlockDetectedItems()

+

Unlock the detected items when created and unlock all existing detected items.

+

DETECTION_TYPES:UpdateDetectedItemDetection(DetectedItem)

+

Set IsDetected flag for the DetectedItem, which can have more units.

+

DETECTION_TYPES.ZoneProbability

+ +

DETECTION_TYPES:__Detect(Delay)

+

Asynchronous Event Trigger for Event Detect.

+

DETECTION_TYPES:__Detected(Delay, Units)

+

Asynchronous Event Trigger for Event Detected.

+

DETECTION_TYPES:__Start(Delay)

+

Asynchronous Event Trigger for Event Start.

+

DETECTION_TYPES:__Stop(Delay)

+

Asynchronous Event Trigger for Event Stop.

+

DETECTION_TYPES:onafterDetect(From, Event, To)

+ +

DETECTION_TYPES:onafterDetection(From, Event, To, Detection, DetectionTimeStamp)

+ +

DETECTION_TYPES:onafterStart(From, Event, To)

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

DETECTION_TYPES:AddEndState(State)

+

Adds an End state.

+

DETECTION_TYPES: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.

+

DETECTION_TYPES:AddScore(State, ScoreText, Score)

+

Adds a score for the FSM to be achieved.

+

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

+

Adds a score for the FSM_PROCESS to be achieved.

+

DETECTION_TYPES:AddTransition(From, Event, To)

+

Add a new transition rule to the FSM.

+

DETECTION_TYPES.CallScheduler

+

Call scheduler.

+

DETECTION_TYPES.ClassName

+

Name of the class.

+

DETECTION_TYPES.Events

+ +

DETECTION_TYPES:GetCurrentState()

+

Get current state.

+

DETECTION_TYPES:GetEndStates()

+

Returns the End states.

+

DETECTION_TYPES:GetProcess(From, Event)

+ +

DETECTION_TYPES:GetProcesses()

+

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

+

DETECTION_TYPES:GetScores()

+

Returns a table with the scores defined.

+

DETECTION_TYPES:GetStartState()

+

Returns the start state of the FSM.

+

DETECTION_TYPES:GetState()

+

Get current state.

+

DETECTION_TYPES:GetSubs()

+

Returns a table with the Subs defined.

+

DETECTION_TYPES:GetTransitions()

+

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

+

DETECTION_TYPES:Is(State)

+

Check if FSM is in state.

+

DETECTION_TYPES:LoadCallBacks(CallBackTable)

+

Load call backs.

+

DETECTION_TYPES:New()

+

Creates a new FSM object.

+

DETECTION_TYPES.Scores

+

Scores.

+

DETECTION_TYPES:SetProcess(From, Event, Fsm)

+ +

DETECTION_TYPES:SetStartState(State)

+

Sets the start state of the FSM.

+

DETECTION_TYPES._EndStates

+ +

DETECTION_TYPES._EventSchedules

+ +

DETECTION_TYPES._Processes

+ +

DETECTION_TYPES._Scores

+ +

DETECTION_TYPES._StartState

+ +

DETECTION_TYPES._Transitions

+ +

DETECTION_TYPES:_add_to_map(Map, Event)

+

Add to map.

+

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

+

Call handler.

+

DETECTION_TYPES:_create_transition(EventName)

+

Create transition.

+

DETECTION_TYPES:_delayed_transition(EventName)

+

Delayed transition.

+

DETECTION_TYPES:_eventmap(Events, EventStructure)

+

Event map.

+

DETECTION_TYPES:_gosub(ParentFrom, ParentEvent)

+

Go sub.

+

DETECTION_TYPES:_handler(EventName, ...)

+

Handler.

+

DETECTION_TYPES:_isendstate(Current)

+

Is end state.

+

DETECTION_TYPES:_submap(subs, sub, name)

+

Sub maps.

+

DETECTION_TYPES:can(e)

+

Check if can do an event.

+

DETECTION_TYPES:cannot(e)

+

Check if cannot do an event.

+

DETECTION_TYPES.current

+

Current state name.

+

DETECTION_TYPES.endstates

+ +

DETECTION_TYPES:is(State, state)

+

Check if FSM is in state.

+

DETECTION_TYPES.options

+

Options.

+

DETECTION_TYPES.subs

+

Subs.

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

DETECTION_TYPES.ClassID

+

The ID number of the class.

+

DETECTION_TYPES.ClassName

+

The name of the class.

+

DETECTION_TYPES.ClassNameAndID

+

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

+

DETECTION_TYPES:ClearState(Object, StateName)

+

Clear the state of an object.

+

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

+

Creation of a Birth Event.

+

DETECTION_TYPES:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

+

Creation of a Crash Event.

+

DETECTION_TYPES:CreateEventDead(EventTime, Initiator, IniObjectCategory)

+

Creation of a Dead Event.

+

DETECTION_TYPES:CreateEventPlayerEnterAircraft(PlayerUnit)

+

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

+

DETECTION_TYPES:CreateEventRemoveUnit(EventTime, Initiator)

+

Creation of a Remove Unit Event.

+

DETECTION_TYPES:CreateEventTakeoff(EventTime, Initiator)

+

Creation of a Takeoff Event.

+

DETECTION_TYPES:CreateEventUnitLost(EventTime, Initiator)

+

Creation of a Crash Event.

+

DETECTION_TYPES:E(Arguments)

+

Log an exception which will be traced always.

+

DETECTION_TYPES:EventDispatcher()

+

Returns the event dispatcher

+

DETECTION_TYPES:EventRemoveAll()

+

Remove all subscribed events

+

DETECTION_TYPES:F(Arguments)

+

Trace a function call.

+

DETECTION_TYPES:F2(Arguments)

+

Trace a function call level 2.

+

DETECTION_TYPES:F3(Arguments)

+

Trace a function call level 3.

+

DETECTION_TYPES:GetClassID()

+

Get the ClassID of the class instance.

+

DETECTION_TYPES:GetClassName()

+

Get the ClassName of the class instance.

+

DETECTION_TYPES:GetClassNameAndID()

+

Get the ClassName + ClassID of the class instance.

+

DETECTION_TYPES:GetEventPriority()

+

Get the Class Core.Event processing Priority.

+

DETECTION_TYPES:GetParent(Child, FromClass)

+

This is the worker method to retrieve the Parent class.

+

DETECTION_TYPES:GetState(Object, Key)

+

Get a Value given a Key from the Object.

+

DETECTION_TYPES:HandleEvent(EventID, EventFunction)

+

Subscribe to a DCS Event.

+

DETECTION_TYPES:I(Arguments)

+

Log an information which will be traced always.

+

DETECTION_TYPES:Inherit(Child, Parent)

+

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

+

DETECTION_TYPES:IsInstanceOf(ClassName)

+

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

+

DETECTION_TYPES:IsTrace()

+

Enquires if tracing is on (for the class).

+

DETECTION_TYPES:New()

+

BASE constructor.

+

DETECTION_TYPES:OnEvent(EventData)

+

Occurs when an Event for an object is triggered.

+

DETECTION_TYPES:OnEventBDA(EventData)

+

BDA.

+

DETECTION_TYPES:OnEventBaseCaptured(EventData)

+

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

+

DETECTION_TYPES:OnEventBirth(EventData)

+

Occurs when any object is spawned into the mission.

+

DETECTION_TYPES:OnEventCrash(EventData)

+

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

+

DETECTION_TYPES:OnEventDead(EventData)

+

Occurs when an object is dead.

+

DETECTION_TYPES:OnEventDetailedFailure(EventData)

+

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

+

DETECTION_TYPES:OnEventDiscardChairAfterEjection(EventData)

+

Discard chair after ejection.

+

DETECTION_TYPES: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.

+

DETECTION_TYPES:OnEventEngineShutdown(EventData)

+

Occurs when any aircraft shuts down its engines.

+

DETECTION_TYPES:OnEventEngineStartup(EventData)

+

Occurs when any aircraft starts its engines.

+

DETECTION_TYPES:OnEventHit(EventData)

+

Occurs whenever an object is hit by a weapon.

+

DETECTION_TYPES:OnEventHumanFailure(EventData)

+

Occurs when any system fails on a human controlled aircraft.

+

DETECTION_TYPES:OnEventKill(EventData)

+

Occurs on the death of a unit.

+

DETECTION_TYPES: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.

+

DETECTION_TYPES:OnEventLandingAfterEjection(EventData)

+

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

+

DETECTION_TYPES:OnEventLandingQualityMark(EventData)

+

Landing quality mark.

+

DETECTION_TYPES:OnEventMarkAdded(EventData)

+

Occurs when a new mark was added.

+

DETECTION_TYPES:OnEventMarkChange(EventData)

+

Occurs when a mark text was changed.

+

DETECTION_TYPES:OnEventMarkRemoved(EventData)

+

Occurs when a mark was removed.

+

DETECTION_TYPES:OnEventMissionEnd(EventData)

+

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

+

DETECTION_TYPES:OnEventMissionStart(EventData)

+

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

+

DETECTION_TYPES:OnEventParatrooperLanding(EventData)

+

Weapon add.

+

DETECTION_TYPES:OnEventPilotDead(EventData)

+

Occurs when the pilot of an aircraft is killed.

+

DETECTION_TYPES:OnEventPlayerEnterAircraft(EventData)

+

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

+

DETECTION_TYPES:OnEventPlayerEnterUnit(EventData)

+

Occurs when any player assumes direct control of a unit.

+

DETECTION_TYPES:OnEventPlayerLeaveUnit(EventData)

+

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

+

DETECTION_TYPES:OnEventRefueling(EventData)

+

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

+

DETECTION_TYPES:OnEventRefuelingStop(EventData)

+

Occurs when an aircraft is finished taking fuel.

+

DETECTION_TYPES:OnEventScore(EventData)

+

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

+

DETECTION_TYPES:OnEventShootingEnd(EventData)

+

Occurs when any unit stops firing its weapon.

+

DETECTION_TYPES:OnEventShootingStart(EventData)

+

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

+

DETECTION_TYPES:OnEventShot(EventData)

+

Occurs whenever any unit in a mission fires a weapon.

+

DETECTION_TYPES:OnEventTakeoff(EventData)

+

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

+

DETECTION_TYPES:OnEventTriggerZone(EventData)

+

Trigger zone.

+

DETECTION_TYPES:OnEventUnitLost(EventData)

+

Occurs when the game thinks an object is destroyed.

+

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

+

Schedule a new time event.

+

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

+

Schedule a new time event.

+

DETECTION_TYPES:ScheduleStop(SchedulerID)

+

Stops the Schedule.

+

DETECTION_TYPES.Scheduler

+ +

DETECTION_TYPES:SetEventPriority(EventPriority)

+

Set the Class Core.Event processing Priority.

+

DETECTION_TYPES:SetState(Object, Key, Value)

+

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

+

DETECTION_TYPES:T(Arguments)

+

Trace a function logic level 1.

+

DETECTION_TYPES:T2(Arguments)

+

Trace a function logic level 2.

+

DETECTION_TYPES:T3(Arguments)

+

Trace a function logic level 3.

+

DETECTION_TYPES:TraceAll(TraceAll)

+

Trace all methods in MOOSE

+

DETECTION_TYPES:TraceClass(Class)

+

Set tracing for a class

+

DETECTION_TYPES:TraceClassMethod(Class, Method)

+

Set tracing for a specific method of class

+

DETECTION_TYPES:TraceLevel(Level)

+

Set trace level

+

DETECTION_TYPES:TraceOff()

+

Set trace off.

+

DETECTION_TYPES:TraceOn()

+

Set trace on.

+

DETECTION_TYPES: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.

+

DETECTION_TYPES:UnHandleEvent(EventID)

+

UnSubscribe to a DCS event.

+

DETECTION_TYPES._

+ +

DETECTION_TYPES:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+

Trace a function call.

+

DETECTION_TYPES:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+

Trace a function logic.

+

DETECTION_TYPES.__

+ +

DETECTION_TYPES:onEvent(event)

+

The main event handling function...

@@ -3944,6 +7308,8 @@ The different values of Unit.Category can be:

@@ -4161,18 +7527,36 @@ The different values of Unit.Category can be:

+ + + + + + + + + + + + @@ -4185,6 +7569,12 @@ The different values of Unit.Category can be:

+ + + + @@ -4778,6 +8168,820 @@ The different values of Unit.Category can be:

+ +

DETECTION_UNITS.DetectedItems

+

DETECTION_UNITS.DetectedObjects

+

The list of detected objects.

DETECTION_UNITS.DetectedObjectsIdentified

- +

Map of the DetectedObjects identified.

DETECTION_UNITS:DetectedReportDetailed(AttackGroup)

Report detailed of a detection result.

+

DETECTION_UNITS.DetectionRange

+

The range till which targets are accepted to be detected.

+

DETECTION_UNITS.DetectionRun

+

DETECTION_UNITS.DetectionSet

+

DETECTION_UNITS.DetectionSetGroup

+

The Core.Set of GROUPs in the Forward Air Controller role.

DETECTION_UNITS:onafterStart(From, Event, To)

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

DETECTION_UNITS:AddEndState(State)

+

Adds an End state.

+

DETECTION_UNITS: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.

+

DETECTION_UNITS:AddScore(State, ScoreText, Score)

+

Adds a score for the FSM to be achieved.

+

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

+

Adds a score for the FSM_PROCESS to be achieved.

+

DETECTION_UNITS:AddTransition(From, Event, To)

+

Add a new transition rule to the FSM.

+

DETECTION_UNITS.CallScheduler

+

Call scheduler.

+

DETECTION_UNITS.ClassName

+

Name of the class.

+

DETECTION_UNITS.Events

+ +

DETECTION_UNITS:GetCurrentState()

+

Get current state.

+

DETECTION_UNITS:GetEndStates()

+

Returns the End states.

+

DETECTION_UNITS:GetProcess(From, Event)

+ +

DETECTION_UNITS:GetProcesses()

+

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

+

DETECTION_UNITS:GetScores()

+

Returns a table with the scores defined.

+

DETECTION_UNITS:GetStartState()

+

Returns the start state of the FSM.

+

DETECTION_UNITS:GetState()

+

Get current state.

+

DETECTION_UNITS:GetSubs()

+

Returns a table with the Subs defined.

+

DETECTION_UNITS:GetTransitions()

+

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

+

DETECTION_UNITS:Is(State)

+

Check if FSM is in state.

+

DETECTION_UNITS:LoadCallBacks(CallBackTable)

+

Load call backs.

+

DETECTION_UNITS:New()

+

Creates a new FSM object.

+

DETECTION_UNITS.Scores

+

Scores.

+

DETECTION_UNITS:SetProcess(From, Event, Fsm)

+ +

DETECTION_UNITS:SetStartState(State)

+

Sets the start state of the FSM.

+

DETECTION_UNITS._EndStates

+ +

DETECTION_UNITS._EventSchedules

+ +

DETECTION_UNITS._Processes

+ +

DETECTION_UNITS._Scores

+ +

DETECTION_UNITS._StartState

+ +

DETECTION_UNITS._Transitions

+ +

DETECTION_UNITS:_add_to_map(Map, Event)

+

Add to map.

+

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

+

Call handler.

+

DETECTION_UNITS:_create_transition(EventName)

+

Create transition.

+

DETECTION_UNITS:_delayed_transition(EventName)

+

Delayed transition.

+

DETECTION_UNITS:_eventmap(Events, EventStructure)

+

Event map.

+

DETECTION_UNITS:_gosub(ParentFrom, ParentEvent)

+

Go sub.

+

DETECTION_UNITS:_handler(EventName, ...)

+

Handler.

+

DETECTION_UNITS:_isendstate(Current)

+

Is end state.

+

DETECTION_UNITS:_submap(subs, sub, name)

+

Sub maps.

+

DETECTION_UNITS:can(e)

+

Check if can do an event.

+

DETECTION_UNITS:cannot(e)

+

Check if cannot do an event.

+

DETECTION_UNITS.current

+

Current state name.

+

DETECTION_UNITS.endstates

+ +

DETECTION_UNITS:is(State, state)

+

Check if FSM is in state.

+

DETECTION_UNITS.options

+

Options.

+

DETECTION_UNITS.subs

+

Subs.

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

DETECTION_UNITS.ClassID

+

The ID number of the class.

+

DETECTION_UNITS.ClassName

+

The name of the class.

+

DETECTION_UNITS.ClassNameAndID

+

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

+

DETECTION_UNITS:ClearState(Object, StateName)

+

Clear the state of an object.

+

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

+

Creation of a Birth Event.

+

DETECTION_UNITS:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

+

Creation of a Crash Event.

+

DETECTION_UNITS:CreateEventDead(EventTime, Initiator, IniObjectCategory)

+

Creation of a Dead Event.

+

DETECTION_UNITS:CreateEventPlayerEnterAircraft(PlayerUnit)

+

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

+

DETECTION_UNITS:CreateEventRemoveUnit(EventTime, Initiator)

+

Creation of a Remove Unit Event.

+

DETECTION_UNITS:CreateEventTakeoff(EventTime, Initiator)

+

Creation of a Takeoff Event.

+

DETECTION_UNITS:CreateEventUnitLost(EventTime, Initiator)

+

Creation of a Crash Event.

+

DETECTION_UNITS:E(Arguments)

+

Log an exception which will be traced always.

+

DETECTION_UNITS:EventDispatcher()

+

Returns the event dispatcher

+

DETECTION_UNITS:EventRemoveAll()

+

Remove all subscribed events

+

DETECTION_UNITS:F(Arguments)

+

Trace a function call.

+

DETECTION_UNITS:F2(Arguments)

+

Trace a function call level 2.

+

DETECTION_UNITS:F3(Arguments)

+

Trace a function call level 3.

+

DETECTION_UNITS:GetClassID()

+

Get the ClassID of the class instance.

+

DETECTION_UNITS:GetClassName()

+

Get the ClassName of the class instance.

+

DETECTION_UNITS:GetClassNameAndID()

+

Get the ClassName + ClassID of the class instance.

+

DETECTION_UNITS:GetEventPriority()

+

Get the Class Core.Event processing Priority.

+

DETECTION_UNITS:GetParent(Child, FromClass)

+

This is the worker method to retrieve the Parent class.

+

DETECTION_UNITS:GetState(Object, Key)

+

Get a Value given a Key from the Object.

+

DETECTION_UNITS:HandleEvent(EventID, EventFunction)

+

Subscribe to a DCS Event.

+

DETECTION_UNITS:I(Arguments)

+

Log an information which will be traced always.

+

DETECTION_UNITS:Inherit(Child, Parent)

+

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

+

DETECTION_UNITS:IsInstanceOf(ClassName)

+

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

+

DETECTION_UNITS:IsTrace()

+

Enquires if tracing is on (for the class).

+

DETECTION_UNITS:New()

+

BASE constructor.

+

DETECTION_UNITS:OnEvent(EventData)

+

Occurs when an Event for an object is triggered.

+

DETECTION_UNITS:OnEventBDA(EventData)

+

BDA.

+

DETECTION_UNITS:OnEventBaseCaptured(EventData)

+

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

+

DETECTION_UNITS:OnEventBirth(EventData)

+

Occurs when any object is spawned into the mission.

+

DETECTION_UNITS:OnEventCrash(EventData)

+

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

+

DETECTION_UNITS:OnEventDead(EventData)

+

Occurs when an object is dead.

+

DETECTION_UNITS:OnEventDetailedFailure(EventData)

+

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

+

DETECTION_UNITS:OnEventDiscardChairAfterEjection(EventData)

+

Discard chair after ejection.

+

DETECTION_UNITS: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.

+

DETECTION_UNITS:OnEventEngineShutdown(EventData)

+

Occurs when any aircraft shuts down its engines.

+

DETECTION_UNITS:OnEventEngineStartup(EventData)

+

Occurs when any aircraft starts its engines.

+

DETECTION_UNITS:OnEventHit(EventData)

+

Occurs whenever an object is hit by a weapon.

+

DETECTION_UNITS:OnEventHumanFailure(EventData)

+

Occurs when any system fails on a human controlled aircraft.

+

DETECTION_UNITS:OnEventKill(EventData)

+

Occurs on the death of a unit.

+

DETECTION_UNITS: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.

+

DETECTION_UNITS:OnEventLandingAfterEjection(EventData)

+

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

+

DETECTION_UNITS:OnEventLandingQualityMark(EventData)

+

Landing quality mark.

+

DETECTION_UNITS:OnEventMarkAdded(EventData)

+

Occurs when a new mark was added.

+

DETECTION_UNITS:OnEventMarkChange(EventData)

+

Occurs when a mark text was changed.

+

DETECTION_UNITS:OnEventMarkRemoved(EventData)

+

Occurs when a mark was removed.

+

DETECTION_UNITS:OnEventMissionEnd(EventData)

+

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

+

DETECTION_UNITS:OnEventMissionStart(EventData)

+

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

+

DETECTION_UNITS:OnEventParatrooperLanding(EventData)

+

Weapon add.

+

DETECTION_UNITS:OnEventPilotDead(EventData)

+

Occurs when the pilot of an aircraft is killed.

+

DETECTION_UNITS:OnEventPlayerEnterAircraft(EventData)

+

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

+

DETECTION_UNITS:OnEventPlayerEnterUnit(EventData)

+

Occurs when any player assumes direct control of a unit.

+

DETECTION_UNITS:OnEventPlayerLeaveUnit(EventData)

+

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

+

DETECTION_UNITS:OnEventRefueling(EventData)

+

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

+

DETECTION_UNITS:OnEventRefuelingStop(EventData)

+

Occurs when an aircraft is finished taking fuel.

+

DETECTION_UNITS:OnEventScore(EventData)

+

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

+

DETECTION_UNITS:OnEventShootingEnd(EventData)

+

Occurs when any unit stops firing its weapon.

+

DETECTION_UNITS:OnEventShootingStart(EventData)

+

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

+

DETECTION_UNITS:OnEventShot(EventData)

+

Occurs whenever any unit in a mission fires a weapon.

+

DETECTION_UNITS:OnEventTakeoff(EventData)

+

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

+

DETECTION_UNITS:OnEventTriggerZone(EventData)

+

Trigger zone.

+

DETECTION_UNITS:OnEventUnitLost(EventData)

+

Occurs when the game thinks an object is destroyed.

+

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

+

Schedule a new time event.

+

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

+

Schedule a new time event.

+

DETECTION_UNITS:ScheduleStop(SchedulerID)

+

Stops the Schedule.

+

DETECTION_UNITS.Scheduler

+ +

DETECTION_UNITS:SetEventPriority(EventPriority)

+

Set the Class Core.Event processing Priority.

+

DETECTION_UNITS:SetState(Object, Key, Value)

+

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

+

DETECTION_UNITS:T(Arguments)

+

Trace a function logic level 1.

+

DETECTION_UNITS:T2(Arguments)

+

Trace a function logic level 2.

+

DETECTION_UNITS:T3(Arguments)

+

Trace a function logic level 3.

+

DETECTION_UNITS:TraceAll(TraceAll)

+

Trace all methods in MOOSE

+

DETECTION_UNITS:TraceClass(Class)

+

Set tracing for a class

+

DETECTION_UNITS:TraceClassMethod(Class, Method)

+

Set tracing for a specific method of class

+

DETECTION_UNITS:TraceLevel(Level)

+

Set trace level

+

DETECTION_UNITS:TraceOff()

+

Set trace off.

+

DETECTION_UNITS:TraceOn()

+

Set trace on.

+

DETECTION_UNITS: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.

+

DETECTION_UNITS:UnHandleEvent(EventID)

+

UnSubscribe to a DCS event.

+

DETECTION_UNITS._

+ +

DETECTION_UNITS:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+

Trace a function call.

+

DETECTION_UNITS:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+

Trace a function logic.

+

DETECTION_UNITS.__

+ +

DETECTION_UNITS:onEvent(event)

+

The main event handling function...

@@ -10010,6 +14214,4980 @@ zones that reflect cloudy areas where detected units may not be so easily visual
+
+

Field(s)

+
+
+ + +
+
+
+ + #DETECTION_BASE.DetectedItems +DETECTION_AREAS.DetectedItems + +

A list of areas containing the set of Wrapper.Units, Core.Zones, the center Wrapper.Unit within the zone, and ID of each area that was detected within a DetectionZoneRange.

+ +
+ +
+
+
+ + DCS#Distance +DETECTION_AREAS.DetectionZoneRange + +

The range till which targets are grouped upon the first detected target.

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

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)

+
+
+ + +
+
+
+ + #DETECTION_BASE.DetectedItems +DETECTION_AREAS.DetectedItems + +

A list of areas containing the set of Wrapper.Units, Core.Zones, the center Wrapper.Unit within the zone, and ID of each area that was detected within a DetectionZoneRange.

+ +
+ +
+
+
+ + DCS#Distance +DETECTION_AREAS.DetectionZoneRange + +

The range till which targets are grouped upon the first detected target.

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

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 +

+
+
+

+
+
+
+ +
+
+
@@ -10115,28 +19293,6 @@ zones that reflect cloudy areas where detected units may not be so easily visual - - - -
-
- - #number -DETECTION_BASE.DetectedItemCount - - - -
- -
-
-
- - #number -DETECTION_BASE.DetectedItemMax - - -
@@ -10148,6 +19304,17 @@ zones that reflect cloudy areas where detected units may not be so easily visual + + + +
+
+ + #DETECTION_BASE.DetectedObjects +DETECTION_BASE.DetectedObjects + +

The list of detected objects.

+
@@ -10157,10 +19324,29 @@ zones that reflect cloudy areas where detected units may not be so easily visual #table DETECTION_BASE.DetectedObjectsIdentified +

Map of the DetectedObjects identified.

+ + +
+
+ + DCS#Distance +DETECTION_BASE.DetectionRange -

Table will be garbage collected.

+

The range till which targets are accepted to be detected.

+ +
+ +
+
+
+ + #number +DETECTION_BASE.DetectionRun + +
@@ -10184,6 +19370,17 @@ zones that reflect cloudy areas where detected units may not be so easily visual +
+ + +
+
+ + Core.Set#SET_GROUP +DETECTION_BASE.DetectionSetGroup + +

The Core.Set of GROUPs in the Forward Air Controller role.

+
@@ -10228,6 +19425,17 @@ zones that reflect cloudy areas where detected units may not be so easily visual + + + +
+
+ + #boolean +DETECTION_BASE.Locking + + +
@@ -10245,7 +19453,7 @@ zones that reflect cloudy areas where detected units may not be so easily visual
- #number + DETECTION_BASE.RefreshTimeInterval @@ -14731,6 +23939,5420 @@ zones that reflect cloudy areas where detected units may not be so easily visual
+
+

Field(s)

+
+
+ + +
+
+
+ + #table +DETECTION_BASE.AcceptZones + + + +
+ +
+
+ + +
+
+ + +
+
+ + +
+
+ + +
+
+ + +
+
+ + +
+
+ + +
+
+
+ + #table +DETECTION_BASE.DetectedItems + + + +
+ +
+
+
+ + #DETECTION_BASE.DetectedObjects +DETECTION_BASE.DetectedObjects + +

The list of detected objects.

+ +
+ +
+
+
+ + #table +DETECTION_BASE.DetectedObjectsIdentified + +

Map of the DetectedObjects identified.

+ +
+ +
+
+
+ + DCS#Distance +DETECTION_BASE.DetectionRange + +

The range till which targets are accepted to be detected.

+ +
+ +
+
+
+ + #number +DETECTION_BASE.DetectionRun + + + +
+ +
+
+ + +
+
+ + +
+
+
+ + Core.Set#SET_GROUP +DETECTION_BASE.DetectionSetGroup + +

The Core.Set of GROUPs in the Forward Air Controller role.

+ +
+ +
+
+ + +
+
+ + +
+
+ + +
+
+ + +
+
+
+ + #boolean +DETECTION_BASE.Locking + + + +
+ +
+
+
+ + #boolean +DETECTION_BASE.RadarBlur + + + +
+ +
+
+ + +
+
+
+ + #table +DETECTION_BASE.RejectZones + + + +
+ +
+
+ + +
+
+ + +
+
+ + +
+
+

Function(s)

+
+
+ + + +

Adds an End state.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + State +

+
+
+ +

The FSM state.

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

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

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + From +

+
+
+ +

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

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event name.

+ +
+
+
+
+

+ Core.Fsm#FSM_PROCESS + Process +

+
+
+ +

An sub-process FSM.

+ +
+
+
+
+

+ #table + ReturnEvents +

+
+
+ +

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

+ +
+
+

Return value:

+
+ +
+ +

The SubFSM.

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

Adds a score for the FSM to be achieved.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + State +

+
+
+ +

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

+ +
+
+
+
+

+ #string + ScoreText +

+
+
+ +

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

+ +
+
+
+
+

+ #number + Score +

+
+
+ +

is a number providing the score of the status.

+ +
+
+

Return value:

+
+
+

#FSM:

+
+
+ +

self

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

Adds a score for the FSM_PROCESS to be achieved.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + From +

+
+
+ +

is the From State of the main process.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

is the Event of the main process.

+ +
+
+
+
+

+ #string + State +

+
+
+ +

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

+ +
+
+
+
+

+ #string + ScoreText +

+
+
+ +

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

+ +
+
+
+
+

+ #number + Score +

+
+
+ +

is a number providing the score of the status.

+ +
+
+

Return value:

+
+
+

#FSM:

+
+
+ +

self

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

Add a new transition rule to the FSM.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + From +

+
+
+ +

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

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event name.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To state.

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

Get current state.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

Current FSM state.

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

Returns the End states.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

End states.

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

Defined in:

+ +

Parameters:

+
+
+

+ From +

+
+
+

+
+
+
+
+

+ Event +

+
+
+

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

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

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Sub processes.

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

Returns a table with the scores defined.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Scores.

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

Returns the start state of the FSM.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

A string containing the start state.

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

Get current state.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

Current FSM state.

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

Returns a table with the Subs defined.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Sub processes.

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

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

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Transitions.

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

Check if FSM is in state.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + State +

+
+
+ +

State name.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

If true, FSM is in this state.

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

Load call backs.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #table + CallBackTable +

+
+
+ +

Table of call backs.

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

Creates a new FSM object.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#FSM:

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

Defined in:

+ +

Parameters:

+
+
+

+ From +

+
+
+

+
+
+
+
+

+ Event +

+
+
+

+
+
+
+
+

+ Fsm +

+
+
+

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

Sets the start state of the FSM.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + State +

+
+
+ +

A string defining the start state.

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

Add to map.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + Map +

+
+
+ +

Map.

+ +
+
+
+
+

+ #table + Event +

+
+
+ +

Event table.

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

Call handler.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + step +

+
+
+ +

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

+ +
+
+
+
+

+ #string + trigger +

+
+
+ +

Trigger.

+ +
+
+
+
+

+ #table + params +

+
+
+ +

Parameters.

+ +
+
+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+
+
+ +

Value.

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

Create transition.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+

#function:

+
+
+ +

Function.

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

Delayed transition.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+

#function:

+
+
+ +

Function.

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

Event map.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + Events +

+
+
+ +

Events.

+ +
+
+
+
+

+ #table + EventStructure +

+
+
+ +

Event structure.

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

Go sub.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + ParentFrom +

+
+
+ +

Parent from state.

+ +
+
+
+
+

+ #string + ParentEvent +

+
+
+ +

Parent event name.

+ +
+
+

Return value:

+
+
+

#table:

+
+
+ +

Subs.

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

Handler.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+
+
+

+ ... +

+
+
+ +

Arguments.

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

Is end state.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + Current +

+
+
+ +

Current state name.

+ +
+
+

Return values:

+
+
+

#table:

+
+
+ +

FSM parent.

+ +
+
+

#string:

+
+
+ +

Event name.

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

Sub maps.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + subs +

+
+
+ +

Subs.

+ +
+
+
+
+

+ #table + sub +

+
+
+ +

Sub.

+ +
+
+
+
+

+ #string + name +

+
+
+ +

Name.

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

Check if can do an event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + e +

+
+
+ +

Event name.

+ +
+
+

Return values:

+
+
+

#boolean:

+
+
+ +

If true, FSM can do the event.

+ +
+
+

#string:

+
+
+ +

To state.

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

Check if cannot do an event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + e +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

If true, FSM cannot do the event.

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

Check if FSM is in state.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + State +

+
+
+ +

State name.

+ +
+
+
+
+

+ state +

+
+
+

+
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

If true, FSM is in this state.

+ +
+
+
+ +
+
+ +
+

Field(s)

+
+
+ + +
+
+
+ + #table +DETECTION_BASE.AcceptZones + + + +
+ +
+
+ + +
+
+ + +
+
+ + +
+
+ + +
+
+ + +
+
+ + +
+
+ + +
+
+
+ + #table +DETECTION_BASE.DetectedItems + + + +
+ +
+
+
+ + #DETECTION_BASE.DetectedObjects +DETECTION_BASE.DetectedObjects + +

The list of detected objects.

+ +
+ +
+
+
+ + #table +DETECTION_BASE.DetectedObjectsIdentified + +

Map of the DetectedObjects identified.

+ +
+ +
+
+
+ + DCS#Distance +DETECTION_BASE.DetectionRange + +

The range till which targets are accepted to be detected.

+ +
+ +
+
+
+ + #number +DETECTION_BASE.DetectionRun + + + +
+ +
+
+ + +
+
+ + +
+
+
+ + Core.Set#SET_GROUP +DETECTION_BASE.DetectionSetGroup + +

The Core.Set of GROUPs in the Forward Air Controller role.

+ +
+ +
+
+ + +
+
+ + +
+
+ + +
+
+ + +
+
+
+ + #boolean +DETECTION_BASE.Locking + + + +
+ +
+
+
+ + #boolean +DETECTION_BASE.RadarBlur + + + +
+ +
+
+ + +
+
+
+ + #table +DETECTION_BASE.RejectZones + + + +
+ +
+
+ + +
+
+ + +
+
+ + +
+
+

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:

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ ClassName +

+
+
+ +

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

+ +
+
+

Return value:

+
+
+

#boolean:

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

Enquires if tracing is on (for the class).

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#boolean:

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

BASE constructor.

+ + + +

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

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

Defined in:

+ +

Return value:

+
+
+

#BASE:

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

Occurs when an Event for an object is triggered.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

BDA.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when any object is spawned into the mission.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when an object is dead.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

Will update this page when new information become available.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Discard chair after ejection.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

initiator : The unit that has ejected

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when any aircraft shuts down its engines.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when any aircraft starts its engines.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs whenever an object is hit by a weapon.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when any system fails on a human controlled aircraft.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs on the death of a unit.

+ + +

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

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Landing quality mark.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when a new mark was added.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when a mark text was changed.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when a mark was removed.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Weapon add.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when the pilot of an aircraft is killed.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when any player assumes direct control of a unit.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when an aircraft is finished taking fuel.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when any unit stops firing its weapon.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs whenever any unit in a mission fires a weapon.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Trigger zone.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when the game thinks an object is destroyed.

+ + +

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

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Schedule a new time event.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + Start +

+
+
+ +

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

+ +
+
+
+
+

+ #function + SchedulerFunction +

+
+
+ +

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

+ +
+
+
+
+

+ #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 +

+
+
+

+
+
+
+ +
+
+ @@ -15037,6 +29659,128 @@ zones that reflect cloudy areas where detected units may not be so easily visual

The Zone of the detected area.

+ + + +
+

Function(s)

+
+ + + +

Type DETECTION_BASE.DetectedObject

+
+
+
+

Field(s)

+
+
+ + +
+
+ + +
+
+ + +
+
+ + +
+
+ + +
+
+ + +
+
+ + +
+
+ + +
+
+ + +
+
+
@@ -15343,6 +30087,9406 @@ zones that reflect cloudy areas where detected units may not be so easily visual
+
+

Field(s)

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

Function(s)

+
+
+ + + +

Accepts changes from the detected item.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #DETECTION_BASE.DetectedItem + DetectedItem +

+
+
+

+
+
+

Return value:

+
+ +
+ +

self

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

Add a change to the detected zone.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #DETECTION_BASE.DetectedItem + DetectedItem +

+
+
+

+
+
+
+
+

+ #string + ChangeCode +

+
+
+

+
+
+
+
+

+ ItemUnitType +

+
+
+

+
+
+

Return value:

+
+ +
+ +

self

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

Add a change to the detected zone.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #DETECTION_BASE.DetectedItem + DetectedItem +

+
+
+

+
+
+
+
+

+ #string + ChangeCode +

+
+
+

+
+
+
+
+

+ #string + ChangeUnitType +

+
+
+

+
+
+

Return value:

+
+ +
+ +

self

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

Adds a new DetectedItem to the DetectedItems list.

+ + +

The DetectedItem is a table and contains a SET_UNIT in the field Set.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + ItemPrefix +

+
+
+ +

Prefix of detected item.

+ +
+
+
+
+

+ #number + DetectedItemKey +

+
+
+ +

The key of the DetectedItem. Default self.DetectedItemMax. Could also be a string in principle.

+ +
+
+
+
+

+ Core.Set#SET_UNIT + Set +

+
+
+ +

(optional) The Set of Units to be added.

+ +
+
+

Return value:

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

Adds a new DetectedItem to the DetectedItems list.

+ + +

The DetectedItem is a table and contains a SET_UNIT in the field Set.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DetectedItemKey +

+
+
+ +

The key of the DetectedItem.

+ +
+
+
+
+

+ Core.Set#SET_UNIT + Set +

+
+
+ +

(optional) The Set of Units to be added.

+ +
+
+
+
+

+ Core.Zone#ZONE_UNIT + Zone +

+
+
+ +

(optional) The Zone to be added where the Units are located.

+ +
+
+
+
+

+ ItemPrefix +

+
+
+

+
+
+

Return value:

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

Clean the DetectedItem table.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DetectedItem +

+
+
+

+
+
+
+
+

+ DetectedItemID +

+
+
+

+
+
+

Return value:

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

@param #DETECTION_BASE self + @param #number The amount of alive recce.

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

Make a DetectionSet table.

+ + +

This function will be overridden in the derived clsses.

+ +
+
+

Defined in:

+ +

Return value:

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

Synchronous Event Trigger for Event Detect.

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

Synchronous Event Trigger for Event Detected.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #table + Units +

+
+
+ +

Table of detected units.

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

Report summary of a detected item using a given numeric index.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #DETECTION_BASE.DetectedItem + DetectedItem +

+
+
+ +

The DetectedItem.

+ +
+
+
+
+

+ Wrapper.Group#GROUP + AttackGroup +

+
+
+ +

The group to generate the report for.

+ +
+
+
+
+

+ Core.Settings#SETTINGS + Settings +

+
+
+ +

Message formatting settings to use.

+ +
+
+

Return value:

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

Report detailed of a detection result.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.Group#GROUP + AttackGroup +

+
+
+ +

The group to generate the report for.

+ +
+
+

Return value:

+
+
+

#string:

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

Filter the detected units based on Unit.Category
+The different values of Unit.Category can be:

+ + + +

Multiple Unit.Category entries can be given as a table and then these will be evaluated as an OR expression.

+ + + +

Example to filter a single category (Unit.Category.AIRPLANE).

+ +
DetectionObject:FilterCategories( Unit.Category.AIRPLANE ) 
+
+ +

Example to filter multiple categories (Unit.Category.AIRPLANE, Unit.Category.HELICOPTER). Note the {}.

+ +
DetectionObject:FilterCategories( { Unit.Category.AIRPLANE, Unit.Category.HELICOPTER } )
+
+ + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #list<DCS#Unit> + FilterCategories +

+
+
+ +

The Categories entries

+ +
+
+

Return value:

+
+ +
+ +

self

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

@param #DETECTION_BASE self

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ IteratorFunction +

+
+
+

+
+
+
+
+

+ ... +

+
+
+

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

Forget a Unit from a DetectionItem

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + UnitName +

+
+
+ +

The UnitName that needs to be forgotten from the DetectionItem Sets.

+ +
+
+

Return value:

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

Get a detected ID using a given numeric index.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Index +

+
+
+

+
+
+

Return value:

+
+
+

#string:

+
+
+ +

DetectedItemID

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

Get a detected item using a given numeric index.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Index +

+
+
+

+
+
+

Return value:

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

Get a detected item using a given Key.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Key +

+
+
+

+
+
+

Return value:

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

Get the detected item coordinate.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #DETECTION_BASE.DetectedItem + DetectedItem +

+
+
+ +

The DetectedItem to set the coordinate at.

+ +
+
+

Return value:

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

Get a list of the detected item coordinates.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

A table of Core.Point#COORDINATE

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

Get a detected ItemID using a given numeric index.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #DETECTION_BASE.DetectedItem + DetectedItem +

+
+
+ +

The DetectedItem.

+ +
+
+

Return value:

+
+
+

#string:

+
+
+ +

DetectedItemID

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

Get the Core.Set#SET_UNIT of a detection area using a given numeric index.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #DETECTION_BASE.DetectedItem + DetectedItem +

+
+
+

+
+
+

Return value:

+
+ +
+ +

DetectedSet

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

Get the detected item coordinate.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #DETECTION_BASE.DetectedItem + DetectedItem +

+
+
+ +

The DetectedItem.

+ +
+
+

Return value:

+
+
+

#number:

+
+
+ +

ThreatLevel

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

Get the Core.Zone#ZONE_UNIT of a detection area using a given numeric index.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #DETECTION_BASE.DetectedItem + DetectedItem +

+
+
+ +

The DetectedItem.

+ +
+
+

Return value:

+
+ +
+ +

DetectedZone

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

Get the DetectedItems by Key.

+ + +

This will return the DetectedItems collection, indexed by the Key, which can be any object that acts as the key of the detection.

+ +
+
+

Defined in:

+ +

Return value:

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

Get the DetectedItems by Index.

+ + +

This will return the DetectedItems collection, indexed by an internal numerical Index.

+ +
+
+

Defined in:

+ +

Return value:

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

Get the amount of SETs with detected objects.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#number:

+
+
+ +

The amount of detected items. Note that the amount of detected items can differ with the reality, because detections are not real-time but done in intervals!

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

Gets a detected object with a given name.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + ObjectName +

+
+
+

+
+
+

Return value:

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

Gets a detected unit type name, taking into account the detection results.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.Unit#UNIT + DetectedUnit +

+
+
+

+
+
+

Return value:

+
+
+

#string:

+
+
+ +

The type name

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

Get the Detection Set.

+ +
+
+

Defined in:

+ +

Return value:

+
+ +
+ +

self

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

Returns the distance used to identify friendlies near the detected item ...

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #DETECTION_BASE.DetectedItem + DetectedItem +

+
+
+ +

The detected item.

+ +
+
+

Return value:

+
+
+

#table:

+
+
+ +

A table of distances to friendlies.

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

Returns friendly units nearby the FAC units ...

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #DETECTION_BASE.DetectedItem + DetectedItem +

+
+
+

+
+
+
+
+

+ DCS#Unit.Category + Category +

+
+
+ +

The category of the unit.

+ +
+
+

Return value:

+
+
+

#map<#string,Wrapper.Unit#UNIT>:

+
+
+ +

The map of Friendly UNITs.

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

Returns friendly units nearby the intercept point ...

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #DETECTION_BASE.DetectedItem + DetectedItem +

+
+
+ +

The detected item.

+ +
+
+

Return value:

+
+
+

#map<#string,Wrapper.Unit#UNIT>:

+
+
+ +

The map of Friendly UNITs.

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

Returns friendly units nearby the FAC units ...

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #DETECTION_BASE.DetectedItem + DetectedItem +

+
+
+ +

The detected item.

+ +
+
+

Return value:

+
+
+

#map<#string,Wrapper.Unit#UNIT>:

+
+
+ +

The map of Friendly UNITs.

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

Identifies a detected object during detection processing.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #DETECTION_BASE.DetectedObject + DetectedObject +

+
+
+

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

Detect DLINK.

+ + +
+ +
+ + + +

Detect IRST.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #boolean + DetectIRST +

+
+
+

+
+
+

Return value:

+
+ +
+ +

self

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

Detect Optical.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #boolean + DetectOptical +

+
+
+

+
+
+

Return value:

+
+ +
+ +

self

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

Detect RWR.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #boolean + DetectRWR +

+
+
+

+
+
+

Return value:

+
+ +
+ +

self

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

Detect Radar.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #boolean + DetectRadar +

+
+
+

+
+
+

Return value:

+
+ +
+ +

self

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

Detect Visual.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #boolean + DetectVisual +

+
+
+

+
+
+

Return value:

+
+ +
+ +

self

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

Checks if there is at least one UNIT detected in the Set of the the DetectedItem.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #DETECTION_BASE.DetectedItem + DetectedItem +

+
+
+

+
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

true if at least one UNIT is detected from the DetectedSet, false if no UNIT was detected from the DetectedSet.

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

Validate if the detected item is locked.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #DETECTION_BASE.DetectedItem + DetectedItem +

+
+
+ +

The DetectedItem.

+ +
+
+

Return value:

+
+
+

#boolean:

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

Determines if a detected object has already been identified during detection processing.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #DETECTION_BASE.DetectedObject + DetectedObject +

+
+
+

+
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

true if already identified.

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

Returns if there are friendlies nearby the FAC units ...

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #DETECTION_BASE.DetectedItem + DetectedItem +

+
+
+

+
+
+
+
+

+ DCS#Unit.Category + Category +

+
+
+ +

The category of the unit.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

true if there are friendlies nearby

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

Returns if there are friendlies nearby the intercept ...

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #DETECTION_BASE.DetectedItem + DetectedItem +

+
+
+

+
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

trhe if there are friendlies near the intercept.

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

Returns if there are friendlies nearby the FAC units ...

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #DETECTION_BASE.DetectedItem + DetectedItem +

+
+
+

+
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

true if there are friendlies nearby

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

Lock a detected item.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #DETECTION_BASE.DetectedItem + DetectedItem +

+
+
+ +

The DetectedItem.

+ +
+
+

Return value:

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

Lock the detected items when created and lock all existing detected items.

+ +
+
+

Defined in:

+ +

Return value:

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

Find the nearest Recce of the DetectedItem.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #DETECTION_BASE.DetectedItem + DetectedItem +

+
+
+

+
+
+

Return value:

+
+ +
+ +

The nearest FAC unit

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

DETECTION constructor.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Set#SET_GROUP + DetectionSet +

+
+
+ +

The Core.Set of Wrapper.Groups that is used to detect the units.

+ +
+
+

Return value:

+
+ +
+ +

self

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

OnAfter Transition Handler for Event Detect.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

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

OnAfter Transition Handler for Event Detected.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+
+
+

+ #table + Units +

+
+
+ +

Table of detected units.

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

OnAfter Transition Handler for Event DetectedItem.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+
+
+

+ #DetectedItem + DetectedItem +

+
+
+ +

The DetectedItem data structure.

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

OnAfter Transition Handler for Event Start.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

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

OnAfter Transition Handler for Event Stop.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

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

OnBefore Transition Handler for Event Detect.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

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

OnBefore Transition Handler for Event Detected.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

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

OnBefore Transition Handler for Event Start.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

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

OnBefore Transition Handler for Event Stop.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

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

OnEnter Transition Handler for State Detecting.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

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

OnEnter Transition Handler for State Stopped.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

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

OnLeave Transition Handler for State Detecting.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

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

OnLeave Transition Handler for State Stopped.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

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

Removes an existing DetectedItem from the DetectedItems list.

+ + +

The DetectedItem is a table and contains a SET_UNIT in the field Set.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ DetectedItemKey +

+
+
+ +

The key in the DetectedItems list where the item needs to be removed.

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

Background worker function to determine if there are friendlies nearby ...

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #table + TargetData +

+
+
+

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

Schedule the DETECTION construction.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + DelayTime +

+
+
+ +

The delay in seconds to wait the reporting.

+ +
+
+
+
+

+ #number + RepeatInterval +

+
+
+ +

The repeat interval in seconds for the reporting to happen repeatedly.

+ +
+
+

Return value:

+
+ +
+ +

self

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

Accept detections if within a range in meters.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + AcceptRange +

+
+
+ +

Accept a detection if the unit is within the AcceptRange in meters.

+ +
+
+

Return value:

+
+ +
+ +

self

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

Accept detections if within the specified zone(s).

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Zone#ZONE_BASE + AcceptZones +

+
+
+ +

Can be a list or ZONE_BASE objects, or a single ZONE_BASE object.

+ +
+
+

Return value:

+
+ +
+ +

self

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

Upon a visual detection, the higher the unit is during the detecting process, the more likely the detected unit is to be detected properly.

+ + +

A detection at a 90% alpha angle is the most optimal, a detection at 10% is less and a detection at 0% is less likely to be correct.

+ +

A probability factor between 0 and 1 can be given, that will model a progressive extrapolated probability if the target would be detected at a 0° angle.

+ +

For example, if a alpha angle probability factor of 0.7 is given, the extrapolated probabilities of the different angles would look like: +0°: 70%, 10°: 75,21%, 20°: 80,26%, 30°: 85%, 40°: 89,28%, 50°: 92,98%, 60°: 95,98%, 70°: 98,19%, 80°: 99,54%, 90°: 100%

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ AlphaAngleProbability +

+
+
+ +

The probability factor.

+ +
+
+

Return value:

+
+ +
+ +

self

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

Set the detected item coordinate.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #DETECTION_BASE.DetectedItem + DetectedItem +

+
+
+ +

The DetectedItem to set the coordinate at.

+ +
+
+
+
+

+ Core.Point#COORDINATE + Coordinate +

+
+
+ +

The coordinate to set the last know detected position at.

+ +
+
+
+
+

+ Wrapper.Unit#UNIT + DetectedItemUnit +

+
+
+ +

The unit to set the heading and altitude from.

+ +
+
+

Return value:

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

Set the detected item threat level.

+ +
+
+

Defined in:

+ +

Parameters:

+
+ +
+ +

DetectedItem to calculate the threat level for.

+ +
+
+
+
+

+ DetectedItem +

+
+
+

+
+
+

Return value:

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

Upon a visual detection, the further away a detected object is, the less likely it is to be detected properly.

+ + +

Also, the speed of accurate detection plays a role. +A distance probability factor between 0 and 1 can be given, that will model a linear extrapolated probability over 10 km distance. +For example, if a probability factor of 0.6 (60%) is given, the extrapolated probabilities over 15 kilometers would like like: +1 km: 96%, 2 km: 92%, 3 km: 88%, 4 km: 84%, 5 km: 80%, 6 km: 76%, 7 km: 72%, 8 km: 68%, 9 km: 64%, 10 km: 60%, 11 km: 56%, 12 km: 52%, 13 km: 48%, 14 km: 44%, 15 km: 40%.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ DistanceProbability +

+
+
+ +

The probability factor.

+ +
+
+

Return value:

+
+ +
+ +

self

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

Set the radius in meters to validate if friendlies are nearby.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + FriendliesRange +

+
+
+ +

Radius to use when checking if Friendlies are nearby.

+ +
+
+

Return value:

+
+ +
+ +

self

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

This will allow during friendly search any recce or detection unit to be also considered as a friendly.

+ + +

By default, recce aren't considered friendly, because that would mean that a recce would be also an attacking friendly, +and this is wrong. +However, in a CAP situation, when the CAP is part of an EWR network, the CAP is also an attacker. +This, this method allows to register for a detection the CAP unit name prefixes to be considered CAP.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + FriendlyPrefixes +

+
+
+ +

A string or a list of prefixes.

+ +
+
+

Return value:

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

Set the parameters to calculate to optimal intercept point.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #boolean + Intercept +

+
+
+ +

Intercept is true if an intercept point is calculated. Intercept is false if it is disabled. The default Intercept is false.

+ +
+
+
+
+

+ #number + InterceptDelay +

+
+
+ +

If Intercept is true, then InterceptDelay is the average time it takes to get airplanes airborne.

+ +
+
+

Return value:

+
+ +
+ +

self

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

Method to make the radar detection less accurate, e.g.

+ + +

for WWII scenarios.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + minheight +

+
+
+ +

Minimum flight height to be detected, in meters AGL (above ground)

+ +
+
+
+
+

+ #number + thresheight +

+
+
+ +

Threshold to escape the radar if flying below minheight, defaults to 90 (90% escape chance)

+ +
+
+
+
+

+ #number + thresblur +

+
+
+ +

Threshold to be detected by the radar overall, defaults to 85 (85% chance to be found)

+ +
+
+

Return value:

+
+ +
+ +

self

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

Set the detection interval time in seconds.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + RefreshTimeInterval +

+
+
+ +

Interval in seconds.

+ +
+
+

Return value:

+
+ +
+ +

self

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

Reject detections if within the specified zone(s).

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Zone#ZONE_BASE + RejectZones +

+
+
+ +

Can be a list or ZONE_BASE objects, or a single ZONE_BASE object.

+ +
+
+

Return value:

+
+ +
+ +

self

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

Upon a visual detection, the more a detected unit is within a cloudy zone, the less likely the detected unit is to be detected successfully.

+ + +

The Cloudy Zones work with the ZONE_BASE derived classes. The mission designer can define within the mission +zones that reflect cloudy areas where detected units may not be so easily visually detected.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ ZoneArray +

+
+
+ +

Aray of a The ZONE_BASE object and a ZoneProbability pair..

+ +
+
+

Return value:

+
+ +
+ +

self

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

Synchronous Event Trigger for Event Start.

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

Synchronous Event Trigger for Event Stop.

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

UnIdentify all detected objects during detection processing.

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

UnIdentify a detected object during detection processing.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #DETECTION_BASE.DetectedObject + DetectedObject +

+
+
+

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

Unlock a detected item.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #DETECTION_BASE.DetectedItem + DetectedItem +

+
+
+ +

The DetectedItem.

+ +
+
+

Return value:

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

Unlock the detected items when created and unlock all existing detected items.

+ +
+
+

Defined in:

+ +

Return value:

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

Set IsDetected flag for the DetectedItem, which can have more units.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ DetectedItem +

+
+
+

+
+
+

Return values:

+
+ +
+ +

DetectedItem

+ +
+
+

#boolean:

+
+
+ +

true if at least one UNIT is detected from the DetectedSet, false if no UNIT was detected from the DetectedSet.

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

Asynchronous Event Trigger for Event Detect.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Delay +

+
+
+ +

The delay in seconds.

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

Asynchronous Event Trigger for Event Detected.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + Delay +

+
+
+ +

The delay in seconds.

+ +
+
+
+
+

+ #table + Units +

+
+
+ +

Table of detected units.

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

Asynchronous Event Trigger for Event Start.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Delay +

+
+
+ +

The delay in seconds.

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

Asynchronous Event Trigger for Event Stop.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Delay +

+
+
+ +

The delay in seconds.

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

@param #DETECTION_BASE self + @param #string From The From State string. + @param #string Event The Event string. + @param #string To The To State string.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ From +

+
+
+

+
+
+
+
+

+ Event +

+
+
+

+
+
+
+
+

+ To +

+
+
+

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

@param #DETECTION_BASE self + @param #string From The From State string. + @param #string Event The Event string. + @param #string To The To State string. + @param Wrapper.Group#GROUP Detection The Group detecting. + @param #number DetectionTimeStamp Time stamp of detection event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ From +

+
+
+

+
+
+
+
+

+ Event +

+
+
+

+
+
+
+
+

+ To +

+
+
+

+
+
+
+
+

+ Detection +

+
+
+

+
+
+
+
+

+ DetectionTimeStamp +

+
+
+

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

@param #DETECTION_BASE self + @param #string From The From State string. + @param #string Event The Event string. + @param #string To The To State string.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ From +

+
+
+

+
+
+
+
+

+ Event +

+
+
+

+
+
+
+
+

+ To +

+
+
+

+
+
+
+ +
+
+ +
+

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:

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ ClassName +

+
+
+ +

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

+ +
+
+

Return value:

+
+
+

#boolean:

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

Enquires if tracing is on (for the class).

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#boolean:

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

BASE constructor.

+ + + +

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

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

Defined in:

+ +

Return value:

+
+
+

#BASE:

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

Occurs when an Event for an object is triggered.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

BDA.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when any object is spawned into the mission.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when an object is dead.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

Will update this page when new information become available.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Discard chair after ejection.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

initiator : The unit that has ejected

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when any aircraft shuts down its engines.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when any aircraft starts its engines.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs whenever an object is hit by a weapon.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when any system fails on a human controlled aircraft.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs on the death of a unit.

+ + +

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

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Landing quality mark.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when a new mark was added.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when a mark text was changed.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when a mark was removed.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Weapon add.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when the pilot of an aircraft is killed.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when any player assumes direct control of a unit.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when an aircraft is finished taking fuel.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when any unit stops firing its weapon.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs whenever any unit in a mission fires a weapon.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Trigger zone.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when the game thinks an object is destroyed.

+ + +

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

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Schedule a new time event.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + Start +

+
+
+ +

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

+ +
+
+
+
+

+ #function + SchedulerFunction +

+
+
+ +

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

+ +
+
+
+
+

+ #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 +

+
+
+

+
+
+
+ +
+
+ @@ -20170,6 +44314,4936 @@ zones that reflect cloudy areas where detected units may not be so easily visual +
+

Field(s)

+
+
+
+ + DCS#Distance +DETECTION_UNITS.DetectionRange + +

The range till which targets are detected.

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

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)

+
+
+
+ + DCS#Distance +DETECTION_UNITS.DetectionRange + +

The range till which targets are detected.

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

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:

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ ClassName +

+
+
+ +

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

+ +
+
+

Return value:

+
+
+

#boolean:

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

Enquires if tracing is on (for the class).

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#boolean:

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

BASE constructor.

+ + + +

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

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

Defined in:

+ +

Return value:

+
+
+

#BASE:

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

Occurs when an Event for an object is triggered.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

BDA.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when any object is spawned into the mission.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when an object is dead.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

Will update this page when new information become available.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Discard chair after ejection.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

initiator : The unit that has ejected

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when any aircraft shuts down its engines.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when any aircraft starts its engines.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs whenever an object is hit by a weapon.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when any system fails on a human controlled aircraft.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs on the death of a unit.

+ + +

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

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Landing quality mark.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when a new mark was added.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when a mark text was changed.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when a mark was removed.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Weapon add.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when the pilot of an aircraft is killed.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when any player assumes direct control of a unit.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when an aircraft is finished taking fuel.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when any unit stops firing its weapon.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs whenever any unit in a mission fires a weapon.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Trigger zone.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when the game thinks an object is destroyed.

+ + +

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

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Schedule a new time event.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + Start +

+
+
+ +

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

+ +
+
+
+
+

+ #function + SchedulerFunction +

+
+
+ +

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

+ +
+
+
+
+

+ #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.DetectionZones.html b/Documentation/Functional.DetectionZones.html index 363baec95..a86b56be6 100644 --- a/Documentation/Functional.DetectionZones.html +++ b/Documentation/Functional.DetectionZones.html @@ -1693,6 +1693,8 @@ If you want to obtain a specific zone from the DetectedZones, use the method DETECTION_ZONES , extends Functional.Detection#DETECTION_BASE +, extends Core.Fsm#FSM +, extends Core.Base#BASE
@@ -2000,18 +2002,36 @@ If you want to obtain a specific zone from the DetectedZones, use the method

DETECTION_ZONES.DetectedItems

+ + + + + + + + + + + + @@ -2024,6 +2044,12 @@ If you want to obtain a specific zone from the DetectedZones, use the method

DETECTION_ZONES.DetectionSet

+ + + + @@ -2617,6 +2643,820 @@ The different values of Unit.Category can be:

+ +
+

DETECTION_ZONES.DetectedObjects

+

The list of detected objects.

DETECTION_ZONES.DetectedObjectsIdentified

- +

Map of the DetectedObjects identified.

DETECTION_ZONES:DetectedReportDetailed(AttackGroup)

Report detailed of a detection result.

+

DETECTION_ZONES.DetectionRange

+

The range till which targets are accepted to be detected.

+

DETECTION_ZONES.DetectionRun

+
+

DETECTION_ZONES.DetectionSetGroup

+

The Core.Set of GROUPs in the Forward Air Controller role.

DETECTION_ZONES:onafterStart(From, Event, To)

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

DETECTION_ZONES:AddEndState(State)

+

Adds an End state.

+

DETECTION_ZONES: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.

+

DETECTION_ZONES:AddScore(State, ScoreText, Score)

+

Adds a score for the FSM to be achieved.

+

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

+

Adds a score for the FSM_PROCESS to be achieved.

+

DETECTION_ZONES:AddTransition(From, Event, To)

+

Add a new transition rule to the FSM.

+

DETECTION_ZONES.CallScheduler

+

Call scheduler.

+

DETECTION_ZONES.ClassName

+

Name of the class.

+

DETECTION_ZONES.Events

+ +

DETECTION_ZONES:GetCurrentState()

+

Get current state.

+

DETECTION_ZONES:GetEndStates()

+

Returns the End states.

+

DETECTION_ZONES:GetProcess(From, Event)

+ +

DETECTION_ZONES:GetProcesses()

+

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

+

DETECTION_ZONES:GetScores()

+

Returns a table with the scores defined.

+

DETECTION_ZONES:GetStartState()

+

Returns the start state of the FSM.

+

DETECTION_ZONES:GetState()

+

Get current state.

+

DETECTION_ZONES:GetSubs()

+

Returns a table with the Subs defined.

+

DETECTION_ZONES:GetTransitions()

+

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

+

DETECTION_ZONES:Is(State)

+

Check if FSM is in state.

+

DETECTION_ZONES:LoadCallBacks(CallBackTable)

+

Load call backs.

+

DETECTION_ZONES:New()

+

Creates a new FSM object.

+

DETECTION_ZONES.Scores

+

Scores.

+

DETECTION_ZONES:SetProcess(From, Event, Fsm)

+ +

DETECTION_ZONES:SetStartState(State)

+

Sets the start state of the FSM.

+

DETECTION_ZONES._EndStates

+ +

DETECTION_ZONES._EventSchedules

+ +

DETECTION_ZONES._Processes

+ +

DETECTION_ZONES._Scores

+ +

DETECTION_ZONES._StartState

+ +

DETECTION_ZONES._Transitions

+ +

DETECTION_ZONES:_add_to_map(Map, Event)

+

Add to map.

+

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

+

Call handler.

+

DETECTION_ZONES:_create_transition(EventName)

+

Create transition.

+

DETECTION_ZONES:_delayed_transition(EventName)

+

Delayed transition.

+

DETECTION_ZONES:_eventmap(Events, EventStructure)

+

Event map.

+

DETECTION_ZONES:_gosub(ParentFrom, ParentEvent)

+

Go sub.

+

DETECTION_ZONES:_handler(EventName, ...)

+

Handler.

+

DETECTION_ZONES:_isendstate(Current)

+

Is end state.

+

DETECTION_ZONES:_submap(subs, sub, name)

+

Sub maps.

+

DETECTION_ZONES:can(e)

+

Check if can do an event.

+

DETECTION_ZONES:cannot(e)

+

Check if cannot do an event.

+

DETECTION_ZONES.current

+

Current state name.

+

DETECTION_ZONES.endstates

+ +

DETECTION_ZONES:is(State, state)

+

Check if FSM is in state.

+

DETECTION_ZONES.options

+

Options.

+

DETECTION_ZONES.subs

+

Subs.

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

DETECTION_ZONES.ClassID

+

The ID number of the class.

+

DETECTION_ZONES.ClassName

+

The name of the class.

+

DETECTION_ZONES.ClassNameAndID

+

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

+

DETECTION_ZONES:ClearState(Object, StateName)

+

Clear the state of an object.

+

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

+

Creation of a Birth Event.

+

DETECTION_ZONES:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

+

Creation of a Crash Event.

+

DETECTION_ZONES:CreateEventDead(EventTime, Initiator, IniObjectCategory)

+

Creation of a Dead Event.

+

DETECTION_ZONES:CreateEventPlayerEnterAircraft(PlayerUnit)

+

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

+

DETECTION_ZONES:CreateEventRemoveUnit(EventTime, Initiator)

+

Creation of a Remove Unit Event.

+

DETECTION_ZONES:CreateEventTakeoff(EventTime, Initiator)

+

Creation of a Takeoff Event.

+

DETECTION_ZONES:CreateEventUnitLost(EventTime, Initiator)

+

Creation of a Crash Event.

+

DETECTION_ZONES:E(Arguments)

+

Log an exception which will be traced always.

+

DETECTION_ZONES:EventDispatcher()

+

Returns the event dispatcher

+

DETECTION_ZONES:EventRemoveAll()

+

Remove all subscribed events

+

DETECTION_ZONES:F(Arguments)

+

Trace a function call.

+

DETECTION_ZONES:F2(Arguments)

+

Trace a function call level 2.

+

DETECTION_ZONES:F3(Arguments)

+

Trace a function call level 3.

+

DETECTION_ZONES:GetClassID()

+

Get the ClassID of the class instance.

+

DETECTION_ZONES:GetClassName()

+

Get the ClassName of the class instance.

+

DETECTION_ZONES:GetClassNameAndID()

+

Get the ClassName + ClassID of the class instance.

+

DETECTION_ZONES:GetEventPriority()

+

Get the Class Core.Event processing Priority.

+

DETECTION_ZONES:GetParent(Child, FromClass)

+

This is the worker method to retrieve the Parent class.

+

DETECTION_ZONES:GetState(Object, Key)

+

Get a Value given a Key from the Object.

+

DETECTION_ZONES:HandleEvent(EventID, EventFunction)

+

Subscribe to a DCS Event.

+

DETECTION_ZONES:I(Arguments)

+

Log an information which will be traced always.

+

DETECTION_ZONES:Inherit(Child, Parent)

+

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

+

DETECTION_ZONES:IsInstanceOf(ClassName)

+

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

+

DETECTION_ZONES:IsTrace()

+

Enquires if tracing is on (for the class).

+

DETECTION_ZONES:New()

+

BASE constructor.

+

DETECTION_ZONES:OnEvent(EventData)

+

Occurs when an Event for an object is triggered.

+

DETECTION_ZONES:OnEventBDA(EventData)

+

BDA.

+

DETECTION_ZONES:OnEventBaseCaptured(EventData)

+

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

+

DETECTION_ZONES:OnEventBirth(EventData)

+

Occurs when any object is spawned into the mission.

+

DETECTION_ZONES:OnEventCrash(EventData)

+

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

+

DETECTION_ZONES:OnEventDead(EventData)

+

Occurs when an object is dead.

+

DETECTION_ZONES:OnEventDetailedFailure(EventData)

+

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

+

DETECTION_ZONES:OnEventDiscardChairAfterEjection(EventData)

+

Discard chair after ejection.

+

DETECTION_ZONES: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.

+

DETECTION_ZONES:OnEventEngineShutdown(EventData)

+

Occurs when any aircraft shuts down its engines.

+

DETECTION_ZONES:OnEventEngineStartup(EventData)

+

Occurs when any aircraft starts its engines.

+

DETECTION_ZONES:OnEventHit(EventData)

+

Occurs whenever an object is hit by a weapon.

+

DETECTION_ZONES:OnEventHumanFailure(EventData)

+

Occurs when any system fails on a human controlled aircraft.

+

DETECTION_ZONES:OnEventKill(EventData)

+

Occurs on the death of a unit.

+

DETECTION_ZONES: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.

+

DETECTION_ZONES:OnEventLandingAfterEjection(EventData)

+

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

+

DETECTION_ZONES:OnEventLandingQualityMark(EventData)

+

Landing quality mark.

+

DETECTION_ZONES:OnEventMarkAdded(EventData)

+

Occurs when a new mark was added.

+

DETECTION_ZONES:OnEventMarkChange(EventData)

+

Occurs when a mark text was changed.

+

DETECTION_ZONES:OnEventMarkRemoved(EventData)

+

Occurs when a mark was removed.

+

DETECTION_ZONES:OnEventMissionEnd(EventData)

+

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

+

DETECTION_ZONES:OnEventMissionStart(EventData)

+

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

+

DETECTION_ZONES:OnEventParatrooperLanding(EventData)

+

Weapon add.

+

DETECTION_ZONES:OnEventPilotDead(EventData)

+

Occurs when the pilot of an aircraft is killed.

+

DETECTION_ZONES:OnEventPlayerEnterAircraft(EventData)

+

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

+

DETECTION_ZONES:OnEventPlayerEnterUnit(EventData)

+

Occurs when any player assumes direct control of a unit.

+

DETECTION_ZONES:OnEventPlayerLeaveUnit(EventData)

+

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

+

DETECTION_ZONES:OnEventRefueling(EventData)

+

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

+

DETECTION_ZONES:OnEventRefuelingStop(EventData)

+

Occurs when an aircraft is finished taking fuel.

+

DETECTION_ZONES:OnEventScore(EventData)

+

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

+

DETECTION_ZONES:OnEventShootingEnd(EventData)

+

Occurs when any unit stops firing its weapon.

+

DETECTION_ZONES:OnEventShootingStart(EventData)

+

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

+

DETECTION_ZONES:OnEventShot(EventData)

+

Occurs whenever any unit in a mission fires a weapon.

+

DETECTION_ZONES:OnEventTakeoff(EventData)

+

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

+

DETECTION_ZONES:OnEventTriggerZone(EventData)

+

Trigger zone.

+

DETECTION_ZONES:OnEventUnitLost(EventData)

+

Occurs when the game thinks an object is destroyed.

+

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

+

Schedule a new time event.

+

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

+

Schedule a new time event.

+

DETECTION_ZONES:ScheduleStop(SchedulerID)

+

Stops the Schedule.

+

DETECTION_ZONES.Scheduler

+ +

DETECTION_ZONES:SetEventPriority(EventPriority)

+

Set the Class Core.Event processing Priority.

+

DETECTION_ZONES:SetState(Object, Key, Value)

+

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

+

DETECTION_ZONES:T(Arguments)

+

Trace a function logic level 1.

+

DETECTION_ZONES:T2(Arguments)

+

Trace a function logic level 2.

+

DETECTION_ZONES:T3(Arguments)

+

Trace a function logic level 3.

+

DETECTION_ZONES:TraceAll(TraceAll)

+

Trace all methods in MOOSE

+

DETECTION_ZONES:TraceClass(Class)

+

Set tracing for a class

+

DETECTION_ZONES:TraceClassMethod(Class, Method)

+

Set tracing for a specific method of class

+

DETECTION_ZONES:TraceLevel(Level)

+

Set trace level

+

DETECTION_ZONES:TraceOff()

+

Set trace off.

+

DETECTION_ZONES:TraceOn()

+

Set trace on.

+

DETECTION_ZONES: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.

+

DETECTION_ZONES:UnHandleEvent(EventID)

+

UnSubscribe to a DCS event.

+

DETECTION_ZONES._

+ +

DETECTION_ZONES:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+

Trace a function call.

+

DETECTION_ZONES:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+

Trace a function logic.

+

DETECTION_ZONES.__

+ +

DETECTION_ZONES:onEvent(event)

+

The main event handling function...

@@ -7979,6 +8819,5024 @@ zones that reflect cloudy areas where detected units may not be so easily visual
+
+

Field(s)

+
+
+ + +
+
+
+ + #DETECTION_BASE.DetectedItems +DETECTION_ZONES.DetectedItems + +

A list of areas containing the set of Wrapper.Units, Core.Zones, the center Wrapper.Unit within the zone, and ID of each area that was detected within a DetectionZoneRange.

+ +
+ +
+
+ + +
+
+ + +
+
+
+ + DCS#Distance +DETECTION_ZONES.DetectionZoneRange + +

The range till which targets are grouped upon the first detected target.

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

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)

+
+
+ + +
+
+
+ + #DETECTION_BASE.DetectedItems +DETECTION_ZONES.DetectedItems + +

A list of areas containing the set of Wrapper.Units, Core.Zones, the center Wrapper.Unit within the zone, and ID of each area that was detected within a DetectionZoneRange.

+ +
+ +
+
+ + +
+
+ + +
+
+
+ + DCS#Distance +DETECTION_ZONES.DetectionZoneRange + +

The range till which targets are grouped upon the first detected target.

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

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:

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ ClassName +

+
+
+ +

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

+ +
+
+

Return value:

+
+
+

#boolean:

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

Enquires if tracing is on (for the class).

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#boolean:

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

BASE constructor.

+ + + +

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

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

Defined in:

+ +

Return value:

+
+
+

#BASE:

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

Occurs when an Event for an object is triggered.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

BDA.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when any object is spawned into the mission.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when an object is dead.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

Will update this page when new information become available.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Discard chair after ejection.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

initiator : The unit that has ejected

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when any aircraft shuts down its engines.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when any aircraft starts its engines.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs whenever an object is hit by a weapon.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when any system fails on a human controlled aircraft.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs on the death of a unit.

+ + +

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

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Landing quality mark.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when a new mark was added.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when a mark text was changed.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when a mark was removed.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Weapon add.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when the pilot of an aircraft is killed.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when any player assumes direct control of a unit.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when an aircraft is finished taking fuel.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when any unit stops firing its weapon.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs whenever any unit in a mission fires a weapon.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Trigger zone.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Occurs when the game thinks an object is destroyed.

+ + +

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

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

Schedule a new time event.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + Start +

+
+
+ +

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

+ +
+
+
+
+

+ #function + SchedulerFunction +

+
+
+ +

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

+ +
+
+
+
+

+ #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.Mantis.html b/Documentation/Functional.Mantis.html index ccd6e62e7..cd95ebe98 100644 --- a/Documentation/Functional.Mantis.html +++ b/Documentation/Functional.Mantis.html @@ -4126,7 +4126,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #table MANTIS.SAM_Table_Long @@ -4137,7 +4137,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #table MANTIS.SAM_Table_Medium @@ -4148,7 +4148,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #table MANTIS.SAM_Table_Short @@ -8760,7 +8760,7 @@ E.g. `mymantis:SetAdvancedMode(true, 90)`
- + #table MANTIS.SAM_Table_Long @@ -8771,7 +8771,7 @@ E.g. `mymantis:SetAdvancedMode(true, 90)`
- + #table MANTIS.SAM_Table_Medium @@ -8782,7 +8782,7 @@ E.g. `mymantis:SetAdvancedMode(true, 90)`
- + #table MANTIS.SAM_Table_Short diff --git a/Documentation/Functional.RAT.html b/Documentation/Functional.RAT.html index b3020c9e7..e754f337c 100644 --- a/Documentation/Functional.RAT.html +++ b/Documentation/Functional.RAT.html @@ -3471,12 +3471,6 @@ manager:Stop(7200)

RAT.termtype

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

- - - -

RAT.type

- - @@ -4534,6 +4528,12 @@ and any spaces before and after the resulting name are removed.

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

+ + + +

RAT.livery_id

+ + @@ -6925,17 +6925,6 @@ 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 - - -
@@ -14816,17 +14805,6 @@ Initializes the ratcraft array and group menu.

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

-
- -
-
-
- - -RAT.type - - -
@@ -21179,17 +21157,6 @@ 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/Ops.Airboss.html b/Documentation/Ops.Airboss.html index ecedfc01a..346b60506 100644 --- a/Documentation/Ops.Airboss.html +++ b/Documentation/Ops.Airboss.html @@ -9600,6 +9600,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Radio queue of LSO.

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

Radio queue of marshal.

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

Radio queue of LSO.

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

Radio queue of marshal.

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

Radio queue of LSO.

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

Radio queue of marshal.

+ + + +
+
+ + +AIRBOSS.RQMid + + +
@@ -40577,6 +40643,17 @@ 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 + + +
@@ -40712,9 +40789,6 @@ When moose is loading dynamically (for moose class development), tracing is swit - -

Make player section lead if he was not before.

- @@ -40737,9 +40811,6 @@ When moose is loading dynamically (for moose class development), tracing is swit - -

Set Stable Hover

- @@ -40773,6 +40844,9 @@ When moose is loading dynamically (for moose class development), tracing is swit + +

Set time stamp.

+ diff --git a/Documentation/Ops.CSAR.html b/Documentation/Ops.CSAR.html index 6d5bc4f09..84a8f3556 100644 --- a/Documentation/Ops.CSAR.html +++ b/Documentation/Ops.CSAR.html @@ -4340,7 +4340,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- Core.Point#COORDINATE + CSAR.coordinate @@ -4429,14 +4429,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #table + CSAR.csarUnits - -

table of CSAR unit names

-
@@ -4804,20 +4801,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
-
-
-
- - #number -CSAR.rescuedpilots - - - - -

counter for saved pilots

- -
-
@@ -4843,20 +4826,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
-
-
-
- - #number -CSAR.rescues - - - - -

counter for successful rescue landings at FARP/AFB/MASH

- -
-
@@ -10383,7 +10352,7 @@ callsigns from playername or group name.

- Core.Point#COORDINATE + CSAR.coordinate @@ -10472,14 +10441,11 @@ callsigns from playername or group name.

- #table + CSAR.csarUnits - -

table of CSAR unit names

-
@@ -10847,20 +10813,6 @@ callsigns from playername or group name.

-
-
-
- - #number -CSAR.rescuedpilots - - - - -

counter for saved pilots

- -
-
@@ -10886,20 +10838,6 @@ callsigns from playername or group name.

-
-
-
- - #number -CSAR.rescues - - - - -

counter for successful rescue landings at FARP/AFB/MASH

- -
-
@@ -12911,7 +12849,7 @@ callsigns from playername or group name.

- Core.Point#COORDINATE + CSAR.coordinate @@ -13000,14 +12938,11 @@ callsigns from playername or group name.

- #table + CSAR.csarUnits - -

table of CSAR unit names

-
@@ -13375,20 +13310,6 @@ callsigns from playername or group name.

-
-
-
- - #number -CSAR.rescuedpilots - - - - -

counter for saved pilots

- -
-
@@ -13414,20 +13335,6 @@ callsigns from playername or group name.

-
-
-
- - #number -CSAR.rescues - - - - -

counter for successful rescue landings at FARP/AFB/MASH

- -
-
diff --git a/Documentation/Ops.CTLD.html b/Documentation/Ops.CTLD.html index eb3b90266..f43b3fbc5 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 @@ -7777,14 +7777,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #table + CTLD.EngineersInField - -

holds #CTLD_ENGINEERING objects

-
@@ -7816,7 +7813,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #table CTLD.FreeFMFrequencies @@ -7827,7 +7824,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #table CTLD.FreeUHFFrequencies @@ -7838,7 +7835,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #table + CTLD.FreeVHFFrequencies @@ -7927,14 +7924,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #table + CTLD.PilotGroups - -

tables

-
@@ -8556,7 +8550,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #number CTLD.troopdropzoneradius @@ -18041,7 +18035,7 @@ However, if you create a new folder inside the miz file, which contains the soun
- #table + CTLD.DroppedTroops @@ -18066,14 +18060,11 @@ However, if you create a new folder inside the miz file, which contains the soun
- #table + CTLD.EngineersInField - -

holds #CTLD_ENGINEERING objects

-
@@ -18105,7 +18096,7 @@ However, if you create a new folder inside the miz file, which contains the soun
- + #table CTLD.FreeFMFrequencies @@ -18116,7 +18107,7 @@ However, if you create a new folder inside the miz file, which contains the soun
- + #table CTLD.FreeUHFFrequencies @@ -18127,7 +18118,7 @@ However, if you create a new folder inside the miz file, which contains the soun
- #table + CTLD.FreeVHFFrequencies @@ -18216,14 +18207,11 @@ However, if you create a new folder inside the miz file, which contains the soun
- #table + CTLD.PilotGroups - -

tables

-
@@ -18845,7 +18833,7 @@ However, if you create a new folder inside the miz file, which contains the soun
- + #number CTLD.troopdropzoneradius @@ -20464,7 +20452,7 @@ However, if you create a new folder inside the miz file, which contains the soun
- #table + CTLD.DroppedTroops @@ -20489,14 +20477,11 @@ However, if you create a new folder inside the miz file, which contains the soun
- #table + CTLD.EngineersInField - -

holds #CTLD_ENGINEERING objects

-
@@ -20528,7 +20513,7 @@ However, if you create a new folder inside the miz file, which contains the soun
- + #table CTLD.FreeFMFrequencies @@ -20539,7 +20524,7 @@ However, if you create a new folder inside the miz file, which contains the soun
- + #table CTLD.FreeUHFFrequencies @@ -20550,7 +20535,7 @@ However, if you create a new folder inside the miz file, which contains the soun
- #table + CTLD.FreeVHFFrequencies @@ -20639,14 +20624,11 @@ However, if you create a new folder inside the miz file, which contains the soun
- #table + CTLD.PilotGroups - -

tables

-
@@ -21268,7 +21250,7 @@ However, if you create a new folder inside the miz file, which contains the soun
- + #number CTLD.troopdropzoneradius @@ -25468,6 +25450,17 @@ When moose is loading dynamically (for moose class development), tracing is swit

Flag for direct loading.

+
+ +
+
+
+ + +CTLD_CARGO.Mark + + +
@@ -26594,6 +26587,17 @@ When moose is loading dynamically (for moose class development), tracing is swit

Flag for direct loading.

+
+ +
+
+
+ + +CTLD_CARGO.Mark + + +
@@ -30204,6 +30208,17 @@ When moose is loading dynamically (for moose class development), tracing is swit +
+ +
+ @@ -30857,6 +30872,17 @@ When moose is loading dynamically (for moose class development), tracing is swit +
+ +
+ @@ -34392,6 +34418,17 @@ When moose is loading dynamically (for moose class development), tracing is swit

template for a group of 10 paratroopers

+
+ +
+
+
+ + #number +CTLD_HERCULES.j + + +
@@ -35718,6 +35755,17 @@ Use either this method to integrate the Hercules **or** the one from the "normal

template for a group of 10 paratroopers

+
+ +
+
+
+ + #number +CTLD_HERCULES.j + + +
diff --git a/Documentation/Tasking.Task_A2A_Dispatcher.html b/Documentation/Tasking.Task_A2A_Dispatcher.html index b0f6202ea..34058e877 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_CARGO.html b/Documentation/Tasking.Task_CARGO.html index a9d8a4ebe..c213a94f7 100644 --- a/Documentation/Tasking.Task_CARGO.html +++ b/Documentation/Tasking.Task_CARGO.html @@ -3267,7 +3267,7 @@ based on the tasking capabilities defined in
- #number + TASK_CARGO.CargoLimit @@ -4689,7 +4689,7 @@ based on the tasking capabilities defined in
- #number + TASK_CARGO.CargoLimit @@ -9221,7 +9221,7 @@ If the Unit is part of the Task, true is returned.

- #number + TASK_CARGO.CargoLimit diff --git a/Documentation/Tasking.Task_Cargo_Dispatcher.html b/Documentation/Tasking.Task_Cargo_Dispatcher.html index beb169611..28895847a 100644 --- a/Documentation/Tasking.Task_Cargo_Dispatcher.html +++ b/Documentation/Tasking.Task_Cargo_Dispatcher.html @@ -3213,50 +3213,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Field(s)

- - - -
-
- - #boolean -TASK_CARGO_DISPATCHER.CSARTasks - - - -
- -
@@ -4363,50 +4319,6 @@ This method can only be used once!

Field(s)

- - - -
-
- - #boolean -TASK_CARGO_DISPATCHER.CSARTasks - - - -
- -
@@ -5265,50 +5177,6 @@ This method can only be used once!

Field(s)

- - - -
-
- - #boolean -TASK_CARGO_DISPATCHER.CSARTasks - - - -
- -
@@ -6798,50 +6666,6 @@ This method can only be used once!

Field(s)

- - - -
-
- - #boolean -TASK_CARGO_DISPATCHER.CSARTasks - - - -
- -
diff --git a/Documentation/Utilities.FiFo.html b/Documentation/Utilities.FiFo.html index 9f4ee0aa3..1cfc181f2 100644 --- a/Documentation/Utilities.FiFo.html +++ b/Documentation/Utilities.FiFo.html @@ -7609,6 +7609,17 @@ When moose is loading dynamically (for moose class development), tracing is swit +
+ +
+
+
+ + #number +LIFO.uniquecounter + + +
@@ -8458,6 +8469,17 @@ When moose is loading dynamically (for moose class development), tracing is swit +
+ +
+
+
+ + #number +LIFO.uniquecounter + + +
diff --git a/Documentation/Wrapper.Marker.html b/Documentation/Wrapper.Marker.html index 616aeeaa6..22a0bd77c 100644 --- a/Documentation/Wrapper.Marker.html +++ b/Documentation/Wrapper.Marker.html @@ -3110,6 +3110,28 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau +
+ +
+
+
+ + #boolean +MARKER.tocoalition + + + +
+ +
+
+
+ + #boolean +MARKER.togroup + + +
@@ -5227,6 +5249,28 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau +
+ +
+
+
+ + #boolean +MARKER.tocoalition + + + +
+ +
+
+
+ + #boolean +MARKER.togroup + + +
@@ -6815,6 +6859,28 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau +
+ +
+
+
+ + #boolean +MARKER.tocoalition + + + +
+ +
+
+
+ + #boolean +MARKER.togroup + + +