diff --git a/Documentation/AI.AI_A2A_Dispatcher.html b/Documentation/AI.AI_A2A_Dispatcher.html index 8b397ea9b..297a66a07 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_A2A_Gci.html b/Documentation/AI.AI_A2A_Gci.html index b7be1e65e..b13ee002d 100644 --- a/Documentation/AI.AI_A2A_Gci.html +++ b/Documentation/AI.AI_A2A_Gci.html @@ -1733,7 +1733,11 @@ Therefore, this class is considered to be deprecated

Type AI_A2A_GCI

AI_A2A_GCI -, extends AI.AI_A2A#AI_A2A +, extends AI.AI_Air_Engage#AI_AIR_ENGAGE +, extends AI.AI_Air#AI_AIR +, extends Core.Fsm#FSM_CONTROLLABLE +, extends Core.Fsm#FSM +, extends Core.Base#BASE
@@ -1763,6 +1767,1618 @@ Therefore, this class is considered to be deprecated

+ +

AI_A2A_GCI:onafterStart(AIIntercept, From, Event, To)

onafter State Transition for Event Patrol.

+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Fields and Methods inherited from AI_AIR_ENGAGEDescription

AI_A2A_GCI:Abort()

+

Synchronous Event Trigger for Event Abort.

+

AI_A2A_GCI:Accomplish()

+

Synchronous Event Trigger for Event Accomplish.

+

AI_A2A_GCI.Accomplished

+ +

AI_A2A_GCI.AttackSetUnit

+ +

AI_A2A_GCI:Destroy()

+

Synchronous Event Trigger for Event Destroy.

+

AI_A2A_GCI:Engage()

+

Synchronous Event Trigger for Event Engage.

+

AI_A2A_GCI.EngageAltType

+ +

AI_A2A_GCI.EngageCeilingAltitude

+ +

AI_A2A_GCI.EngageFloorAltitude

+ +

AI_A2A_GCI.EngageMaxSpeed

+ +

AI_A2A_GCI.EngageMinSpeed

+ +

AI_A2A_GCI:EngageRoute()

+

Synchronous Event Trigger for Event EngageRoute.

+

AI_A2A_GCI.Engaging

+ +

AI_A2A_GCI:Fired()

+

Synchronous Event Trigger for Event Fired.

+

AI_A2A_GCI:New(AI_Air, AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType)

+

Creates a new AI_AIR_ENGAGE object

+

AI_A2A_GCI:OnAfterAbort(AIGroup, From, Event, To)

+

OnAfter Transition Handler for Event Abort.

+

AI_A2A_GCI:OnAfterAccomplish(AIGroup, From, Event, To)

+

OnAfter Transition Handler for Event Accomplish.

+

AI_A2A_GCI:OnAfterDestroy(AIGroup, From, Event, To)

+

OnAfter Transition Handler for Event Destroy.

+

AI_A2A_GCI:OnAfterEngage(AIGroup, From, Event, To)

+

OnAfter Transition Handler for Event Engage.

+

AI_A2A_GCI:OnAfterEngageRoute(AIGroup, From, Event, To)

+

OnAfter Transition Handler for Event EngageRoute.

+

AI_A2A_GCI:OnAfterFired(AIGroup, From, Event, To)

+

OnAfter Transition Handler for Event Fired.

+

AI_A2A_GCI:OnBeforeAbort(AIGroup, From, Event, To)

+

OnBefore Transition Handler for Event Abort.

+

AI_A2A_GCI:OnBeforeAccomplish(AIGroup, From, Event, To)

+

OnBefore Transition Handler for Event Accomplish.

+

AI_A2A_GCI:OnBeforeDestroy(AIGroup, From, Event, To)

+

OnBefore Transition Handler for Event Destroy.

+

AI_A2A_GCI:OnBeforeEngage(AIGroup, From, Event, To)

+

OnBefore Transition Handler for Event Engage.

+

AI_A2A_GCI:OnBeforeEngageRoute(AIGroup, From, Event, To)

+

OnBefore Transition Handler for Event EngageRoute.

+

AI_A2A_GCI:OnBeforeFired(AIGroup, From, Event, To)

+

OnBefore Transition Handler for Event Fired.

+

AI_A2A_GCI:OnEnterEngaging(AIGroup, From, Event, To)

+

OnEnter Transition Handler for State Engaging.

+

AI_A2A_GCI:OnEventDead(EventData)

+ +

AI_A2A_GCI:OnLeaveEngaging(AIGroup, From, Event, To)

+

OnLeave Transition Handler for State Engaging.

+

AI_A2A_GCI.Resume(AIEngage, Fsm)

+ +

AI_A2A_GCI:__Abort(Delay)

+

Asynchronous Event Trigger for Event Abort.

+

AI_A2A_GCI:__Accomplish(Delay)

+

Asynchronous Event Trigger for Event Accomplish.

+

AI_A2A_GCI:__Destroy(Delay)

+

Asynchronous Event Trigger for Event Destroy.

+

AI_A2A_GCI:__Engage(Delay)

+

Asynchronous Event Trigger for Event Engage.

+

AI_A2A_GCI:__EngageRoute(Delay)

+

Asynchronous Event Trigger for Event EngageRoute.

+

AI_A2A_GCI:__Fired(Delay)

+

Asynchronous Event Trigger for Event Fired.

+

AI_A2A_GCI.___Engage(AIControllable, AIGroup, Fsm, AttackSetUnit)

+ +

AI_A2A_GCI.___EngageRoute(AIControllable, AIGroup, Fsm, AttackSetUnit)

+ +

AI_A2A_GCI:onafterAbort(AIGroup, From, Event, To)

+

onafter event handler for Abort event.

+

AI_A2A_GCI:onafterAccomplish(AIGroup, From, Event, To)

+ +

AI_A2A_GCI:onafterDestroy(AIGroup, From, Event, To, EventData)

+ +

AI_A2A_GCI:onafterEngage(AIGroup, From, Event, To)

+

onafter event handler for Engage event.

+

AI_A2A_GCI:onafterEngageRoute(DefenderGroup, From, Event, To, AttackSetUnit)

+ +

AI_A2A_GCI:onafterStart(AIGroup, From, Event, To)

+

onafter event handler for Start event.

+

AI_A2A_GCI:onbeforeEngage(AIGroup, From, Event, To)

+

onbefore event handler for Engage event.

+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Fields and Methods inherited from AI_AIRDescription

AI_A2A_GCI.CheckStatus

+ +

AI_A2A_GCI:ClearTargetDistance()

+ +

AI_A2A_GCI.DisengageRadius

+ +

AI_A2A_GCI.FuelThresholdPercentage

+ +

AI_A2A_GCI:GetDispatcher()

+ +

AI_A2A_GCI.HomeAirbase

+ +

AI_A2A_GCI.IdleCount

+ +

AI_A2A_GCI:New(AIGroup)

+

Creates a new AI_AIR process.

+

AI_A2A_GCI:OnAfterRTB(Controllable, From, Event, To)

+

OnAfter Transition Handler for Event RTB.

+

AI_A2A_GCI:OnAfterRefuel(Controllable, From, Event, To)

+

Refuel Handler OnAfter for AI_AIR

+

AI_A2A_GCI:OnAfterStart(From, Event, To)

+

Start Handler OnAfter for AI_AIR

+

AI_A2A_GCI:OnAfterStatus(Controllable, From, Event, To)

+

OnAfter Transition Handler for Event Status.

+

AI_A2A_GCI:OnAfterStop(Controllable, From, Event, To)

+

OnAfter Transition Handler for Event Stop.

+

AI_A2A_GCI:OnBeforeRTB(Controllable, From, Event, To)

+

OnBefore Transition Handler for Event RTB.

+

AI_A2A_GCI:OnBeforeRefuel(Controllable, From, Event, To)

+

Refuel Handler OnBefore for AI_AIR

+

AI_A2A_GCI:OnBeforeStart(From, Event, To)

+

Start Handler OnBefore for AI_AIR

+

AI_A2A_GCI:OnBeforeStatus(Controllable, From, Event, To)

+

OnBefore Transition Handler for Event Status.

+

AI_A2A_GCI:OnBeforeStop(Controllable, From, Event, To)

+

OnBefore Transition Handler for Event Stop.

+

AI_A2A_GCI:OnCrash(EventData)

+ +

AI_A2A_GCI:OnEjection(EventData)

+ +

AI_A2A_GCI:OnEnterReturning(Controllable, From, Event, To)

+

OnEnter Transition Handler for State Returning.

+

AI_A2A_GCI:OnEnterStopped(Controllable, From, Event, To)

+

OnEnter Transition Handler for State Stopped.

+

AI_A2A_GCI:OnLeaveReturning(Controllable, From, Event, To)

+

OnLeave Transition Handler for State Returning.

+

AI_A2A_GCI:OnLeaveStopped(Controllable, From, Event, To)

+

OnLeave Transition Handler for State Stopped.

+

AI_A2A_GCI:OnPilotDead(EventData)

+ +

AI_A2A_GCI.OutOfFuelOrbitTime

+ +

AI_A2A_GCI.PatrolCeilingAltitude

+ +

AI_A2A_GCI.PatrolDamageThreshold

+ +

AI_A2A_GCI.PatrolFloorAltitude

+ +

AI_A2A_GCI.PatrolManageDamage

+ +

AI_A2A_GCI.PatrolMaxSpeed

+ +

AI_A2A_GCI.PatrolMinSpeed

+ +

AI_A2A_GCI:RTB()

+

Synchronous Event Trigger for Event RTB.

+

AI_A2A_GCI.RTBHold(AIGroup, Fsm)

+ +

AI_A2A_GCI.RTBMaxSpeed

+ +

AI_A2A_GCI.RTBMinSpeed

+ +

AI_A2A_GCI.RTBRoute(AIGroup, Fsm)

+ +

AI_A2A_GCI.RTBSpeedMaxFactor

+ +

AI_A2A_GCI.RTBSpeedMinFactor

+ +

AI_A2A_GCI:Refuel()

+

Refuel Trigger for AI_AIR

+

AI_A2A_GCI.Resume(AIGroup, Fsm)

+ +

AI_A2A_GCI:SetAltitude(PatrolFloorAltitude, PatrolCeilingAltitude)

+

Sets the floor and ceiling altitude of the patrol.

+

AI_A2A_GCI:SetDamageThreshold(PatrolDamageThreshold)

+

When the AI is damaged beyond a certain threshold, it is required that the AI returns to the home base.

+

AI_A2A_GCI:SetDisengageRadius(DisengageRadius)

+

Sets the disengage range, that when engaging a target beyond the specified range, the engagement will be cancelled and the plane will RTB.

+

AI_A2A_GCI:SetDispatcher(Dispatcher)

+ +

AI_A2A_GCI:SetFuelThreshold(FuelThresholdPercentage, OutOfFuelOrbitTime)

+

When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.

+

AI_A2A_GCI:SetHomeAirbase(HomeAirbase)

+

Sets the home airbase.

+

AI_A2A_GCI:SetRTBSpeed(RTBMinSpeed, RTBMaxSpeed)

+

Sets (modifies) the minimum and maximum RTB speed of the patrol.

+

AI_A2A_GCI:SetRTBSpeedFactors(MinFactor, MaxFactor)

+

Set the min and max factors on RTB speed.

+

AI_A2A_GCI:SetSpeed(PatrolMinSpeed, PatrolMaxSpeed)

+

Sets (modifies) the minimum and maximum speed of the patrol.

+

AI_A2A_GCI:SetStatusOff()

+

Set the status checking off.

+

AI_A2A_GCI:SetTanker(TankerName)

+

Sets to refuel at the given tanker.

+

AI_A2A_GCI:SetTargetDistance(Coordinate)

+ +

AI_A2A_GCI:Start()

+

Start Trigger for AI_AIR

+

AI_A2A_GCI:Status()

+

Synchronous Event Trigger for Event Status.

+

AI_A2A_GCI:Stop()

+

Synchronous Event Trigger for Event Stop.

+

AI_A2A_GCI.TankerName

+ +

AI_A2A_GCI.TaskDelay

+ +

AI_A2A_GCI:__RTB(Delay)

+

Asynchronous Event Trigger for Event RTB.

+

AI_A2A_GCI:__Refuel(Delay)

+

Refuel Asynchronous Trigger for AI_AIR

+

AI_A2A_GCI:__Start(Delay)

+

Start Asynchronous Trigger for AI_AIR

+

AI_A2A_GCI:__Status(Delay)

+

Asynchronous Event Trigger for Event Status.

+

AI_A2A_GCI:__Stop(Delay)

+

Asynchronous Event Trigger for Event Stop.

+

AI_A2A_GCI:onafterDead()

+ +

AI_A2A_GCI:onafterHold(AIGroup, From, Event, To, HoldTime)

+ +

AI_A2A_GCI:onafterHome(AIGroup, From, Event, To)

+ +

AI_A2A_GCI:onafterRTB(AIGroup, From, Event, To)

+ +

AI_A2A_GCI:onafterRefuel(AIGroup, From, Event, To)

+ +

AI_A2A_GCI:onafterReturn(Controllable, From, Event, To)

+

Coordinates the approriate returning action.

+

AI_A2A_GCI:onafterStart(Controllable, From, Event, To)

+

Defines a new patrol route using the AI.AI_Patrol#AI_PATROL_ZONE parameters and settings.

+

AI_A2A_GCI:onafterStatus()

+ +

AI_A2A_GCI:onbeforeStatus()

+ +
+
+
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Fields and Methods inherited from FSM_CONTROLLABLEDescription

AI_A2A_GCI.Controllable

+ +

AI_A2A_GCI:GetControllable()

+

Gets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+

AI_A2A_GCI:New(FSMT, Controllable)

+

Creates a new FSM_CONTROLLABLE object.

+

AI_A2A_GCI:OnAfterStop(Controllable, From, Event, To)

+

OnAfter Transition Handler for Event Stop.

+

AI_A2A_GCI:OnBeforeStop(Controllable, From, Event, To)

+

OnBefore Transition Handler for Event Stop.

+

AI_A2A_GCI:OnEnterStopped(Controllable, From, Event, To)

+

OnEnter Transition Handler for State Stopped.

+

AI_A2A_GCI:OnLeaveStopped(Controllable, From, Event, To)

+

OnLeave Transition Handler for State Stopped.

+

AI_A2A_GCI:SetControllable(FSMControllable)

+

Sets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+

AI_A2A_GCI:Stop()

+

Synchronous Event Trigger for Event Stop.

+

AI_A2A_GCI:__Stop(Delay)

+

Asynchronous Event Trigger for Event Stop.

+

AI_A2A_GCI:_call_handler(step, trigger, params, EventName)

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

AI_A2A_GCI:AddEndState(State)

+

Adds an End state.

+

AI_A2A_GCI:AddProcess(From, Event, Process, ReturnEvents)

+

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

+

AI_A2A_GCI:AddScore(State, ScoreText, Score)

+

Adds a score for the FSM to be achieved.

+

AI_A2A_GCI:AddScoreProcess(From, Event, State, ScoreText, Score)

+

Adds a score for the FSM_PROCESS to be achieved.

+

AI_A2A_GCI:AddTransition(From, Event, To)

+

Add a new transition rule to the FSM.

+

AI_A2A_GCI.CallScheduler

+

Call scheduler.

+

AI_A2A_GCI.ClassName

+

Name of the class.

+

AI_A2A_GCI.Events

+ +

AI_A2A_GCI:GetCurrentState()

+

Get current state.

+

AI_A2A_GCI:GetEndStates()

+

Returns the End states.

+

AI_A2A_GCI:GetProcess(From, Event)

+ +

AI_A2A_GCI:GetProcesses()

+

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

+

AI_A2A_GCI:GetScores()

+

Returns a table with the scores defined.

+

AI_A2A_GCI:GetStartState()

+

Returns the start state of the FSM.

+

AI_A2A_GCI:GetState()

+

Get current state.

+

AI_A2A_GCI:GetSubs()

+

Returns a table with the Subs defined.

+

AI_A2A_GCI:GetTransitions()

+

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

+

AI_A2A_GCI:Is(State)

+

Check if FSM is in state.

+

AI_A2A_GCI:LoadCallBacks(CallBackTable)

+

Load call backs.

+

AI_A2A_GCI:New()

+

Creates a new FSM object.

+

AI_A2A_GCI.Scores

+

Scores.

+

AI_A2A_GCI:SetProcess(From, Event, Fsm)

+ +

AI_A2A_GCI:SetStartState(State)

+

Sets the start state of the FSM.

+

AI_A2A_GCI._EndStates

+ +

AI_A2A_GCI._EventSchedules

+ +

AI_A2A_GCI._Processes

+ +

AI_A2A_GCI._Scores

+ +

AI_A2A_GCI._StartState

+ +

AI_A2A_GCI._Transitions

+ +

AI_A2A_GCI:_add_to_map(Map, Event)

+

Add to map.

+

AI_A2A_GCI:_call_handler(step, trigger, params, EventName)

+

Call handler.

+

AI_A2A_GCI:_create_transition(EventName)

+

Create transition.

+

AI_A2A_GCI:_delayed_transition(EventName)

+

Delayed transition.

+

AI_A2A_GCI:_eventmap(Events, EventStructure)

+

Event map.

+

AI_A2A_GCI:_gosub(ParentFrom, ParentEvent)

+

Go sub.

+

AI_A2A_GCI:_handler(EventName, ...)

+

Handler.

+

AI_A2A_GCI:_isendstate(Current)

+

Is end state.

+

AI_A2A_GCI:_submap(subs, sub, name)

+

Sub maps.

+

AI_A2A_GCI:can(e)

+

Check if can do an event.

+

AI_A2A_GCI:cannot(e)

+

Check if cannot do an event.

+

AI_A2A_GCI.current

+

Current state name.

+

AI_A2A_GCI.endstates

+ +

AI_A2A_GCI:is(State, state)

+

Check if FSM is in state.

+

AI_A2A_GCI.options

+

Options.

+

AI_A2A_GCI.subs

+

Subs.

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

AI_A2A_GCI.ClassID

+

The ID number of the class.

+

AI_A2A_GCI.ClassName

+

The name of the class.

+

AI_A2A_GCI.ClassNameAndID

+

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

+

AI_A2A_GCI:ClearState(Object, StateName)

+

Clear the state of an object.

+

AI_A2A_GCI:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace)

+

Creation of a Birth Event.

+

AI_A2A_GCI:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

+

Creation of a Crash Event.

+

AI_A2A_GCI:CreateEventDead(EventTime, Initiator, IniObjectCategory)

+

Creation of a Dead Event.

+

AI_A2A_GCI:CreateEventPlayerEnterAircraft(PlayerUnit)

+

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

+

AI_A2A_GCI:CreateEventRemoveUnit(EventTime, Initiator)

+

Creation of a Remove Unit Event.

+

AI_A2A_GCI:CreateEventTakeoff(EventTime, Initiator)

+

Creation of a Takeoff Event.

+

AI_A2A_GCI:CreateEventUnitLost(EventTime, Initiator)

+

Creation of a Crash Event.

+

AI_A2A_GCI:E(Arguments)

+

Log an exception which will be traced always.

+

AI_A2A_GCI:EventDispatcher()

+

Returns the event dispatcher

+

AI_A2A_GCI:EventRemoveAll()

+

Remove all subscribed events

+

AI_A2A_GCI:F(Arguments)

+

Trace a function call.

+

AI_A2A_GCI:F2(Arguments)

+

Trace a function call level 2.

+

AI_A2A_GCI:F3(Arguments)

+

Trace a function call level 3.

+

AI_A2A_GCI:GetClassID()

+

Get the ClassID of the class instance.

+

AI_A2A_GCI:GetClassName()

+

Get the ClassName of the class instance.

+

AI_A2A_GCI:GetClassNameAndID()

+

Get the ClassName + ClassID of the class instance.

+

AI_A2A_GCI:GetEventPriority()

+

Get the Class Core.Event processing Priority.

+

AI_A2A_GCI:GetParent(Child, FromClass)

+

This is the worker method to retrieve the Parent class.

+

AI_A2A_GCI:GetState(Object, Key)

+

Get a Value given a Key from the Object.

+

AI_A2A_GCI:HandleEvent(EventID, EventFunction)

+

Subscribe to a DCS Event.

+

AI_A2A_GCI:I(Arguments)

+

Log an information which will be traced always.

+

AI_A2A_GCI:Inherit(Child, Parent)

+

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

+

AI_A2A_GCI:IsInstanceOf(ClassName)

+

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

+

AI_A2A_GCI:IsTrace()

+

Enquires if tracing is on (for the class).

+

AI_A2A_GCI:New()

+

BASE constructor.

+

AI_A2A_GCI:OnEvent(EventData)

+

Occurs when an Event for an object is triggered.

+

AI_A2A_GCI:OnEventBDA(EventData)

+

BDA.

+

AI_A2A_GCI:OnEventBaseCaptured(EventData)

+

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

+

AI_A2A_GCI:OnEventBirth(EventData)

+

Occurs when any object is spawned into the mission.

+

AI_A2A_GCI:OnEventCrash(EventData)

+

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

+

AI_A2A_GCI:OnEventDead(EventData)

+

Occurs when an object is dead.

+

AI_A2A_GCI:OnEventDetailedFailure(EventData)

+

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

+

AI_A2A_GCI:OnEventDiscardChairAfterEjection(EventData)

+

Discard chair after ejection.

+

AI_A2A_GCI:OnEventEjection(EventData)

+

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

+

AI_A2A_GCI:OnEventEngineShutdown(EventData)

+

Occurs when any aircraft shuts down its engines.

+

AI_A2A_GCI:OnEventEngineStartup(EventData)

+

Occurs when any aircraft starts its engines.

+

AI_A2A_GCI:OnEventHit(EventData)

+

Occurs whenever an object is hit by a weapon.

+

AI_A2A_GCI:OnEventHumanFailure(EventData)

+

Occurs when any system fails on a human controlled aircraft.

+

AI_A2A_GCI:OnEventKill(EventData)

+

Occurs on the death of a unit.

+

AI_A2A_GCI:OnEventLand(EventData)

+

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

+

AI_A2A_GCI:OnEventLandingAfterEjection(EventData)

+

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

+

AI_A2A_GCI:OnEventLandingQualityMark(EventData)

+

Landing quality mark.

+

AI_A2A_GCI:OnEventMarkAdded(EventData)

+

Occurs when a new mark was added.

+

AI_A2A_GCI:OnEventMarkChange(EventData)

+

Occurs when a mark text was changed.

+

AI_A2A_GCI:OnEventMarkRemoved(EventData)

+

Occurs when a mark was removed.

+

AI_A2A_GCI:OnEventMissionEnd(EventData)

+

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

+

AI_A2A_GCI:OnEventMissionStart(EventData)

+

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

+

AI_A2A_GCI:OnEventParatrooperLanding(EventData)

+

Weapon add.

+

AI_A2A_GCI:OnEventPilotDead(EventData)

+

Occurs when the pilot of an aircraft is killed.

+

AI_A2A_GCI:OnEventPlayerEnterAircraft(EventData)

+

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

+

AI_A2A_GCI:OnEventPlayerEnterUnit(EventData)

+

Occurs when any player assumes direct control of a unit.

+

AI_A2A_GCI:OnEventPlayerLeaveUnit(EventData)

+

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

+

AI_A2A_GCI:OnEventRefueling(EventData)

+

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

+

AI_A2A_GCI:OnEventRefuelingStop(EventData)

+

Occurs when an aircraft is finished taking fuel.

+

AI_A2A_GCI:OnEventScore(EventData)

+

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

+

AI_A2A_GCI:OnEventShootingEnd(EventData)

+

Occurs when any unit stops firing its weapon.

+

AI_A2A_GCI:OnEventShootingStart(EventData)

+

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

+

AI_A2A_GCI:OnEventShot(EventData)

+

Occurs whenever any unit in a mission fires a weapon.

+

AI_A2A_GCI:OnEventTakeoff(EventData)

+

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

+

AI_A2A_GCI:OnEventTriggerZone(EventData)

+

Trigger zone.

+

AI_A2A_GCI:OnEventUnitLost(EventData)

+

Occurs when the game thinks an object is destroyed.

+

AI_A2A_GCI:ScheduleOnce(Start, SchedulerFunction, ...)

+

Schedule a new time event.

+

AI_A2A_GCI:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...)

+

Schedule a new time event.

+

AI_A2A_GCI:ScheduleStop(SchedulerID)

+

Stops the Schedule.

+

AI_A2A_GCI.Scheduler

+ +

AI_A2A_GCI:SetEventPriority(EventPriority)

+

Set the Class Core.Event processing Priority.

+

AI_A2A_GCI:SetState(Object, Key, Value)

+

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

+

AI_A2A_GCI:T(Arguments)

+

Trace a function logic level 1.

+

AI_A2A_GCI:T2(Arguments)

+

Trace a function logic level 2.

+

AI_A2A_GCI:T3(Arguments)

+

Trace a function logic level 3.

+

AI_A2A_GCI:TraceAll(TraceAll)

+

Trace all methods in MOOSE

+

AI_A2A_GCI:TraceClass(Class)

+

Set tracing for a class

+

AI_A2A_GCI:TraceClassMethod(Class, Method)

+

Set tracing for a specific method of class

+

AI_A2A_GCI:TraceLevel(Level)

+

Set trace level

+

AI_A2A_GCI:TraceOff()

+

Set trace off.

+

AI_A2A_GCI:TraceOn()

+

Set trace on.

+

AI_A2A_GCI:TraceOnOff(TraceOnOff)

+

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

+

AI_A2A_GCI:UnHandleEvent(EventID)

+

UnSubscribe to a DCS event.

+

AI_A2A_GCI._

+ +

AI_A2A_GCI:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+

Trace a function call.

+

AI_A2A_GCI:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+

Trace a function logic.

+

AI_A2A_GCI.__

+ +

AI_A2A_GCI:onEvent(event)

+

The main event handling function...

@@ -2139,6 +3755,10246 @@ Therefore, this class is considered to be deprecated

+
+

Field(s)

+
+
+

Function(s)

+
+
+ +
+

AI_A2A_GCI:Abort()

+
+ +

Synchronous Event Trigger for Event Abort.

+ +
+
+

Defined in:

+ +
+ +
+
+ +
+ +
+

AI_A2A_GCI:Accomplish()

+
+ +

Synchronous Event Trigger for Event Accomplish.

+ +
+
+

Defined in:

+ +
+ +
+
+ +
+ +
+

AI_A2A_GCI:Destroy()

+
+ +

Synchronous Event Trigger for Event Destroy.

+ +
+
+

Defined in:

+ +
+ +
+
+ +
+ +
+

AI_A2A_GCI:Engage()

+
+ +

Synchronous Event Trigger for Event Engage.

+ +
+
+

Defined in:

+ +
+ +
+
+ +
+ +
+

AI_A2A_GCI:EngageRoute()

+
+ +

Synchronous Event Trigger for Event EngageRoute.

+ +
+
+

Defined in:

+ +
+ +
+
+ +
+ +
+

AI_A2A_GCI:Fired()

+
+ +

Synchronous Event Trigger for Event Fired.

+ +
+
+

Defined in:

+ +
+ +
+
+ +
+ +
+

AI_A2A_GCI:New(AI_Air, AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType)

+
+ +

Creates a new AI_AIR_ENGAGE object

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ AI.AI_Air#AI_AIR + AI_Air +

+
+
+ +

The AI_AIR FSM.

+ +
+
+
+
+

+ Wrapper.Group#GROUP + AIGroup +

+
+
+ +

The AI group.

+ +
+
+
+
+

+ DCS#Speed + EngageMinSpeed +

+
+
+ +

(optional, default = 50% of max speed) The minimum speed of the Wrapper.Group in km/h when engaging a target.

+ +
+
+
+
+

+ DCS#Speed + EngageMaxSpeed +

+
+
+ +

(optional, default = 75% of max speed) The maximum speed of the Wrapper.Group in km/h when engaging a target.

+ +
+
+
+
+

+ DCS#Altitude + EngageFloorAltitude +

+
+
+ +

(optional, default = 1000m ) The lowest altitude in meters where to execute the engagement.

+ +
+
+
+
+

+ DCS#Altitude + EngageCeilingAltitude +

+
+
+ +

(optional, default = 1500m ) The highest altitude in meters where to execute the engagement.

+ +
+
+
+
+

+ DCS#AltitudeType + EngageAltType +

+
+
+ +

The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to "RADIO".

+ +
+
+

Return value:

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

AI_A2A_GCI:OnAfterAbort(AIGroup, From, Event, To)

+
+ +

OnAfter Transition Handler for Event Abort.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIGroup +

+
+
+ +

The Group Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

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

AI_A2A_GCI:OnAfterAccomplish(AIGroup, From, Event, To)

+
+ +

OnAfter Transition Handler for Event Accomplish.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIGroup +

+
+
+ +

The Group Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

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

AI_A2A_GCI:OnAfterDestroy(AIGroup, From, Event, To)

+
+ +

OnAfter Transition Handler for Event Destroy.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIGroup +

+
+
+ +

The Group Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

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

AI_A2A_GCI:OnAfterEngage(AIGroup, From, Event, To)

+
+ +

OnAfter Transition Handler for Event Engage.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIGroup +

+
+
+ +

The Group Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

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

AI_A2A_GCI:OnAfterEngageRoute(AIGroup, From, Event, To)

+
+ +

OnAfter Transition Handler for Event EngageRoute.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIGroup +

+
+
+ +

The Group Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

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

AI_A2A_GCI:OnAfterFired(AIGroup, From, Event, To)

+
+ +

OnAfter Transition Handler for Event Fired.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIGroup +

+
+
+ +

The Group Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

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

AI_A2A_GCI:OnBeforeAbort(AIGroup, From, Event, To)

+
+ +

OnBefore Transition Handler for Event Abort.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIGroup +

+
+
+ +

The Group Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

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

AI_A2A_GCI:OnBeforeAccomplish(AIGroup, From, Event, To)

+
+ +

OnBefore Transition Handler for Event Accomplish.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIGroup +

+
+
+ +

The Group Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

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

AI_A2A_GCI:OnBeforeDestroy(AIGroup, From, Event, To)

+
+ +

OnBefore Transition Handler for Event Destroy.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIGroup +

+
+
+ +

The Group Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

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

AI_A2A_GCI:OnBeforeEngage(AIGroup, From, Event, To)

+
+ +

OnBefore Transition Handler for Event Engage.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIGroup +

+
+
+ +

The Group Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

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

AI_A2A_GCI:OnBeforeEngageRoute(AIGroup, From, Event, To)

+
+ +

OnBefore Transition Handler for Event EngageRoute.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIGroup +

+
+
+ +

The Group Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

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

AI_A2A_GCI:OnBeforeFired(AIGroup, From, Event, To)

+
+ +

OnBefore Transition Handler for Event Fired.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIGroup +

+
+
+ +

The Group Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

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

AI_A2A_GCI:OnEnterEngaging(AIGroup, From, Event, To)

+
+ +

OnEnter Transition Handler for State Engaging.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIGroup +

+
+
+ +

The Group Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

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

AI_A2A_GCI:OnEventDead(EventData)

+
+ + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2A_GCI:OnLeaveEngaging(AIGroup, From, Event, To)

+
+ +

OnLeave Transition Handler for State Engaging.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIGroup +

+
+
+ +

The Group Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

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

AI_A2A_GCI.Resume(AIEngage, Fsm)

+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIEngage +

+
+
+

+
+
+
+
+

+ Fsm +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2A_GCI:__Abort(Delay)

+
+ +

Asynchronous Event Trigger for Event Abort.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Delay +

+
+
+ +

The delay in seconds.

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

AI_A2A_GCI:__Accomplish(Delay)

+
+ +

Asynchronous Event Trigger for Event Accomplish.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Delay +

+
+
+ +

The delay in seconds.

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

AI_A2A_GCI:__Destroy(Delay)

+
+ +

Asynchronous Event Trigger for Event Destroy.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Delay +

+
+
+ +

The delay in seconds.

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

AI_A2A_GCI:__Engage(Delay)

+
+ +

Asynchronous Event Trigger for Event Engage.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Delay +

+
+
+ +

The delay in seconds.

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

AI_A2A_GCI:__EngageRoute(Delay)

+
+ +

Asynchronous Event Trigger for Event EngageRoute.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Delay +

+
+
+ +

The delay in seconds.

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

AI_A2A_GCI:__Fired(Delay)

+
+ +

Asynchronous Event Trigger for Event Fired.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Delay +

+
+
+ +

The delay in seconds.

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

AI_A2A_GCI.___Engage(AIControllable, AIGroup, Fsm, AttackSetUnit)

+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIControllable +

+
+
+

+
+
+
+
+

+ AIGroup +

+
+
+

+
+
+
+
+

+ Fsm +

+
+
+

+
+
+
+
+

+ AttackSetUnit +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2A_GCI.___EngageRoute(AIControllable, AIGroup, Fsm, AttackSetUnit)

+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIControllable +

+
+
+

+
+
+
+
+

+ AIGroup +

+
+
+

+
+
+
+
+

+ Fsm +

+
+
+

+
+
+
+
+

+ AttackSetUnit +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2A_GCI:onafterAbort(AIGroup, From, Event, To)

+
+ +

onafter event handler for Abort event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIGroup +

+
+
+ +

The AI Group managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

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

AI_A2A_GCI:onafterAccomplish(AIGroup, From, Event, To)

+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIGroup +

+
+
+ +

The Group Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

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

AI_A2A_GCI:onafterDestroy(AIGroup, From, Event, To, EventData)

+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIGroup +

+
+
+ +

The Group Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2A_GCI:onafterEngage(AIGroup, From, Event, To)

+
+ +

onafter event handler for Engage event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIGroup +

+
+
+ +

The AI Group managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

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

AI_A2A_GCI:onafterEngageRoute(DefenderGroup, From, Event, To, AttackSetUnit)

+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + DefenderGroup +

+
+
+ +

The GroupGroup managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+
+
+

+ Core.Set#SET_UNIT + AttackSetUnit +

+
+
+ +

Unit set to be attacked.

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

AI_A2A_GCI:onafterStart(AIGroup, From, Event, To)

+
+ +

onafter event handler for Start event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIGroup +

+
+
+ +

The AI group managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

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

AI_A2A_GCI:onbeforeEngage(AIGroup, From, Event, To)

+
+ +

onbefore event handler for Engage event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIGroup +

+
+
+ +

The group Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+
+ +
+
+ +
+

Field(s)

+
+
+

Function(s)

+
+
+ +
+

AI_A2A_GCI:ClearTargetDistance()

+
+ + + +
+
+

Defined in:

+ +
+ +
+
+ +
+ +
+

AI_A2A_GCI:GetDispatcher()

+
+ + + +
+
+

Defined in:

+ +
+ +
+
+ +
+ +
+

AI_A2A_GCI:New(AIGroup)

+
+ +

Creates a new AI_AIR process.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.Group#GROUP + AIGroup +

+
+
+ +

The group object to receive the A2G Process.

+ +
+
+

Return value:

+
+
+

#AI_AIR:

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

AI_A2A_GCI:OnAfterRTB(Controllable, From, Event, To)

+
+ +

OnAfter Transition Handler for Event RTB.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

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

AI_A2A_GCI:OnAfterRefuel(Controllable, From, Event, To)

+
+ +

Refuel Handler OnAfter for AI_AIR

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+

+
+
+
+
+

+ #string + Event +

+
+
+

+
+
+
+
+

+ #string + To +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2A_GCI:OnAfterStart(From, Event, To)

+
+ +

Start Handler OnAfter for AI_AIR

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + From +

+
+
+

+
+
+
+
+

+ #string + Event +

+
+
+

+
+
+
+
+

+ #string + To +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2A_GCI:OnAfterStatus(Controllable, From, Event, To)

+
+ +

OnAfter Transition Handler for Event Status.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

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

AI_A2A_GCI:OnAfterStop(Controllable, From, Event, To)

+
+ +

OnAfter Transition Handler for Event Stop.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

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

AI_A2A_GCI:OnBeforeRTB(Controllable, From, Event, To)

+
+ +

OnBefore Transition Handler for Event RTB.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

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

AI_A2A_GCI:OnBeforeRefuel(Controllable, From, Event, To)

+
+ +

Refuel Handler OnBefore for AI_AIR

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+

+
+
+
+
+

+ #string + Event +

+
+
+

+
+
+
+
+

+ #string + To +

+
+
+

+
+
+

Return value:

+
+
+

#boolean:

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

AI_A2A_GCI:OnBeforeStart(From, Event, To)

+
+ +

Start Handler OnBefore for AI_AIR

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + From +

+
+
+

+
+
+
+
+

+ #string + Event +

+
+
+

+
+
+
+
+

+ #string + To +

+
+
+

+
+
+

Return value:

+
+
+

#boolean:

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

AI_A2A_GCI:OnBeforeStatus(Controllable, From, Event, To)

+
+ +

OnBefore Transition Handler for Event Status.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

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

AI_A2A_GCI:OnBeforeStop(Controllable, From, Event, To)

+
+ +

OnBefore Transition Handler for Event Stop.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

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

AI_A2A_GCI:OnCrash(EventData)

+
+ + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2A_GCI:OnEjection(EventData)

+
+ + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2A_GCI:OnEnterReturning(Controllable, From, Event, To)

+
+ +

OnEnter Transition Handler for State Returning.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

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

AI_A2A_GCI:OnEnterStopped(Controllable, From, Event, To)

+
+ +

OnEnter Transition Handler for State Stopped.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

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

AI_A2A_GCI:OnLeaveReturning(Controllable, From, Event, To)

+
+ +

OnLeave Transition Handler for State Returning.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

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

AI_A2A_GCI:OnLeaveStopped(Controllable, From, Event, To)

+
+ +

OnLeave Transition Handler for State Stopped.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

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

AI_A2A_GCI:OnPilotDead(EventData)

+
+ + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2A_GCI:RTB()

+
+ +

Synchronous Event Trigger for Event RTB.

+ +
+
+

Defined in:

+ +
+ +
+
+ +
+ +
+

AI_A2A_GCI.RTBHold(AIGroup, Fsm)

+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIGroup +

+
+
+

+
+
+
+
+

+ Fsm +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2A_GCI.RTBRoute(AIGroup, Fsm)

+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIGroup +

+
+
+

+
+
+
+
+

+ Fsm +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2A_GCI:Refuel()

+
+ +

Refuel Trigger for AI_AIR

+ +
+
+

Defined in:

+ +
+ +
+
+ +
+ +
+

AI_A2A_GCI.Resume(AIGroup, Fsm)

+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIGroup +

+
+
+

+
+
+
+
+

+ Fsm +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2A_GCI:SetAltitude(PatrolFloorAltitude, PatrolCeilingAltitude)

+
+ +

Sets the floor and ceiling altitude of the patrol.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Altitude + PatrolFloorAltitude +

+
+
+ +

The lowest altitude in meters where to execute the patrol.

+ +
+
+
+
+

+ DCS#Altitude + PatrolCeilingAltitude +

+
+
+ +

The highest altitude in meters where to execute the patrol.

+ +
+
+

Return value:

+
+
+

#AI_AIR:

+
+
+ +

self

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

AI_A2A_GCI:SetDamageThreshold(PatrolDamageThreshold)

+
+ +

When the AI is damaged beyond a certain threshold, it is required that the AI returns to the home base.

+ + +

However, damage cannot be foreseen early on. +Therefore, when the damage threshold is reached, +the AI will return immediately to the home base (RTB). +Note that for groups, the average damage of the complete group will be calculated. +So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage threshold will be 0.25.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + PatrolDamageThreshold +

+
+
+ +

The threshold in percentage (between 0 and 1) when the AI is considered to be damaged.

+ +
+
+

Return value:

+
+
+

#AI_AIR:

+
+
+ +

self

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

AI_A2A_GCI:SetDisengageRadius(DisengageRadius)

+
+ +

Sets the disengage range, that when engaging a target beyond the specified range, the engagement will be cancelled and the plane will RTB.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + DisengageRadius +

+
+
+ +

The disengage range.

+ +
+
+

Return value:

+
+
+

#AI_AIR:

+
+
+ +

self

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

AI_A2A_GCI:SetDispatcher(Dispatcher)

+
+ + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Dispatcher +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2A_GCI:SetFuelThreshold(FuelThresholdPercentage, OutOfFuelOrbitTime)

+
+ +

When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.

+ + +

Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated. +When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targeted to the AI_AIR. +Once the time is finished, the old AI will return to the base.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + FuelThresholdPercentage +

+
+
+ +

The threshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.

+ +
+
+
+
+

+ #number + OutOfFuelOrbitTime +

+
+
+ +

The amount of seconds the out of fuel AIControllable will orbit before returning to the base.

+ +
+
+

Return value:

+
+
+

#AI_AIR:

+
+
+ +

self

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

AI_A2A_GCI:SetHomeAirbase(HomeAirbase)

+
+ +

Sets the home airbase.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.Airbase#AIRBASE + HomeAirbase +

+
+
+

+
+
+

Return value:

+
+
+

#AI_AIR:

+
+
+ +

self

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

AI_A2A_GCI:SetRTBSpeed(RTBMinSpeed, RTBMaxSpeed)

+
+ +

Sets (modifies) the minimum and maximum RTB speed of the patrol.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Speed + RTBMinSpeed +

+
+
+ +

The minimum speed of the Wrapper.Controllable in km/h.

+ +
+
+
+
+

+ DCS#Speed + RTBMaxSpeed +

+
+
+ +

The maximum speed of the Wrapper.Controllable in km/h.

+ +
+
+

Return value:

+
+
+

#AI_AIR:

+
+
+ +

self

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

AI_A2A_GCI:SetRTBSpeedFactors(MinFactor, MaxFactor)

+
+ +

Set the min and max factors on RTB speed.

+ + +

Use this, if your planes are heading back to base too fast. Default values are 0.5 and 0.6. +The RTB speed is calculated as the max speed of the unit multiplied by MinFactor (lower bracket) and multiplied by MaxFactor (upper bracket). +A random value in this bracket is then applied in the waypoint routing generation.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + MinFactor +

+
+
+ +

Lower bracket factor. Defaults to 0.5.

+ +
+
+
+
+

+ #number + MaxFactor +

+
+
+ +

Upper bracket factor. Defaults to 0.6.

+ +
+
+

Return value:

+
+
+

#AI_AIR:

+
+
+ +

self

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

AI_A2A_GCI:SetSpeed(PatrolMinSpeed, PatrolMaxSpeed)

+
+ +

Sets (modifies) the minimum and maximum speed of the patrol.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Speed + PatrolMinSpeed +

+
+
+ +

The minimum speed of the Wrapper.Controllable in km/h.

+ +
+
+
+
+

+ DCS#Speed + PatrolMaxSpeed +

+
+
+ +

The maximum speed of the Wrapper.Controllable in km/h.

+ +
+
+

Return value:

+
+
+

#AI_AIR:

+
+
+ +

self

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

AI_A2A_GCI:SetStatusOff()

+
+ +

Set the status checking off.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#AI_AIR:

+
+
+ +

self

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

AI_A2A_GCI:SetTanker(TankerName)

+
+ +

Sets to refuel at the given tanker.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.Group#GROUP + TankerName +

+
+
+ +

The group name of the tanker as defined within the Mission Editor or spawned.

+ +
+
+

Return value:

+
+
+

#AI_AIR:

+
+
+ +

self

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

AI_A2A_GCI:SetTargetDistance(Coordinate)

+
+ + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Coordinate +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2A_GCI:Start()

+
+ +

Start Trigger for AI_AIR

+ +
+
+

Defined in:

+ +
+ +
+
+ +
+ +
+

AI_A2A_GCI:Status()

+
+ +

Synchronous Event Trigger for Event Status.

+ +
+
+

Defined in:

+ +
+ +
+
+ +
+ +
+

AI_A2A_GCI:Stop()

+
+ +

Synchronous Event Trigger for Event Stop.

+ +
+
+

Defined in:

+ +
+ +
+
+ +
+ +
+

AI_A2A_GCI:__RTB(Delay)

+
+ +

Asynchronous Event Trigger for Event RTB.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Delay +

+
+
+ +

The delay in seconds.

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

AI_A2A_GCI:__Refuel(Delay)

+
+ +

Refuel Asynchronous Trigger for AI_AIR

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Delay +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2A_GCI:__Start(Delay)

+
+ +

Start Asynchronous Trigger for AI_AIR

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Delay +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2A_GCI:__Status(Delay)

+
+ +

Asynchronous Event Trigger for Event Status.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Delay +

+
+
+ +

The delay in seconds.

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

AI_A2A_GCI:__Stop(Delay)

+
+ +

Asynchronous Event Trigger for Event Stop.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Delay +

+
+
+ +

The delay in seconds.

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

AI_A2A_GCI:onafterDead()

+
+ + + +
+
+

Defined in:

+ +
+ +
+
+ +
+ +
+

AI_A2A_GCI:onafterHold(AIGroup, From, Event, To, HoldTime)

+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIGroup +

+
+
+

+
+
+
+
+

+ From +

+
+
+

+
+
+
+
+

+ Event +

+
+
+

+
+
+
+
+

+ To +

+
+
+

+
+
+
+
+

+ HoldTime +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2A_GCI:onafterHome(AIGroup, From, Event, To)

+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIGroup +

+
+
+

+
+
+
+
+

+ From +

+
+
+

+
+
+
+
+

+ Event +

+
+
+

+
+
+
+
+

+ To +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2A_GCI:onafterRTB(AIGroup, From, Event, To)

+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIGroup +

+
+
+

+
+
+
+
+

+ From +

+
+
+

+
+
+
+
+

+ Event +

+
+
+

+
+
+
+
+

+ To +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2A_GCI:onafterRefuel(AIGroup, From, Event, To)

+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIGroup +

+
+
+

+
+
+
+
+

+ From +

+
+
+

+
+
+
+
+

+ Event +

+
+
+

+
+
+
+
+

+ To +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2A_GCI:onafterReturn(Controllable, From, Event, To)

+
+ +

Coordinates the approriate returning action.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#AI_AIR:

+
+
+ +

self

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

AI_A2A_GCI:onafterStart(Controllable, From, Event, To)

+
+ +

Defines a new patrol route using the AI.AI_Patrol#AI_PATROL_ZONE parameters and settings.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#AI_AIR:

+
+
+ +

self

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

AI_A2A_GCI:onafterStatus()

+
+ + + +
+
+

Defined in:

+ +
+ +
+
+ +
+ +
+

AI_A2A_GCI:onbeforeStatus()

+
+ + + +
+
+

Defined in:

+ +
+ +
+
+ +
+

Field(s)

+
+
+

Function(s)

+
+
+ +
+

AI_A2A_GCI:GetControllable()

+
+ +

Gets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+ +
+
+

Defined in:

+ +

Return value:

+ +
+ +
+
+ +
+ +
+

AI_A2A_GCI:New(FSMT, Controllable)

+
+ +

Creates a new FSM_CONTROLLABLE object.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + FSMT +

+
+
+ +

Finite State Machine Table

+ +
+
+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

(optional) The CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+ +
+
+

Return value:

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

AI_A2A_GCI:OnAfterStop(Controllable, From, Event, To)

+
+ +

OnAfter Transition Handler for Event Stop.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

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

AI_A2A_GCI:OnBeforeStop(Controllable, From, Event, To)

+
+ +

OnBefore Transition Handler for Event Stop.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

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

AI_A2A_GCI:OnEnterStopped(Controllable, From, Event, To)

+
+ +

OnEnter Transition Handler for State Stopped.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

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

AI_A2A_GCI:OnLeaveStopped(Controllable, From, Event, To)

+
+ +

OnLeave Transition Handler for State Stopped.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

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

AI_A2A_GCI:SetControllable(FSMControllable)

+
+ +

Sets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + FSMControllable +

+
+
+

+
+
+

Return value:

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

AI_A2A_GCI:Stop()

+
+ +

Synchronous Event Trigger for Event Stop.

+ +
+
+

Defined in:

+ +
+ +
+
+ +
+ +
+

AI_A2A_GCI:__Stop(Delay)

+
+ +

Asynchronous Event Trigger for Event Stop.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Delay +

+
+
+ +

The delay in seconds.

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

AI_A2A_GCI:_call_handler(step, trigger, params, EventName)

+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ step +

+
+
+

+
+
+
+
+

+ trigger +

+
+
+

+
+
+
+
+

+ params +

+
+
+

+
+
+
+
+

+ EventName +

+
+
+

+
+
+
+ +
+
+ +
+

Field(s)

+
+
+

Function(s)

+
+
+ +
+

AI_A2A_GCI:AddEndState(State)

+
+ +

Adds an End state.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + State +

+
+
+ +

The FSM state.

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

AI_A2A_GCI:AddProcess(From, Event, Process, ReturnEvents)

+
+ +

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

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + From +

+
+
+ +

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

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event name.

+ +
+
+
+
+

+ Core.Fsm#FSM_PROCESS + Process +

+
+
+ +

An sub-process FSM.

+ +
+
+
+
+

+ #table + ReturnEvents +

+
+
+ +

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

+ +
+
+

Return value:

+
+ +
+ +

The SubFSM.

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

AI_A2A_GCI:AddScore(State, ScoreText, Score)

+
+ +

Adds a score for the FSM to be achieved.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + State +

+
+
+ +

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

+ +
+
+
+
+

+ #string + ScoreText +

+
+
+ +

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

+ +
+
+
+
+

+ #number + Score +

+
+
+ +

is a number providing the score of the status.

+ +
+
+

Return value:

+
+
+

#FSM:

+
+
+ +

self

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

AI_A2A_GCI:AddScoreProcess(From, Event, State, ScoreText, Score)

+
+ +

Adds a score for the FSM_PROCESS to be achieved.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + From +

+
+
+ +

is the From State of the main process.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

is the Event of the main process.

+ +
+
+
+
+

+ #string + State +

+
+
+ +

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

+ +
+
+
+
+

+ #string + ScoreText +

+
+
+ +

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

+ +
+
+
+
+

+ #number + Score +

+
+
+ +

is a number providing the score of the status.

+ +
+
+

Return value:

+
+
+

#FSM:

+
+
+ +

self

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

AI_A2A_GCI:AddTransition(From, Event, To)

+
+ +

Add a new transition rule to the FSM.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + From +

+
+
+ +

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

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event name.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To state.

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

AI_A2A_GCI:GetCurrentState()

+
+ +

Get current state.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

Current FSM state.

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

AI_A2A_GCI:GetEndStates()

+
+ +

Returns the End states.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

End states.

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

AI_A2A_GCI:GetProcess(From, Event)

+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ From +

+
+
+

+
+
+
+
+

+ Event +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2A_GCI:GetProcesses()

+
+ +

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

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Sub processes.

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

AI_A2A_GCI:GetScores()

+
+ +

Returns a table with the scores defined.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Scores.

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

AI_A2A_GCI:GetStartState()

+
+ +

Returns the start state of the FSM.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

A string containing the start state.

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

AI_A2A_GCI:GetState()

+
+ +

Get current state.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

Current FSM state.

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

AI_A2A_GCI:GetSubs()

+
+ +

Returns a table with the Subs defined.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Sub processes.

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

AI_A2A_GCI:GetTransitions()

+
+ +

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

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Transitions.

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

AI_A2A_GCI:Is(State)

+
+ +

Check if FSM is in state.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + State +

+
+
+ +

State name.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

If true, FSM is in this state.

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

AI_A2A_GCI:LoadCallBacks(CallBackTable)

+
+ +

Load call backs.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #table + CallBackTable +

+
+
+ +

Table of call backs.

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

AI_A2A_GCI:New()

+
+ +

Creates a new FSM object.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#FSM:

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

AI_A2A_GCI:SetProcess(From, Event, Fsm)

+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ From +

+
+
+

+
+
+
+
+

+ Event +

+
+
+

+
+
+
+
+

+ Fsm +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2A_GCI:SetStartState(State)

+
+ +

Sets the start state of the FSM.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + State +

+
+
+ +

A string defining the start state.

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

AI_A2A_GCI:_add_to_map(Map, Event)

+
+ +

Add to map.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + Map +

+
+
+ +

Map.

+ +
+
+
+
+

+ #table + Event +

+
+
+ +

Event table.

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

AI_A2A_GCI:_call_handler(step, trigger, params, EventName)

+
+ +

Call handler.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + step +

+
+
+ +

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

+ +
+
+
+
+

+ #string + trigger +

+
+
+ +

Trigger.

+ +
+
+
+
+

+ #table + params +

+
+
+ +

Parameters.

+ +
+
+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+
+
+ +

Value.

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

AI_A2A_GCI:_create_transition(EventName)

+
+ +

Create transition.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+

#function:

+
+
+ +

Function.

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

AI_A2A_GCI:_delayed_transition(EventName)

+
+ +

Delayed transition.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+

#function:

+
+
+ +

Function.

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

AI_A2A_GCI:_eventmap(Events, EventStructure)

+
+ +

Event map.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + Events +

+
+
+ +

Events.

+ +
+
+
+
+

+ #table + EventStructure +

+
+
+ +

Event structure.

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

AI_A2A_GCI:_gosub(ParentFrom, ParentEvent)

+
+ +

Go sub.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + ParentFrom +

+
+
+ +

Parent from state.

+ +
+
+
+
+

+ #string + ParentEvent +

+
+
+ +

Parent event name.

+ +
+
+

Return value:

+
+
+

#table:

+
+
+ +

Subs.

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

AI_A2A_GCI:_handler(EventName, ...)

+
+ +

Handler.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+
+
+

+ ... +

+
+
+ +

Arguments.

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

AI_A2A_GCI:_isendstate(Current)

+
+ +

Is end state.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + Current +

+
+
+ +

Current state name.

+ +
+
+

Return values:

+
+
+

#table:

+
+
+ +

FSM parent.

+ +
+
+

#string:

+
+
+ +

Event name.

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

AI_A2A_GCI:_submap(subs, sub, name)

+
+ +

Sub maps.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + subs +

+
+
+ +

Subs.

+ +
+
+
+
+

+ #table + sub +

+
+
+ +

Sub.

+ +
+
+
+
+

+ #string + name +

+
+
+ +

Name.

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

AI_A2A_GCI:can(e)

+
+ +

Check if can do an event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + e +

+
+
+ +

Event name.

+ +
+
+

Return values:

+
+
+

#boolean:

+
+
+ +

If true, FSM can do the event.

+ +
+
+

#string:

+
+
+ +

To state.

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

AI_A2A_GCI:cannot(e)

+
+ +

Check if cannot do an event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + e +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

If true, FSM cannot do the event.

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

AI_A2A_GCI:is(State, state)

+
+ +

Check if FSM is in state.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + State +

+
+
+ +

State name.

+ +
+
+
+
+

+ state +

+
+
+

+
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

If true, FSM is in this state.

+ +
+
+
+ +
+
+ +
+

Field(s)

+
+
+

Function(s)

+
+
+ +
+

AI_A2A_GCI:ClearState(Object, StateName)

+
+ +

Clear the state of an object.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that holds the Value set by the Key.

+ +
+
+
+
+

+ StateName +

+
+
+ +

The key that is should be cleared.

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

AI_A2A_GCI:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace)

+
+ +

Creation of a Birth Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+
+

+ #string + IniUnitName +

+
+
+ +

The initiating unit name.

+ +
+
+
+
+

+ place +

+
+
+

+
+
+
+
+

+ subplace +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2A_GCI:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

+
+ +

Creation of a Crash Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+
+

+ IniObjectCategory +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2A_GCI:CreateEventDead(EventTime, Initiator, IniObjectCategory)

+
+ +

Creation of a Dead Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+
+

+ IniObjectCategory +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2A_GCI:CreateEventPlayerEnterAircraft(PlayerUnit)

+
+ +

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.Unit#UNIT + PlayerUnit +

+
+
+ +

The aircraft unit the player entered.

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

AI_A2A_GCI:CreateEventRemoveUnit(EventTime, Initiator)

+
+ +

Creation of a Remove Unit Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

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

AI_A2A_GCI:CreateEventTakeoff(EventTime, Initiator)

+
+ +

Creation of a Takeoff Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

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

AI_A2A_GCI:CreateEventUnitLost(EventTime, Initiator)

+
+ +

Creation of a Crash Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

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

AI_A2A_GCI:E(Arguments)

+
+ +

Log an exception which will be traced always.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

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

AI_A2A_GCI:EventDispatcher()

+
+ +

Returns the event dispatcher

+ +
+
+

Defined in:

+ +

Return value:

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

AI_A2A_GCI:EventRemoveAll()

+
+ +

Remove all subscribed events

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#BASE:

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

AI_A2A_GCI:F(Arguments)

+
+ +

Trace a function call.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

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

AI_A2A_GCI:F2(Arguments)

+
+ +

Trace a function call level 2.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

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

AI_A2A_GCI:F3(Arguments)

+
+ +

Trace a function call level 3.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

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

AI_A2A_GCI:GetClassID()

+
+ +

Get the ClassID of the class instance.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassID of the class instance.

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

AI_A2A_GCI:GetClassName()

+
+ +

Get the ClassName of the class instance.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassName of the class instance.

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

AI_A2A_GCI:GetClassNameAndID()

+
+ +

Get the ClassName + ClassID of the class instance.

+ + +

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

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassName + ClassID of the class instance.

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

AI_A2A_GCI:GetEventPriority()

+
+ +

Get the Class Core.Event processing Priority.

+ + +

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

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#number:

+
+
+ +

The Core.Event processing Priority.

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

AI_A2A_GCI:GetParent(Child, FromClass)

+
+ +

This is the worker method to retrieve the Parent class.

+ + +

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

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

Defined in:

+ +

Parameters:

+
+
+

+ #BASE + Child +

+
+
+ +

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

+ +
+
+
+
+

+ #BASE + FromClass +

+
+
+ +

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

+ +
+
+

Return value:

+
+
+

#BASE:

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

AI_A2A_GCI:GetState(Object, Key)

+
+ +

Get a Value given a Key from the Object.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that holds the Value set by the Key.

+ +
+
+
+
+

+ Key +

+
+
+ +

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

+ +
+
+

Return value:

+
+
+
+
+ +

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

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

AI_A2A_GCI:HandleEvent(EventID, EventFunction)

+
+ +

Subscribe to a DCS Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Core.Event#EVENTS + EventID +

+
+
+ +

Event ID.

+ +
+
+
+
+

+ #function + EventFunction +

+
+
+ +

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

+ +
+
+

Return value:

+
+
+

#BASE:

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

AI_A2A_GCI:I(Arguments)

+
+ +

Log an information which will be traced always.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

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

AI_A2A_GCI:Inherit(Child, Parent)

+
+ +

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

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Child +

+
+
+ +

is the Child class that inherits.

+ +
+
+
+
+

+ #BASE + Parent +

+
+
+ +

is the Parent class that the Child inherits from.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ +

Child

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

AI_A2A_GCI:IsInstanceOf(ClassName)

+
+ +

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

+ + + +

Examples:

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ ClassName +

+
+
+ +

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

+ +
+
+

Return value:

+
+
+

#boolean:

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

AI_A2A_GCI:IsTrace()

+
+ +

Enquires if tracing is on (for the class).

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#boolean:

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

AI_A2A_GCI:New()

+
+ +

BASE constructor.

+ + + +

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

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

Defined in:

+ +

Return value:

+
+
+

#BASE:

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

AI_A2A_GCI:OnEvent(EventData)

+
+ +

Occurs when an Event for an object is triggered.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2A_GCI:OnEventBDA(EventData)

+
+ +

BDA.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2A_GCI:OnEventBaseCaptured(EventData)

+
+ +

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2A_GCI:OnEventBirth(EventData)

+
+ +

Occurs when any object is spawned into the mission.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2A_GCI:OnEventCrash(EventData)

+
+ +

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2A_GCI:OnEventDead(EventData)

+
+ +

Occurs when an object is dead.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2A_GCI:OnEventDetailedFailure(EventData)

+
+ +

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

+ + +

Will update this page when new information become available.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2A_GCI:OnEventDiscardChairAfterEjection(EventData)

+
+ +

Discard chair after ejection.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2A_GCI:OnEventEjection(EventData)

+
+ +

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

+ + +

initiator : The unit that has ejected

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2A_GCI:OnEventEngineShutdown(EventData)

+
+ +

Occurs when any aircraft shuts down its engines.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2A_GCI:OnEventEngineStartup(EventData)

+
+ +

Occurs when any aircraft starts its engines.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2A_GCI:OnEventHit(EventData)

+
+ +

Occurs whenever an object is hit by a weapon.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2A_GCI:OnEventHumanFailure(EventData)

+
+ +

Occurs when any system fails on a human controlled aircraft.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2A_GCI:OnEventKill(EventData)

+
+ +

Occurs on the death of a unit.

+ + +

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

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2A_GCI:OnEventLand(EventData)

+
+ +

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2A_GCI:OnEventLandingAfterEjection(EventData)

+
+ +

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

+ + +

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

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2A_GCI:OnEventLandingQualityMark(EventData)

+
+ +

Landing quality mark.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2A_GCI:OnEventMarkAdded(EventData)

+
+ +

Occurs when a new mark was added.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2A_GCI:OnEventMarkChange(EventData)

+
+ +

Occurs when a mark text was changed.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2A_GCI:OnEventMarkRemoved(EventData)

+
+ +

Occurs when a mark was removed.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2A_GCI:OnEventMissionEnd(EventData)

+
+ +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2A_GCI:OnEventMissionStart(EventData)

+
+ +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2A_GCI:OnEventParatrooperLanding(EventData)

+
+ +

Weapon add.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2A_GCI:OnEventPilotDead(EventData)

+
+ +

Occurs when the pilot of an aircraft is killed.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2A_GCI:OnEventPlayerEnterAircraft(EventData)

+
+ +

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2A_GCI:OnEventPlayerEnterUnit(EventData)

+
+ +

Occurs when any player assumes direct control of a unit.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2A_GCI:OnEventPlayerLeaveUnit(EventData)

+
+ +

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2A_GCI:OnEventRefueling(EventData)

+
+ +

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2A_GCI:OnEventRefuelingStop(EventData)

+
+ +

Occurs when an aircraft is finished taking fuel.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2A_GCI:OnEventScore(EventData)

+
+ +

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2A_GCI:OnEventShootingEnd(EventData)

+
+ +

Occurs when any unit stops firing its weapon.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2A_GCI:OnEventShootingStart(EventData)

+
+ +

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2A_GCI:OnEventShot(EventData)

+
+ +

Occurs whenever any unit in a mission fires a weapon.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2A_GCI:OnEventTakeoff(EventData)

+
+ +

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2A_GCI:OnEventTriggerZone(EventData)

+
+ +

Trigger zone.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2A_GCI:OnEventUnitLost(EventData)

+
+ +

Occurs when the game thinks an object is destroyed.

+ + +

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

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2A_GCI:ScheduleOnce(Start, SchedulerFunction, ...)

+
+ +

Schedule a new time event.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + Start +

+
+
+ +

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

+ +
+
+
+
+

+ #function + SchedulerFunction +

+
+
+ +

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

+ +
+
+
+
+

+ #table + ... +

+
+
+ +

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

+ +
+
+

Return value:

+
+
+

#string:

+
+
+ +

The Schedule ID of the planned schedule.

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

AI_A2A_GCI:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...)

+
+ +

Schedule a new time event.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + Start +

+
+
+ +

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

+ +
+
+
+
+

+ #number + Repeat +

+
+
+ +

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

+ +
+
+
+
+

+ #number + RandomizeFactor +

+
+
+ +

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

+ +
+
+
+
+

+ #number + Stop +

+
+
+ +

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

+ +
+
+
+
+

+ #function + SchedulerFunction +

+
+
+ +

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

+ +
+
+
+
+

+ #table + ... +

+
+
+ +

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

+ +
+
+

Return value:

+
+
+

#string:

+
+
+ +

The Schedule ID of the planned schedule.

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

AI_A2A_GCI:ScheduleStop(SchedulerID)

+
+ +

Stops the Schedule.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + SchedulerID +

+
+
+ +

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

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

AI_A2A_GCI:SetEventPriority(EventPriority)

+
+ +

Set the Class Core.Event processing Priority.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + EventPriority +

+
+
+ +

The Core.Event processing Priority.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ +

self

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

AI_A2A_GCI:SetState(Object, Key, Value)

+
+ +

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

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

+ +
+
+
+
+

+ Key +

+
+
+ +

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

+ +
+
+
+
+

+ Value +

+
+
+ +

The value to is stored in the object.

+ +
+
+

Return value:

+
+
+
+
+ +

The Value set.

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

AI_A2A_GCI:T(Arguments)

+
+ +

Trace a function logic level 1.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

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

AI_A2A_GCI:T2(Arguments)

+
+ +

Trace a function logic level 2.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

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

AI_A2A_GCI:T3(Arguments)

+
+ +

Trace a function logic level 3.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

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

AI_A2A_GCI:TraceAll(TraceAll)

+
+ +

Trace all methods in MOOSE

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #boolean + TraceAll +

+
+
+ +

true = trace all methods in MOOSE.

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

AI_A2A_GCI:TraceClass(Class)

+
+ +

Set tracing for a class

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + Class +

+
+
+ +

Class name.

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

AI_A2A_GCI:TraceClassMethod(Class, Method)

+
+ +

Set tracing for a specific method of class

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + Class +

+
+
+ +

Class name.

+ +
+
+
+
+

+ #string + Method +

+
+
+ +

Method.

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

AI_A2A_GCI:TraceLevel(Level)

+
+ +

Set trace level

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Level +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2A_GCI:TraceOff()

+
+ +

Set trace off.

+ +
+
+

Defined in:

+ +

Usage:

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

AI_A2A_GCI:TraceOn()

+
+ +

Set trace on.

+ +
+
+

Defined in:

+ +

Usage:

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

AI_A2A_GCI:TraceOnOff(TraceOnOff)

+
+ +

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #boolean + TraceOnOff +

+
+
+ +

Switch the tracing on or off.

+ +
+
+

Usage:

+

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

AI_A2A_GCI:UnHandleEvent(EventID)

+
+ +

UnSubscribe to a DCS event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTS + EventID +

+
+
+ +

Event ID.

+ +
+
+

Return value:

+
+
+

#BASE:

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

AI_A2A_GCI:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+
+ +

Trace a function call.

+ + +

This function is private.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+
+

+ DebugInfoCurrentParam +

+
+
+

+
+
+
+
+

+ DebugInfoFromParam +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2A_GCI:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+
+ +

Trace a function logic.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+
+

+ DebugInfoCurrentParam +

+
+
+

+
+
+
+
+

+ DebugInfoFromParam +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2A_GCI:onEvent(event)

+
+ +

The main event handling function...

+ + +

This function captures all events generated for the class.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ DCS#Event + event +

+
+
+

+
+
+
+ +
+
+ diff --git a/Documentation/AI.AI_A2A_Patrol.html b/Documentation/AI.AI_A2A_Patrol.html index 04c5bd3b3..a88ecf9a2 100644 --- a/Documentation/AI.AI_A2A_Patrol.html +++ b/Documentation/AI.AI_A2A_Patrol.html @@ -1761,7 +1761,11 @@ Therefore, this class is considered to be deprecated

Type AI_A2A_PATROL

AI_A2A_PATROL -, extends AI.AI_A2A#AI_A2A +, extends AI.AI_Air_Patrol#AI_AIR_PATROL +, extends AI.AI_Air#AI_AIR +, extends Core.Fsm#FSM_CONTROLLABLE +, extends Core.Fsm#FSM +, extends Core.Base#BASE
@@ -1899,6 +1903,1534 @@ Therefore, this class is considered to be deprecated

+ +

AI_A2A_PATROL:onafterRoute(AIPatrol, From, Event, To)

Defines a new patrol route using the AI.AI_Patrol#AI_PATROL_ZONE parameters and settings.

+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Fields and Methods inherited from AI_AIR_PATROLDescription

AI_A2A_PATROL.EngageRange

+ +

AI_A2A_PATROL:New(AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType)

+

Creates a new AI_AIR_PATROL object

+

AI_A2A_PATROL:OnAfterPatrol(AIPatrol, From, Event, To)

+

OnAfter Transition Handler for Event Patrol.

+

AI_A2A_PATROL:OnAfterPatrolRoute(AIPatrol, From, Event, To)

+

OnAfter Transition Handler for Event PatrolRoute.

+

AI_A2A_PATROL:OnBeforePatrol(AIPatrol, From, Event, To)

+

OnBefore Transition Handler for Event Patrol.

+

AI_A2A_PATROL:OnBeforePatrolRoute(AIPatrol, From, Event, To)

+

OnBefore Transition Handler for Event PatrolRoute.

+

AI_A2A_PATROL:OnEnterPatrolling(AIPatrol, From, Event, To)

+

OnEnter Transition Handler for State Patrolling.

+

AI_A2A_PATROL:OnLeavePatrolling(AIPatrol, From, Event, To)

+

OnLeave Transition Handler for State Patrolling.

+

AI_A2A_PATROL:Patrol()

+

Synchronous Event Trigger for Event Patrol.

+

AI_A2A_PATROL.PatrolAltType

+ +

AI_A2A_PATROL.PatrolCeilingAltitude

+ +

AI_A2A_PATROL.PatrolFloorAltitude

+ +

AI_A2A_PATROL.PatrolMaxSpeed

+ +

AI_A2A_PATROL.PatrolMinSpeed

+ +

AI_A2A_PATROL:PatrolRoute()

+

Synchronous Event Trigger for Event PatrolRoute.

+

AI_A2A_PATROL.PatrolZone

+ +

AI_A2A_PATROL.Resume(AIPatrol, Fsm)

+

Resumes the AIPatrol

+

AI_A2A_PATROL:SetEngageRange(EngageRange)

+

Set the Engage Range when the AI will engage with airborne enemies.

+

AI_A2A_PATROL:SetRaceTrackPattern(LegMin, LegMax, HeadingMin, HeadingMax, DurationMin, DurationMax, CapCoordinates)

+

Set race track parameters.

+

AI_A2A_PATROL:__Patrol(Delay)

+

Asynchronous Event Trigger for Event Patrol.

+

AI_A2A_PATROL:__PatrolRoute(Delay)

+

Asynchronous Event Trigger for Event PatrolRoute.

+

AI_A2A_PATROL.___PatrolRoute(AIPatrol, Fsm)

+

This static method is called from the route path within the last task at the last waypoint of the AIPatrol.

+

AI_A2A_PATROL:onafterPatrol(AIPatrol, From, Event, To)

+

Defines a new patrol route using the AI.AI_Patrol#AI_PATROL_ZONE parameters and settings.

+

AI_A2A_PATROL:onafterPatrolRoute(AIPatrol, From, Event, To)

+

Defines a new patrol route using the AI.AI_Patrol#AI_PATROL_ZONE parameters and settings.

+

AI_A2A_PATROL.racetrack

+ +

AI_A2A_PATROL.racetrackcapcoordinates

+ +

AI_A2A_PATROL.racetrackdurationmax

+ +

AI_A2A_PATROL.racetrackdurationmin

+ +

AI_A2A_PATROL.racetrackheadingmax

+ +

AI_A2A_PATROL.racetrackheadingmin

+ +

AI_A2A_PATROL.racetracklegmax

+ +

AI_A2A_PATROL.racetracklegmin

+ +
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Fields and Methods inherited from AI_AIRDescription

AI_A2A_PATROL.CheckStatus

+ +

AI_A2A_PATROL:ClearTargetDistance()

+ +

AI_A2A_PATROL.DisengageRadius

+ +

AI_A2A_PATROL.FuelThresholdPercentage

+ +

AI_A2A_PATROL:GetDispatcher()

+ +

AI_A2A_PATROL.HomeAirbase

+ +

AI_A2A_PATROL.IdleCount

+ +

AI_A2A_PATROL:New(AIGroup)

+

Creates a new AI_AIR process.

+

AI_A2A_PATROL:OnAfterRTB(Controllable, From, Event, To)

+

OnAfter Transition Handler for Event RTB.

+

AI_A2A_PATROL:OnAfterRefuel(Controllable, From, Event, To)

+

Refuel Handler OnAfter for AI_AIR

+

AI_A2A_PATROL:OnAfterStart(From, Event, To)

+

Start Handler OnAfter for AI_AIR

+

AI_A2A_PATROL:OnAfterStatus(Controllable, From, Event, To)

+

OnAfter Transition Handler for Event Status.

+

AI_A2A_PATROL:OnAfterStop(Controllable, From, Event, To)

+

OnAfter Transition Handler for Event Stop.

+

AI_A2A_PATROL:OnBeforeRTB(Controllable, From, Event, To)

+

OnBefore Transition Handler for Event RTB.

+

AI_A2A_PATROL:OnBeforeRefuel(Controllable, From, Event, To)

+

Refuel Handler OnBefore for AI_AIR

+

AI_A2A_PATROL:OnBeforeStart(From, Event, To)

+

Start Handler OnBefore for AI_AIR

+

AI_A2A_PATROL:OnBeforeStatus(Controllable, From, Event, To)

+

OnBefore Transition Handler for Event Status.

+

AI_A2A_PATROL:OnBeforeStop(Controllable, From, Event, To)

+

OnBefore Transition Handler for Event Stop.

+

AI_A2A_PATROL:OnCrash(EventData)

+ +

AI_A2A_PATROL:OnEjection(EventData)

+ +

AI_A2A_PATROL:OnEnterReturning(Controllable, From, Event, To)

+

OnEnter Transition Handler for State Returning.

+

AI_A2A_PATROL:OnEnterStopped(Controllable, From, Event, To)

+

OnEnter Transition Handler for State Stopped.

+

AI_A2A_PATROL:OnLeaveReturning(Controllable, From, Event, To)

+

OnLeave Transition Handler for State Returning.

+

AI_A2A_PATROL:OnLeaveStopped(Controllable, From, Event, To)

+

OnLeave Transition Handler for State Stopped.

+

AI_A2A_PATROL:OnPilotDead(EventData)

+ +

AI_A2A_PATROL.OutOfFuelOrbitTime

+ +

AI_A2A_PATROL.PatrolCeilingAltitude

+ +

AI_A2A_PATROL.PatrolDamageThreshold

+ +

AI_A2A_PATROL.PatrolFloorAltitude

+ +

AI_A2A_PATROL.PatrolManageDamage

+ +

AI_A2A_PATROL.PatrolMaxSpeed

+ +

AI_A2A_PATROL.PatrolMinSpeed

+ +

AI_A2A_PATROL:RTB()

+

Synchronous Event Trigger for Event RTB.

+

AI_A2A_PATROL.RTBHold(AIGroup, Fsm)

+ +

AI_A2A_PATROL.RTBMaxSpeed

+ +

AI_A2A_PATROL.RTBMinSpeed

+ +

AI_A2A_PATROL.RTBRoute(AIGroup, Fsm)

+ +

AI_A2A_PATROL.RTBSpeedMaxFactor

+ +

AI_A2A_PATROL.RTBSpeedMinFactor

+ +

AI_A2A_PATROL:Refuel()

+

Refuel Trigger for AI_AIR

+

AI_A2A_PATROL.Resume(AIGroup, Fsm)

+ +

AI_A2A_PATROL:SetAltitude(PatrolFloorAltitude, PatrolCeilingAltitude)

+

Sets the floor and ceiling altitude of the patrol.

+

AI_A2A_PATROL:SetDamageThreshold(PatrolDamageThreshold)

+

When the AI is damaged beyond a certain threshold, it is required that the AI returns to the home base.

+

AI_A2A_PATROL:SetDisengageRadius(DisengageRadius)

+

Sets the disengage range, that when engaging a target beyond the specified range, the engagement will be cancelled and the plane will RTB.

+

AI_A2A_PATROL:SetDispatcher(Dispatcher)

+ +

AI_A2A_PATROL:SetFuelThreshold(FuelThresholdPercentage, OutOfFuelOrbitTime)

+

When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.

+

AI_A2A_PATROL:SetHomeAirbase(HomeAirbase)

+

Sets the home airbase.

+

AI_A2A_PATROL:SetRTBSpeed(RTBMinSpeed, RTBMaxSpeed)

+

Sets (modifies) the minimum and maximum RTB speed of the patrol.

+

AI_A2A_PATROL:SetRTBSpeedFactors(MinFactor, MaxFactor)

+

Set the min and max factors on RTB speed.

+

AI_A2A_PATROL:SetSpeed(PatrolMinSpeed, PatrolMaxSpeed)

+

Sets (modifies) the minimum and maximum speed of the patrol.

+

AI_A2A_PATROL:SetStatusOff()

+

Set the status checking off.

+

AI_A2A_PATROL:SetTanker(TankerName)

+

Sets to refuel at the given tanker.

+

AI_A2A_PATROL:SetTargetDistance(Coordinate)

+ +

AI_A2A_PATROL:Start()

+

Start Trigger for AI_AIR

+

AI_A2A_PATROL:Status()

+

Synchronous Event Trigger for Event Status.

+

AI_A2A_PATROL:Stop()

+

Synchronous Event Trigger for Event Stop.

+

AI_A2A_PATROL.TankerName

+ +

AI_A2A_PATROL.TaskDelay

+ +

AI_A2A_PATROL:__RTB(Delay)

+

Asynchronous Event Trigger for Event RTB.

+

AI_A2A_PATROL:__Refuel(Delay)

+

Refuel Asynchronous Trigger for AI_AIR

+

AI_A2A_PATROL:__Start(Delay)

+

Start Asynchronous Trigger for AI_AIR

+

AI_A2A_PATROL:__Status(Delay)

+

Asynchronous Event Trigger for Event Status.

+

AI_A2A_PATROL:__Stop(Delay)

+

Asynchronous Event Trigger for Event Stop.

+

AI_A2A_PATROL:onafterDead()

+ +

AI_A2A_PATROL:onafterHold(AIGroup, From, Event, To, HoldTime)

+ +

AI_A2A_PATROL:onafterHome(AIGroup, From, Event, To)

+ +

AI_A2A_PATROL:onafterRTB(AIGroup, From, Event, To)

+ +

AI_A2A_PATROL:onafterRefuel(AIGroup, From, Event, To)

+ +

AI_A2A_PATROL:onafterReturn(Controllable, From, Event, To)

+

Coordinates the approriate returning action.

+

AI_A2A_PATROL:onafterStart(Controllable, From, Event, To)

+

Defines a new patrol route using the AI.AI_Patrol#AI_PATROL_ZONE parameters and settings.

+

AI_A2A_PATROL:onafterStatus()

+ +

AI_A2A_PATROL:onbeforeStatus()

+ +
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Fields and Methods inherited from FSM_CONTROLLABLEDescription

AI_A2A_PATROL.Controllable

+ +

AI_A2A_PATROL:GetControllable()

+

Gets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+

AI_A2A_PATROL:New(FSMT, Controllable)

+

Creates a new FSM_CONTROLLABLE object.

+

AI_A2A_PATROL:OnAfterStop(Controllable, From, Event, To)

+

OnAfter Transition Handler for Event Stop.

+

AI_A2A_PATROL:OnBeforeStop(Controllable, From, Event, To)

+

OnBefore Transition Handler for Event Stop.

+

AI_A2A_PATROL:OnEnterStopped(Controllable, From, Event, To)

+

OnEnter Transition Handler for State Stopped.

+

AI_A2A_PATROL:OnLeaveStopped(Controllable, From, Event, To)

+

OnLeave Transition Handler for State Stopped.

+

AI_A2A_PATROL:SetControllable(FSMControllable)

+

Sets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+

AI_A2A_PATROL:Stop()

+

Synchronous Event Trigger for Event Stop.

+

AI_A2A_PATROL:__Stop(Delay)

+

Asynchronous Event Trigger for Event Stop.

+

AI_A2A_PATROL:_call_handler(step, trigger, params, EventName)

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

AI_A2A_PATROL:AddEndState(State)

+

Adds an End state.

+

AI_A2A_PATROL:AddProcess(From, Event, Process, ReturnEvents)

+

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

+

AI_A2A_PATROL:AddScore(State, ScoreText, Score)

+

Adds a score for the FSM to be achieved.

+

AI_A2A_PATROL:AddScoreProcess(From, Event, State, ScoreText, Score)

+

Adds a score for the FSM_PROCESS to be achieved.

+

AI_A2A_PATROL:AddTransition(From, Event, To)

+

Add a new transition rule to the FSM.

+

AI_A2A_PATROL.CallScheduler

+

Call scheduler.

+

AI_A2A_PATROL.ClassName

+

Name of the class.

+

AI_A2A_PATROL.Events

+ +

AI_A2A_PATROL:GetCurrentState()

+

Get current state.

+

AI_A2A_PATROL:GetEndStates()

+

Returns the End states.

+

AI_A2A_PATROL:GetProcess(From, Event)

+ +

AI_A2A_PATROL:GetProcesses()

+

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

+

AI_A2A_PATROL:GetScores()

+

Returns a table with the scores defined.

+

AI_A2A_PATROL:GetStartState()

+

Returns the start state of the FSM.

+

AI_A2A_PATROL:GetState()

+

Get current state.

+

AI_A2A_PATROL:GetSubs()

+

Returns a table with the Subs defined.

+

AI_A2A_PATROL:GetTransitions()

+

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

+

AI_A2A_PATROL:Is(State)

+

Check if FSM is in state.

+

AI_A2A_PATROL:LoadCallBacks(CallBackTable)

+

Load call backs.

+

AI_A2A_PATROL:New()

+

Creates a new FSM object.

+

AI_A2A_PATROL.Scores

+

Scores.

+

AI_A2A_PATROL:SetProcess(From, Event, Fsm)

+ +

AI_A2A_PATROL:SetStartState(State)

+

Sets the start state of the FSM.

+

AI_A2A_PATROL._EndStates

+ +

AI_A2A_PATROL._EventSchedules

+ +

AI_A2A_PATROL._Processes

+ +

AI_A2A_PATROL._Scores

+ +

AI_A2A_PATROL._StartState

+ +

AI_A2A_PATROL._Transitions

+ +

AI_A2A_PATROL:_add_to_map(Map, Event)

+

Add to map.

+

AI_A2A_PATROL:_call_handler(step, trigger, params, EventName)

+

Call handler.

+

AI_A2A_PATROL:_create_transition(EventName)

+

Create transition.

+

AI_A2A_PATROL:_delayed_transition(EventName)

+

Delayed transition.

+

AI_A2A_PATROL:_eventmap(Events, EventStructure)

+

Event map.

+

AI_A2A_PATROL:_gosub(ParentFrom, ParentEvent)

+

Go sub.

+

AI_A2A_PATROL:_handler(EventName, ...)

+

Handler.

+

AI_A2A_PATROL:_isendstate(Current)

+

Is end state.

+

AI_A2A_PATROL:_submap(subs, sub, name)

+

Sub maps.

+

AI_A2A_PATROL:can(e)

+

Check if can do an event.

+

AI_A2A_PATROL:cannot(e)

+

Check if cannot do an event.

+

AI_A2A_PATROL.current

+

Current state name.

+

AI_A2A_PATROL.endstates

+ +

AI_A2A_PATROL:is(State, state)

+

Check if FSM is in state.

+

AI_A2A_PATROL.options

+

Options.

+

AI_A2A_PATROL.subs

+

Subs.

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

AI_A2A_PATROL.ClassID

+

The ID number of the class.

+

AI_A2A_PATROL.ClassName

+

The name of the class.

+

AI_A2A_PATROL.ClassNameAndID

+

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

+

AI_A2A_PATROL:ClearState(Object, StateName)

+

Clear the state of an object.

+

AI_A2A_PATROL:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace)

+

Creation of a Birth Event.

+

AI_A2A_PATROL:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

+

Creation of a Crash Event.

+

AI_A2A_PATROL:CreateEventDead(EventTime, Initiator, IniObjectCategory)

+

Creation of a Dead Event.

+

AI_A2A_PATROL:CreateEventPlayerEnterAircraft(PlayerUnit)

+

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

+

AI_A2A_PATROL:CreateEventRemoveUnit(EventTime, Initiator)

+

Creation of a Remove Unit Event.

+

AI_A2A_PATROL:CreateEventTakeoff(EventTime, Initiator)

+

Creation of a Takeoff Event.

+

AI_A2A_PATROL:CreateEventUnitLost(EventTime, Initiator)

+

Creation of a Crash Event.

+

AI_A2A_PATROL:E(Arguments)

+

Log an exception which will be traced always.

+

AI_A2A_PATROL:EventDispatcher()

+

Returns the event dispatcher

+

AI_A2A_PATROL:EventRemoveAll()

+

Remove all subscribed events

+

AI_A2A_PATROL:F(Arguments)

+

Trace a function call.

+

AI_A2A_PATROL:F2(Arguments)

+

Trace a function call level 2.

+

AI_A2A_PATROL:F3(Arguments)

+

Trace a function call level 3.

+

AI_A2A_PATROL:GetClassID()

+

Get the ClassID of the class instance.

+

AI_A2A_PATROL:GetClassName()

+

Get the ClassName of the class instance.

+

AI_A2A_PATROL:GetClassNameAndID()

+

Get the ClassName + ClassID of the class instance.

+

AI_A2A_PATROL:GetEventPriority()

+

Get the Class Core.Event processing Priority.

+

AI_A2A_PATROL:GetParent(Child, FromClass)

+

This is the worker method to retrieve the Parent class.

+

AI_A2A_PATROL:GetState(Object, Key)

+

Get a Value given a Key from the Object.

+

AI_A2A_PATROL:HandleEvent(EventID, EventFunction)

+

Subscribe to a DCS Event.

+

AI_A2A_PATROL:I(Arguments)

+

Log an information which will be traced always.

+

AI_A2A_PATROL:Inherit(Child, Parent)

+

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

+

AI_A2A_PATROL:IsInstanceOf(ClassName)

+

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

+

AI_A2A_PATROL:IsTrace()

+

Enquires if tracing is on (for the class).

+

AI_A2A_PATROL:New()

+

BASE constructor.

+

AI_A2A_PATROL:OnEvent(EventData)

+

Occurs when an Event for an object is triggered.

+

AI_A2A_PATROL:OnEventBDA(EventData)

+

BDA.

+

AI_A2A_PATROL:OnEventBaseCaptured(EventData)

+

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

+

AI_A2A_PATROL:OnEventBirth(EventData)

+

Occurs when any object is spawned into the mission.

+

AI_A2A_PATROL:OnEventCrash(EventData)

+

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

+

AI_A2A_PATROL:OnEventDead(EventData)

+

Occurs when an object is dead.

+

AI_A2A_PATROL:OnEventDetailedFailure(EventData)

+

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

+

AI_A2A_PATROL:OnEventDiscardChairAfterEjection(EventData)

+

Discard chair after ejection.

+

AI_A2A_PATROL:OnEventEjection(EventData)

+

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

+

AI_A2A_PATROL:OnEventEngineShutdown(EventData)

+

Occurs when any aircraft shuts down its engines.

+

AI_A2A_PATROL:OnEventEngineStartup(EventData)

+

Occurs when any aircraft starts its engines.

+

AI_A2A_PATROL:OnEventHit(EventData)

+

Occurs whenever an object is hit by a weapon.

+

AI_A2A_PATROL:OnEventHumanFailure(EventData)

+

Occurs when any system fails on a human controlled aircraft.

+

AI_A2A_PATROL:OnEventKill(EventData)

+

Occurs on the death of a unit.

+

AI_A2A_PATROL:OnEventLand(EventData)

+

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

+

AI_A2A_PATROL:OnEventLandingAfterEjection(EventData)

+

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

+

AI_A2A_PATROL:OnEventLandingQualityMark(EventData)

+

Landing quality mark.

+

AI_A2A_PATROL:OnEventMarkAdded(EventData)

+

Occurs when a new mark was added.

+

AI_A2A_PATROL:OnEventMarkChange(EventData)

+

Occurs when a mark text was changed.

+

AI_A2A_PATROL:OnEventMarkRemoved(EventData)

+

Occurs when a mark was removed.

+

AI_A2A_PATROL:OnEventMissionEnd(EventData)

+

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

+

AI_A2A_PATROL:OnEventMissionStart(EventData)

+

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

+

AI_A2A_PATROL:OnEventParatrooperLanding(EventData)

+

Weapon add.

+

AI_A2A_PATROL:OnEventPilotDead(EventData)

+

Occurs when the pilot of an aircraft is killed.

+

AI_A2A_PATROL:OnEventPlayerEnterAircraft(EventData)

+

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

+

AI_A2A_PATROL:OnEventPlayerEnterUnit(EventData)

+

Occurs when any player assumes direct control of a unit.

+

AI_A2A_PATROL:OnEventPlayerLeaveUnit(EventData)

+

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

+

AI_A2A_PATROL:OnEventRefueling(EventData)

+

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

+

AI_A2A_PATROL:OnEventRefuelingStop(EventData)

+

Occurs when an aircraft is finished taking fuel.

+

AI_A2A_PATROL:OnEventScore(EventData)

+

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

+

AI_A2A_PATROL:OnEventShootingEnd(EventData)

+

Occurs when any unit stops firing its weapon.

+

AI_A2A_PATROL:OnEventShootingStart(EventData)

+

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

+

AI_A2A_PATROL:OnEventShot(EventData)

+

Occurs whenever any unit in a mission fires a weapon.

+

AI_A2A_PATROL:OnEventTakeoff(EventData)

+

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

+

AI_A2A_PATROL:OnEventTriggerZone(EventData)

+

Trigger zone.

+

AI_A2A_PATROL:OnEventUnitLost(EventData)

+

Occurs when the game thinks an object is destroyed.

+

AI_A2A_PATROL:ScheduleOnce(Start, SchedulerFunction, ...)

+

Schedule a new time event.

+

AI_A2A_PATROL:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...)

+

Schedule a new time event.

+

AI_A2A_PATROL:ScheduleStop(SchedulerID)

+

Stops the Schedule.

+

AI_A2A_PATROL.Scheduler

+ +

AI_A2A_PATROL:SetEventPriority(EventPriority)

+

Set the Class Core.Event processing Priority.

+

AI_A2A_PATROL:SetState(Object, Key, Value)

+

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

+

AI_A2A_PATROL:T(Arguments)

+

Trace a function logic level 1.

+

AI_A2A_PATROL:T2(Arguments)

+

Trace a function logic level 2.

+

AI_A2A_PATROL:T3(Arguments)

+

Trace a function logic level 3.

+

AI_A2A_PATROL:TraceAll(TraceAll)

+

Trace all methods in MOOSE

+

AI_A2A_PATROL:TraceClass(Class)

+

Set tracing for a class

+

AI_A2A_PATROL:TraceClassMethod(Class, Method)

+

Set tracing for a specific method of class

+

AI_A2A_PATROL:TraceLevel(Level)

+

Set trace level

+

AI_A2A_PATROL:TraceOff()

+

Set trace off.

+

AI_A2A_PATROL:TraceOn()

+

Set trace on.

+

AI_A2A_PATROL:TraceOnOff(TraceOnOff)

+

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

+

AI_A2A_PATROL:UnHandleEvent(EventID)

+

UnSubscribe to a DCS event.

+

AI_A2A_PATROL._

+ +

AI_A2A_PATROL:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+

Trace a function call.

+

AI_A2A_PATROL:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+

Trace a function logic.

+

AI_A2A_PATROL.__

+ +

AI_A2A_PATROL:onEvent(event)

+

The main event handling function...

@@ -2989,6 +4521,9399 @@ PatrolArea = AI_A2A_PATROL:New( PatrolZone, 3000, 6000, 600, 900 )
+
+

Field(s)

+
+
+
+ + +AI_A2A_PATROL.PatrolCeilingAltitude + + + +
+ +
+
+
+ + +AI_A2A_PATROL.PatrolFloorAltitude + + + +
+ +
+
+
+ + +AI_A2A_PATROL.PatrolMaxSpeed + + + +
+ +
+
+
+ + +AI_A2A_PATROL.PatrolMinSpeed + + + +
+ +
+
+
+ + +AI_A2A_PATROL.PatrolZone + + + +
+ +
+
+

Function(s)

+
+
+ +
+

AI_A2A_PATROL:New(AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType)

+
+ +

Creates a new AI_AIR_PATROL object

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ AI.AI_Air#AI_AIR + AI_Air +

+
+
+ +

The AI_AIR FSM.

+ +
+
+
+
+

+ Wrapper.Group#GROUP + AIGroup +

+
+
+ +

The AI group.

+ +
+
+
+
+

+ Core.Zone#ZONE_BASE + PatrolZone +

+
+
+ +

The Core.Zone where the patrol needs to be executed.

+ +
+
+
+
+

+ DCS#Altitude + PatrolFloorAltitude +

+
+
+ +

(optional, default = 1000m ) The lowest altitude in meters where to execute the patrol.

+ +
+
+
+
+

+ DCS#Altitude + PatrolCeilingAltitude +

+
+
+ +

(optional, default = 1500m ) The highest altitude in meters where to execute the patrol.

+ +
+
+
+
+

+ DCS#Speed + PatrolMinSpeed +

+
+
+ +

(optional, default = 50% of max speed) The minimum speed of the Wrapper.Group in km/h.

+ +
+
+
+
+

+ DCS#Speed + PatrolMaxSpeed +

+
+
+ +

(optional, default = 75% of max speed) The maximum speed of the Wrapper.Group in km/h.

+ +
+
+
+
+

+ DCS#AltitudeType + PatrolAltType +

+
+
+ +

The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO.

+ +
+
+

Return value:

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

AI_A2A_PATROL:OnAfterPatrol(AIPatrol, From, Event, To)

+
+ +

OnAfter Transition Handler for Event Patrol.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIPatrol +

+
+
+ +

The Group Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

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

AI_A2A_PATROL:OnAfterPatrolRoute(AIPatrol, From, Event, To)

+
+ +

OnAfter Transition Handler for Event PatrolRoute.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIPatrol +

+
+
+ +

The Group Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

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

AI_A2A_PATROL:OnBeforePatrol(AIPatrol, From, Event, To)

+
+ +

OnBefore Transition Handler for Event Patrol.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIPatrol +

+
+
+ +

The Group Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

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

AI_A2A_PATROL:OnBeforePatrolRoute(AIPatrol, From, Event, To)

+
+ +

OnBefore Transition Handler for Event PatrolRoute.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIPatrol +

+
+
+ +

The Group Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

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

AI_A2A_PATROL:OnEnterPatrolling(AIPatrol, From, Event, To)

+
+ +

OnEnter Transition Handler for State Patrolling.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIPatrol +

+
+
+ +

The Group Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

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

AI_A2A_PATROL:OnLeavePatrolling(AIPatrol, From, Event, To)

+
+ +

OnLeave Transition Handler for State Patrolling.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIPatrol +

+
+
+ +

The Group Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

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

AI_A2A_PATROL:Patrol()

+
+ +

Synchronous Event Trigger for Event Patrol.

+ +
+
+

Defined in:

+ +
+ +
+
+ +
+ +
+

AI_A2A_PATROL:PatrolRoute()

+
+ +

Synchronous Event Trigger for Event PatrolRoute.

+ +
+
+

Defined in:

+ +
+ +
+
+ +
+ +
+

AI_A2A_PATROL.Resume(AIPatrol, Fsm)

+
+ +

Resumes the AIPatrol

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIPatrol +

+
+
+

+
+
+
+
+

+ Core.Fsm#FSM + Fsm +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:SetEngageRange(EngageRange)

+
+ +

Set the Engage Range when the AI will engage with airborne enemies.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + EngageRange +

+
+
+ +

The Engage Range.

+ +
+
+

Return value:

+
+ +
+ +

self

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

AI_A2A_PATROL:SetRaceTrackPattern(LegMin, LegMax, HeadingMin, HeadingMax, DurationMin, DurationMax, CapCoordinates)

+
+ +

Set race track parameters.

+ + +

CAP flights will perform race track patterns rather than randomly patrolling the zone.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + LegMin +

+
+
+ +

Min Length of the race track leg in meters. Default 10,000 m.

+ +
+
+
+
+

+ #number + LegMax +

+
+
+ +

Max length of the race track leg in meters. Default 15,000 m.

+ +
+
+
+
+

+ #number + HeadingMin +

+
+
+ +

Min heading of the race track in degrees. Default 0 deg, i.e. from South to North.

+ +
+
+
+
+

+ #number + HeadingMax +

+
+
+ +

Max heading of the race track in degrees. Default 180 deg, i.e. from South to North.

+ +
+
+
+
+

+ #number + DurationMin +

+
+
+ +

(Optional) Min duration before switching the orbit position. Default is keep same orbit until RTB or engage.

+ +
+
+
+
+

+ #number + DurationMax +

+
+
+ +

(Optional) Max duration before switching the orbit position. Default is keep same orbit until RTB or engage.

+ +
+
+
+
+

+ #table + CapCoordinates +

+
+
+ +

Table of coordinates of first race track point. Second point is determined by leg length and heading.

+ +
+
+

Return value:

+
+ +
+ +

self

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

AI_A2A_PATROL:__Patrol(Delay)

+
+ +

Asynchronous Event Trigger for Event Patrol.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Delay +

+
+
+ +

The delay in seconds.

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

AI_A2A_PATROL:__PatrolRoute(Delay)

+
+ +

Asynchronous Event Trigger for Event PatrolRoute.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Delay +

+
+
+ +

The delay in seconds.

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

AI_A2A_PATROL.___PatrolRoute(AIPatrol, Fsm)

+
+ +

This static method is called from the route path within the last task at the last waypoint of the AIPatrol.

+ + +

Note that this method is required, as triggers the next route when patrolling for the AIPatrol.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIPatrol +

+
+
+ +

The AI group.

+ +
+
+
+
+

+ #AI_AIR_PATROL + Fsm +

+
+
+ +

The FSM.

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

AI_A2A_PATROL:onafterPatrol(AIPatrol, From, Event, To)

+
+ +

Defines a new patrol route using the AI.AI_Patrol#AI_PATROL_ZONE parameters and settings.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIPatrol +

+
+
+ +

The Group Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+ +
+ +

self

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

AI_A2A_PATROL:onafterPatrolRoute(AIPatrol, From, Event, To)

+
+ +

Defines a new patrol route using the AI.AI_Patrol#AI_PATROL_ZONE parameters and settings.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIPatrol +

+
+
+ +

The Group managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+
+ +
+
+ +
+

Field(s)

+
+
+
+ + +AI_A2A_PATROL.PatrolCeilingAltitude + + + +
+ +
+
+
+ + +AI_A2A_PATROL.PatrolFloorAltitude + + + +
+ +
+
+
+ + +AI_A2A_PATROL.PatrolMaxSpeed + + + +
+ +
+
+
+ + +AI_A2A_PATROL.PatrolMinSpeed + + + +
+ +
+
+
+ + +AI_A2A_PATROL.PatrolZone + + + +
+ +
+
+

Function(s)

+
+
+ +
+

AI_A2A_PATROL:ClearTargetDistance()

+
+ + + +
+
+

Defined in:

+ +
+ +
+
+ +
+ +
+

AI_A2A_PATROL:GetDispatcher()

+
+ + + +
+
+

Defined in:

+ +
+ +
+
+ +
+ +
+

AI_A2A_PATROL:New(AIGroup)

+
+ +

Creates a new AI_AIR process.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.Group#GROUP + AIGroup +

+
+
+ +

The group object to receive the A2G Process.

+ +
+
+

Return value:

+
+
+

#AI_AIR:

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

AI_A2A_PATROL:OnAfterRTB(Controllable, From, Event, To)

+
+ +

OnAfter Transition Handler for Event RTB.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

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

AI_A2A_PATROL:OnAfterRefuel(Controllable, From, Event, To)

+
+ +

Refuel Handler OnAfter for AI_AIR

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+

+
+
+
+
+

+ #string + Event +

+
+
+

+
+
+
+
+

+ #string + To +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:OnAfterStart(From, Event, To)

+
+ +

Start Handler OnAfter for AI_AIR

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + From +

+
+
+

+
+
+
+
+

+ #string + Event +

+
+
+

+
+
+
+
+

+ #string + To +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:OnAfterStatus(Controllable, From, Event, To)

+
+ +

OnAfter Transition Handler for Event Status.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

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

AI_A2A_PATROL:OnAfterStop(Controllable, From, Event, To)

+
+ +

OnAfter Transition Handler for Event Stop.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

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

AI_A2A_PATROL:OnBeforeRTB(Controllable, From, Event, To)

+
+ +

OnBefore Transition Handler for Event RTB.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

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

AI_A2A_PATROL:OnBeforeRefuel(Controllable, From, Event, To)

+
+ +

Refuel Handler OnBefore for AI_AIR

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+

+
+
+
+
+

+ #string + Event +

+
+
+

+
+
+
+
+

+ #string + To +

+
+
+

+
+
+

Return value:

+
+
+

#boolean:

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

AI_A2A_PATROL:OnBeforeStart(From, Event, To)

+
+ +

Start Handler OnBefore for AI_AIR

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + From +

+
+
+

+
+
+
+
+

+ #string + Event +

+
+
+

+
+
+
+
+

+ #string + To +

+
+
+

+
+
+

Return value:

+
+
+

#boolean:

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

AI_A2A_PATROL:OnBeforeStatus(Controllable, From, Event, To)

+
+ +

OnBefore Transition Handler for Event Status.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

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

AI_A2A_PATROL:OnBeforeStop(Controllable, From, Event, To)

+
+ +

OnBefore Transition Handler for Event Stop.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

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

AI_A2A_PATROL:OnCrash(EventData)

+
+ + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:OnEjection(EventData)

+
+ + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:OnEnterReturning(Controllable, From, Event, To)

+
+ +

OnEnter Transition Handler for State Returning.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

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

AI_A2A_PATROL:OnEnterStopped(Controllable, From, Event, To)

+
+ +

OnEnter Transition Handler for State Stopped.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

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

AI_A2A_PATROL:OnLeaveReturning(Controllable, From, Event, To)

+
+ +

OnLeave Transition Handler for State Returning.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

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

AI_A2A_PATROL:OnLeaveStopped(Controllable, From, Event, To)

+
+ +

OnLeave Transition Handler for State Stopped.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

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

AI_A2A_PATROL:OnPilotDead(EventData)

+
+ + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:RTB()

+
+ +

Synchronous Event Trigger for Event RTB.

+ +
+
+

Defined in:

+ +
+ +
+
+ +
+ +
+

AI_A2A_PATROL.RTBHold(AIGroup, Fsm)

+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIGroup +

+
+
+

+
+
+
+
+

+ Fsm +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL.RTBRoute(AIGroup, Fsm)

+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIGroup +

+
+
+

+
+
+
+
+

+ Fsm +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:Refuel()

+
+ +

Refuel Trigger for AI_AIR

+ +
+
+

Defined in:

+ +
+ +
+
+ +
+ +
+

AI_A2A_PATROL.Resume(AIGroup, Fsm)

+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIGroup +

+
+
+

+
+
+
+
+

+ Fsm +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:SetAltitude(PatrolFloorAltitude, PatrolCeilingAltitude)

+
+ +

Sets the floor and ceiling altitude of the patrol.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Altitude + PatrolFloorAltitude +

+
+
+ +

The lowest altitude in meters where to execute the patrol.

+ +
+
+
+
+

+ DCS#Altitude + PatrolCeilingAltitude +

+
+
+ +

The highest altitude in meters where to execute the patrol.

+ +
+
+

Return value:

+
+
+

#AI_AIR:

+
+
+ +

self

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

AI_A2A_PATROL:SetDamageThreshold(PatrolDamageThreshold)

+
+ +

When the AI is damaged beyond a certain threshold, it is required that the AI returns to the home base.

+ + +

However, damage cannot be foreseen early on. +Therefore, when the damage threshold is reached, +the AI will return immediately to the home base (RTB). +Note that for groups, the average damage of the complete group will be calculated. +So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage threshold will be 0.25.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + PatrolDamageThreshold +

+
+
+ +

The threshold in percentage (between 0 and 1) when the AI is considered to be damaged.

+ +
+
+

Return value:

+
+
+

#AI_AIR:

+
+
+ +

self

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

AI_A2A_PATROL:SetDisengageRadius(DisengageRadius)

+
+ +

Sets the disengage range, that when engaging a target beyond the specified range, the engagement will be cancelled and the plane will RTB.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + DisengageRadius +

+
+
+ +

The disengage range.

+ +
+
+

Return value:

+
+
+

#AI_AIR:

+
+
+ +

self

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

AI_A2A_PATROL:SetDispatcher(Dispatcher)

+
+ + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Dispatcher +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:SetFuelThreshold(FuelThresholdPercentage, OutOfFuelOrbitTime)

+
+ +

When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.

+ + +

Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated. +When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targeted to the AI_AIR. +Once the time is finished, the old AI will return to the base.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + FuelThresholdPercentage +

+
+
+ +

The threshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.

+ +
+
+
+
+

+ #number + OutOfFuelOrbitTime +

+
+
+ +

The amount of seconds the out of fuel AIControllable will orbit before returning to the base.

+ +
+
+

Return value:

+
+
+

#AI_AIR:

+
+
+ +

self

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

AI_A2A_PATROL:SetHomeAirbase(HomeAirbase)

+
+ +

Sets the home airbase.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.Airbase#AIRBASE + HomeAirbase +

+
+
+

+
+
+

Return value:

+
+
+

#AI_AIR:

+
+
+ +

self

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

AI_A2A_PATROL:SetRTBSpeed(RTBMinSpeed, RTBMaxSpeed)

+
+ +

Sets (modifies) the minimum and maximum RTB speed of the patrol.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Speed + RTBMinSpeed +

+
+
+ +

The minimum speed of the Wrapper.Controllable in km/h.

+ +
+
+
+
+

+ DCS#Speed + RTBMaxSpeed +

+
+
+ +

The maximum speed of the Wrapper.Controllable in km/h.

+ +
+
+

Return value:

+
+
+

#AI_AIR:

+
+
+ +

self

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

AI_A2A_PATROL:SetRTBSpeedFactors(MinFactor, MaxFactor)

+
+ +

Set the min and max factors on RTB speed.

+ + +

Use this, if your planes are heading back to base too fast. Default values are 0.5 and 0.6. +The RTB speed is calculated as the max speed of the unit multiplied by MinFactor (lower bracket) and multiplied by MaxFactor (upper bracket). +A random value in this bracket is then applied in the waypoint routing generation.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + MinFactor +

+
+
+ +

Lower bracket factor. Defaults to 0.5.

+ +
+
+
+
+

+ #number + MaxFactor +

+
+
+ +

Upper bracket factor. Defaults to 0.6.

+ +
+
+

Return value:

+
+
+

#AI_AIR:

+
+
+ +

self

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

AI_A2A_PATROL:SetSpeed(PatrolMinSpeed, PatrolMaxSpeed)

+
+ +

Sets (modifies) the minimum and maximum speed of the patrol.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Speed + PatrolMinSpeed +

+
+
+ +

The minimum speed of the Wrapper.Controllable in km/h.

+ +
+
+
+
+

+ DCS#Speed + PatrolMaxSpeed +

+
+
+ +

The maximum speed of the Wrapper.Controllable in km/h.

+ +
+
+

Return value:

+
+
+

#AI_AIR:

+
+
+ +

self

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

AI_A2A_PATROL:SetStatusOff()

+
+ +

Set the status checking off.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#AI_AIR:

+
+
+ +

self

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

AI_A2A_PATROL:SetTanker(TankerName)

+
+ +

Sets to refuel at the given tanker.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.Group#GROUP + TankerName +

+
+
+ +

The group name of the tanker as defined within the Mission Editor or spawned.

+ +
+
+

Return value:

+
+
+

#AI_AIR:

+
+
+ +

self

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

AI_A2A_PATROL:SetTargetDistance(Coordinate)

+
+ + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Coordinate +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:Start()

+
+ +

Start Trigger for AI_AIR

+ +
+
+

Defined in:

+ +
+ +
+
+ +
+ +
+

AI_A2A_PATROL:Status()

+
+ +

Synchronous Event Trigger for Event Status.

+ +
+
+

Defined in:

+ +
+ +
+
+ +
+ +
+

AI_A2A_PATROL:Stop()

+
+ +

Synchronous Event Trigger for Event Stop.

+ +
+
+

Defined in:

+ +
+ +
+
+ +
+ +
+

AI_A2A_PATROL:__RTB(Delay)

+
+ +

Asynchronous Event Trigger for Event RTB.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Delay +

+
+
+ +

The delay in seconds.

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

AI_A2A_PATROL:__Refuel(Delay)

+
+ +

Refuel Asynchronous Trigger for AI_AIR

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Delay +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:__Start(Delay)

+
+ +

Start Asynchronous Trigger for AI_AIR

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Delay +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:__Status(Delay)

+
+ +

Asynchronous Event Trigger for Event Status.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Delay +

+
+
+ +

The delay in seconds.

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

AI_A2A_PATROL:__Stop(Delay)

+
+ +

Asynchronous Event Trigger for Event Stop.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Delay +

+
+
+ +

The delay in seconds.

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

AI_A2A_PATROL:onafterDead()

+
+ + + +
+
+

Defined in:

+ +
+ +
+
+ +
+ +
+

AI_A2A_PATROL:onafterHold(AIGroup, From, Event, To, HoldTime)

+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIGroup +

+
+
+

+
+
+
+
+

+ From +

+
+
+

+
+
+
+
+

+ Event +

+
+
+

+
+
+
+
+

+ To +

+
+
+

+
+
+
+
+

+ HoldTime +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:onafterHome(AIGroup, From, Event, To)

+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIGroup +

+
+
+

+
+
+
+
+

+ From +

+
+
+

+
+
+
+
+

+ Event +

+
+
+

+
+
+
+
+

+ To +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:onafterRTB(AIGroup, From, Event, To)

+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIGroup +

+
+
+

+
+
+
+
+

+ From +

+
+
+

+
+
+
+
+

+ Event +

+
+
+

+
+
+
+
+

+ To +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:onafterRefuel(AIGroup, From, Event, To)

+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIGroup +

+
+
+

+
+
+
+
+

+ From +

+
+
+

+
+
+
+
+

+ Event +

+
+
+

+
+
+
+
+

+ To +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:onafterReturn(Controllable, From, Event, To)

+
+ +

Coordinates the approriate returning action.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#AI_AIR:

+
+
+ +

self

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

AI_A2A_PATROL:onafterStart(Controllable, From, Event, To)

+
+ +

Defines a new patrol route using the AI.AI_Patrol#AI_PATROL_ZONE parameters and settings.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#AI_AIR:

+
+
+ +

self

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

AI_A2A_PATROL:onafterStatus()

+
+ + + +
+
+

Defined in:

+ +
+ +
+
+ +
+ +
+

AI_A2A_PATROL:onbeforeStatus()

+
+ + + +
+
+

Defined in:

+ +
+ +
+
+ +
+

Field(s)

+
+
+
+ + +AI_A2A_PATROL.PatrolCeilingAltitude + + + +
+ +
+
+
+ + +AI_A2A_PATROL.PatrolFloorAltitude + + + +
+ +
+
+
+ + +AI_A2A_PATROL.PatrolMaxSpeed + + + +
+ +
+
+
+ + +AI_A2A_PATROL.PatrolMinSpeed + + + +
+ +
+
+
+ + +AI_A2A_PATROL.PatrolZone + + + +
+ +
+
+

Function(s)

+
+
+ +
+

AI_A2A_PATROL:GetControllable()

+
+ +

Gets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+ +
+
+

Defined in:

+ +

Return value:

+ +
+ +
+
+ +
+ +
+

AI_A2A_PATROL:New(FSMT, Controllable)

+
+ +

Creates a new FSM_CONTROLLABLE object.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + FSMT +

+
+
+ +

Finite State Machine Table

+ +
+
+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

(optional) The CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+ +
+
+

Return value:

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

AI_A2A_PATROL:OnAfterStop(Controllable, From, Event, To)

+
+ +

OnAfter Transition Handler for Event Stop.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

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

AI_A2A_PATROL:OnBeforeStop(Controllable, From, Event, To)

+
+ +

OnBefore Transition Handler for Event Stop.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

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

AI_A2A_PATROL:OnEnterStopped(Controllable, From, Event, To)

+
+ +

OnEnter Transition Handler for State Stopped.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

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

AI_A2A_PATROL:OnLeaveStopped(Controllable, From, Event, To)

+
+ +

OnLeave Transition Handler for State Stopped.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

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

AI_A2A_PATROL:SetControllable(FSMControllable)

+
+ +

Sets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + FSMControllable +

+
+
+

+
+
+

Return value:

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

AI_A2A_PATROL:Stop()

+
+ +

Synchronous Event Trigger for Event Stop.

+ +
+
+

Defined in:

+ +
+ +
+
+ +
+ +
+

AI_A2A_PATROL:__Stop(Delay)

+
+ +

Asynchronous Event Trigger for Event Stop.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Delay +

+
+
+ +

The delay in seconds.

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

AI_A2A_PATROL:_call_handler(step, trigger, params, EventName)

+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ step +

+
+
+

+
+
+
+
+

+ trigger +

+
+
+

+
+
+
+
+

+ params +

+
+
+

+
+
+
+
+

+ EventName +

+
+
+

+
+
+
+ +
+
+ +
+

Field(s)

+
+
+
+ + +AI_A2A_PATROL.PatrolCeilingAltitude + + + +
+ +
+
+
+ + +AI_A2A_PATROL.PatrolFloorAltitude + + + +
+ +
+
+
+ + +AI_A2A_PATROL.PatrolMaxSpeed + + + +
+ +
+
+
+ + +AI_A2A_PATROL.PatrolMinSpeed + + + +
+ +
+
+
+ + +AI_A2A_PATROL.PatrolZone + + + +
+ +
+
+

Function(s)

+
+
+ +
+

AI_A2A_PATROL:AddEndState(State)

+
+ +

Adds an End state.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + State +

+
+
+ +

The FSM state.

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

AI_A2A_PATROL:AddProcess(From, Event, Process, ReturnEvents)

+
+ +

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

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + From +

+
+
+ +

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

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event name.

+ +
+
+
+
+

+ Core.Fsm#FSM_PROCESS + Process +

+
+
+ +

An sub-process FSM.

+ +
+
+
+
+

+ #table + ReturnEvents +

+
+
+ +

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

+ +
+
+

Return value:

+
+ +
+ +

The SubFSM.

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

AI_A2A_PATROL:AddScore(State, ScoreText, Score)

+
+ +

Adds a score for the FSM to be achieved.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + State +

+
+
+ +

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

+ +
+
+
+
+

+ #string + ScoreText +

+
+
+ +

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

+ +
+
+
+
+

+ #number + Score +

+
+
+ +

is a number providing the score of the status.

+ +
+
+

Return value:

+
+
+

#FSM:

+
+
+ +

self

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

AI_A2A_PATROL:AddScoreProcess(From, Event, State, ScoreText, Score)

+
+ +

Adds a score for the FSM_PROCESS to be achieved.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + From +

+
+
+ +

is the From State of the main process.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

is the Event of the main process.

+ +
+
+
+
+

+ #string + State +

+
+
+ +

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

+ +
+
+
+
+

+ #string + ScoreText +

+
+
+ +

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

+ +
+
+
+
+

+ #number + Score +

+
+
+ +

is a number providing the score of the status.

+ +
+
+

Return value:

+
+
+

#FSM:

+
+
+ +

self

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

AI_A2A_PATROL:AddTransition(From, Event, To)

+
+ +

Add a new transition rule to the FSM.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + From +

+
+
+ +

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

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event name.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To state.

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

AI_A2A_PATROL:GetCurrentState()

+
+ +

Get current state.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

Current FSM state.

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

AI_A2A_PATROL:GetEndStates()

+
+ +

Returns the End states.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

End states.

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

AI_A2A_PATROL:GetProcess(From, Event)

+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ From +

+
+
+

+
+
+
+
+

+ Event +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:GetProcesses()

+
+ +

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

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Sub processes.

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

AI_A2A_PATROL:GetScores()

+
+ +

Returns a table with the scores defined.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Scores.

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

AI_A2A_PATROL:GetStartState()

+
+ +

Returns the start state of the FSM.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

A string containing the start state.

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

AI_A2A_PATROL:GetState()

+
+ +

Get current state.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

Current FSM state.

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

AI_A2A_PATROL:GetSubs()

+
+ +

Returns a table with the Subs defined.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Sub processes.

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

AI_A2A_PATROL:GetTransitions()

+
+ +

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

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Transitions.

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

AI_A2A_PATROL:Is(State)

+
+ +

Check if FSM is in state.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + State +

+
+
+ +

State name.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

If true, FSM is in this state.

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

AI_A2A_PATROL:LoadCallBacks(CallBackTable)

+
+ +

Load call backs.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #table + CallBackTable +

+
+
+ +

Table of call backs.

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

AI_A2A_PATROL:New()

+
+ +

Creates a new FSM object.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#FSM:

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

AI_A2A_PATROL:SetProcess(From, Event, Fsm)

+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ From +

+
+
+

+
+
+
+
+

+ Event +

+
+
+

+
+
+
+
+

+ Fsm +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:SetStartState(State)

+
+ +

Sets the start state of the FSM.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + State +

+
+
+ +

A string defining the start state.

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

AI_A2A_PATROL:_add_to_map(Map, Event)

+
+ +

Add to map.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + Map +

+
+
+ +

Map.

+ +
+
+
+
+

+ #table + Event +

+
+
+ +

Event table.

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

AI_A2A_PATROL:_call_handler(step, trigger, params, EventName)

+
+ +

Call handler.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + step +

+
+
+ +

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

+ +
+
+
+
+

+ #string + trigger +

+
+
+ +

Trigger.

+ +
+
+
+
+

+ #table + params +

+
+
+ +

Parameters.

+ +
+
+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+
+
+ +

Value.

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

AI_A2A_PATROL:_create_transition(EventName)

+
+ +

Create transition.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+

#function:

+
+
+ +

Function.

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

AI_A2A_PATROL:_delayed_transition(EventName)

+
+ +

Delayed transition.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+

#function:

+
+
+ +

Function.

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

AI_A2A_PATROL:_eventmap(Events, EventStructure)

+
+ +

Event map.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + Events +

+
+
+ +

Events.

+ +
+
+
+
+

+ #table + EventStructure +

+
+
+ +

Event structure.

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

AI_A2A_PATROL:_gosub(ParentFrom, ParentEvent)

+
+ +

Go sub.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + ParentFrom +

+
+
+ +

Parent from state.

+ +
+
+
+
+

+ #string + ParentEvent +

+
+
+ +

Parent event name.

+ +
+
+

Return value:

+
+
+

#table:

+
+
+ +

Subs.

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

AI_A2A_PATROL:_handler(EventName, ...)

+
+ +

Handler.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+
+
+

+ ... +

+
+
+ +

Arguments.

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

AI_A2A_PATROL:_isendstate(Current)

+
+ +

Is end state.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + Current +

+
+
+ +

Current state name.

+ +
+
+

Return values:

+
+
+

#table:

+
+
+ +

FSM parent.

+ +
+
+

#string:

+
+
+ +

Event name.

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

AI_A2A_PATROL:_submap(subs, sub, name)

+
+ +

Sub maps.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + subs +

+
+
+ +

Subs.

+ +
+
+
+
+

+ #table + sub +

+
+
+ +

Sub.

+ +
+
+
+
+

+ #string + name +

+
+
+ +

Name.

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

AI_A2A_PATROL:can(e)

+
+ +

Check if can do an event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + e +

+
+
+ +

Event name.

+ +
+
+

Return values:

+
+
+

#boolean:

+
+
+ +

If true, FSM can do the event.

+ +
+
+

#string:

+
+
+ +

To state.

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

AI_A2A_PATROL:cannot(e)

+
+ +

Check if cannot do an event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + e +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

If true, FSM cannot do the event.

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

AI_A2A_PATROL:is(State, state)

+
+ +

Check if FSM is in state.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + State +

+
+
+ +

State name.

+ +
+
+
+
+

+ state +

+
+
+

+
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

If true, FSM is in this state.

+ +
+
+
+ +
+
+ +
+

Field(s)

+
+
+
+ + +AI_A2A_PATROL.PatrolCeilingAltitude + + + +
+ +
+
+
+ + +AI_A2A_PATROL.PatrolFloorAltitude + + + +
+ +
+
+
+ + +AI_A2A_PATROL.PatrolMaxSpeed + + + +
+ +
+
+
+ + +AI_A2A_PATROL.PatrolMinSpeed + + + +
+ +
+
+
+ + +AI_A2A_PATROL.PatrolZone + + + +
+ +
+
+

Function(s)

+
+
+ +
+

AI_A2A_PATROL:ClearState(Object, StateName)

+
+ +

Clear the state of an object.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that holds the Value set by the Key.

+ +
+
+
+
+

+ StateName +

+
+
+ +

The key that is should be cleared.

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

AI_A2A_PATROL:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace)

+
+ +

Creation of a Birth Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+
+

+ #string + IniUnitName +

+
+
+ +

The initiating unit name.

+ +
+
+
+
+

+ place +

+
+
+

+
+
+
+
+

+ subplace +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

+
+ +

Creation of a Crash Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+
+

+ IniObjectCategory +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:CreateEventDead(EventTime, Initiator, IniObjectCategory)

+
+ +

Creation of a Dead Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+
+

+ IniObjectCategory +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:CreateEventPlayerEnterAircraft(PlayerUnit)

+
+ +

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.Unit#UNIT + PlayerUnit +

+
+
+ +

The aircraft unit the player entered.

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

AI_A2A_PATROL:CreateEventRemoveUnit(EventTime, Initiator)

+
+ +

Creation of a Remove Unit Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

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

AI_A2A_PATROL:CreateEventTakeoff(EventTime, Initiator)

+
+ +

Creation of a Takeoff Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

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

AI_A2A_PATROL:CreateEventUnitLost(EventTime, Initiator)

+
+ +

Creation of a Crash Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

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

AI_A2A_PATROL:E(Arguments)

+
+ +

Log an exception which will be traced always.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

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

AI_A2A_PATROL:EventDispatcher()

+
+ +

Returns the event dispatcher

+ +
+
+

Defined in:

+ +

Return value:

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

AI_A2A_PATROL:EventRemoveAll()

+
+ +

Remove all subscribed events

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#BASE:

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

AI_A2A_PATROL:F(Arguments)

+
+ +

Trace a function call.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

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

AI_A2A_PATROL:F2(Arguments)

+
+ +

Trace a function call level 2.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

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

AI_A2A_PATROL:F3(Arguments)

+
+ +

Trace a function call level 3.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

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

AI_A2A_PATROL:GetClassID()

+
+ +

Get the ClassID of the class instance.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassID of the class instance.

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

AI_A2A_PATROL:GetClassName()

+
+ +

Get the ClassName of the class instance.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassName of the class instance.

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

AI_A2A_PATROL:GetClassNameAndID()

+
+ +

Get the ClassName + ClassID of the class instance.

+ + +

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

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassName + ClassID of the class instance.

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

AI_A2A_PATROL:GetEventPriority()

+
+ +

Get the Class Core.Event processing Priority.

+ + +

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

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#number:

+
+
+ +

The Core.Event processing Priority.

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

AI_A2A_PATROL:GetParent(Child, FromClass)

+
+ +

This is the worker method to retrieve the Parent class.

+ + +

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

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

Defined in:

+ +

Parameters:

+
+
+

+ #BASE + Child +

+
+
+ +

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

+ +
+
+
+
+

+ #BASE + FromClass +

+
+
+ +

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

+ +
+
+

Return value:

+
+
+

#BASE:

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

AI_A2A_PATROL:GetState(Object, Key)

+
+ +

Get a Value given a Key from the Object.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that holds the Value set by the Key.

+ +
+
+
+
+

+ Key +

+
+
+ +

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

+ +
+
+

Return value:

+
+
+
+
+ +

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

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

AI_A2A_PATROL:HandleEvent(EventID, EventFunction)

+
+ +

Subscribe to a DCS Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Core.Event#EVENTS + EventID +

+
+
+ +

Event ID.

+ +
+
+
+
+

+ #function + EventFunction +

+
+
+ +

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

+ +
+
+

Return value:

+
+
+

#BASE:

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

AI_A2A_PATROL:I(Arguments)

+
+ +

Log an information which will be traced always.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

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

AI_A2A_PATROL:Inherit(Child, Parent)

+
+ +

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

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Child +

+
+
+ +

is the Child class that inherits.

+ +
+
+
+
+

+ #BASE + Parent +

+
+
+ +

is the Parent class that the Child inherits from.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ +

Child

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

AI_A2A_PATROL:IsInstanceOf(ClassName)

+
+ +

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

+ + + +

Examples:

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ ClassName +

+
+
+ +

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

+ +
+
+

Return value:

+
+
+

#boolean:

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

AI_A2A_PATROL:IsTrace()

+
+ +

Enquires if tracing is on (for the class).

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#boolean:

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

AI_A2A_PATROL:New()

+
+ +

BASE constructor.

+ + + +

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

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

Defined in:

+ +

Return value:

+
+
+

#BASE:

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

AI_A2A_PATROL:OnEvent(EventData)

+
+ +

Occurs when an Event for an object is triggered.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2A_PATROL:OnEventBDA(EventData)

+
+ +

BDA.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2A_PATROL:OnEventBaseCaptured(EventData)

+
+ +

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2A_PATROL:OnEventBirth(EventData)

+
+ +

Occurs when any object is spawned into the mission.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2A_PATROL:OnEventCrash(EventData)

+
+ +

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2A_PATROL:OnEventDead(EventData)

+
+ +

Occurs when an object is dead.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2A_PATROL:OnEventDetailedFailure(EventData)

+
+ +

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

+ + +

Will update this page when new information become available.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2A_PATROL:OnEventDiscardChairAfterEjection(EventData)

+
+ +

Discard chair after ejection.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2A_PATROL:OnEventEjection(EventData)

+
+ +

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

+ + +

initiator : The unit that has ejected

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2A_PATROL:OnEventEngineShutdown(EventData)

+
+ +

Occurs when any aircraft shuts down its engines.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2A_PATROL:OnEventEngineStartup(EventData)

+
+ +

Occurs when any aircraft starts its engines.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2A_PATROL:OnEventHit(EventData)

+
+ +

Occurs whenever an object is hit by a weapon.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2A_PATROL:OnEventHumanFailure(EventData)

+
+ +

Occurs when any system fails on a human controlled aircraft.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2A_PATROL:OnEventKill(EventData)

+
+ +

Occurs on the death of a unit.

+ + +

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

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2A_PATROL:OnEventLand(EventData)

+
+ +

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2A_PATROL:OnEventLandingAfterEjection(EventData)

+
+ +

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

+ + +

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

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2A_PATROL:OnEventLandingQualityMark(EventData)

+
+ +

Landing quality mark.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2A_PATROL:OnEventMarkAdded(EventData)

+
+ +

Occurs when a new mark was added.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2A_PATROL:OnEventMarkChange(EventData)

+
+ +

Occurs when a mark text was changed.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2A_PATROL:OnEventMarkRemoved(EventData)

+
+ +

Occurs when a mark was removed.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2A_PATROL:OnEventMissionEnd(EventData)

+
+ +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2A_PATROL:OnEventMissionStart(EventData)

+
+ +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2A_PATROL:OnEventParatrooperLanding(EventData)

+
+ +

Weapon add.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2A_PATROL:OnEventPilotDead(EventData)

+
+ +

Occurs when the pilot of an aircraft is killed.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2A_PATROL:OnEventPlayerEnterAircraft(EventData)

+
+ +

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2A_PATROL:OnEventPlayerEnterUnit(EventData)

+
+ +

Occurs when any player assumes direct control of a unit.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2A_PATROL:OnEventPlayerLeaveUnit(EventData)

+
+ +

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2A_PATROL:OnEventRefueling(EventData)

+
+ +

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2A_PATROL:OnEventRefuelingStop(EventData)

+
+ +

Occurs when an aircraft is finished taking fuel.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2A_PATROL:OnEventScore(EventData)

+
+ +

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2A_PATROL:OnEventShootingEnd(EventData)

+
+ +

Occurs when any unit stops firing its weapon.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2A_PATROL:OnEventShootingStart(EventData)

+
+ +

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2A_PATROL:OnEventShot(EventData)

+
+ +

Occurs whenever any unit in a mission fires a weapon.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2A_PATROL:OnEventTakeoff(EventData)

+
+ +

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2A_PATROL:OnEventTriggerZone(EventData)

+
+ +

Trigger zone.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2A_PATROL:OnEventUnitLost(EventData)

+
+ +

Occurs when the game thinks an object is destroyed.

+ + +

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

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2A_PATROL:ScheduleOnce(Start, SchedulerFunction, ...)

+
+ +

Schedule a new time event.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + Start +

+
+
+ +

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

+ +
+
+
+
+

+ #function + SchedulerFunction +

+
+
+ +

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

+ +
+
+
+
+

+ #table + ... +

+
+
+ +

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

+ +
+
+

Return value:

+
+
+

#string:

+
+
+ +

The Schedule ID of the planned schedule.

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

AI_A2A_PATROL:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...)

+
+ +

Schedule a new time event.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + Start +

+
+
+ +

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

+ +
+
+
+
+

+ #number + Repeat +

+
+
+ +

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

+ +
+
+
+
+

+ #number + RandomizeFactor +

+
+
+ +

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

+ +
+
+
+
+

+ #number + Stop +

+
+
+ +

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

+ +
+
+
+
+

+ #function + SchedulerFunction +

+
+
+ +

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

+ +
+
+
+
+

+ #table + ... +

+
+
+ +

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

+ +
+
+

Return value:

+
+
+

#string:

+
+
+ +

The Schedule ID of the planned schedule.

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

AI_A2A_PATROL:ScheduleStop(SchedulerID)

+
+ +

Stops the Schedule.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + SchedulerID +

+
+
+ +

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

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

AI_A2A_PATROL:SetEventPriority(EventPriority)

+
+ +

Set the Class Core.Event processing Priority.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + EventPriority +

+
+
+ +

The Core.Event processing Priority.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ +

self

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

AI_A2A_PATROL:SetState(Object, Key, Value)

+
+ +

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

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

+ +
+
+
+
+

+ Key +

+
+
+ +

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

+ +
+
+
+
+

+ Value +

+
+
+ +

The value to is stored in the object.

+ +
+
+

Return value:

+
+
+
+
+ +

The Value set.

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

AI_A2A_PATROL:T(Arguments)

+
+ +

Trace a function logic level 1.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

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

AI_A2A_PATROL:T2(Arguments)

+
+ +

Trace a function logic level 2.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

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

AI_A2A_PATROL:T3(Arguments)

+
+ +

Trace a function logic level 3.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

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

AI_A2A_PATROL:TraceAll(TraceAll)

+
+ +

Trace all methods in MOOSE

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #boolean + TraceAll +

+
+
+ +

true = trace all methods in MOOSE.

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

AI_A2A_PATROL:TraceClass(Class)

+
+ +

Set tracing for a class

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + Class +

+
+
+ +

Class name.

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

AI_A2A_PATROL:TraceClassMethod(Class, Method)

+
+ +

Set tracing for a specific method of class

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + Class +

+
+
+ +

Class name.

+ +
+
+
+
+

+ #string + Method +

+
+
+ +

Method.

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

AI_A2A_PATROL:TraceLevel(Level)

+
+ +

Set trace level

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Level +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:TraceOff()

+
+ +

Set trace off.

+ +
+
+

Defined in:

+ +

Usage:

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

AI_A2A_PATROL:TraceOn()

+
+ +

Set trace on.

+ +
+
+

Defined in:

+ +

Usage:

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

AI_A2A_PATROL:TraceOnOff(TraceOnOff)

+
+ +

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #boolean + TraceOnOff +

+
+
+ +

Switch the tracing on or off.

+ +
+
+

Usage:

+

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

AI_A2A_PATROL:UnHandleEvent(EventID)

+
+ +

UnSubscribe to a DCS event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTS + EventID +

+
+
+ +

Event ID.

+ +
+
+

Return value:

+
+
+

#BASE:

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

AI_A2A_PATROL:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+
+ +

Trace a function call.

+ + +

This function is private.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+
+

+ DebugInfoCurrentParam +

+
+
+

+
+
+
+
+

+ DebugInfoFromParam +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+
+ +

Trace a function logic.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+
+

+ DebugInfoCurrentParam +

+
+
+

+
+
+
+
+

+ DebugInfoFromParam +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2A_PATROL:onEvent(event)

+
+ +

The main event handling function...

+ + +

This function captures all events generated for the class.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ DCS#Event + event +

+
+
+

+
+
+
+ +
+
+ diff --git a/Documentation/AI.AI_A2G_BAI.html b/Documentation/AI.AI_A2G_BAI.html index 906cc5dcd..a534d30e8 100644 --- a/Documentation/AI.AI_A2G_BAI.html +++ b/Documentation/AI.AI_A2G_BAI.html @@ -1655,7 +1655,11 @@ Therefore, this class is considered to be deprecated

Type AI_A2G_BAI

AI_A2G_BAI -, extends AI.AI_A2A_Engage#AI_A2A_Engage +, extends AI.AI_Air_Patrol#AI_AIR_PATROL +, extends AI.AI_Air#AI_AIR +, extends Core.Fsm#FSM_CONTROLLABLE +, extends Core.Fsm#FSM +, extends Core.Base#BASE
@@ -1679,6 +1683,1534 @@ Therefore, this class is considered to be deprecated

+ +

AI_A2G_BAI:New2(AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType)

Creates a new AI_A2G_BAI object

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Fields and Methods inherited from AI_AIR_PATROLDescription

AI_A2G_BAI.EngageRange

+ +

AI_A2G_BAI:New(AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType)

+

Creates a new AI_AIR_PATROL object

+

AI_A2G_BAI:OnAfterPatrol(AIPatrol, From, Event, To)

+

OnAfter Transition Handler for Event Patrol.

+

AI_A2G_BAI:OnAfterPatrolRoute(AIPatrol, From, Event, To)

+

OnAfter Transition Handler for Event PatrolRoute.

+

AI_A2G_BAI:OnBeforePatrol(AIPatrol, From, Event, To)

+

OnBefore Transition Handler for Event Patrol.

+

AI_A2G_BAI:OnBeforePatrolRoute(AIPatrol, From, Event, To)

+

OnBefore Transition Handler for Event PatrolRoute.

+

AI_A2G_BAI:OnEnterPatrolling(AIPatrol, From, Event, To)

+

OnEnter Transition Handler for State Patrolling.

+

AI_A2G_BAI:OnLeavePatrolling(AIPatrol, From, Event, To)

+

OnLeave Transition Handler for State Patrolling.

+

AI_A2G_BAI:Patrol()

+

Synchronous Event Trigger for Event Patrol.

+

AI_A2G_BAI.PatrolAltType

+ +

AI_A2G_BAI.PatrolCeilingAltitude

+ +

AI_A2G_BAI.PatrolFloorAltitude

+ +

AI_A2G_BAI.PatrolMaxSpeed

+ +

AI_A2G_BAI.PatrolMinSpeed

+ +

AI_A2G_BAI:PatrolRoute()

+

Synchronous Event Trigger for Event PatrolRoute.

+

AI_A2G_BAI.PatrolZone

+ +

AI_A2G_BAI.Resume(AIPatrol, Fsm)

+

Resumes the AIPatrol

+

AI_A2G_BAI:SetEngageRange(EngageRange)

+

Set the Engage Range when the AI will engage with airborne enemies.

+

AI_A2G_BAI:SetRaceTrackPattern(LegMin, LegMax, HeadingMin, HeadingMax, DurationMin, DurationMax, CapCoordinates)

+

Set race track parameters.

+

AI_A2G_BAI:__Patrol(Delay)

+

Asynchronous Event Trigger for Event Patrol.

+

AI_A2G_BAI:__PatrolRoute(Delay)

+

Asynchronous Event Trigger for Event PatrolRoute.

+

AI_A2G_BAI.___PatrolRoute(AIPatrol, Fsm)

+

This static method is called from the route path within the last task at the last waypoint of the AIPatrol.

+

AI_A2G_BAI:onafterPatrol(AIPatrol, From, Event, To)

+

Defines a new patrol route using the AI.AI_Patrol#AI_PATROL_ZONE parameters and settings.

+

AI_A2G_BAI:onafterPatrolRoute(AIPatrol, From, Event, To)

+

Defines a new patrol route using the AI.AI_Patrol#AI_PATROL_ZONE parameters and settings.

+

AI_A2G_BAI.racetrack

+ +

AI_A2G_BAI.racetrackcapcoordinates

+ +

AI_A2G_BAI.racetrackdurationmax

+ +

AI_A2G_BAI.racetrackdurationmin

+ +

AI_A2G_BAI.racetrackheadingmax

+ +

AI_A2G_BAI.racetrackheadingmin

+ +

AI_A2G_BAI.racetracklegmax

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AI_A2G_BAI.racetracklegmin

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Fields and Methods inherited from AI_AIRDescription

AI_A2G_BAI.CheckStatus

+ +

AI_A2G_BAI:ClearTargetDistance()

+ +

AI_A2G_BAI.DisengageRadius

+ +

AI_A2G_BAI.FuelThresholdPercentage

+ +

AI_A2G_BAI:GetDispatcher()

+ +

AI_A2G_BAI.HomeAirbase

+ +

AI_A2G_BAI.IdleCount

+ +

AI_A2G_BAI:New(AIGroup)

+

Creates a new AI_AIR process.

+

AI_A2G_BAI:OnAfterRTB(Controllable, From, Event, To)

+

OnAfter Transition Handler for Event RTB.

+

AI_A2G_BAI:OnAfterRefuel(Controllable, From, Event, To)

+

Refuel Handler OnAfter for AI_AIR

+

AI_A2G_BAI:OnAfterStart(From, Event, To)

+

Start Handler OnAfter for AI_AIR

+

AI_A2G_BAI:OnAfterStatus(Controllable, From, Event, To)

+

OnAfter Transition Handler for Event Status.

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AI_A2G_BAI:OnAfterStop(Controllable, From, Event, To)

+

OnAfter Transition Handler for Event Stop.

+

AI_A2G_BAI:OnBeforeRTB(Controllable, From, Event, To)

+

OnBefore Transition Handler for Event RTB.

+

AI_A2G_BAI:OnBeforeRefuel(Controllable, From, Event, To)

+

Refuel Handler OnBefore for AI_AIR

+

AI_A2G_BAI:OnBeforeStart(From, Event, To)

+

Start Handler OnBefore for AI_AIR

+

AI_A2G_BAI:OnBeforeStatus(Controllable, From, Event, To)

+

OnBefore Transition Handler for Event Status.

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AI_A2G_BAI:OnBeforeStop(Controllable, From, Event, To)

+

OnBefore Transition Handler for Event Stop.

+

AI_A2G_BAI:OnCrash(EventData)

+ +

AI_A2G_BAI:OnEjection(EventData)

+ +

AI_A2G_BAI:OnEnterReturning(Controllable, From, Event, To)

+

OnEnter Transition Handler for State Returning.

+

AI_A2G_BAI:OnEnterStopped(Controllable, From, Event, To)

+

OnEnter Transition Handler for State Stopped.

+

AI_A2G_BAI:OnLeaveReturning(Controllable, From, Event, To)

+

OnLeave Transition Handler for State Returning.

+

AI_A2G_BAI:OnLeaveStopped(Controllable, From, Event, To)

+

OnLeave Transition Handler for State Stopped.

+

AI_A2G_BAI:OnPilotDead(EventData)

+ +

AI_A2G_BAI.OutOfFuelOrbitTime

+ +

AI_A2G_BAI.PatrolCeilingAltitude

+ +

AI_A2G_BAI.PatrolDamageThreshold

+ +

AI_A2G_BAI.PatrolFloorAltitude

+ +

AI_A2G_BAI.PatrolManageDamage

+ +

AI_A2G_BAI.PatrolMaxSpeed

+ +

AI_A2G_BAI.PatrolMinSpeed

+ +

AI_A2G_BAI:RTB()

+

Synchronous Event Trigger for Event RTB.

+

AI_A2G_BAI.RTBHold(AIGroup, Fsm)

+ +

AI_A2G_BAI.RTBMaxSpeed

+ +

AI_A2G_BAI.RTBMinSpeed

+ +

AI_A2G_BAI.RTBRoute(AIGroup, Fsm)

+ +

AI_A2G_BAI.RTBSpeedMaxFactor

+ +

AI_A2G_BAI.RTBSpeedMinFactor

+ +

AI_A2G_BAI:Refuel()

+

Refuel Trigger for AI_AIR

+

AI_A2G_BAI.Resume(AIGroup, Fsm)

+ +

AI_A2G_BAI:SetAltitude(PatrolFloorAltitude, PatrolCeilingAltitude)

+

Sets the floor and ceiling altitude of the patrol.

+

AI_A2G_BAI:SetDamageThreshold(PatrolDamageThreshold)

+

When the AI is damaged beyond a certain threshold, it is required that the AI returns to the home base.

+

AI_A2G_BAI:SetDisengageRadius(DisengageRadius)

+

Sets the disengage range, that when engaging a target beyond the specified range, the engagement will be cancelled and the plane will RTB.

+

AI_A2G_BAI:SetDispatcher(Dispatcher)

+ +

AI_A2G_BAI:SetFuelThreshold(FuelThresholdPercentage, OutOfFuelOrbitTime)

+

When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.

+

AI_A2G_BAI:SetHomeAirbase(HomeAirbase)

+

Sets the home airbase.

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AI_A2G_BAI:SetRTBSpeed(RTBMinSpeed, RTBMaxSpeed)

+

Sets (modifies) the minimum and maximum RTB speed of the patrol.

+

AI_A2G_BAI:SetRTBSpeedFactors(MinFactor, MaxFactor)

+

Set the min and max factors on RTB speed.

+

AI_A2G_BAI:SetSpeed(PatrolMinSpeed, PatrolMaxSpeed)

+

Sets (modifies) the minimum and maximum speed of the patrol.

+

AI_A2G_BAI:SetStatusOff()

+

Set the status checking off.

+

AI_A2G_BAI:SetTanker(TankerName)

+

Sets to refuel at the given tanker.

+

AI_A2G_BAI:SetTargetDistance(Coordinate)

+ +

AI_A2G_BAI:Start()

+

Start Trigger for AI_AIR

+

AI_A2G_BAI:Status()

+

Synchronous Event Trigger for Event Status.

+

AI_A2G_BAI:Stop()

+

Synchronous Event Trigger for Event Stop.

+

AI_A2G_BAI.TankerName

+ +

AI_A2G_BAI.TaskDelay

+ +

AI_A2G_BAI:__RTB(Delay)

+

Asynchronous Event Trigger for Event RTB.

+

AI_A2G_BAI:__Refuel(Delay)

+

Refuel Asynchronous Trigger for AI_AIR

+

AI_A2G_BAI:__Start(Delay)

+

Start Asynchronous Trigger for AI_AIR

+

AI_A2G_BAI:__Status(Delay)

+

Asynchronous Event Trigger for Event Status.

+

AI_A2G_BAI:__Stop(Delay)

+

Asynchronous Event Trigger for Event Stop.

+

AI_A2G_BAI:onafterDead()

+ +

AI_A2G_BAI:onafterHold(AIGroup, From, Event, To, HoldTime)

+ +

AI_A2G_BAI:onafterHome(AIGroup, From, Event, To)

+ +

AI_A2G_BAI:onafterRTB(AIGroup, From, Event, To)

+ +

AI_A2G_BAI:onafterRefuel(AIGroup, From, Event, To)

+ +

AI_A2G_BAI:onafterReturn(Controllable, From, Event, To)

+

Coordinates the approriate returning action.

+

AI_A2G_BAI:onafterStart(Controllable, From, Event, To)

+

Defines a new patrol route using the AI.AI_Patrol#AI_PATROL_ZONE parameters and settings.

+

AI_A2G_BAI:onafterStatus()

+ +

AI_A2G_BAI:onbeforeStatus()

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Fields and Methods inherited from FSM_CONTROLLABLEDescription

AI_A2G_BAI.Controllable

+ +

AI_A2G_BAI:GetControllable()

+

Gets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+

AI_A2G_BAI:New(FSMT, Controllable)

+

Creates a new FSM_CONTROLLABLE object.

+

AI_A2G_BAI:OnAfterStop(Controllable, From, Event, To)

+

OnAfter Transition Handler for Event Stop.

+

AI_A2G_BAI:OnBeforeStop(Controllable, From, Event, To)

+

OnBefore Transition Handler for Event Stop.

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AI_A2G_BAI:OnEnterStopped(Controllable, From, Event, To)

+

OnEnter Transition Handler for State Stopped.

+

AI_A2G_BAI:OnLeaveStopped(Controllable, From, Event, To)

+

OnLeave Transition Handler for State Stopped.

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AI_A2G_BAI:SetControllable(FSMControllable)

+

Sets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+

AI_A2G_BAI:Stop()

+

Synchronous Event Trigger for Event Stop.

+

AI_A2G_BAI:__Stop(Delay)

+

Asynchronous Event Trigger for Event Stop.

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AI_A2G_BAI:_call_handler(step, trigger, params, EventName)

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Fields and Methods inherited from FSMDescription

AI_A2G_BAI:AddEndState(State)

+

Adds an End state.

+

AI_A2G_BAI:AddProcess(From, Event, Process, ReturnEvents)

+

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

+

AI_A2G_BAI:AddScore(State, ScoreText, Score)

+

Adds a score for the FSM to be achieved.

+

AI_A2G_BAI:AddScoreProcess(From, Event, State, ScoreText, Score)

+

Adds a score for the FSM_PROCESS to be achieved.

+

AI_A2G_BAI:AddTransition(From, Event, To)

+

Add a new transition rule to the FSM.

+

AI_A2G_BAI.CallScheduler

+

Call scheduler.

+

AI_A2G_BAI.ClassName

+

Name of the class.

+

AI_A2G_BAI.Events

+ +

AI_A2G_BAI:GetCurrentState()

+

Get current state.

+

AI_A2G_BAI:GetEndStates()

+

Returns the End states.

+

AI_A2G_BAI:GetProcess(From, Event)

+ +

AI_A2G_BAI:GetProcesses()

+

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

+

AI_A2G_BAI:GetScores()

+

Returns a table with the scores defined.

+

AI_A2G_BAI:GetStartState()

+

Returns the start state of the FSM.

+

AI_A2G_BAI:GetState()

+

Get current state.

+

AI_A2G_BAI:GetSubs()

+

Returns a table with the Subs defined.

+

AI_A2G_BAI:GetTransitions()

+

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

+

AI_A2G_BAI:Is(State)

+

Check if FSM is in state.

+

AI_A2G_BAI:LoadCallBacks(CallBackTable)

+

Load call backs.

+

AI_A2G_BAI:New()

+

Creates a new FSM object.

+

AI_A2G_BAI.Scores

+

Scores.

+

AI_A2G_BAI:SetProcess(From, Event, Fsm)

+ +

AI_A2G_BAI:SetStartState(State)

+

Sets the start state of the FSM.

+

AI_A2G_BAI._EndStates

+ +

AI_A2G_BAI._EventSchedules

+ +

AI_A2G_BAI._Processes

+ +

AI_A2G_BAI._Scores

+ +

AI_A2G_BAI._StartState

+ +

AI_A2G_BAI._Transitions

+ +

AI_A2G_BAI:_add_to_map(Map, Event)

+

Add to map.

+

AI_A2G_BAI:_call_handler(step, trigger, params, EventName)

+

Call handler.

+

AI_A2G_BAI:_create_transition(EventName)

+

Create transition.

+

AI_A2G_BAI:_delayed_transition(EventName)

+

Delayed transition.

+

AI_A2G_BAI:_eventmap(Events, EventStructure)

+

Event map.

+

AI_A2G_BAI:_gosub(ParentFrom, ParentEvent)

+

Go sub.

+

AI_A2G_BAI:_handler(EventName, ...)

+

Handler.

+

AI_A2G_BAI:_isendstate(Current)

+

Is end state.

+

AI_A2G_BAI:_submap(subs, sub, name)

+

Sub maps.

+

AI_A2G_BAI:can(e)

+

Check if can do an event.

+

AI_A2G_BAI:cannot(e)

+

Check if cannot do an event.

+

AI_A2G_BAI.current

+

Current state name.

+

AI_A2G_BAI.endstates

+ +

AI_A2G_BAI:is(State, state)

+

Check if FSM is in state.

+

AI_A2G_BAI.options

+

Options.

+

AI_A2G_BAI.subs

+

Subs.

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Fields and Methods inherited from BASEDescription

AI_A2G_BAI.ClassID

+

The ID number of the class.

+

AI_A2G_BAI.ClassName

+

The name of the class.

+

AI_A2G_BAI.ClassNameAndID

+

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

+

AI_A2G_BAI:ClearState(Object, StateName)

+

Clear the state of an object.

+

AI_A2G_BAI:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace)

+

Creation of a Birth Event.

+

AI_A2G_BAI:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

+

Creation of a Crash Event.

+

AI_A2G_BAI:CreateEventDead(EventTime, Initiator, IniObjectCategory)

+

Creation of a Dead Event.

+

AI_A2G_BAI:CreateEventPlayerEnterAircraft(PlayerUnit)

+

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

+

AI_A2G_BAI:CreateEventRemoveUnit(EventTime, Initiator)

+

Creation of a Remove Unit Event.

+

AI_A2G_BAI:CreateEventTakeoff(EventTime, Initiator)

+

Creation of a Takeoff Event.

+

AI_A2G_BAI:CreateEventUnitLost(EventTime, Initiator)

+

Creation of a Crash Event.

+

AI_A2G_BAI:E(Arguments)

+

Log an exception which will be traced always.

+

AI_A2G_BAI:EventDispatcher()

+

Returns the event dispatcher

+

AI_A2G_BAI:EventRemoveAll()

+

Remove all subscribed events

+

AI_A2G_BAI:F(Arguments)

+

Trace a function call.

+

AI_A2G_BAI:F2(Arguments)

+

Trace a function call level 2.

+

AI_A2G_BAI:F3(Arguments)

+

Trace a function call level 3.

+

AI_A2G_BAI:GetClassID()

+

Get the ClassID of the class instance.

+

AI_A2G_BAI:GetClassName()

+

Get the ClassName of the class instance.

+

AI_A2G_BAI:GetClassNameAndID()

+

Get the ClassName + ClassID of the class instance.

+

AI_A2G_BAI:GetEventPriority()

+

Get the Class Core.Event processing Priority.

+

AI_A2G_BAI:GetParent(Child, FromClass)

+

This is the worker method to retrieve the Parent class.

+

AI_A2G_BAI:GetState(Object, Key)

+

Get a Value given a Key from the Object.

+

AI_A2G_BAI:HandleEvent(EventID, EventFunction)

+

Subscribe to a DCS Event.

+

AI_A2G_BAI:I(Arguments)

+

Log an information which will be traced always.

+

AI_A2G_BAI:Inherit(Child, Parent)

+

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

+

AI_A2G_BAI:IsInstanceOf(ClassName)

+

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

+

AI_A2G_BAI:IsTrace()

+

Enquires if tracing is on (for the class).

+

AI_A2G_BAI:New()

+

BASE constructor.

+

AI_A2G_BAI:OnEvent(EventData)

+

Occurs when an Event for an object is triggered.

+

AI_A2G_BAI:OnEventBDA(EventData)

+

BDA.

+

AI_A2G_BAI:OnEventBaseCaptured(EventData)

+

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

+

AI_A2G_BAI:OnEventBirth(EventData)

+

Occurs when any object is spawned into the mission.

+

AI_A2G_BAI:OnEventCrash(EventData)

+

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

+

AI_A2G_BAI:OnEventDead(EventData)

+

Occurs when an object is dead.

+

AI_A2G_BAI:OnEventDetailedFailure(EventData)

+

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

+

AI_A2G_BAI:OnEventDiscardChairAfterEjection(EventData)

+

Discard chair after ejection.

+

AI_A2G_BAI:OnEventEjection(EventData)

+

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

+

AI_A2G_BAI:OnEventEngineShutdown(EventData)

+

Occurs when any aircraft shuts down its engines.

+

AI_A2G_BAI:OnEventEngineStartup(EventData)

+

Occurs when any aircraft starts its engines.

+

AI_A2G_BAI:OnEventHit(EventData)

+

Occurs whenever an object is hit by a weapon.

+

AI_A2G_BAI:OnEventHumanFailure(EventData)

+

Occurs when any system fails on a human controlled aircraft.

+

AI_A2G_BAI:OnEventKill(EventData)

+

Occurs on the death of a unit.

+

AI_A2G_BAI:OnEventLand(EventData)

+

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

+

AI_A2G_BAI:OnEventLandingAfterEjection(EventData)

+

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

+

AI_A2G_BAI:OnEventLandingQualityMark(EventData)

+

Landing quality mark.

+

AI_A2G_BAI:OnEventMarkAdded(EventData)

+

Occurs when a new mark was added.

+

AI_A2G_BAI:OnEventMarkChange(EventData)

+

Occurs when a mark text was changed.

+

AI_A2G_BAI:OnEventMarkRemoved(EventData)

+

Occurs when a mark was removed.

+

AI_A2G_BAI:OnEventMissionEnd(EventData)

+

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

+

AI_A2G_BAI:OnEventMissionStart(EventData)

+

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

+

AI_A2G_BAI:OnEventParatrooperLanding(EventData)

+

Weapon add.

+

AI_A2G_BAI:OnEventPilotDead(EventData)

+

Occurs when the pilot of an aircraft is killed.

+

AI_A2G_BAI:OnEventPlayerEnterAircraft(EventData)

+

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

+

AI_A2G_BAI:OnEventPlayerEnterUnit(EventData)

+

Occurs when any player assumes direct control of a unit.

+

AI_A2G_BAI:OnEventPlayerLeaveUnit(EventData)

+

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

+

AI_A2G_BAI:OnEventRefueling(EventData)

+

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

+

AI_A2G_BAI:OnEventRefuelingStop(EventData)

+

Occurs when an aircraft is finished taking fuel.

+

AI_A2G_BAI:OnEventScore(EventData)

+

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

+

AI_A2G_BAI:OnEventShootingEnd(EventData)

+

Occurs when any unit stops firing its weapon.

+

AI_A2G_BAI:OnEventShootingStart(EventData)

+

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

+

AI_A2G_BAI:OnEventShot(EventData)

+

Occurs whenever any unit in a mission fires a weapon.

+

AI_A2G_BAI:OnEventTakeoff(EventData)

+

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

+

AI_A2G_BAI:OnEventTriggerZone(EventData)

+

Trigger zone.

+

AI_A2G_BAI:OnEventUnitLost(EventData)

+

Occurs when the game thinks an object is destroyed.

+

AI_A2G_BAI:ScheduleOnce(Start, SchedulerFunction, ...)

+

Schedule a new time event.

+

AI_A2G_BAI:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...)

+

Schedule a new time event.

+

AI_A2G_BAI:ScheduleStop(SchedulerID)

+

Stops the Schedule.

+

AI_A2G_BAI.Scheduler

+ +

AI_A2G_BAI:SetEventPriority(EventPriority)

+

Set the Class Core.Event processing Priority.

+

AI_A2G_BAI:SetState(Object, Key, Value)

+

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

+

AI_A2G_BAI:T(Arguments)

+

Trace a function logic level 1.

+

AI_A2G_BAI:T2(Arguments)

+

Trace a function logic level 2.

+

AI_A2G_BAI:T3(Arguments)

+

Trace a function logic level 3.

+

AI_A2G_BAI:TraceAll(TraceAll)

+

Trace all methods in MOOSE

+

AI_A2G_BAI:TraceClass(Class)

+

Set tracing for a class

+

AI_A2G_BAI:TraceClassMethod(Class, Method)

+

Set tracing for a specific method of class

+

AI_A2G_BAI:TraceLevel(Level)

+

Set trace level

+

AI_A2G_BAI:TraceOff()

+

Set trace off.

+

AI_A2G_BAI:TraceOn()

+

Set trace on.

+

AI_A2G_BAI:TraceOnOff(TraceOnOff)

+

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

+

AI_A2G_BAI:UnHandleEvent(EventID)

+

UnSubscribe to a DCS event.

+

AI_A2G_BAI._

+ +

AI_A2G_BAI:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+

Trace a function call.

+

AI_A2G_BAI:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+

Trace a function logic.

+

AI_A2G_BAI.__

+ +

AI_A2G_BAI:onEvent(event)

+

The main event handling function...

@@ -2126,6 +3658,9124 @@ Therefore, this class is considered to be deprecated

+
+

Field(s)

+
+
+

Function(s)

+
+
+ +
+

AI_A2G_BAI:New(AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType)

+
+ +

Creates a new AI_AIR_PATROL object

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ AI.AI_Air#AI_AIR + AI_Air +

+
+
+ +

The AI_AIR FSM.

+ +
+
+
+
+

+ Wrapper.Group#GROUP + AIGroup +

+
+
+ +

The AI group.

+ +
+
+
+
+

+ Core.Zone#ZONE_BASE + PatrolZone +

+
+
+ +

The Core.Zone where the patrol needs to be executed.

+ +
+
+
+
+

+ DCS#Altitude + PatrolFloorAltitude +

+
+
+ +

(optional, default = 1000m ) The lowest altitude in meters where to execute the patrol.

+ +
+
+
+
+

+ DCS#Altitude + PatrolCeilingAltitude +

+
+
+ +

(optional, default = 1500m ) The highest altitude in meters where to execute the patrol.

+ +
+
+
+
+

+ DCS#Speed + PatrolMinSpeed +

+
+
+ +

(optional, default = 50% of max speed) The minimum speed of the Wrapper.Group in km/h.

+ +
+
+
+
+

+ DCS#Speed + PatrolMaxSpeed +

+
+
+ +

(optional, default = 75% of max speed) The maximum speed of the Wrapper.Group in km/h.

+ +
+
+
+
+

+ DCS#AltitudeType + PatrolAltType +

+
+
+ +

The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO.

+ +
+
+

Return value:

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

AI_A2G_BAI:OnAfterPatrol(AIPatrol, From, Event, To)

+
+ +

OnAfter Transition Handler for Event Patrol.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIPatrol +

+
+
+ +

The Group Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

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

AI_A2G_BAI:OnAfterPatrolRoute(AIPatrol, From, Event, To)

+
+ +

OnAfter Transition Handler for Event PatrolRoute.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIPatrol +

+
+
+ +

The Group Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

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

AI_A2G_BAI:OnBeforePatrol(AIPatrol, From, Event, To)

+
+ +

OnBefore Transition Handler for Event Patrol.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIPatrol +

+
+
+ +

The Group Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

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

AI_A2G_BAI:OnBeforePatrolRoute(AIPatrol, From, Event, To)

+
+ +

OnBefore Transition Handler for Event PatrolRoute.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIPatrol +

+
+
+ +

The Group Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

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

AI_A2G_BAI:OnEnterPatrolling(AIPatrol, From, Event, To)

+
+ +

OnEnter Transition Handler for State Patrolling.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIPatrol +

+
+
+ +

The Group Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

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

AI_A2G_BAI:OnLeavePatrolling(AIPatrol, From, Event, To)

+
+ +

OnLeave Transition Handler for State Patrolling.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIPatrol +

+
+
+ +

The Group Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

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

AI_A2G_BAI:Patrol()

+
+ +

Synchronous Event Trigger for Event Patrol.

+ +
+
+

Defined in:

+ +
+ +
+
+ +
+ +
+

AI_A2G_BAI:PatrolRoute()

+
+ +

Synchronous Event Trigger for Event PatrolRoute.

+ +
+
+

Defined in:

+ +
+ +
+
+ +
+ +
+

AI_A2G_BAI.Resume(AIPatrol, Fsm)

+
+ +

Resumes the AIPatrol

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIPatrol +

+
+
+

+
+
+
+
+

+ Core.Fsm#FSM + Fsm +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:SetEngageRange(EngageRange)

+
+ +

Set the Engage Range when the AI will engage with airborne enemies.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + EngageRange +

+
+
+ +

The Engage Range.

+ +
+
+

Return value:

+
+ +
+ +

self

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

AI_A2G_BAI:SetRaceTrackPattern(LegMin, LegMax, HeadingMin, HeadingMax, DurationMin, DurationMax, CapCoordinates)

+
+ +

Set race track parameters.

+ + +

CAP flights will perform race track patterns rather than randomly patrolling the zone.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + LegMin +

+
+
+ +

Min Length of the race track leg in meters. Default 10,000 m.

+ +
+
+
+
+

+ #number + LegMax +

+
+
+ +

Max length of the race track leg in meters. Default 15,000 m.

+ +
+
+
+
+

+ #number + HeadingMin +

+
+
+ +

Min heading of the race track in degrees. Default 0 deg, i.e. from South to North.

+ +
+
+
+
+

+ #number + HeadingMax +

+
+
+ +

Max heading of the race track in degrees. Default 180 deg, i.e. from South to North.

+ +
+
+
+
+

+ #number + DurationMin +

+
+
+ +

(Optional) Min duration before switching the orbit position. Default is keep same orbit until RTB or engage.

+ +
+
+
+
+

+ #number + DurationMax +

+
+
+ +

(Optional) Max duration before switching the orbit position. Default is keep same orbit until RTB or engage.

+ +
+
+
+
+

+ #table + CapCoordinates +

+
+
+ +

Table of coordinates of first race track point. Second point is determined by leg length and heading.

+ +
+
+

Return value:

+
+ +
+ +

self

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

AI_A2G_BAI:__Patrol(Delay)

+
+ +

Asynchronous Event Trigger for Event Patrol.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Delay +

+
+
+ +

The delay in seconds.

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

AI_A2G_BAI:__PatrolRoute(Delay)

+
+ +

Asynchronous Event Trigger for Event PatrolRoute.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Delay +

+
+
+ +

The delay in seconds.

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

AI_A2G_BAI.___PatrolRoute(AIPatrol, Fsm)

+
+ +

This static method is called from the route path within the last task at the last waypoint of the AIPatrol.

+ + +

Note that this method is required, as triggers the next route when patrolling for the AIPatrol.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIPatrol +

+
+
+ +

The AI group.

+ +
+
+
+
+

+ #AI_AIR_PATROL + Fsm +

+
+
+ +

The FSM.

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

AI_A2G_BAI:onafterPatrol(AIPatrol, From, Event, To)

+
+ +

Defines a new patrol route using the AI.AI_Patrol#AI_PATROL_ZONE parameters and settings.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIPatrol +

+
+
+ +

The Group Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+ +
+ +

self

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

AI_A2G_BAI:onafterPatrolRoute(AIPatrol, From, Event, To)

+
+ +

Defines a new patrol route using the AI.AI_Patrol#AI_PATROL_ZONE parameters and settings.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIPatrol +

+
+
+ +

The Group managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+
+ +
+
+ +
+

Field(s)

+
+
+

Function(s)

+
+
+ +
+

AI_A2G_BAI:ClearTargetDistance()

+
+ + + +
+
+

Defined in:

+ +
+ +
+
+ +
+ +
+

AI_A2G_BAI:GetDispatcher()

+
+ + + +
+
+

Defined in:

+ +
+ +
+
+ +
+ +
+

AI_A2G_BAI:New(AIGroup)

+
+ +

Creates a new AI_AIR process.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.Group#GROUP + AIGroup +

+
+
+ +

The group object to receive the A2G Process.

+ +
+
+

Return value:

+
+
+

#AI_AIR:

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

AI_A2G_BAI:OnAfterRTB(Controllable, From, Event, To)

+
+ +

OnAfter Transition Handler for Event RTB.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

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

AI_A2G_BAI:OnAfterRefuel(Controllable, From, Event, To)

+
+ +

Refuel Handler OnAfter for AI_AIR

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+

+
+
+
+
+

+ #string + Event +

+
+
+

+
+
+
+
+

+ #string + To +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:OnAfterStart(From, Event, To)

+
+ +

Start Handler OnAfter for AI_AIR

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + From +

+
+
+

+
+
+
+
+

+ #string + Event +

+
+
+

+
+
+
+
+

+ #string + To +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:OnAfterStatus(Controllable, From, Event, To)

+
+ +

OnAfter Transition Handler for Event Status.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

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

AI_A2G_BAI:OnAfterStop(Controllable, From, Event, To)

+
+ +

OnAfter Transition Handler for Event Stop.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

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

AI_A2G_BAI:OnBeforeRTB(Controllable, From, Event, To)

+
+ +

OnBefore Transition Handler for Event RTB.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

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

AI_A2G_BAI:OnBeforeRefuel(Controllable, From, Event, To)

+
+ +

Refuel Handler OnBefore for AI_AIR

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+

+
+
+
+
+

+ #string + Event +

+
+
+

+
+
+
+
+

+ #string + To +

+
+
+

+
+
+

Return value:

+
+
+

#boolean:

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

AI_A2G_BAI:OnBeforeStart(From, Event, To)

+
+ +

Start Handler OnBefore for AI_AIR

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + From +

+
+
+

+
+
+
+
+

+ #string + Event +

+
+
+

+
+
+
+
+

+ #string + To +

+
+
+

+
+
+

Return value:

+
+
+

#boolean:

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

AI_A2G_BAI:OnBeforeStatus(Controllable, From, Event, To)

+
+ +

OnBefore Transition Handler for Event Status.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

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

AI_A2G_BAI:OnBeforeStop(Controllable, From, Event, To)

+
+ +

OnBefore Transition Handler for Event Stop.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

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

AI_A2G_BAI:OnCrash(EventData)

+
+ + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:OnEjection(EventData)

+
+ + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:OnEnterReturning(Controllable, From, Event, To)

+
+ +

OnEnter Transition Handler for State Returning.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

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

AI_A2G_BAI:OnEnterStopped(Controllable, From, Event, To)

+
+ +

OnEnter Transition Handler for State Stopped.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

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

AI_A2G_BAI:OnLeaveReturning(Controllable, From, Event, To)

+
+ +

OnLeave Transition Handler for State Returning.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

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

AI_A2G_BAI:OnLeaveStopped(Controllable, From, Event, To)

+
+ +

OnLeave Transition Handler for State Stopped.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

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

AI_A2G_BAI:OnPilotDead(EventData)

+
+ + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:RTB()

+
+ +

Synchronous Event Trigger for Event RTB.

+ +
+
+

Defined in:

+ +
+ +
+
+ +
+ +
+

AI_A2G_BAI.RTBHold(AIGroup, Fsm)

+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIGroup +

+
+
+

+
+
+
+
+

+ Fsm +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI.RTBRoute(AIGroup, Fsm)

+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIGroup +

+
+
+

+
+
+
+
+

+ Fsm +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:Refuel()

+
+ +

Refuel Trigger for AI_AIR

+ +
+
+

Defined in:

+ +
+ +
+
+ +
+ +
+

AI_A2G_BAI.Resume(AIGroup, Fsm)

+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIGroup +

+
+
+

+
+
+
+
+

+ Fsm +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:SetAltitude(PatrolFloorAltitude, PatrolCeilingAltitude)

+
+ +

Sets the floor and ceiling altitude of the patrol.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Altitude + PatrolFloorAltitude +

+
+
+ +

The lowest altitude in meters where to execute the patrol.

+ +
+
+
+
+

+ DCS#Altitude + PatrolCeilingAltitude +

+
+
+ +

The highest altitude in meters where to execute the patrol.

+ +
+
+

Return value:

+
+
+

#AI_AIR:

+
+
+ +

self

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

AI_A2G_BAI:SetDamageThreshold(PatrolDamageThreshold)

+
+ +

When the AI is damaged beyond a certain threshold, it is required that the AI returns to the home base.

+ + +

However, damage cannot be foreseen early on. +Therefore, when the damage threshold is reached, +the AI will return immediately to the home base (RTB). +Note that for groups, the average damage of the complete group will be calculated. +So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage threshold will be 0.25.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + PatrolDamageThreshold +

+
+
+ +

The threshold in percentage (between 0 and 1) when the AI is considered to be damaged.

+ +
+
+

Return value:

+
+
+

#AI_AIR:

+
+
+ +

self

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

AI_A2G_BAI:SetDisengageRadius(DisengageRadius)

+
+ +

Sets the disengage range, that when engaging a target beyond the specified range, the engagement will be cancelled and the plane will RTB.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + DisengageRadius +

+
+
+ +

The disengage range.

+ +
+
+

Return value:

+
+
+

#AI_AIR:

+
+
+ +

self

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

AI_A2G_BAI:SetDispatcher(Dispatcher)

+
+ + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Dispatcher +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:SetFuelThreshold(FuelThresholdPercentage, OutOfFuelOrbitTime)

+
+ +

When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.

+ + +

Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated. +When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targeted to the AI_AIR. +Once the time is finished, the old AI will return to the base.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + FuelThresholdPercentage +

+
+
+ +

The threshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.

+ +
+
+
+
+

+ #number + OutOfFuelOrbitTime +

+
+
+ +

The amount of seconds the out of fuel AIControllable will orbit before returning to the base.

+ +
+
+

Return value:

+
+
+

#AI_AIR:

+
+
+ +

self

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

AI_A2G_BAI:SetHomeAirbase(HomeAirbase)

+
+ +

Sets the home airbase.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.Airbase#AIRBASE + HomeAirbase +

+
+
+

+
+
+

Return value:

+
+
+

#AI_AIR:

+
+
+ +

self

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

AI_A2G_BAI:SetRTBSpeed(RTBMinSpeed, RTBMaxSpeed)

+
+ +

Sets (modifies) the minimum and maximum RTB speed of the patrol.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Speed + RTBMinSpeed +

+
+
+ +

The minimum speed of the Wrapper.Controllable in km/h.

+ +
+
+
+
+

+ DCS#Speed + RTBMaxSpeed +

+
+
+ +

The maximum speed of the Wrapper.Controllable in km/h.

+ +
+
+

Return value:

+
+
+

#AI_AIR:

+
+
+ +

self

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

AI_A2G_BAI:SetRTBSpeedFactors(MinFactor, MaxFactor)

+
+ +

Set the min and max factors on RTB speed.

+ + +

Use this, if your planes are heading back to base too fast. Default values are 0.5 and 0.6. +The RTB speed is calculated as the max speed of the unit multiplied by MinFactor (lower bracket) and multiplied by MaxFactor (upper bracket). +A random value in this bracket is then applied in the waypoint routing generation.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + MinFactor +

+
+
+ +

Lower bracket factor. Defaults to 0.5.

+ +
+
+
+
+

+ #number + MaxFactor +

+
+
+ +

Upper bracket factor. Defaults to 0.6.

+ +
+
+

Return value:

+
+
+

#AI_AIR:

+
+
+ +

self

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

AI_A2G_BAI:SetSpeed(PatrolMinSpeed, PatrolMaxSpeed)

+
+ +

Sets (modifies) the minimum and maximum speed of the patrol.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Speed + PatrolMinSpeed +

+
+
+ +

The minimum speed of the Wrapper.Controllable in km/h.

+ +
+
+
+
+

+ DCS#Speed + PatrolMaxSpeed +

+
+
+ +

The maximum speed of the Wrapper.Controllable in km/h.

+ +
+
+

Return value:

+
+
+

#AI_AIR:

+
+
+ +

self

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

AI_A2G_BAI:SetStatusOff()

+
+ +

Set the status checking off.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#AI_AIR:

+
+
+ +

self

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

AI_A2G_BAI:SetTanker(TankerName)

+
+ +

Sets to refuel at the given tanker.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.Group#GROUP + TankerName +

+
+
+ +

The group name of the tanker as defined within the Mission Editor or spawned.

+ +
+
+

Return value:

+
+
+

#AI_AIR:

+
+
+ +

self

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

AI_A2G_BAI:SetTargetDistance(Coordinate)

+
+ + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Coordinate +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:Start()

+
+ +

Start Trigger for AI_AIR

+ +
+
+

Defined in:

+ +
+ +
+
+ +
+ +
+

AI_A2G_BAI:Status()

+
+ +

Synchronous Event Trigger for Event Status.

+ +
+
+

Defined in:

+ +
+ +
+
+ +
+ +
+

AI_A2G_BAI:Stop()

+
+ +

Synchronous Event Trigger for Event Stop.

+ +
+
+

Defined in:

+ +
+ +
+
+ +
+ +
+

AI_A2G_BAI:__RTB(Delay)

+
+ +

Asynchronous Event Trigger for Event RTB.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Delay +

+
+
+ +

The delay in seconds.

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

AI_A2G_BAI:__Refuel(Delay)

+
+ +

Refuel Asynchronous Trigger for AI_AIR

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Delay +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:__Start(Delay)

+
+ +

Start Asynchronous Trigger for AI_AIR

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Delay +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:__Status(Delay)

+
+ +

Asynchronous Event Trigger for Event Status.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Delay +

+
+
+ +

The delay in seconds.

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

AI_A2G_BAI:__Stop(Delay)

+
+ +

Asynchronous Event Trigger for Event Stop.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Delay +

+
+
+ +

The delay in seconds.

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

AI_A2G_BAI:onafterDead()

+
+ + + +
+
+

Defined in:

+ +
+ +
+
+ +
+ +
+

AI_A2G_BAI:onafterHold(AIGroup, From, Event, To, HoldTime)

+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIGroup +

+
+
+

+
+
+
+
+

+ From +

+
+
+

+
+
+
+
+

+ Event +

+
+
+

+
+
+
+
+

+ To +

+
+
+

+
+
+
+
+

+ HoldTime +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:onafterHome(AIGroup, From, Event, To)

+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIGroup +

+
+
+

+
+
+
+
+

+ From +

+
+
+

+
+
+
+
+

+ Event +

+
+
+

+
+
+
+
+

+ To +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:onafterRTB(AIGroup, From, Event, To)

+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIGroup +

+
+
+

+
+
+
+
+

+ From +

+
+
+

+
+
+
+
+

+ Event +

+
+
+

+
+
+
+
+

+ To +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:onafterRefuel(AIGroup, From, Event, To)

+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIGroup +

+
+
+

+
+
+
+
+

+ From +

+
+
+

+
+
+
+
+

+ Event +

+
+
+

+
+
+
+
+

+ To +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:onafterReturn(Controllable, From, Event, To)

+
+ +

Coordinates the approriate returning action.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#AI_AIR:

+
+
+ +

self

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

AI_A2G_BAI:onafterStart(Controllable, From, Event, To)

+
+ +

Defines a new patrol route using the AI.AI_Patrol#AI_PATROL_ZONE parameters and settings.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#AI_AIR:

+
+
+ +

self

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

AI_A2G_BAI:onafterStatus()

+
+ + + +
+
+

Defined in:

+ +
+ +
+
+ +
+ +
+

AI_A2G_BAI:onbeforeStatus()

+
+ + + +
+
+

Defined in:

+ +
+ +
+
+ +
+

Field(s)

+
+
+

Function(s)

+
+
+ +
+

AI_A2G_BAI:GetControllable()

+
+ +

Gets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+ +
+
+

Defined in:

+ +

Return value:

+ +
+ +
+
+ +
+ +
+

AI_A2G_BAI:New(FSMT, Controllable)

+
+ +

Creates a new FSM_CONTROLLABLE object.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + FSMT +

+
+
+ +

Finite State Machine Table

+ +
+
+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

(optional) The CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+ +
+
+

Return value:

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

AI_A2G_BAI:OnAfterStop(Controllable, From, Event, To)

+
+ +

OnAfter Transition Handler for Event Stop.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

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

AI_A2G_BAI:OnBeforeStop(Controllable, From, Event, To)

+
+ +

OnBefore Transition Handler for Event Stop.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

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

AI_A2G_BAI:OnEnterStopped(Controllable, From, Event, To)

+
+ +

OnEnter Transition Handler for State Stopped.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

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

AI_A2G_BAI:OnLeaveStopped(Controllable, From, Event, To)

+
+ +

OnLeave Transition Handler for State Stopped.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

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

AI_A2G_BAI:SetControllable(FSMControllable)

+
+ +

Sets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + FSMControllable +

+
+
+

+
+
+

Return value:

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

AI_A2G_BAI:Stop()

+
+ +

Synchronous Event Trigger for Event Stop.

+ +
+
+

Defined in:

+ +
+ +
+
+ +
+ +
+

AI_A2G_BAI:__Stop(Delay)

+
+ +

Asynchronous Event Trigger for Event Stop.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Delay +

+
+
+ +

The delay in seconds.

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

AI_A2G_BAI:_call_handler(step, trigger, params, EventName)

+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ step +

+
+
+

+
+
+
+
+

+ trigger +

+
+
+

+
+
+
+
+

+ params +

+
+
+

+
+
+
+
+

+ EventName +

+
+
+

+
+
+
+ +
+
+ +
+

Field(s)

+
+
+

Function(s)

+
+
+ +
+

AI_A2G_BAI:AddEndState(State)

+
+ +

Adds an End state.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + State +

+
+
+ +

The FSM state.

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

AI_A2G_BAI:AddProcess(From, Event, Process, ReturnEvents)

+
+ +

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

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + From +

+
+
+ +

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

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event name.

+ +
+
+
+
+

+ Core.Fsm#FSM_PROCESS + Process +

+
+
+ +

An sub-process FSM.

+ +
+
+
+
+

+ #table + ReturnEvents +

+
+
+ +

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

+ +
+
+

Return value:

+
+ +
+ +

The SubFSM.

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

AI_A2G_BAI:AddScore(State, ScoreText, Score)

+
+ +

Adds a score for the FSM to be achieved.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + State +

+
+
+ +

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

+ +
+
+
+
+

+ #string + ScoreText +

+
+
+ +

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

+ +
+
+
+
+

+ #number + Score +

+
+
+ +

is a number providing the score of the status.

+ +
+
+

Return value:

+
+
+

#FSM:

+
+
+ +

self

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

AI_A2G_BAI:AddScoreProcess(From, Event, State, ScoreText, Score)

+
+ +

Adds a score for the FSM_PROCESS to be achieved.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + From +

+
+
+ +

is the From State of the main process.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

is the Event of the main process.

+ +
+
+
+
+

+ #string + State +

+
+
+ +

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

+ +
+
+
+
+

+ #string + ScoreText +

+
+
+ +

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

+ +
+
+
+
+

+ #number + Score +

+
+
+ +

is a number providing the score of the status.

+ +
+
+

Return value:

+
+
+

#FSM:

+
+
+ +

self

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

AI_A2G_BAI:AddTransition(From, Event, To)

+
+ +

Add a new transition rule to the FSM.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + From +

+
+
+ +

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

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event name.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To state.

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

AI_A2G_BAI:GetCurrentState()

+
+ +

Get current state.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

Current FSM state.

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

AI_A2G_BAI:GetEndStates()

+
+ +

Returns the End states.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

End states.

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

AI_A2G_BAI:GetProcess(From, Event)

+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ From +

+
+
+

+
+
+
+
+

+ Event +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:GetProcesses()

+
+ +

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

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Sub processes.

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

AI_A2G_BAI:GetScores()

+
+ +

Returns a table with the scores defined.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Scores.

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

AI_A2G_BAI:GetStartState()

+
+ +

Returns the start state of the FSM.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

A string containing the start state.

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

AI_A2G_BAI:GetState()

+
+ +

Get current state.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

Current FSM state.

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

AI_A2G_BAI:GetSubs()

+
+ +

Returns a table with the Subs defined.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Sub processes.

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

AI_A2G_BAI:GetTransitions()

+
+ +

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

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Transitions.

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

AI_A2G_BAI:Is(State)

+
+ +

Check if FSM is in state.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + State +

+
+
+ +

State name.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

If true, FSM is in this state.

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

AI_A2G_BAI:LoadCallBacks(CallBackTable)

+
+ +

Load call backs.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #table + CallBackTable +

+
+
+ +

Table of call backs.

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

AI_A2G_BAI:New()

+
+ +

Creates a new FSM object.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#FSM:

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

AI_A2G_BAI:SetProcess(From, Event, Fsm)

+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ From +

+
+
+

+
+
+
+
+

+ Event +

+
+
+

+
+
+
+
+

+ Fsm +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:SetStartState(State)

+
+ +

Sets the start state of the FSM.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + State +

+
+
+ +

A string defining the start state.

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

AI_A2G_BAI:_add_to_map(Map, Event)

+
+ +

Add to map.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + Map +

+
+
+ +

Map.

+ +
+
+
+
+

+ #table + Event +

+
+
+ +

Event table.

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

AI_A2G_BAI:_call_handler(step, trigger, params, EventName)

+
+ +

Call handler.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + step +

+
+
+ +

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

+ +
+
+
+
+

+ #string + trigger +

+
+
+ +

Trigger.

+ +
+
+
+
+

+ #table + params +

+
+
+ +

Parameters.

+ +
+
+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+
+
+ +

Value.

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

AI_A2G_BAI:_create_transition(EventName)

+
+ +

Create transition.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+

#function:

+
+
+ +

Function.

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

AI_A2G_BAI:_delayed_transition(EventName)

+
+ +

Delayed transition.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+

#function:

+
+
+ +

Function.

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

AI_A2G_BAI:_eventmap(Events, EventStructure)

+
+ +

Event map.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + Events +

+
+
+ +

Events.

+ +
+
+
+
+

+ #table + EventStructure +

+
+
+ +

Event structure.

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

AI_A2G_BAI:_gosub(ParentFrom, ParentEvent)

+
+ +

Go sub.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + ParentFrom +

+
+
+ +

Parent from state.

+ +
+
+
+
+

+ #string + ParentEvent +

+
+
+ +

Parent event name.

+ +
+
+

Return value:

+
+
+

#table:

+
+
+ +

Subs.

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

AI_A2G_BAI:_handler(EventName, ...)

+
+ +

Handler.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+
+
+

+ ... +

+
+
+ +

Arguments.

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

AI_A2G_BAI:_isendstate(Current)

+
+ +

Is end state.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + Current +

+
+
+ +

Current state name.

+ +
+
+

Return values:

+
+
+

#table:

+
+
+ +

FSM parent.

+ +
+
+

#string:

+
+
+ +

Event name.

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

AI_A2G_BAI:_submap(subs, sub, name)

+
+ +

Sub maps.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + subs +

+
+
+ +

Subs.

+ +
+
+
+
+

+ #table + sub +

+
+
+ +

Sub.

+ +
+
+
+
+

+ #string + name +

+
+
+ +

Name.

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

AI_A2G_BAI:can(e)

+
+ +

Check if can do an event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + e +

+
+
+ +

Event name.

+ +
+
+

Return values:

+
+
+

#boolean:

+
+
+ +

If true, FSM can do the event.

+ +
+
+

#string:

+
+
+ +

To state.

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

AI_A2G_BAI:cannot(e)

+
+ +

Check if cannot do an event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + e +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

If true, FSM cannot do the event.

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

AI_A2G_BAI:is(State, state)

+
+ +

Check if FSM is in state.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + State +

+
+
+ +

State name.

+ +
+
+
+
+

+ state +

+
+
+

+
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

If true, FSM is in this state.

+ +
+
+
+ +
+
+ +
+

Field(s)

+
+
+

Function(s)

+
+
+ +
+

AI_A2G_BAI:ClearState(Object, StateName)

+
+ +

Clear the state of an object.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that holds the Value set by the Key.

+ +
+
+
+
+

+ StateName +

+
+
+ +

The key that is should be cleared.

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

AI_A2G_BAI:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace)

+
+ +

Creation of a Birth Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+
+

+ #string + IniUnitName +

+
+
+ +

The initiating unit name.

+ +
+
+
+
+

+ place +

+
+
+

+
+
+
+
+

+ subplace +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

+
+ +

Creation of a Crash Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+
+

+ IniObjectCategory +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:CreateEventDead(EventTime, Initiator, IniObjectCategory)

+
+ +

Creation of a Dead Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+
+

+ IniObjectCategory +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:CreateEventPlayerEnterAircraft(PlayerUnit)

+
+ +

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.Unit#UNIT + PlayerUnit +

+
+
+ +

The aircraft unit the player entered.

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

AI_A2G_BAI:CreateEventRemoveUnit(EventTime, Initiator)

+
+ +

Creation of a Remove Unit Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

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

AI_A2G_BAI:CreateEventTakeoff(EventTime, Initiator)

+
+ +

Creation of a Takeoff Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

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

AI_A2G_BAI:CreateEventUnitLost(EventTime, Initiator)

+
+ +

Creation of a Crash Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

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

AI_A2G_BAI:E(Arguments)

+
+ +

Log an exception which will be traced always.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

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

AI_A2G_BAI:EventDispatcher()

+
+ +

Returns the event dispatcher

+ +
+
+

Defined in:

+ +

Return value:

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

AI_A2G_BAI:EventRemoveAll()

+
+ +

Remove all subscribed events

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#BASE:

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

AI_A2G_BAI:F(Arguments)

+
+ +

Trace a function call.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

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

AI_A2G_BAI:F2(Arguments)

+
+ +

Trace a function call level 2.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

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

AI_A2G_BAI:F3(Arguments)

+
+ +

Trace a function call level 3.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

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

AI_A2G_BAI:GetClassID()

+
+ +

Get the ClassID of the class instance.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassID of the class instance.

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

AI_A2G_BAI:GetClassName()

+
+ +

Get the ClassName of the class instance.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassName of the class instance.

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

AI_A2G_BAI:GetClassNameAndID()

+
+ +

Get the ClassName + ClassID of the class instance.

+ + +

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

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassName + ClassID of the class instance.

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

AI_A2G_BAI:GetEventPriority()

+
+ +

Get the Class Core.Event processing Priority.

+ + +

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

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#number:

+
+
+ +

The Core.Event processing Priority.

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

AI_A2G_BAI:GetParent(Child, FromClass)

+
+ +

This is the worker method to retrieve the Parent class.

+ + +

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

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

Defined in:

+ +

Parameters:

+
+
+

+ #BASE + Child +

+
+
+ +

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

+ +
+
+
+
+

+ #BASE + FromClass +

+
+
+ +

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

+ +
+
+

Return value:

+
+
+

#BASE:

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

AI_A2G_BAI:GetState(Object, Key)

+
+ +

Get a Value given a Key from the Object.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that holds the Value set by the Key.

+ +
+
+
+
+

+ Key +

+
+
+ +

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

+ +
+
+

Return value:

+
+
+
+
+ +

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

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

AI_A2G_BAI:HandleEvent(EventID, EventFunction)

+
+ +

Subscribe to a DCS Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Core.Event#EVENTS + EventID +

+
+
+ +

Event ID.

+ +
+
+
+
+

+ #function + EventFunction +

+
+
+ +

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

+ +
+
+

Return value:

+
+
+

#BASE:

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

AI_A2G_BAI:I(Arguments)

+
+ +

Log an information which will be traced always.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

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

AI_A2G_BAI:Inherit(Child, Parent)

+
+ +

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

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Child +

+
+
+ +

is the Child class that inherits.

+ +
+
+
+
+

+ #BASE + Parent +

+
+
+ +

is the Parent class that the Child inherits from.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ +

Child

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

AI_A2G_BAI:IsInstanceOf(ClassName)

+
+ +

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

+ + + +

Examples:

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ ClassName +

+
+
+ +

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

+ +
+
+

Return value:

+
+
+

#boolean:

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

AI_A2G_BAI:IsTrace()

+
+ +

Enquires if tracing is on (for the class).

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#boolean:

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

AI_A2G_BAI:New()

+
+ +

BASE constructor.

+ + + +

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

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

Defined in:

+ +

Return value:

+
+
+

#BASE:

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

AI_A2G_BAI:OnEvent(EventData)

+
+ +

Occurs when an Event for an object is triggered.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2G_BAI:OnEventBDA(EventData)

+
+ +

BDA.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2G_BAI:OnEventBaseCaptured(EventData)

+
+ +

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2G_BAI:OnEventBirth(EventData)

+
+ +

Occurs when any object is spawned into the mission.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2G_BAI:OnEventCrash(EventData)

+
+ +

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2G_BAI:OnEventDead(EventData)

+
+ +

Occurs when an object is dead.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2G_BAI:OnEventDetailedFailure(EventData)

+
+ +

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

+ + +

Will update this page when new information become available.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2G_BAI:OnEventDiscardChairAfterEjection(EventData)

+
+ +

Discard chair after ejection.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2G_BAI:OnEventEjection(EventData)

+
+ +

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

+ + +

initiator : The unit that has ejected

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2G_BAI:OnEventEngineShutdown(EventData)

+
+ +

Occurs when any aircraft shuts down its engines.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2G_BAI:OnEventEngineStartup(EventData)

+
+ +

Occurs when any aircraft starts its engines.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2G_BAI:OnEventHit(EventData)

+
+ +

Occurs whenever an object is hit by a weapon.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2G_BAI:OnEventHumanFailure(EventData)

+
+ +

Occurs when any system fails on a human controlled aircraft.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2G_BAI:OnEventKill(EventData)

+
+ +

Occurs on the death of a unit.

+ + +

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

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2G_BAI:OnEventLand(EventData)

+
+ +

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2G_BAI:OnEventLandingAfterEjection(EventData)

+
+ +

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

+ + +

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

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2G_BAI:OnEventLandingQualityMark(EventData)

+
+ +

Landing quality mark.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2G_BAI:OnEventMarkAdded(EventData)

+
+ +

Occurs when a new mark was added.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2G_BAI:OnEventMarkChange(EventData)

+
+ +

Occurs when a mark text was changed.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2G_BAI:OnEventMarkRemoved(EventData)

+
+ +

Occurs when a mark was removed.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2G_BAI:OnEventMissionEnd(EventData)

+
+ +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2G_BAI:OnEventMissionStart(EventData)

+
+ +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2G_BAI:OnEventParatrooperLanding(EventData)

+
+ +

Weapon add.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2G_BAI:OnEventPilotDead(EventData)

+
+ +

Occurs when the pilot of an aircraft is killed.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2G_BAI:OnEventPlayerEnterAircraft(EventData)

+
+ +

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2G_BAI:OnEventPlayerEnterUnit(EventData)

+
+ +

Occurs when any player assumes direct control of a unit.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2G_BAI:OnEventPlayerLeaveUnit(EventData)

+
+ +

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2G_BAI:OnEventRefueling(EventData)

+
+ +

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2G_BAI:OnEventRefuelingStop(EventData)

+
+ +

Occurs when an aircraft is finished taking fuel.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2G_BAI:OnEventScore(EventData)

+
+ +

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2G_BAI:OnEventShootingEnd(EventData)

+
+ +

Occurs when any unit stops firing its weapon.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2G_BAI:OnEventShootingStart(EventData)

+
+ +

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2G_BAI:OnEventShot(EventData)

+
+ +

Occurs whenever any unit in a mission fires a weapon.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2G_BAI:OnEventTakeoff(EventData)

+
+ +

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2G_BAI:OnEventTriggerZone(EventData)

+
+ +

Trigger zone.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2G_BAI:OnEventUnitLost(EventData)

+
+ +

Occurs when the game thinks an object is destroyed.

+ + +

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

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

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

AI_A2G_BAI:ScheduleOnce(Start, SchedulerFunction, ...)

+
+ +

Schedule a new time event.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + Start +

+
+
+ +

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

+ +
+
+
+
+

+ #function + SchedulerFunction +

+
+
+ +

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

+ +
+
+
+
+

+ #table + ... +

+
+
+ +

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

+ +
+
+

Return value:

+
+
+

#string:

+
+
+ +

The Schedule ID of the planned schedule.

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

AI_A2G_BAI:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...)

+
+ +

Schedule a new time event.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + Start +

+
+
+ +

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

+ +
+
+
+
+

+ #number + Repeat +

+
+
+ +

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

+ +
+
+
+
+

+ #number + RandomizeFactor +

+
+
+ +

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

+ +
+
+
+
+

+ #number + Stop +

+
+
+ +

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

+ +
+
+
+
+

+ #function + SchedulerFunction +

+
+
+ +

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

+ +
+
+
+
+

+ #table + ... +

+
+
+ +

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

+ +
+
+

Return value:

+
+
+

#string:

+
+
+ +

The Schedule ID of the planned schedule.

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

AI_A2G_BAI:ScheduleStop(SchedulerID)

+
+ +

Stops the Schedule.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + SchedulerID +

+
+
+ +

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

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

AI_A2G_BAI:SetEventPriority(EventPriority)

+
+ +

Set the Class Core.Event processing Priority.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + EventPriority +

+
+
+ +

The Core.Event processing Priority.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ +

self

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

AI_A2G_BAI:SetState(Object, Key, Value)

+
+ +

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

+ + +

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

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

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

+ +
+
+
+
+

+ Key +

+
+
+ +

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

+ +
+
+
+
+

+ Value +

+
+
+ +

The value to is stored in the object.

+ +
+
+

Return value:

+
+
+
+
+ +

The Value set.

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

AI_A2G_BAI:T(Arguments)

+
+ +

Trace a function logic level 1.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

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

AI_A2G_BAI:T2(Arguments)

+
+ +

Trace a function logic level 2.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

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

AI_A2G_BAI:T3(Arguments)

+
+ +

Trace a function logic level 3.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

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

AI_A2G_BAI:TraceAll(TraceAll)

+
+ +

Trace all methods in MOOSE

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #boolean + TraceAll +

+
+
+ +

true = trace all methods in MOOSE.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:TraceClass(Class)

+
+ +

Set tracing for a class

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + Class +

+
+
+ +

Class name.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:TraceClassMethod(Class, Method)

+
+ +

Set tracing for a specific method of class

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + Class +

+
+
+ +

Class name.

+ +
+
+
+
+

+ #string + Method +

+
+
+ +

Method.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:TraceLevel(Level)

+
+ +

Set trace level

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Level +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:TraceOff()

+
+ +

Set trace off.

+ +
+
+

Defined in:

+ +

Usage:

+
-- Switch the tracing Off
+BASE:TraceOff()
+ +
+ +
+
+ +
+ +
+

AI_A2G_BAI:TraceOn()

+
+ +

Set trace on.

+ +
+
+

Defined in:

+ +

Usage:

+
-- Switch the tracing On
+BASE:TraceOn()
+ +
+ +
+
+ +
+ +
+

AI_A2G_BAI:TraceOnOff(TraceOnOff)

+
+ +

Set trace on or off +Note that when trace is off, no BASE.Debug statement is performed, increasing performance! +When Moose is loaded statically, (as one file), tracing is switched off by default.

+ + +

So tracing must be switched on manually in your mission if you are using Moose statically. +When moose is loading dynamically (for moose class development), tracing is switched on by default.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #boolean + TraceOnOff +

+
+
+ +

Switch the tracing on or off.

+ +
+
+

Usage:

+

+  -- Switch the tracing On
+  BASE:TraceOnOff( true )
+
+  -- Switch the tracing Off
+  BASE:TraceOnOff( false )
+
+ +
+ +
+
+ +
+ +
+

AI_A2G_BAI:UnHandleEvent(EventID)

+
+ +

UnSubscribe to a DCS event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTS + EventID +

+
+
+ +

Event ID.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+
+ +

Trace a function call.

+ + +

This function is private.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+
+

+ DebugInfoCurrentParam +

+
+
+

+
+
+
+
+

+ DebugInfoFromParam +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+
+ +

Trace a function logic.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+
+

+ DebugInfoCurrentParam +

+
+
+

+
+
+
+
+

+ DebugInfoFromParam +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_BAI:onEvent(event)

+
+ +

The main event handling function...

+ + +

This function captures all events generated for the class.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ DCS#Event + event +

+
+
+

+
+
+
+ +
+
+ diff --git a/Documentation/AI.AI_A2G_CAS.html b/Documentation/AI.AI_A2G_CAS.html index cddce8fd5..5d1f1c8a5 100644 --- a/Documentation/AI.AI_A2G_CAS.html +++ b/Documentation/AI.AI_A2G_CAS.html @@ -1655,7 +1655,11 @@ Therefore, this class is considered to be deprecated

Type AI_A2G_CAS

AI_A2G_CAS -, extends AI.AI_A2G_Patrol#AI_AIR_PATROL +, extends AI.AI_Air_Patrol#AI_AIR_PATROL +, extends AI.AI_Air#AI_AIR +, extends Core.Fsm#FSM_CONTROLLABLE +, extends Core.Fsm#FSM +, extends Core.Base#BASE
@@ -1679,6 +1683,1534 @@ Therefore, this class is considered to be deprecated

+ +

AI_A2G_CAS:New2(AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType)

Creates a new AI_A2G_CAS object

+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Fields and Methods inherited from AI_AIR_PATROLDescription

AI_A2G_CAS.EngageRange

+ +

AI_A2G_CAS:New(AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType)

+

Creates a new AI_AIR_PATROL object

+

AI_A2G_CAS:OnAfterPatrol(AIPatrol, From, Event, To)

+

OnAfter Transition Handler for Event Patrol.

+

AI_A2G_CAS:OnAfterPatrolRoute(AIPatrol, From, Event, To)

+

OnAfter Transition Handler for Event PatrolRoute.

+

AI_A2G_CAS:OnBeforePatrol(AIPatrol, From, Event, To)

+

OnBefore Transition Handler for Event Patrol.

+

AI_A2G_CAS:OnBeforePatrolRoute(AIPatrol, From, Event, To)

+

OnBefore Transition Handler for Event PatrolRoute.

+

AI_A2G_CAS:OnEnterPatrolling(AIPatrol, From, Event, To)

+

OnEnter Transition Handler for State Patrolling.

+

AI_A2G_CAS:OnLeavePatrolling(AIPatrol, From, Event, To)

+

OnLeave Transition Handler for State Patrolling.

+

AI_A2G_CAS:Patrol()

+

Synchronous Event Trigger for Event Patrol.

+

AI_A2G_CAS.PatrolAltType

+ +

AI_A2G_CAS.PatrolCeilingAltitude

+ +

AI_A2G_CAS.PatrolFloorAltitude

+ +

AI_A2G_CAS.PatrolMaxSpeed

+ +

AI_A2G_CAS.PatrolMinSpeed

+ +

AI_A2G_CAS:PatrolRoute()

+

Synchronous Event Trigger for Event PatrolRoute.

+

AI_A2G_CAS.PatrolZone

+ +

AI_A2G_CAS.Resume(AIPatrol, Fsm)

+

Resumes the AIPatrol

+

AI_A2G_CAS:SetEngageRange(EngageRange)

+

Set the Engage Range when the AI will engage with airborne enemies.

+

AI_A2G_CAS:SetRaceTrackPattern(LegMin, LegMax, HeadingMin, HeadingMax, DurationMin, DurationMax, CapCoordinates)

+

Set race track parameters.

+

AI_A2G_CAS:__Patrol(Delay)

+

Asynchronous Event Trigger for Event Patrol.

+

AI_A2G_CAS:__PatrolRoute(Delay)

+

Asynchronous Event Trigger for Event PatrolRoute.

+

AI_A2G_CAS.___PatrolRoute(AIPatrol, Fsm)

+

This static method is called from the route path within the last task at the last waypoint of the AIPatrol.

+

AI_A2G_CAS:onafterPatrol(AIPatrol, From, Event, To)

+

Defines a new patrol route using the AI.AI_Patrol#AI_PATROL_ZONE parameters and settings.

+

AI_A2G_CAS:onafterPatrolRoute(AIPatrol, From, Event, To)

+

Defines a new patrol route using the AI.AI_Patrol#AI_PATROL_ZONE parameters and settings.

+

AI_A2G_CAS.racetrack

+ +

AI_A2G_CAS.racetrackcapcoordinates

+ +

AI_A2G_CAS.racetrackdurationmax

+ +

AI_A2G_CAS.racetrackdurationmin

+ +

AI_A2G_CAS.racetrackheadingmax

+ +

AI_A2G_CAS.racetrackheadingmin

+ +

AI_A2G_CAS.racetracklegmax

+ +

AI_A2G_CAS.racetracklegmin

+ +
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Fields and Methods inherited from AI_AIRDescription

AI_A2G_CAS.CheckStatus

+ +

AI_A2G_CAS:ClearTargetDistance()

+ +

AI_A2G_CAS.DisengageRadius

+ +

AI_A2G_CAS.FuelThresholdPercentage

+ +

AI_A2G_CAS:GetDispatcher()

+ +

AI_A2G_CAS.HomeAirbase

+ +

AI_A2G_CAS.IdleCount

+ +

AI_A2G_CAS:New(AIGroup)

+

Creates a new AI_AIR process.

+

AI_A2G_CAS:OnAfterRTB(Controllable, From, Event, To)

+

OnAfter Transition Handler for Event RTB.

+

AI_A2G_CAS:OnAfterRefuel(Controllable, From, Event, To)

+

Refuel Handler OnAfter for AI_AIR

+

AI_A2G_CAS:OnAfterStart(From, Event, To)

+

Start Handler OnAfter for AI_AIR

+

AI_A2G_CAS:OnAfterStatus(Controllable, From, Event, To)

+

OnAfter Transition Handler for Event Status.

+

AI_A2G_CAS:OnAfterStop(Controllable, From, Event, To)

+

OnAfter Transition Handler for Event Stop.

+

AI_A2G_CAS:OnBeforeRTB(Controllable, From, Event, To)

+

OnBefore Transition Handler for Event RTB.

+

AI_A2G_CAS:OnBeforeRefuel(Controllable, From, Event, To)

+

Refuel Handler OnBefore for AI_AIR

+

AI_A2G_CAS:OnBeforeStart(From, Event, To)

+

Start Handler OnBefore for AI_AIR

+

AI_A2G_CAS:OnBeforeStatus(Controllable, From, Event, To)

+

OnBefore Transition Handler for Event Status.

+

AI_A2G_CAS:OnBeforeStop(Controllable, From, Event, To)

+

OnBefore Transition Handler for Event Stop.

+

AI_A2G_CAS:OnCrash(EventData)

+ +

AI_A2G_CAS:OnEjection(EventData)

+ +

AI_A2G_CAS:OnEnterReturning(Controllable, From, Event, To)

+

OnEnter Transition Handler for State Returning.

+

AI_A2G_CAS:OnEnterStopped(Controllable, From, Event, To)

+

OnEnter Transition Handler for State Stopped.

+

AI_A2G_CAS:OnLeaveReturning(Controllable, From, Event, To)

+

OnLeave Transition Handler for State Returning.

+

AI_A2G_CAS:OnLeaveStopped(Controllable, From, Event, To)

+

OnLeave Transition Handler for State Stopped.

+

AI_A2G_CAS:OnPilotDead(EventData)

+ +

AI_A2G_CAS.OutOfFuelOrbitTime

+ +

AI_A2G_CAS.PatrolCeilingAltitude

+ +

AI_A2G_CAS.PatrolDamageThreshold

+ +

AI_A2G_CAS.PatrolFloorAltitude

+ +

AI_A2G_CAS.PatrolManageDamage

+ +

AI_A2G_CAS.PatrolMaxSpeed

+ +

AI_A2G_CAS.PatrolMinSpeed

+ +

AI_A2G_CAS:RTB()

+

Synchronous Event Trigger for Event RTB.

+

AI_A2G_CAS.RTBHold(AIGroup, Fsm)

+ +

AI_A2G_CAS.RTBMaxSpeed

+ +

AI_A2G_CAS.RTBMinSpeed

+ +

AI_A2G_CAS.RTBRoute(AIGroup, Fsm)

+ +

AI_A2G_CAS.RTBSpeedMaxFactor

+ +

AI_A2G_CAS.RTBSpeedMinFactor

+ +

AI_A2G_CAS:Refuel()

+

Refuel Trigger for AI_AIR

+

AI_A2G_CAS.Resume(AIGroup, Fsm)

+ +

AI_A2G_CAS:SetAltitude(PatrolFloorAltitude, PatrolCeilingAltitude)

+

Sets the floor and ceiling altitude of the patrol.

+

AI_A2G_CAS:SetDamageThreshold(PatrolDamageThreshold)

+

When the AI is damaged beyond a certain threshold, it is required that the AI returns to the home base.

+

AI_A2G_CAS:SetDisengageRadius(DisengageRadius)

+

Sets the disengage range, that when engaging a target beyond the specified range, the engagement will be cancelled and the plane will RTB.

+

AI_A2G_CAS:SetDispatcher(Dispatcher)

+ +

AI_A2G_CAS:SetFuelThreshold(FuelThresholdPercentage, OutOfFuelOrbitTime)

+

When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.

+

AI_A2G_CAS:SetHomeAirbase(HomeAirbase)

+

Sets the home airbase.

+

AI_A2G_CAS:SetRTBSpeed(RTBMinSpeed, RTBMaxSpeed)

+

Sets (modifies) the minimum and maximum RTB speed of the patrol.

+

AI_A2G_CAS:SetRTBSpeedFactors(MinFactor, MaxFactor)

+

Set the min and max factors on RTB speed.

+

AI_A2G_CAS:SetSpeed(PatrolMinSpeed, PatrolMaxSpeed)

+

Sets (modifies) the minimum and maximum speed of the patrol.

+

AI_A2G_CAS:SetStatusOff()

+

Set the status checking off.

+

AI_A2G_CAS:SetTanker(TankerName)

+

Sets to refuel at the given tanker.

+

AI_A2G_CAS:SetTargetDistance(Coordinate)

+ +

AI_A2G_CAS:Start()

+

Start Trigger for AI_AIR

+

AI_A2G_CAS:Status()

+

Synchronous Event Trigger for Event Status.

+

AI_A2G_CAS:Stop()

+

Synchronous Event Trigger for Event Stop.

+

AI_A2G_CAS.TankerName

+ +

AI_A2G_CAS.TaskDelay

+ +

AI_A2G_CAS:__RTB(Delay)

+

Asynchronous Event Trigger for Event RTB.

+

AI_A2G_CAS:__Refuel(Delay)

+

Refuel Asynchronous Trigger for AI_AIR

+

AI_A2G_CAS:__Start(Delay)

+

Start Asynchronous Trigger for AI_AIR

+

AI_A2G_CAS:__Status(Delay)

+

Asynchronous Event Trigger for Event Status.

+

AI_A2G_CAS:__Stop(Delay)

+

Asynchronous Event Trigger for Event Stop.

+

AI_A2G_CAS:onafterDead()

+ +

AI_A2G_CAS:onafterHold(AIGroup, From, Event, To, HoldTime)

+ +

AI_A2G_CAS:onafterHome(AIGroup, From, Event, To)

+ +

AI_A2G_CAS:onafterRTB(AIGroup, From, Event, To)

+ +

AI_A2G_CAS:onafterRefuel(AIGroup, From, Event, To)

+ +

AI_A2G_CAS:onafterReturn(Controllable, From, Event, To)

+

Coordinates the approriate returning action.

+

AI_A2G_CAS:onafterStart(Controllable, From, Event, To)

+

Defines a new patrol route using the AI.AI_Patrol#AI_PATROL_ZONE parameters and settings.

+

AI_A2G_CAS:onafterStatus()

+ +

AI_A2G_CAS:onbeforeStatus()

+ +
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Fields and Methods inherited from FSM_CONTROLLABLEDescription

AI_A2G_CAS.Controllable

+ +

AI_A2G_CAS:GetControllable()

+

Gets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+

AI_A2G_CAS:New(FSMT, Controllable)

+

Creates a new FSM_CONTROLLABLE object.

+

AI_A2G_CAS:OnAfterStop(Controllable, From, Event, To)

+

OnAfter Transition Handler for Event Stop.

+

AI_A2G_CAS:OnBeforeStop(Controllable, From, Event, To)

+

OnBefore Transition Handler for Event Stop.

+

AI_A2G_CAS:OnEnterStopped(Controllable, From, Event, To)

+

OnEnter Transition Handler for State Stopped.

+

AI_A2G_CAS:OnLeaveStopped(Controllable, From, Event, To)

+

OnLeave Transition Handler for State Stopped.

+

AI_A2G_CAS:SetControllable(FSMControllable)

+

Sets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+

AI_A2G_CAS:Stop()

+

Synchronous Event Trigger for Event Stop.

+

AI_A2G_CAS:__Stop(Delay)

+

Asynchronous Event Trigger for Event Stop.

+

AI_A2G_CAS:_call_handler(step, trigger, params, EventName)

+ +
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Fields and Methods inherited from FSMDescription

AI_A2G_CAS:AddEndState(State)

+

Adds an End state.

+

AI_A2G_CAS:AddProcess(From, Event, Process, ReturnEvents)

+

Set the default #FSM_PROCESS template with key ProcessName providing the ProcessClass and the process object when it is assigned to a Wrapper.Controllable by the task.

+

AI_A2G_CAS:AddScore(State, ScoreText, Score)

+

Adds a score for the FSM to be achieved.

+

AI_A2G_CAS:AddScoreProcess(From, Event, State, ScoreText, Score)

+

Adds a score for the FSM_PROCESS to be achieved.

+

AI_A2G_CAS:AddTransition(From, Event, To)

+

Add a new transition rule to the FSM.

+

AI_A2G_CAS.CallScheduler

+

Call scheduler.

+

AI_A2G_CAS.ClassName

+

Name of the class.

+

AI_A2G_CAS.Events

+ +

AI_A2G_CAS:GetCurrentState()

+

Get current state.

+

AI_A2G_CAS:GetEndStates()

+

Returns the End states.

+

AI_A2G_CAS:GetProcess(From, Event)

+ +

AI_A2G_CAS:GetProcesses()

+

Returns a table of the SubFSM rules defined within the FSM.

+

AI_A2G_CAS:GetScores()

+

Returns a table with the scores defined.

+

AI_A2G_CAS:GetStartState()

+

Returns the start state of the FSM.

+

AI_A2G_CAS:GetState()

+

Get current state.

+

AI_A2G_CAS:GetSubs()

+

Returns a table with the Subs defined.

+

AI_A2G_CAS:GetTransitions()

+

Returns a table of the transition rules defined within the FSM.

+

AI_A2G_CAS:Is(State)

+

Check if FSM is in state.

+

AI_A2G_CAS:LoadCallBacks(CallBackTable)

+

Load call backs.

+

AI_A2G_CAS:New()

+

Creates a new FSM object.

+

AI_A2G_CAS.Scores

+

Scores.

+

AI_A2G_CAS:SetProcess(From, Event, Fsm)

+ +

AI_A2G_CAS:SetStartState(State)

+

Sets the start state of the FSM.

+

AI_A2G_CAS._EndStates

+ +

AI_A2G_CAS._EventSchedules

+ +

AI_A2G_CAS._Processes

+ +

AI_A2G_CAS._Scores

+ +

AI_A2G_CAS._StartState

+ +

AI_A2G_CAS._Transitions

+ +

AI_A2G_CAS:_add_to_map(Map, Event)

+

Add to map.

+

AI_A2G_CAS:_call_handler(step, trigger, params, EventName)

+

Call handler.

+

AI_A2G_CAS:_create_transition(EventName)

+

Create transition.

+

AI_A2G_CAS:_delayed_transition(EventName)

+

Delayed transition.

+

AI_A2G_CAS:_eventmap(Events, EventStructure)

+

Event map.

+

AI_A2G_CAS:_gosub(ParentFrom, ParentEvent)

+

Go sub.

+

AI_A2G_CAS:_handler(EventName, ...)

+

Handler.

+

AI_A2G_CAS:_isendstate(Current)

+

Is end state.

+

AI_A2G_CAS:_submap(subs, sub, name)

+

Sub maps.

+

AI_A2G_CAS:can(e)

+

Check if can do an event.

+

AI_A2G_CAS:cannot(e)

+

Check if cannot do an event.

+

AI_A2G_CAS.current

+

Current state name.

+

AI_A2G_CAS.endstates

+ +

AI_A2G_CAS:is(State, state)

+

Check if FSM is in state.

+

AI_A2G_CAS.options

+

Options.

+

AI_A2G_CAS.subs

+

Subs.

+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Fields and Methods inherited from BASEDescription

AI_A2G_CAS.ClassID

+

The ID number of the class.

+

AI_A2G_CAS.ClassName

+

The name of the class.

+

AI_A2G_CAS.ClassNameAndID

+

The name of the class concatenated with the ID number of the class.

+

AI_A2G_CAS:ClearState(Object, StateName)

+

Clear the state of an object.

+

AI_A2G_CAS:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace)

+

Creation of a Birth Event.

+

AI_A2G_CAS:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

+

Creation of a Crash Event.

+

AI_A2G_CAS:CreateEventDead(EventTime, Initiator, IniObjectCategory)

+

Creation of a Dead Event.

+

AI_A2G_CAS:CreateEventPlayerEnterAircraft(PlayerUnit)

+

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

+

AI_A2G_CAS:CreateEventRemoveUnit(EventTime, Initiator)

+

Creation of a Remove Unit Event.

+

AI_A2G_CAS:CreateEventTakeoff(EventTime, Initiator)

+

Creation of a Takeoff Event.

+

AI_A2G_CAS:CreateEventUnitLost(EventTime, Initiator)

+

Creation of a Crash Event.

+

AI_A2G_CAS:E(Arguments)

+

Log an exception which will be traced always.

+

AI_A2G_CAS:EventDispatcher()

+

Returns the event dispatcher

+

AI_A2G_CAS:EventRemoveAll()

+

Remove all subscribed events

+

AI_A2G_CAS:F(Arguments)

+

Trace a function call.

+

AI_A2G_CAS:F2(Arguments)

+

Trace a function call level 2.

+

AI_A2G_CAS:F3(Arguments)

+

Trace a function call level 3.

+

AI_A2G_CAS:GetClassID()

+

Get the ClassID of the class instance.

+

AI_A2G_CAS:GetClassName()

+

Get the ClassName of the class instance.

+

AI_A2G_CAS:GetClassNameAndID()

+

Get the ClassName + ClassID of the class instance.

+

AI_A2G_CAS:GetEventPriority()

+

Get the Class Core.Event processing Priority.

+

AI_A2G_CAS:GetParent(Child, FromClass)

+

This is the worker method to retrieve the Parent class.

+

AI_A2G_CAS:GetState(Object, Key)

+

Get a Value given a Key from the Object.

+

AI_A2G_CAS:HandleEvent(EventID, EventFunction)

+

Subscribe to a DCS Event.

+

AI_A2G_CAS:I(Arguments)

+

Log an information which will be traced always.

+

AI_A2G_CAS:Inherit(Child, Parent)

+

This is the worker method to inherit from a parent class.

+

AI_A2G_CAS:IsInstanceOf(ClassName)

+

This is the worker method to check if an object is an (sub)instance of a class.

+

AI_A2G_CAS:IsTrace()

+

Enquires if tracing is on (for the class).

+

AI_A2G_CAS:New()

+

BASE constructor.

+

AI_A2G_CAS:OnEvent(EventData)

+

Occurs when an Event for an object is triggered.

+

AI_A2G_CAS:OnEventBDA(EventData)

+

BDA.

+

AI_A2G_CAS:OnEventBaseCaptured(EventData)

+

Occurs when a ground unit captures either an airbase or a farp.

+

AI_A2G_CAS:OnEventBirth(EventData)

+

Occurs when any object is spawned into the mission.

+

AI_A2G_CAS:OnEventCrash(EventData)

+

Occurs when any aircraft crashes into the ground and is completely destroyed.

+

AI_A2G_CAS:OnEventDead(EventData)

+

Occurs when an object is dead.

+

AI_A2G_CAS:OnEventDetailedFailure(EventData)

+

Unknown precisely what creates this event, likely tied into newer damage model.

+

AI_A2G_CAS:OnEventDiscardChairAfterEjection(EventData)

+

Discard chair after ejection.

+

AI_A2G_CAS:OnEventEjection(EventData)

+

Occurs when a pilot ejects from an aircraft +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+

AI_A2G_CAS:OnEventEngineShutdown(EventData)

+

Occurs when any aircraft shuts down its engines.

+

AI_A2G_CAS:OnEventEngineStartup(EventData)

+

Occurs when any aircraft starts its engines.

+

AI_A2G_CAS:OnEventHit(EventData)

+

Occurs whenever an object is hit by a weapon.

+

AI_A2G_CAS:OnEventHumanFailure(EventData)

+

Occurs when any system fails on a human controlled aircraft.

+

AI_A2G_CAS:OnEventKill(EventData)

+

Occurs on the death of a unit.

+

AI_A2G_CAS:OnEventLand(EventData)

+

Occurs when an aircraft lands at an airbase, farp or ship +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+

AI_A2G_CAS:OnEventLandingAfterEjection(EventData)

+

Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up.

+

AI_A2G_CAS:OnEventLandingQualityMark(EventData)

+

Landing quality mark.

+

AI_A2G_CAS:OnEventMarkAdded(EventData)

+

Occurs when a new mark was added.

+

AI_A2G_CAS:OnEventMarkChange(EventData)

+

Occurs when a mark text was changed.

+

AI_A2G_CAS:OnEventMarkRemoved(EventData)

+

Occurs when a mark was removed.

+

AI_A2G_CAS:OnEventMissionEnd(EventData)

+

Occurs when a mission ends +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+

AI_A2G_CAS:OnEventMissionStart(EventData)

+

Occurs when a mission starts +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+

AI_A2G_CAS:OnEventParatrooperLanding(EventData)

+

Weapon add.

+

AI_A2G_CAS:OnEventPilotDead(EventData)

+

Occurs when the pilot of an aircraft is killed.

+

AI_A2G_CAS:OnEventPlayerEnterAircraft(EventData)

+

Occurs when a player enters a slot and takes control of an aircraft.

+

AI_A2G_CAS:OnEventPlayerEnterUnit(EventData)

+

Occurs when any player assumes direct control of a unit.

+

AI_A2G_CAS:OnEventPlayerLeaveUnit(EventData)

+

Occurs when any player relieves control of a unit to the AI.

+

AI_A2G_CAS:OnEventRefueling(EventData)

+

Occurs when an aircraft connects with a tanker and begins taking on fuel.

+

AI_A2G_CAS:OnEventRefuelingStop(EventData)

+

Occurs when an aircraft is finished taking fuel.

+

AI_A2G_CAS:OnEventScore(EventData)

+

Occurs when any modification to the "Score" as seen on the debrief menu would occur.

+

AI_A2G_CAS:OnEventShootingEnd(EventData)

+

Occurs when any unit stops firing its weapon.

+

AI_A2G_CAS:OnEventShootingStart(EventData)

+

Occurs when any unit begins firing a weapon that has a high rate of fire.

+

AI_A2G_CAS:OnEventShot(EventData)

+

Occurs whenever any unit in a mission fires a weapon.

+

AI_A2G_CAS:OnEventTakeoff(EventData)

+

Occurs when an aircraft takes off from an airbase, farp, or ship.

+

AI_A2G_CAS:OnEventTriggerZone(EventData)

+

Trigger zone.

+

AI_A2G_CAS:OnEventUnitLost(EventData)

+

Occurs when the game thinks an object is destroyed.

+

AI_A2G_CAS:ScheduleOnce(Start, SchedulerFunction, ...)

+

Schedule a new time event.

+

AI_A2G_CAS:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...)

+

Schedule a new time event.

+

AI_A2G_CAS:ScheduleStop(SchedulerID)

+

Stops the Schedule.

+

AI_A2G_CAS.Scheduler

+ +

AI_A2G_CAS:SetEventPriority(EventPriority)

+

Set the Class Core.Event processing Priority.

+

AI_A2G_CAS:SetState(Object, Key, Value)

+

Set a state or property of the Object given a Key and a Value.

+

AI_A2G_CAS:T(Arguments)

+

Trace a function logic level 1.

+

AI_A2G_CAS:T2(Arguments)

+

Trace a function logic level 2.

+

AI_A2G_CAS:T3(Arguments)

+

Trace a function logic level 3.

+

AI_A2G_CAS:TraceAll(TraceAll)

+

Trace all methods in MOOSE

+

AI_A2G_CAS:TraceClass(Class)

+

Set tracing for a class

+

AI_A2G_CAS:TraceClassMethod(Class, Method)

+

Set tracing for a specific method of class

+

AI_A2G_CAS:TraceLevel(Level)

+

Set trace level

+

AI_A2G_CAS:TraceOff()

+

Set trace off.

+

AI_A2G_CAS:TraceOn()

+

Set trace on.

+

AI_A2G_CAS:TraceOnOff(TraceOnOff)

+

Set trace on or off +Note that when trace is off, no BASE.Debug statement is performed, increasing performance! +When Moose is loaded statically, (as one file), tracing is switched off by default.

+

AI_A2G_CAS:UnHandleEvent(EventID)

+

UnSubscribe to a DCS event.

+

AI_A2G_CAS._

+ +

AI_A2G_CAS:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+

Trace a function call.

+

AI_A2G_CAS:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+

Trace a function logic.

+

AI_A2G_CAS.__

+ +

AI_A2G_CAS:onEvent(event)

+

The main event handling function...

@@ -2126,6 +3658,9124 @@ Therefore, this class is considered to be deprecated

+
+

Field(s)

+
+
+

Function(s)

+
+
+ +
+

AI_A2G_CAS:New(AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType)

+
+ +

Creates a new AI_AIR_PATROL object

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ AI.AI_Air#AI_AIR + AI_Air +

+
+
+ +

The AI_AIR FSM.

+ +
+
+
+
+

+ Wrapper.Group#GROUP + AIGroup +

+
+
+ +

The AI group.

+ +
+
+
+
+

+ Core.Zone#ZONE_BASE + PatrolZone +

+
+
+ +

The Core.Zone where the patrol needs to be executed.

+ +
+
+
+
+

+ DCS#Altitude + PatrolFloorAltitude +

+
+
+ +

(optional, default = 1000m ) The lowest altitude in meters where to execute the patrol.

+ +
+
+
+
+

+ DCS#Altitude + PatrolCeilingAltitude +

+
+
+ +

(optional, default = 1500m ) The highest altitude in meters where to execute the patrol.

+ +
+
+
+
+

+ DCS#Speed + PatrolMinSpeed +

+
+
+ +

(optional, default = 50% of max speed) The minimum speed of the Wrapper.Group in km/h.

+ +
+
+
+
+

+ DCS#Speed + PatrolMaxSpeed +

+
+
+ +

(optional, default = 75% of max speed) The maximum speed of the Wrapper.Group in km/h.

+ +
+
+
+
+

+ DCS#AltitudeType + PatrolAltType +

+
+
+ +

The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO.

+ +
+
+

Return value:

+
+ +
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnAfterPatrol(AIPatrol, From, Event, To)

+
+ +

OnAfter Transition Handler for Event Patrol.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIPatrol +

+
+
+ +

The Group Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnAfterPatrolRoute(AIPatrol, From, Event, To)

+
+ +

OnAfter Transition Handler for Event PatrolRoute.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIPatrol +

+
+
+ +

The Group Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnBeforePatrol(AIPatrol, From, Event, To)

+
+ +

OnBefore Transition Handler for Event Patrol.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIPatrol +

+
+
+ +

The Group Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnBeforePatrolRoute(AIPatrol, From, Event, To)

+
+ +

OnBefore Transition Handler for Event PatrolRoute.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIPatrol +

+
+
+ +

The Group Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEnterPatrolling(AIPatrol, From, Event, To)

+
+ +

OnEnter Transition Handler for State Patrolling.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIPatrol +

+
+
+ +

The Group Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnLeavePatrolling(AIPatrol, From, Event, To)

+
+ +

OnLeave Transition Handler for State Patrolling.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIPatrol +

+
+
+ +

The Group Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:Patrol()

+
+ +

Synchronous Event Trigger for Event Patrol.

+ +
+
+

Defined in:

+ +
+ +
+
+ +
+ +
+

AI_A2G_CAS:PatrolRoute()

+
+ +

Synchronous Event Trigger for Event PatrolRoute.

+ +
+
+

Defined in:

+ +
+ +
+
+ +
+ +
+

AI_A2G_CAS.Resume(AIPatrol, Fsm)

+
+ +

Resumes the AIPatrol

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIPatrol +

+
+
+

+
+
+
+
+

+ Core.Fsm#FSM + Fsm +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:SetEngageRange(EngageRange)

+
+ +

Set the Engage Range when the AI will engage with airborne enemies.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + EngageRange +

+
+
+ +

The Engage Range.

+ +
+
+

Return value:

+
+ +
+ +

self

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:SetRaceTrackPattern(LegMin, LegMax, HeadingMin, HeadingMax, DurationMin, DurationMax, CapCoordinates)

+
+ +

Set race track parameters.

+ + +

CAP flights will perform race track patterns rather than randomly patrolling the zone.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + LegMin +

+
+
+ +

Min Length of the race track leg in meters. Default 10,000 m.

+ +
+
+
+
+

+ #number + LegMax +

+
+
+ +

Max length of the race track leg in meters. Default 15,000 m.

+ +
+
+
+
+

+ #number + HeadingMin +

+
+
+ +

Min heading of the race track in degrees. Default 0 deg, i.e. from South to North.

+ +
+
+
+
+

+ #number + HeadingMax +

+
+
+ +

Max heading of the race track in degrees. Default 180 deg, i.e. from South to North.

+ +
+
+
+
+

+ #number + DurationMin +

+
+
+ +

(Optional) Min duration before switching the orbit position. Default is keep same orbit until RTB or engage.

+ +
+
+
+
+

+ #number + DurationMax +

+
+
+ +

(Optional) Max duration before switching the orbit position. Default is keep same orbit until RTB or engage.

+ +
+
+
+
+

+ #table + CapCoordinates +

+
+
+ +

Table of coordinates of first race track point. Second point is determined by leg length and heading.

+ +
+
+

Return value:

+
+ +
+ +

self

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:__Patrol(Delay)

+
+ +

Asynchronous Event Trigger for Event Patrol.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Delay +

+
+
+ +

The delay in seconds.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:__PatrolRoute(Delay)

+
+ +

Asynchronous Event Trigger for Event PatrolRoute.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Delay +

+
+
+ +

The delay in seconds.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS.___PatrolRoute(AIPatrol, Fsm)

+
+ +

This static method is called from the route path within the last task at the last waypoint of the AIPatrol.

+ + +

Note that this method is required, as triggers the next route when patrolling for the AIPatrol.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIPatrol +

+
+
+ +

The AI group.

+ +
+
+
+
+

+ #AI_AIR_PATROL + Fsm +

+
+
+ +

The FSM.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:onafterPatrol(AIPatrol, From, Event, To)

+
+ +

Defines a new patrol route using the AI.AI_Patrol#AI_PATROL_ZONE parameters and settings.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIPatrol +

+
+
+ +

The Group Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+ +
+ +

self

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:onafterPatrolRoute(AIPatrol, From, Event, To)

+
+ +

Defines a new patrol route using the AI.AI_Patrol#AI_PATROL_ZONE parameters and settings.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIPatrol +

+
+
+ +

The Group managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+
+ +
+
+ +
+

Field(s)

+
+
+

Function(s)

+
+
+ +
+

AI_A2G_CAS:ClearTargetDistance()

+
+ + + +
+
+

Defined in:

+ +
+ +
+
+ +
+ +
+

AI_A2G_CAS:GetDispatcher()

+
+ + + +
+
+

Defined in:

+ +
+ +
+
+ +
+ +
+

AI_A2G_CAS:New(AIGroup)

+
+ +

Creates a new AI_AIR process.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.Group#GROUP + AIGroup +

+
+
+ +

The group object to receive the A2G Process.

+ +
+
+

Return value:

+
+
+

#AI_AIR:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnAfterRTB(Controllable, From, Event, To)

+
+ +

OnAfter Transition Handler for Event RTB.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnAfterRefuel(Controllable, From, Event, To)

+
+ +

Refuel Handler OnAfter for AI_AIR

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+

+
+
+
+
+

+ #string + Event +

+
+
+

+
+
+
+
+

+ #string + To +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnAfterStart(From, Event, To)

+
+ +

Start Handler OnAfter for AI_AIR

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + From +

+
+
+

+
+
+
+
+

+ #string + Event +

+
+
+

+
+
+
+
+

+ #string + To +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnAfterStatus(Controllable, From, Event, To)

+
+ +

OnAfter Transition Handler for Event Status.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnAfterStop(Controllable, From, Event, To)

+
+ +

OnAfter Transition Handler for Event Stop.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnBeforeRTB(Controllable, From, Event, To)

+
+ +

OnBefore Transition Handler for Event RTB.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnBeforeRefuel(Controllable, From, Event, To)

+
+ +

Refuel Handler OnBefore for AI_AIR

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+

+
+
+
+
+

+ #string + Event +

+
+
+

+
+
+
+
+

+ #string + To +

+
+
+

+
+
+

Return value:

+
+
+

#boolean:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnBeforeStart(From, Event, To)

+
+ +

Start Handler OnBefore for AI_AIR

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + From +

+
+
+

+
+
+
+
+

+ #string + Event +

+
+
+

+
+
+
+
+

+ #string + To +

+
+
+

+
+
+

Return value:

+
+
+

#boolean:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnBeforeStatus(Controllable, From, Event, To)

+
+ +

OnBefore Transition Handler for Event Status.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnBeforeStop(Controllable, From, Event, To)

+
+ +

OnBefore Transition Handler for Event Stop.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnCrash(EventData)

+
+ + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEjection(EventData)

+
+ + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEnterReturning(Controllable, From, Event, To)

+
+ +

OnEnter Transition Handler for State Returning.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEnterStopped(Controllable, From, Event, To)

+
+ +

OnEnter Transition Handler for State Stopped.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnLeaveReturning(Controllable, From, Event, To)

+
+ +

OnLeave Transition Handler for State Returning.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnLeaveStopped(Controllable, From, Event, To)

+
+ +

OnLeave Transition Handler for State Stopped.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnPilotDead(EventData)

+
+ + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:RTB()

+
+ +

Synchronous Event Trigger for Event RTB.

+ +
+
+

Defined in:

+ +
+ +
+
+ +
+ +
+

AI_A2G_CAS.RTBHold(AIGroup, Fsm)

+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIGroup +

+
+
+

+
+
+
+
+

+ Fsm +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS.RTBRoute(AIGroup, Fsm)

+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIGroup +

+
+
+

+
+
+
+
+

+ Fsm +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:Refuel()

+
+ +

Refuel Trigger for AI_AIR

+ +
+
+

Defined in:

+ +
+ +
+
+ +
+ +
+

AI_A2G_CAS.Resume(AIGroup, Fsm)

+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIGroup +

+
+
+

+
+
+
+
+

+ Fsm +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:SetAltitude(PatrolFloorAltitude, PatrolCeilingAltitude)

+
+ +

Sets the floor and ceiling altitude of the patrol.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Altitude + PatrolFloorAltitude +

+
+
+ +

The lowest altitude in meters where to execute the patrol.

+ +
+
+
+
+

+ DCS#Altitude + PatrolCeilingAltitude +

+
+
+ +

The highest altitude in meters where to execute the patrol.

+ +
+
+

Return value:

+
+
+

#AI_AIR:

+
+
+ +

self

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:SetDamageThreshold(PatrolDamageThreshold)

+
+ +

When the AI is damaged beyond a certain threshold, it is required that the AI returns to the home base.

+ + +

However, damage cannot be foreseen early on. +Therefore, when the damage threshold is reached, +the AI will return immediately to the home base (RTB). +Note that for groups, the average damage of the complete group will be calculated. +So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage threshold will be 0.25.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + PatrolDamageThreshold +

+
+
+ +

The threshold in percentage (between 0 and 1) when the AI is considered to be damaged.

+ +
+
+

Return value:

+
+
+

#AI_AIR:

+
+
+ +

self

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:SetDisengageRadius(DisengageRadius)

+
+ +

Sets the disengage range, that when engaging a target beyond the specified range, the engagement will be cancelled and the plane will RTB.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + DisengageRadius +

+
+
+ +

The disengage range.

+ +
+
+

Return value:

+
+
+

#AI_AIR:

+
+
+ +

self

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:SetDispatcher(Dispatcher)

+
+ + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Dispatcher +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:SetFuelThreshold(FuelThresholdPercentage, OutOfFuelOrbitTime)

+
+ +

When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.

+ + +

Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated. +When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targeted to the AI_AIR. +Once the time is finished, the old AI will return to the base.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + FuelThresholdPercentage +

+
+
+ +

The threshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.

+ +
+
+
+
+

+ #number + OutOfFuelOrbitTime +

+
+
+ +

The amount of seconds the out of fuel AIControllable will orbit before returning to the base.

+ +
+
+

Return value:

+
+
+

#AI_AIR:

+
+
+ +

self

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:SetHomeAirbase(HomeAirbase)

+
+ +

Sets the home airbase.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.Airbase#AIRBASE + HomeAirbase +

+
+
+

+
+
+

Return value:

+
+
+

#AI_AIR:

+
+
+ +

self

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:SetRTBSpeed(RTBMinSpeed, RTBMaxSpeed)

+
+ +

Sets (modifies) the minimum and maximum RTB speed of the patrol.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Speed + RTBMinSpeed +

+
+
+ +

The minimum speed of the Wrapper.Controllable in km/h.

+ +
+
+
+
+

+ DCS#Speed + RTBMaxSpeed +

+
+
+ +

The maximum speed of the Wrapper.Controllable in km/h.

+ +
+
+

Return value:

+
+
+

#AI_AIR:

+
+
+ +

self

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:SetRTBSpeedFactors(MinFactor, MaxFactor)

+
+ +

Set the min and max factors on RTB speed.

+ + +

Use this, if your planes are heading back to base too fast. Default values are 0.5 and 0.6. +The RTB speed is calculated as the max speed of the unit multiplied by MinFactor (lower bracket) and multiplied by MaxFactor (upper bracket). +A random value in this bracket is then applied in the waypoint routing generation.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + MinFactor +

+
+
+ +

Lower bracket factor. Defaults to 0.5.

+ +
+
+
+
+

+ #number + MaxFactor +

+
+
+ +

Upper bracket factor. Defaults to 0.6.

+ +
+
+

Return value:

+
+
+

#AI_AIR:

+
+
+ +

self

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:SetSpeed(PatrolMinSpeed, PatrolMaxSpeed)

+
+ +

Sets (modifies) the minimum and maximum speed of the patrol.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Speed + PatrolMinSpeed +

+
+
+ +

The minimum speed of the Wrapper.Controllable in km/h.

+ +
+
+
+
+

+ DCS#Speed + PatrolMaxSpeed +

+
+
+ +

The maximum speed of the Wrapper.Controllable in km/h.

+ +
+
+

Return value:

+
+
+

#AI_AIR:

+
+
+ +

self

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:SetStatusOff()

+
+ +

Set the status checking off.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#AI_AIR:

+
+
+ +

self

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:SetTanker(TankerName)

+
+ +

Sets to refuel at the given tanker.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.Group#GROUP + TankerName +

+
+
+ +

The group name of the tanker as defined within the Mission Editor or spawned.

+ +
+
+

Return value:

+
+
+

#AI_AIR:

+
+
+ +

self

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:SetTargetDistance(Coordinate)

+
+ + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Coordinate +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:Start()

+
+ +

Start Trigger for AI_AIR

+ +
+
+

Defined in:

+ +
+ +
+
+ +
+ +
+

AI_A2G_CAS:Status()

+
+ +

Synchronous Event Trigger for Event Status.

+ +
+
+

Defined in:

+ +
+ +
+
+ +
+ +
+

AI_A2G_CAS:Stop()

+
+ +

Synchronous Event Trigger for Event Stop.

+ +
+
+

Defined in:

+ +
+ +
+
+ +
+ +
+

AI_A2G_CAS:__RTB(Delay)

+
+ +

Asynchronous Event Trigger for Event RTB.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Delay +

+
+
+ +

The delay in seconds.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:__Refuel(Delay)

+
+ +

Refuel Asynchronous Trigger for AI_AIR

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Delay +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:__Start(Delay)

+
+ +

Start Asynchronous Trigger for AI_AIR

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Delay +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:__Status(Delay)

+
+ +

Asynchronous Event Trigger for Event Status.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Delay +

+
+
+ +

The delay in seconds.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:__Stop(Delay)

+
+ +

Asynchronous Event Trigger for Event Stop.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Delay +

+
+
+ +

The delay in seconds.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:onafterDead()

+
+ + + +
+
+

Defined in:

+ +
+ +
+
+ +
+ +
+

AI_A2G_CAS:onafterHold(AIGroup, From, Event, To, HoldTime)

+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIGroup +

+
+
+

+
+
+
+
+

+ From +

+
+
+

+
+
+
+
+

+ Event +

+
+
+

+
+
+
+
+

+ To +

+
+
+

+
+
+
+
+

+ HoldTime +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:onafterHome(AIGroup, From, Event, To)

+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIGroup +

+
+
+

+
+
+
+
+

+ From +

+
+
+

+
+
+
+
+

+ Event +

+
+
+

+
+
+
+
+

+ To +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:onafterRTB(AIGroup, From, Event, To)

+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIGroup +

+
+
+

+
+
+
+
+

+ From +

+
+
+

+
+
+
+
+

+ Event +

+
+
+

+
+
+
+
+

+ To +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:onafterRefuel(AIGroup, From, Event, To)

+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIGroup +

+
+
+

+
+
+
+
+

+ From +

+
+
+

+
+
+
+
+

+ Event +

+
+
+

+
+
+
+
+

+ To +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:onafterReturn(Controllable, From, Event, To)

+
+ +

Coordinates the approriate returning action.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#AI_AIR:

+
+
+ +

self

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:onafterStart(Controllable, From, Event, To)

+
+ +

Defines a new patrol route using the AI.AI_Patrol#AI_PATROL_ZONE parameters and settings.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#AI_AIR:

+
+
+ +

self

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:onafterStatus()

+
+ + + +
+
+

Defined in:

+ +
+ +
+
+ +
+ +
+

AI_A2G_CAS:onbeforeStatus()

+
+ + + +
+
+

Defined in:

+ +
+ +
+
+ +
+

Field(s)

+
+
+

Function(s)

+
+
+ +
+

AI_A2G_CAS:GetControllable()

+
+ +

Gets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+ +
+
+

Defined in:

+ +

Return value:

+ +
+ +
+
+ +
+ +
+

AI_A2G_CAS:New(FSMT, Controllable)

+
+ +

Creates a new FSM_CONTROLLABLE object.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + FSMT +

+
+
+ +

Finite State Machine Table

+ +
+
+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

(optional) The CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+ +
+
+

Return value:

+
+ +
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnAfterStop(Controllable, From, Event, To)

+
+ +

OnAfter Transition Handler for Event Stop.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnBeforeStop(Controllable, From, Event, To)

+
+ +

OnBefore Transition Handler for Event Stop.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEnterStopped(Controllable, From, Event, To)

+
+ +

OnEnter Transition Handler for State Stopped.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnLeaveStopped(Controllable, From, Event, To)

+
+ +

OnLeave Transition Handler for State Stopped.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:SetControllable(FSMControllable)

+
+ +

Sets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + FSMControllable +

+
+
+

+
+
+

Return value:

+
+ +
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:Stop()

+
+ +

Synchronous Event Trigger for Event Stop.

+ +
+
+

Defined in:

+ +
+ +
+
+ +
+ +
+

AI_A2G_CAS:__Stop(Delay)

+
+ +

Asynchronous Event Trigger for Event Stop.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Delay +

+
+
+ +

The delay in seconds.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:_call_handler(step, trigger, params, EventName)

+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ step +

+
+
+

+
+
+
+
+

+ trigger +

+
+
+

+
+
+
+
+

+ params +

+
+
+

+
+
+
+
+

+ EventName +

+
+
+

+
+
+
+ +
+
+ +
+

Field(s)

+
+
+

Function(s)

+
+
+ +
+

AI_A2G_CAS:AddEndState(State)

+
+ +

Adds an End state.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + State +

+
+
+ +

The FSM state.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:AddProcess(From, Event, Process, ReturnEvents)

+
+ +

Set the default #FSM_PROCESS template with key ProcessName providing the ProcessClass and the process object when it is assigned to a Wrapper.Controllable by the task.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + From +

+
+
+ +

Can contain a string indicating the From state or a table of strings containing multiple From states.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event name.

+ +
+
+
+
+

+ Core.Fsm#FSM_PROCESS + Process +

+
+
+ +

An sub-process FSM.

+ +
+
+
+
+

+ #table + ReturnEvents +

+
+
+ +

A table indicating for which returned events of the SubFSM which Event must be triggered in the FSM.

+ +
+
+

Return value:

+
+ +
+ +

The SubFSM.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:AddScore(State, ScoreText, Score)

+
+ +

Adds a score for the FSM to be achieved.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + State +

+
+
+ +

is the state of the process when the score needs to be given. (See the relevant state descriptions of the process).

+ +
+
+
+
+

+ #string + ScoreText +

+
+
+ +

is a text describing the score that is given according the status.

+ +
+
+
+
+

+ #number + Score +

+
+
+ +

is a number providing the score of the status.

+ +
+
+

Return value:

+
+
+

#FSM:

+
+
+ +

self

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:AddScoreProcess(From, Event, State, ScoreText, Score)

+
+ +

Adds a score for the FSM_PROCESS to be achieved.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + From +

+
+
+ +

is the From State of the main process.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

is the Event of the main process.

+ +
+
+
+
+

+ #string + State +

+
+
+ +

is the state of the process when the score needs to be given. (See the relevant state descriptions of the process).

+ +
+
+
+
+

+ #string + ScoreText +

+
+
+ +

is a text describing the score that is given according the status.

+ +
+
+
+
+

+ #number + Score +

+
+
+ +

is a number providing the score of the status.

+ +
+
+

Return value:

+
+
+

#FSM:

+
+
+ +

self

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:AddTransition(From, Event, To)

+
+ +

Add a new transition rule to the FSM.

+ + +

A transition rule defines when and if the FSM can transition from a state towards another state upon a triggered event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + From +

+
+
+ +

Can contain a string indicating the From state or a table of strings containing multiple From states.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event name.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To state.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:GetCurrentState()

+
+ +

Get current state.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

Current FSM state.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:GetEndStates()

+
+ +

Returns the End states.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

End states.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:GetProcess(From, Event)

+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ From +

+
+
+

+
+
+
+
+

+ Event +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:GetProcesses()

+
+ +

Returns a table of the SubFSM rules defined within the FSM.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Sub processes.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:GetScores()

+
+ +

Returns a table with the scores defined.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Scores.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:GetStartState()

+
+ +

Returns the start state of the FSM.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

A string containing the start state.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:GetState()

+
+ +

Get current state.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

Current FSM state.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:GetSubs()

+
+ +

Returns a table with the Subs defined.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Sub processes.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:GetTransitions()

+
+ +

Returns a table of the transition rules defined within the FSM.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Transitions.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:Is(State)

+
+ +

Check if FSM is in state.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + State +

+
+
+ +

State name.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

If true, FSM is in this state.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:LoadCallBacks(CallBackTable)

+
+ +

Load call backs.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #table + CallBackTable +

+
+
+ +

Table of call backs.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:New()

+
+ +

Creates a new FSM object.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#FSM:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:SetProcess(From, Event, Fsm)

+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ From +

+
+
+

+
+
+
+
+

+ Event +

+
+
+

+
+
+
+
+

+ Fsm +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:SetStartState(State)

+
+ +

Sets the start state of the FSM.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + State +

+
+
+ +

A string defining the start state.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:_add_to_map(Map, Event)

+
+ +

Add to map.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + Map +

+
+
+ +

Map.

+ +
+
+
+
+

+ #table + Event +

+
+
+ +

Event table.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:_call_handler(step, trigger, params, EventName)

+
+ +

Call handler.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + step +

+
+
+ +

Step "onafter", "onbefore", "onenter", "onleave".

+ +
+
+
+
+

+ #string + trigger +

+
+
+ +

Trigger.

+ +
+
+
+
+

+ #table + params +

+
+
+ +

Parameters.

+ +
+
+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+
+
+ +

Value.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:_create_transition(EventName)

+
+ +

Create transition.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+

#function:

+
+
+ +

Function.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:_delayed_transition(EventName)

+
+ +

Delayed transition.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+

#function:

+
+
+ +

Function.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:_eventmap(Events, EventStructure)

+
+ +

Event map.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + Events +

+
+
+ +

Events.

+ +
+
+
+
+

+ #table + EventStructure +

+
+
+ +

Event structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:_gosub(ParentFrom, ParentEvent)

+
+ +

Go sub.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + ParentFrom +

+
+
+ +

Parent from state.

+ +
+
+
+
+

+ #string + ParentEvent +

+
+
+ +

Parent event name.

+ +
+
+

Return value:

+
+
+

#table:

+
+
+ +

Subs.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:_handler(EventName, ...)

+
+ +

Handler.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+
+
+

+ ... +

+
+
+ +

Arguments.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:_isendstate(Current)

+
+ +

Is end state.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + Current +

+
+
+ +

Current state name.

+ +
+
+

Return values:

+
+
+

#table:

+
+
+ +

FSM parent.

+ +
+
+

#string:

+
+
+ +

Event name.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:_submap(subs, sub, name)

+
+ +

Sub maps.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + subs +

+
+
+ +

Subs.

+ +
+
+
+
+

+ #table + sub +

+
+
+ +

Sub.

+ +
+
+
+
+

+ #string + name +

+
+
+ +

Name.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:can(e)

+
+ +

Check if can do an event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + e +

+
+
+ +

Event name.

+ +
+
+

Return values:

+
+
+

#boolean:

+
+
+ +

If true, FSM can do the event.

+ +
+
+

#string:

+
+
+ +

To state.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:cannot(e)

+
+ +

Check if cannot do an event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + e +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

If true, FSM cannot do the event.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:is(State, state)

+
+ +

Check if FSM is in state.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + State +

+
+
+ +

State name.

+ +
+
+
+
+

+ state +

+
+
+

+
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

If true, FSM is in this state.

+ +
+
+
+ +
+
+ +
+

Field(s)

+
+
+

Function(s)

+
+
+ +
+

AI_A2G_CAS:ClearState(Object, StateName)

+
+ +

Clear the state of an object.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that holds the Value set by the Key.

+ +
+
+
+
+

+ StateName +

+
+
+ +

The key that is should be cleared.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace)

+
+ +

Creation of a Birth Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+
+

+ #string + IniUnitName +

+
+
+ +

The initiating unit name.

+ +
+
+
+
+

+ place +

+
+
+

+
+
+
+
+

+ subplace +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

+
+ +

Creation of a Crash Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+
+

+ IniObjectCategory +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:CreateEventDead(EventTime, Initiator, IniObjectCategory)

+
+ +

Creation of a Dead Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+
+

+ IniObjectCategory +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:CreateEventPlayerEnterAircraft(PlayerUnit)

+
+ +

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.Unit#UNIT + PlayerUnit +

+
+
+ +

The aircraft unit the player entered.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:CreateEventRemoveUnit(EventTime, Initiator)

+
+ +

Creation of a Remove Unit Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:CreateEventTakeoff(EventTime, Initiator)

+
+ +

Creation of a Takeoff Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:CreateEventUnitLost(EventTime, Initiator)

+
+ +

Creation of a Crash Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:E(Arguments)

+
+ +

Log an exception which will be traced always.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:EventDispatcher()

+
+ +

Returns the event dispatcher

+ +
+
+

Defined in:

+ +

Return value:

+
+ +
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:EventRemoveAll()

+
+ +

Remove all subscribed events

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:F(Arguments)

+
+ +

Trace a function call.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:F2(Arguments)

+
+ +

Trace a function call level 2.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:F3(Arguments)

+
+ +

Trace a function call level 3.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:GetClassID()

+
+ +

Get the ClassID of the class instance.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassID of the class instance.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:GetClassName()

+
+ +

Get the ClassName of the class instance.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassName of the class instance.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:GetClassNameAndID()

+
+ +

Get the ClassName + ClassID of the class instance.

+ + +

The ClassName + ClassID is formatted as '%s#%09d'.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassName + ClassID of the class instance.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:GetEventPriority()

+
+ +

Get the Class Core.Event processing Priority.

+ + +

The Event processing Priority is a number from 1 to 10, +reflecting the order of the classes subscribed to the Event to be processed.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#number:

+
+
+ +

The Core.Event processing Priority.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:GetParent(Child, FromClass)

+
+ +

This is the worker method to retrieve the Parent class.

+ + +

Note that the Parent class must be passed to call the parent class method.

+ +
self:GetParent(self):ParentMethod()
+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #BASE + Child +

+
+
+ +

This is the Child class from which the Parent class needs to be retrieved.

+ +
+
+
+
+

+ #BASE + FromClass +

+
+
+ +

(Optional) The class from which to get the parent.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:GetState(Object, Key)

+
+ +

Get a Value given a Key from the Object.

+ + +

Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that holds the Value set by the Key.

+ +
+
+
+
+

+ Key +

+
+
+ +

The key that is used to retrieve the value. Note that the key can be a #string, but it can also be any other type!

+ +
+
+

Return value:

+
+
+
+
+ +

The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:HandleEvent(EventID, EventFunction)

+
+ +

Subscribe to a DCS Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Core.Event#EVENTS + EventID +

+
+
+ +

Event ID.

+ +
+
+
+
+

+ #function + EventFunction +

+
+
+ +

(optional) The function to be called when the event occurs for the unit.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:I(Arguments)

+
+ +

Log an information which will be traced always.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:Inherit(Child, Parent)

+
+ +

This is the worker method to inherit from a parent class.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Child +

+
+
+ +

is the Child class that inherits.

+ +
+
+
+
+

+ #BASE + Parent +

+
+
+ +

is the Parent class that the Child inherits from.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ +

Child

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:IsInstanceOf(ClassName)

+
+ +

This is the worker method to check if an object is an (sub)instance of a class.

+ + + +

Examples:

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ ClassName +

+
+
+ +

is the name of the class or the class itself to run the check against

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:IsTrace()

+
+ +

Enquires if tracing is on (for the class).

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#boolean:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:New()

+
+ +

BASE constructor.

+ + + +

This is an example how to use the BASE:New() constructor in a new class definition when inheriting from BASE.

+ +
function EVENT:New()
+  local self = BASE:Inherit( self, BASE:New() ) -- #EVENT
+  return self
+end
+
+ + +
+
+

Defined in:

+ +

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEvent(EventData)

+
+ +

Occurs when an Event for an object is triggered.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that triggered the event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEventBDA(EventData)

+
+ +

BDA.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEventBaseCaptured(EventData)

+
+ +

Occurs when a ground unit captures either an airbase or a farp.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that captured the base +place: The airbase that was captured, can be a FARP or Airbase. When calling place:getCoalition() the faction will already be the new owning faction.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEventBirth(EventData)

+
+ +

Occurs when any object is spawned into the mission.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that was spawned

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEventCrash(EventData)

+
+ +

Occurs when any aircraft crashes into the ground and is completely destroyed.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that has crashed

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEventDead(EventData)

+
+ +

Occurs when an object is dead.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is dead.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEventDetailedFailure(EventData)

+
+ +

Unknown precisely what creates this event, likely tied into newer damage model.

+ + +

Will update this page when new information become available.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEventDiscardChairAfterEjection(EventData)

+
+ +

Discard chair after ejection.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEventEjection(EventData)

+
+ +

Occurs when a pilot ejects from an aircraft +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ + +

initiator : The unit that has ejected

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEventEngineShutdown(EventData)

+
+ +

Occurs when any aircraft shuts down its engines.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is stopping its engines.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEventEngineStartup(EventData)

+
+ +

Occurs when any aircraft starts its engines.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is starting its engines.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEventHit(EventData)

+
+ +

Occurs whenever an object is hit by a weapon.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit object the fired the weapon +weapon: Weapon object that hit the target +target: The Object that was hit.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEventHumanFailure(EventData)

+
+ +

Occurs when any system fails on a human controlled aircraft.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that had the failure

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEventKill(EventData)

+
+ +

Occurs on the death of a unit.

+ + +

Contains more and different information. Similar to unit_lost it will occur for aircraft before the aircraft crash event occurs. +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEventLand(EventData)

+
+ +

Occurs when an aircraft lands at an airbase, farp or ship +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ + +

initiator : The unit that has landed +place: Object that the unit landed on. Can be an Airbase Object, FARP, or Ships

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEventLandingAfterEjection(EventData)

+
+ +

Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up.

+ + +

Event does not occur if the pilot lands in the water and sub combs to Davey Jones Locker. +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEventLandingQualityMark(EventData)

+
+ +

Landing quality mark.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEventMarkAdded(EventData)

+
+ +

Occurs when a new mark was added.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +MarkID: ID of the mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEventMarkChange(EventData)

+
+ +

Occurs when a mark text was changed.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +MarkID: ID of the mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEventMarkRemoved(EventData)

+
+ +

Occurs when a mark was removed.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +MarkID: ID of the mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEventMissionEnd(EventData)

+
+ +

Occurs when a mission ends +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEventMissionStart(EventData)

+
+ +

Occurs when a mission starts +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEventParatrooperLanding(EventData)

+
+ +

Weapon add.

+ + +

Fires when entering a mission per pylon with the name of the weapon (double pylons not counted, infinite wep reload not counted. +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEventPilotDead(EventData)

+
+ +

Occurs when the pilot of an aircraft is killed.

+ + +

Can occur either if the player is alive and crashes or if a weapon kills the pilot without completely destroying the plane. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that the pilot has died in.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEventPlayerEnterAircraft(EventData)

+
+ +

Occurs when a player enters a slot and takes control of an aircraft.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +NOTE: This is a workaround of a long standing DCS bug with the PLAYER_ENTER_UNIT event. +initiator : The unit that is being taken control of.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEventPlayerEnterUnit(EventData)

+
+ +

Occurs when any player assumes direct control of a unit.

+ + +

Note - not Mulitplayer safe. Use PlayerEnterAircraft. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is being taken control of.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEventPlayerLeaveUnit(EventData)

+
+ +

Occurs when any player relieves control of a unit to the AI.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that the player left.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEventRefueling(EventData)

+
+ +

Occurs when an aircraft connects with a tanker and begins taking on fuel.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is receiving fuel.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEventRefuelingStop(EventData)

+
+ +

Occurs when an aircraft is finished taking fuel.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that was receiving fuel.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEventScore(EventData)

+
+ +

Occurs when any modification to the "Score" as seen on the debrief menu would occur.

+ + +

There is no information on what values the score was changed to. Event is likely similar to player_comment in this regard. +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEventShootingEnd(EventData)

+
+ +

Occurs when any unit stops firing its weapon.

+ + +

Event will always correspond with a shooting start event. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that was doing the shooting.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEventShootingStart(EventData)

+
+ +

Occurs when any unit begins firing a weapon that has a high rate of fire.

+ + +

Most common with aircraft cannons (GAU-8), autocannons, and machine guns. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is doing the shooting. +target: The unit that is being targeted.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEventShot(EventData)

+
+ +

Occurs whenever any unit in a mission fires a weapon.

+ + +

But not any machine gun or autocannon based weapon, those are handled by EVENT.ShootingStart. +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEventTakeoff(EventData)

+
+ +

Occurs when an aircraft takes off from an airbase, farp, or ship.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that tookoff +place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEventTriggerZone(EventData)

+
+ +

Trigger zone.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:OnEventUnitLost(EventData)

+
+ +

Occurs when the game thinks an object is destroyed.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:ScheduleOnce(Start, SchedulerFunction, ...)

+
+ +

Schedule a new time event.

+ + +

Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + Start +

+
+
+ +

Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.

+ +
+
+
+
+

+ #function + SchedulerFunction +

+
+
+ +

The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.

+ +
+
+
+
+

+ #table + ... +

+
+
+ +

Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.

+ +
+
+

Return value:

+
+
+

#string:

+
+
+ +

The Schedule ID of the planned schedule.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...)

+
+ +

Schedule a new time event.

+ + +

Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + Start +

+
+
+ +

Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.

+ +
+
+
+
+

+ #number + Repeat +

+
+
+ +

Specifies the interval in seconds when the scheduler will call the event function.

+ +
+
+
+
+

+ #number + RandomizeFactor +

+
+
+ +

Specifies a randomization factor between 0 and 1 to randomize the Repeat.

+ +
+
+
+
+

+ #number + Stop +

+
+
+ +

Specifies the amount of seconds when the scheduler will be stopped.

+ +
+
+
+
+

+ #function + SchedulerFunction +

+
+
+ +

The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.

+ +
+
+
+
+

+ #table + ... +

+
+
+ +

Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.

+ +
+
+

Return value:

+
+
+

#string:

+
+
+ +

The Schedule ID of the planned schedule.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:ScheduleStop(SchedulerID)

+
+ +

Stops the Schedule.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + SchedulerID +

+
+
+ +

(Optional) Scheduler ID to be stopped. If nil, all pending schedules are stopped.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:SetEventPriority(EventPriority)

+
+ +

Set the Class Core.Event processing Priority.

+ + +

The Event processing Priority is a number from 1 to 10, +reflecting the order of the classes subscribed to the Event to be processed.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + EventPriority +

+
+
+ +

The Core.Event processing Priority.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ +

self

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:SetState(Object, Key, Value)

+
+ +

Set a state or property of the Object given a Key and a Value.

+ + +

Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that will hold the Value set by the Key.

+ +
+
+
+
+

+ Key +

+
+
+ +

The key that is used as a reference of the value. Note that the key can be a #string, but it can also be any other type!

+ +
+
+
+
+

+ Value +

+
+
+ +

The value to is stored in the object.

+ +
+
+

Return value:

+
+
+
+
+ +

The Value set.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:T(Arguments)

+
+ +

Trace a function logic level 1.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:T2(Arguments)

+
+ +

Trace a function logic level 2.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:T3(Arguments)

+
+ +

Trace a function logic level 3.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:TraceAll(TraceAll)

+
+ +

Trace all methods in MOOSE

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #boolean + TraceAll +

+
+
+ +

true = trace all methods in MOOSE.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:TraceClass(Class)

+
+ +

Set tracing for a class

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + Class +

+
+
+ +

Class name.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:TraceClassMethod(Class, Method)

+
+ +

Set tracing for a specific method of class

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + Class +

+
+
+ +

Class name.

+ +
+
+
+
+

+ #string + Method +

+
+
+ +

Method.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:TraceLevel(Level)

+
+ +

Set trace level

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Level +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:TraceOff()

+
+ +

Set trace off.

+ +
+
+

Defined in:

+ +

Usage:

+
-- Switch the tracing Off
+BASE:TraceOff()
+ +
+ +
+
+ +
+ +
+

AI_A2G_CAS:TraceOn()

+
+ +

Set trace on.

+ +
+
+

Defined in:

+ +

Usage:

+
-- Switch the tracing On
+BASE:TraceOn()
+ +
+ +
+
+ +
+ +
+

AI_A2G_CAS:TraceOnOff(TraceOnOff)

+
+ +

Set trace on or off +Note that when trace is off, no BASE.Debug statement is performed, increasing performance! +When Moose is loaded statically, (as one file), tracing is switched off by default.

+ + +

So tracing must be switched on manually in your mission if you are using Moose statically. +When moose is loading dynamically (for moose class development), tracing is switched on by default.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #boolean + TraceOnOff +

+
+
+ +

Switch the tracing on or off.

+ +
+
+

Usage:

+

+  -- Switch the tracing On
+  BASE:TraceOnOff( true )
+
+  -- Switch the tracing Off
+  BASE:TraceOnOff( false )
+
+ +
+ +
+
+ +
+ +
+

AI_A2G_CAS:UnHandleEvent(EventID)

+
+ +

UnSubscribe to a DCS event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTS + EventID +

+
+
+ +

Event ID.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+
+ +

Trace a function call.

+ + +

This function is private.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+
+

+ DebugInfoCurrentParam +

+
+
+

+
+
+
+
+

+ DebugInfoFromParam +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+
+ +

Trace a function logic.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+
+

+ DebugInfoCurrentParam +

+
+
+

+
+
+
+
+

+ DebugInfoFromParam +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_CAS:onEvent(event)

+
+ +

The main event handling function...

+ + +

This function captures all events generated for the class.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ DCS#Event + event +

+
+
+

+
+
+
+ +
+
+ diff --git a/Documentation/AI.AI_A2G_Dispatcher.html b/Documentation/AI.AI_A2G_Dispatcher.html index 60720110e..7ea00863a 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.

+ + + +
+
+ + #number +AI_A2G_DISPATCHER.DefenderPatrolIndex + + +
@@ -13278,6 +13289,17 @@ multiplied by the Overhead and rounded up to the smallest integer.

The Defender Default Settings over all Squadrons.

+ + + +
+
+ + #number +AI_A2G_DISPATCHER.DefenderPatrolIndex + + +
@@ -14606,6 +14628,17 @@ multiplied by the Overhead and rounded up to the smallest integer.

The Defender Default Settings over all Squadrons.

+ + + +
+
+ + #number +AI_A2G_DISPATCHER.DefenderPatrolIndex + + +
@@ -16236,6 +16269,17 @@ multiplied by the Overhead and rounded up to the smallest integer.

The Defender Default Settings over all Squadrons.

+ + + +
+
+ + #number +AI_A2G_DISPATCHER.DefenderPatrolIndex + + +
diff --git a/Documentation/AI.AI_A2G_SEAD.html b/Documentation/AI.AI_A2G_SEAD.html index d2df7fbf6..3a33db629 100644 --- a/Documentation/AI.AI_A2G_SEAD.html +++ b/Documentation/AI.AI_A2G_SEAD.html @@ -1689,7 +1689,11 @@ Therefore, this class is considered to be deprecated

Type AI_A2G_SEAD

AI_A2G_SEAD -, extends AI.Air_Patrol#AI_AIR_PATROL +, extends AI.AI_Air_Patrol#AI_AIR_PATROL +, extends AI.AI_Air#AI_AIR +, extends Core.Fsm#FSM_CONTROLLABLE +, extends Core.Fsm#FSM +, extends Core.Base#BASE
@@ -1713,6 +1717,1534 @@ Therefore, this class is considered to be deprecated

+ +

AI_A2G_SEAD:New2(AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType)

Creates a new AI_A2G_SEAD object

+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Fields and Methods inherited from AI_AIR_PATROLDescription

AI_A2G_SEAD.EngageRange

+ +

AI_A2G_SEAD:New(AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType)

+

Creates a new AI_AIR_PATROL object

+

AI_A2G_SEAD:OnAfterPatrol(AIPatrol, From, Event, To)

+

OnAfter Transition Handler for Event Patrol.

+

AI_A2G_SEAD:OnAfterPatrolRoute(AIPatrol, From, Event, To)

+

OnAfter Transition Handler for Event PatrolRoute.

+

AI_A2G_SEAD:OnBeforePatrol(AIPatrol, From, Event, To)

+

OnBefore Transition Handler for Event Patrol.

+

AI_A2G_SEAD:OnBeforePatrolRoute(AIPatrol, From, Event, To)

+

OnBefore Transition Handler for Event PatrolRoute.

+

AI_A2G_SEAD:OnEnterPatrolling(AIPatrol, From, Event, To)

+

OnEnter Transition Handler for State Patrolling.

+

AI_A2G_SEAD:OnLeavePatrolling(AIPatrol, From, Event, To)

+

OnLeave Transition Handler for State Patrolling.

+

AI_A2G_SEAD:Patrol()

+

Synchronous Event Trigger for Event Patrol.

+

AI_A2G_SEAD.PatrolAltType

+ +

AI_A2G_SEAD.PatrolCeilingAltitude

+ +

AI_A2G_SEAD.PatrolFloorAltitude

+ +

AI_A2G_SEAD.PatrolMaxSpeed

+ +

AI_A2G_SEAD.PatrolMinSpeed

+ +

AI_A2G_SEAD:PatrolRoute()

+

Synchronous Event Trigger for Event PatrolRoute.

+

AI_A2G_SEAD.PatrolZone

+ +

AI_A2G_SEAD.Resume(AIPatrol, Fsm)

+

Resumes the AIPatrol

+

AI_A2G_SEAD:SetEngageRange(EngageRange)

+

Set the Engage Range when the AI will engage with airborne enemies.

+

AI_A2G_SEAD:SetRaceTrackPattern(LegMin, LegMax, HeadingMin, HeadingMax, DurationMin, DurationMax, CapCoordinates)

+

Set race track parameters.

+

AI_A2G_SEAD:__Patrol(Delay)

+

Asynchronous Event Trigger for Event Patrol.

+

AI_A2G_SEAD:__PatrolRoute(Delay)

+

Asynchronous Event Trigger for Event PatrolRoute.

+

AI_A2G_SEAD.___PatrolRoute(AIPatrol, Fsm)

+

This static method is called from the route path within the last task at the last waypoint of the AIPatrol.

+

AI_A2G_SEAD:onafterPatrol(AIPatrol, From, Event, To)

+

Defines a new patrol route using the AI.AI_Patrol#AI_PATROL_ZONE parameters and settings.

+

AI_A2G_SEAD:onafterPatrolRoute(AIPatrol, From, Event, To)

+

Defines a new patrol route using the AI.AI_Patrol#AI_PATROL_ZONE parameters and settings.

+

AI_A2G_SEAD.racetrack

+ +

AI_A2G_SEAD.racetrackcapcoordinates

+ +

AI_A2G_SEAD.racetrackdurationmax

+ +

AI_A2G_SEAD.racetrackdurationmin

+ +

AI_A2G_SEAD.racetrackheadingmax

+ +

AI_A2G_SEAD.racetrackheadingmin

+ +

AI_A2G_SEAD.racetracklegmax

+ +

AI_A2G_SEAD.racetracklegmin

+ +
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Fields and Methods inherited from AI_AIRDescription

AI_A2G_SEAD.CheckStatus

+ +

AI_A2G_SEAD:ClearTargetDistance()

+ +

AI_A2G_SEAD.DisengageRadius

+ +

AI_A2G_SEAD.FuelThresholdPercentage

+ +

AI_A2G_SEAD:GetDispatcher()

+ +

AI_A2G_SEAD.HomeAirbase

+ +

AI_A2G_SEAD.IdleCount

+ +

AI_A2G_SEAD:New(AIGroup)

+

Creates a new AI_AIR process.

+

AI_A2G_SEAD:OnAfterRTB(Controllable, From, Event, To)

+

OnAfter Transition Handler for Event RTB.

+

AI_A2G_SEAD:OnAfterRefuel(Controllable, From, Event, To)

+

Refuel Handler OnAfter for AI_AIR

+

AI_A2G_SEAD:OnAfterStart(From, Event, To)

+

Start Handler OnAfter for AI_AIR

+

AI_A2G_SEAD:OnAfterStatus(Controllable, From, Event, To)

+

OnAfter Transition Handler for Event Status.

+

AI_A2G_SEAD:OnAfterStop(Controllable, From, Event, To)

+

OnAfter Transition Handler for Event Stop.

+

AI_A2G_SEAD:OnBeforeRTB(Controllable, From, Event, To)

+

OnBefore Transition Handler for Event RTB.

+

AI_A2G_SEAD:OnBeforeRefuel(Controllable, From, Event, To)

+

Refuel Handler OnBefore for AI_AIR

+

AI_A2G_SEAD:OnBeforeStart(From, Event, To)

+

Start Handler OnBefore for AI_AIR

+

AI_A2G_SEAD:OnBeforeStatus(Controllable, From, Event, To)

+

OnBefore Transition Handler for Event Status.

+

AI_A2G_SEAD:OnBeforeStop(Controllable, From, Event, To)

+

OnBefore Transition Handler for Event Stop.

+

AI_A2G_SEAD:OnCrash(EventData)

+ +

AI_A2G_SEAD:OnEjection(EventData)

+ +

AI_A2G_SEAD:OnEnterReturning(Controllable, From, Event, To)

+

OnEnter Transition Handler for State Returning.

+

AI_A2G_SEAD:OnEnterStopped(Controllable, From, Event, To)

+

OnEnter Transition Handler for State Stopped.

+

AI_A2G_SEAD:OnLeaveReturning(Controllable, From, Event, To)

+

OnLeave Transition Handler for State Returning.

+

AI_A2G_SEAD:OnLeaveStopped(Controllable, From, Event, To)

+

OnLeave Transition Handler for State Stopped.

+

AI_A2G_SEAD:OnPilotDead(EventData)

+ +

AI_A2G_SEAD.OutOfFuelOrbitTime

+ +

AI_A2G_SEAD.PatrolCeilingAltitude

+ +

AI_A2G_SEAD.PatrolDamageThreshold

+ +

AI_A2G_SEAD.PatrolFloorAltitude

+ +

AI_A2G_SEAD.PatrolManageDamage

+ +

AI_A2G_SEAD.PatrolMaxSpeed

+ +

AI_A2G_SEAD.PatrolMinSpeed

+ +

AI_A2G_SEAD:RTB()

+

Synchronous Event Trigger for Event RTB.

+

AI_A2G_SEAD.RTBHold(AIGroup, Fsm)

+ +

AI_A2G_SEAD.RTBMaxSpeed

+ +

AI_A2G_SEAD.RTBMinSpeed

+ +

AI_A2G_SEAD.RTBRoute(AIGroup, Fsm)

+ +

AI_A2G_SEAD.RTBSpeedMaxFactor

+ +

AI_A2G_SEAD.RTBSpeedMinFactor

+ +

AI_A2G_SEAD:Refuel()

+

Refuel Trigger for AI_AIR

+

AI_A2G_SEAD.Resume(AIGroup, Fsm)

+ +

AI_A2G_SEAD:SetAltitude(PatrolFloorAltitude, PatrolCeilingAltitude)

+

Sets the floor and ceiling altitude of the patrol.

+

AI_A2G_SEAD:SetDamageThreshold(PatrolDamageThreshold)

+

When the AI is damaged beyond a certain threshold, it is required that the AI returns to the home base.

+

AI_A2G_SEAD:SetDisengageRadius(DisengageRadius)

+

Sets the disengage range, that when engaging a target beyond the specified range, the engagement will be cancelled and the plane will RTB.

+

AI_A2G_SEAD:SetDispatcher(Dispatcher)

+ +

AI_A2G_SEAD:SetFuelThreshold(FuelThresholdPercentage, OutOfFuelOrbitTime)

+

When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.

+

AI_A2G_SEAD:SetHomeAirbase(HomeAirbase)

+

Sets the home airbase.

+

AI_A2G_SEAD:SetRTBSpeed(RTBMinSpeed, RTBMaxSpeed)

+

Sets (modifies) the minimum and maximum RTB speed of the patrol.

+

AI_A2G_SEAD:SetRTBSpeedFactors(MinFactor, MaxFactor)

+

Set the min and max factors on RTB speed.

+

AI_A2G_SEAD:SetSpeed(PatrolMinSpeed, PatrolMaxSpeed)

+

Sets (modifies) the minimum and maximum speed of the patrol.

+

AI_A2G_SEAD:SetStatusOff()

+

Set the status checking off.

+

AI_A2G_SEAD:SetTanker(TankerName)

+

Sets to refuel at the given tanker.

+

AI_A2G_SEAD:SetTargetDistance(Coordinate)

+ +

AI_A2G_SEAD:Start()

+

Start Trigger for AI_AIR

+

AI_A2G_SEAD:Status()

+

Synchronous Event Trigger for Event Status.

+

AI_A2G_SEAD:Stop()

+

Synchronous Event Trigger for Event Stop.

+

AI_A2G_SEAD.TankerName

+ +

AI_A2G_SEAD.TaskDelay

+ +

AI_A2G_SEAD:__RTB(Delay)

+

Asynchronous Event Trigger for Event RTB.

+

AI_A2G_SEAD:__Refuel(Delay)

+

Refuel Asynchronous Trigger for AI_AIR

+

AI_A2G_SEAD:__Start(Delay)

+

Start Asynchronous Trigger for AI_AIR

+

AI_A2G_SEAD:__Status(Delay)

+

Asynchronous Event Trigger for Event Status.

+

AI_A2G_SEAD:__Stop(Delay)

+

Asynchronous Event Trigger for Event Stop.

+

AI_A2G_SEAD:onafterDead()

+ +

AI_A2G_SEAD:onafterHold(AIGroup, From, Event, To, HoldTime)

+ +

AI_A2G_SEAD:onafterHome(AIGroup, From, Event, To)

+ +

AI_A2G_SEAD:onafterRTB(AIGroup, From, Event, To)

+ +

AI_A2G_SEAD:onafterRefuel(AIGroup, From, Event, To)

+ +

AI_A2G_SEAD:onafterReturn(Controllable, From, Event, To)

+

Coordinates the approriate returning action.

+

AI_A2G_SEAD:onafterStart(Controllable, From, Event, To)

+

Defines a new patrol route using the AI.AI_Patrol#AI_PATROL_ZONE parameters and settings.

+

AI_A2G_SEAD:onafterStatus()

+ +

AI_A2G_SEAD:onbeforeStatus()

+ +
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Fields and Methods inherited from FSM_CONTROLLABLEDescription

AI_A2G_SEAD.Controllable

+ +

AI_A2G_SEAD:GetControllable()

+

Gets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+

AI_A2G_SEAD:New(FSMT, Controllable)

+

Creates a new FSM_CONTROLLABLE object.

+

AI_A2G_SEAD:OnAfterStop(Controllable, From, Event, To)

+

OnAfter Transition Handler for Event Stop.

+

AI_A2G_SEAD:OnBeforeStop(Controllable, From, Event, To)

+

OnBefore Transition Handler for Event Stop.

+

AI_A2G_SEAD:OnEnterStopped(Controllable, From, Event, To)

+

OnEnter Transition Handler for State Stopped.

+

AI_A2G_SEAD:OnLeaveStopped(Controllable, From, Event, To)

+

OnLeave Transition Handler for State Stopped.

+

AI_A2G_SEAD:SetControllable(FSMControllable)

+

Sets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+

AI_A2G_SEAD:Stop()

+

Synchronous Event Trigger for Event Stop.

+

AI_A2G_SEAD:__Stop(Delay)

+

Asynchronous Event Trigger for Event Stop.

+

AI_A2G_SEAD:_call_handler(step, trigger, params, EventName)

+ +
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Fields and Methods inherited from FSMDescription

AI_A2G_SEAD:AddEndState(State)

+

Adds an End state.

+

AI_A2G_SEAD:AddProcess(From, Event, Process, ReturnEvents)

+

Set the default #FSM_PROCESS template with key ProcessName providing the ProcessClass and the process object when it is assigned to a Wrapper.Controllable by the task.

+

AI_A2G_SEAD:AddScore(State, ScoreText, Score)

+

Adds a score for the FSM to be achieved.

+

AI_A2G_SEAD:AddScoreProcess(From, Event, State, ScoreText, Score)

+

Adds a score for the FSM_PROCESS to be achieved.

+

AI_A2G_SEAD:AddTransition(From, Event, To)

+

Add a new transition rule to the FSM.

+

AI_A2G_SEAD.CallScheduler

+

Call scheduler.

+

AI_A2G_SEAD.ClassName

+

Name of the class.

+

AI_A2G_SEAD.Events

+ +

AI_A2G_SEAD:GetCurrentState()

+

Get current state.

+

AI_A2G_SEAD:GetEndStates()

+

Returns the End states.

+

AI_A2G_SEAD:GetProcess(From, Event)

+ +

AI_A2G_SEAD:GetProcesses()

+

Returns a table of the SubFSM rules defined within the FSM.

+

AI_A2G_SEAD:GetScores()

+

Returns a table with the scores defined.

+

AI_A2G_SEAD:GetStartState()

+

Returns the start state of the FSM.

+

AI_A2G_SEAD:GetState()

+

Get current state.

+

AI_A2G_SEAD:GetSubs()

+

Returns a table with the Subs defined.

+

AI_A2G_SEAD:GetTransitions()

+

Returns a table of the transition rules defined within the FSM.

+

AI_A2G_SEAD:Is(State)

+

Check if FSM is in state.

+

AI_A2G_SEAD:LoadCallBacks(CallBackTable)

+

Load call backs.

+

AI_A2G_SEAD:New()

+

Creates a new FSM object.

+

AI_A2G_SEAD.Scores

+

Scores.

+

AI_A2G_SEAD:SetProcess(From, Event, Fsm)

+ +

AI_A2G_SEAD:SetStartState(State)

+

Sets the start state of the FSM.

+

AI_A2G_SEAD._EndStates

+ +

AI_A2G_SEAD._EventSchedules

+ +

AI_A2G_SEAD._Processes

+ +

AI_A2G_SEAD._Scores

+ +

AI_A2G_SEAD._StartState

+ +

AI_A2G_SEAD._Transitions

+ +

AI_A2G_SEAD:_add_to_map(Map, Event)

+

Add to map.

+

AI_A2G_SEAD:_call_handler(step, trigger, params, EventName)

+

Call handler.

+

AI_A2G_SEAD:_create_transition(EventName)

+

Create transition.

+

AI_A2G_SEAD:_delayed_transition(EventName)

+

Delayed transition.

+

AI_A2G_SEAD:_eventmap(Events, EventStructure)

+

Event map.

+

AI_A2G_SEAD:_gosub(ParentFrom, ParentEvent)

+

Go sub.

+

AI_A2G_SEAD:_handler(EventName, ...)

+

Handler.

+

AI_A2G_SEAD:_isendstate(Current)

+

Is end state.

+

AI_A2G_SEAD:_submap(subs, sub, name)

+

Sub maps.

+

AI_A2G_SEAD:can(e)

+

Check if can do an event.

+

AI_A2G_SEAD:cannot(e)

+

Check if cannot do an event.

+

AI_A2G_SEAD.current

+

Current state name.

+

AI_A2G_SEAD.endstates

+ +

AI_A2G_SEAD:is(State, state)

+

Check if FSM is in state.

+

AI_A2G_SEAD.options

+

Options.

+

AI_A2G_SEAD.subs

+

Subs.

+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Fields and Methods inherited from BASEDescription

AI_A2G_SEAD.ClassID

+

The ID number of the class.

+

AI_A2G_SEAD.ClassName

+

The name of the class.

+

AI_A2G_SEAD.ClassNameAndID

+

The name of the class concatenated with the ID number of the class.

+

AI_A2G_SEAD:ClearState(Object, StateName)

+

Clear the state of an object.

+

AI_A2G_SEAD:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace)

+

Creation of a Birth Event.

+

AI_A2G_SEAD:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

+

Creation of a Crash Event.

+

AI_A2G_SEAD:CreateEventDead(EventTime, Initiator, IniObjectCategory)

+

Creation of a Dead Event.

+

AI_A2G_SEAD:CreateEventPlayerEnterAircraft(PlayerUnit)

+

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

+

AI_A2G_SEAD:CreateEventRemoveUnit(EventTime, Initiator)

+

Creation of a Remove Unit Event.

+

AI_A2G_SEAD:CreateEventTakeoff(EventTime, Initiator)

+

Creation of a Takeoff Event.

+

AI_A2G_SEAD:CreateEventUnitLost(EventTime, Initiator)

+

Creation of a Crash Event.

+

AI_A2G_SEAD:E(Arguments)

+

Log an exception which will be traced always.

+

AI_A2G_SEAD:EventDispatcher()

+

Returns the event dispatcher

+

AI_A2G_SEAD:EventRemoveAll()

+

Remove all subscribed events

+

AI_A2G_SEAD:F(Arguments)

+

Trace a function call.

+

AI_A2G_SEAD:F2(Arguments)

+

Trace a function call level 2.

+

AI_A2G_SEAD:F3(Arguments)

+

Trace a function call level 3.

+

AI_A2G_SEAD:GetClassID()

+

Get the ClassID of the class instance.

+

AI_A2G_SEAD:GetClassName()

+

Get the ClassName of the class instance.

+

AI_A2G_SEAD:GetClassNameAndID()

+

Get the ClassName + ClassID of the class instance.

+

AI_A2G_SEAD:GetEventPriority()

+

Get the Class Core.Event processing Priority.

+

AI_A2G_SEAD:GetParent(Child, FromClass)

+

This is the worker method to retrieve the Parent class.

+

AI_A2G_SEAD:GetState(Object, Key)

+

Get a Value given a Key from the Object.

+

AI_A2G_SEAD:HandleEvent(EventID, EventFunction)

+

Subscribe to a DCS Event.

+

AI_A2G_SEAD:I(Arguments)

+

Log an information which will be traced always.

+

AI_A2G_SEAD:Inherit(Child, Parent)

+

This is the worker method to inherit from a parent class.

+

AI_A2G_SEAD:IsInstanceOf(ClassName)

+

This is the worker method to check if an object is an (sub)instance of a class.

+

AI_A2G_SEAD:IsTrace()

+

Enquires if tracing is on (for the class).

+

AI_A2G_SEAD:New()

+

BASE constructor.

+

AI_A2G_SEAD:OnEvent(EventData)

+

Occurs when an Event for an object is triggered.

+

AI_A2G_SEAD:OnEventBDA(EventData)

+

BDA.

+

AI_A2G_SEAD:OnEventBaseCaptured(EventData)

+

Occurs when a ground unit captures either an airbase or a farp.

+

AI_A2G_SEAD:OnEventBirth(EventData)

+

Occurs when any object is spawned into the mission.

+

AI_A2G_SEAD:OnEventCrash(EventData)

+

Occurs when any aircraft crashes into the ground and is completely destroyed.

+

AI_A2G_SEAD:OnEventDead(EventData)

+

Occurs when an object is dead.

+

AI_A2G_SEAD:OnEventDetailedFailure(EventData)

+

Unknown precisely what creates this event, likely tied into newer damage model.

+

AI_A2G_SEAD:OnEventDiscardChairAfterEjection(EventData)

+

Discard chair after ejection.

+

AI_A2G_SEAD:OnEventEjection(EventData)

+

Occurs when a pilot ejects from an aircraft +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+

AI_A2G_SEAD:OnEventEngineShutdown(EventData)

+

Occurs when any aircraft shuts down its engines.

+

AI_A2G_SEAD:OnEventEngineStartup(EventData)

+

Occurs when any aircraft starts its engines.

+

AI_A2G_SEAD:OnEventHit(EventData)

+

Occurs whenever an object is hit by a weapon.

+

AI_A2G_SEAD:OnEventHumanFailure(EventData)

+

Occurs when any system fails on a human controlled aircraft.

+

AI_A2G_SEAD:OnEventKill(EventData)

+

Occurs on the death of a unit.

+

AI_A2G_SEAD:OnEventLand(EventData)

+

Occurs when an aircraft lands at an airbase, farp or ship +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+

AI_A2G_SEAD:OnEventLandingAfterEjection(EventData)

+

Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up.

+

AI_A2G_SEAD:OnEventLandingQualityMark(EventData)

+

Landing quality mark.

+

AI_A2G_SEAD:OnEventMarkAdded(EventData)

+

Occurs when a new mark was added.

+

AI_A2G_SEAD:OnEventMarkChange(EventData)

+

Occurs when a mark text was changed.

+

AI_A2G_SEAD:OnEventMarkRemoved(EventData)

+

Occurs when a mark was removed.

+

AI_A2G_SEAD:OnEventMissionEnd(EventData)

+

Occurs when a mission ends +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+

AI_A2G_SEAD:OnEventMissionStart(EventData)

+

Occurs when a mission starts +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+

AI_A2G_SEAD:OnEventParatrooperLanding(EventData)

+

Weapon add.

+

AI_A2G_SEAD:OnEventPilotDead(EventData)

+

Occurs when the pilot of an aircraft is killed.

+

AI_A2G_SEAD:OnEventPlayerEnterAircraft(EventData)

+

Occurs when a player enters a slot and takes control of an aircraft.

+

AI_A2G_SEAD:OnEventPlayerEnterUnit(EventData)

+

Occurs when any player assumes direct control of a unit.

+

AI_A2G_SEAD:OnEventPlayerLeaveUnit(EventData)

+

Occurs when any player relieves control of a unit to the AI.

+

AI_A2G_SEAD:OnEventRefueling(EventData)

+

Occurs when an aircraft connects with a tanker and begins taking on fuel.

+

AI_A2G_SEAD:OnEventRefuelingStop(EventData)

+

Occurs when an aircraft is finished taking fuel.

+

AI_A2G_SEAD:OnEventScore(EventData)

+

Occurs when any modification to the "Score" as seen on the debrief menu would occur.

+

AI_A2G_SEAD:OnEventShootingEnd(EventData)

+

Occurs when any unit stops firing its weapon.

+

AI_A2G_SEAD:OnEventShootingStart(EventData)

+

Occurs when any unit begins firing a weapon that has a high rate of fire.

+

AI_A2G_SEAD:OnEventShot(EventData)

+

Occurs whenever any unit in a mission fires a weapon.

+

AI_A2G_SEAD:OnEventTakeoff(EventData)

+

Occurs when an aircraft takes off from an airbase, farp, or ship.

+

AI_A2G_SEAD:OnEventTriggerZone(EventData)

+

Trigger zone.

+

AI_A2G_SEAD:OnEventUnitLost(EventData)

+

Occurs when the game thinks an object is destroyed.

+

AI_A2G_SEAD:ScheduleOnce(Start, SchedulerFunction, ...)

+

Schedule a new time event.

+

AI_A2G_SEAD:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...)

+

Schedule a new time event.

+

AI_A2G_SEAD:ScheduleStop(SchedulerID)

+

Stops the Schedule.

+

AI_A2G_SEAD.Scheduler

+ +

AI_A2G_SEAD:SetEventPriority(EventPriority)

+

Set the Class Core.Event processing Priority.

+

AI_A2G_SEAD:SetState(Object, Key, Value)

+

Set a state or property of the Object given a Key and a Value.

+

AI_A2G_SEAD:T(Arguments)

+

Trace a function logic level 1.

+

AI_A2G_SEAD:T2(Arguments)

+

Trace a function logic level 2.

+

AI_A2G_SEAD:T3(Arguments)

+

Trace a function logic level 3.

+

AI_A2G_SEAD:TraceAll(TraceAll)

+

Trace all methods in MOOSE

+

AI_A2G_SEAD:TraceClass(Class)

+

Set tracing for a class

+

AI_A2G_SEAD:TraceClassMethod(Class, Method)

+

Set tracing for a specific method of class

+

AI_A2G_SEAD:TraceLevel(Level)

+

Set trace level

+

AI_A2G_SEAD:TraceOff()

+

Set trace off.

+

AI_A2G_SEAD:TraceOn()

+

Set trace on.

+

AI_A2G_SEAD:TraceOnOff(TraceOnOff)

+

Set trace on or off +Note that when trace is off, no BASE.Debug statement is performed, increasing performance! +When Moose is loaded statically, (as one file), tracing is switched off by default.

+

AI_A2G_SEAD:UnHandleEvent(EventID)

+

UnSubscribe to a DCS event.

+

AI_A2G_SEAD._

+ +

AI_A2G_SEAD:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+

Trace a function call.

+

AI_A2G_SEAD:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+

Trace a function logic.

+

AI_A2G_SEAD.__

+ +

AI_A2G_SEAD:onEvent(event)

+

The main event handling function...

@@ -2160,6 +3692,9124 @@ Therefore, this class is considered to be deprecated

+
+

Field(s)

+
+
+

Function(s)

+
+
+ +
+

AI_A2G_SEAD:New(AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType)

+
+ +

Creates a new AI_AIR_PATROL object

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ AI.AI_Air#AI_AIR + AI_Air +

+
+
+ +

The AI_AIR FSM.

+ +
+
+
+
+

+ Wrapper.Group#GROUP + AIGroup +

+
+
+ +

The AI group.

+ +
+
+
+
+

+ Core.Zone#ZONE_BASE + PatrolZone +

+
+
+ +

The Core.Zone where the patrol needs to be executed.

+ +
+
+
+
+

+ DCS#Altitude + PatrolFloorAltitude +

+
+
+ +

(optional, default = 1000m ) The lowest altitude in meters where to execute the patrol.

+ +
+
+
+
+

+ DCS#Altitude + PatrolCeilingAltitude +

+
+
+ +

(optional, default = 1500m ) The highest altitude in meters where to execute the patrol.

+ +
+
+
+
+

+ DCS#Speed + PatrolMinSpeed +

+
+
+ +

(optional, default = 50% of max speed) The minimum speed of the Wrapper.Group in km/h.

+ +
+
+
+
+

+ DCS#Speed + PatrolMaxSpeed +

+
+
+ +

(optional, default = 75% of max speed) The maximum speed of the Wrapper.Group in km/h.

+ +
+
+
+
+

+ DCS#AltitudeType + PatrolAltType +

+
+
+ +

The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO.

+ +
+
+

Return value:

+
+ +
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnAfterPatrol(AIPatrol, From, Event, To)

+
+ +

OnAfter Transition Handler for Event Patrol.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIPatrol +

+
+
+ +

The Group Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnAfterPatrolRoute(AIPatrol, From, Event, To)

+
+ +

OnAfter Transition Handler for Event PatrolRoute.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIPatrol +

+
+
+ +

The Group Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnBeforePatrol(AIPatrol, From, Event, To)

+
+ +

OnBefore Transition Handler for Event Patrol.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIPatrol +

+
+
+ +

The Group Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnBeforePatrolRoute(AIPatrol, From, Event, To)

+
+ +

OnBefore Transition Handler for Event PatrolRoute.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIPatrol +

+
+
+ +

The Group Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEnterPatrolling(AIPatrol, From, Event, To)

+
+ +

OnEnter Transition Handler for State Patrolling.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIPatrol +

+
+
+ +

The Group Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnLeavePatrolling(AIPatrol, From, Event, To)

+
+ +

OnLeave Transition Handler for State Patrolling.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIPatrol +

+
+
+ +

The Group Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:Patrol()

+
+ +

Synchronous Event Trigger for Event Patrol.

+ +
+
+

Defined in:

+ +
+ +
+
+ +
+ +
+

AI_A2G_SEAD:PatrolRoute()

+
+ +

Synchronous Event Trigger for Event PatrolRoute.

+ +
+
+

Defined in:

+ +
+ +
+
+ +
+ +
+

AI_A2G_SEAD.Resume(AIPatrol, Fsm)

+
+ +

Resumes the AIPatrol

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIPatrol +

+
+
+

+
+
+
+
+

+ Core.Fsm#FSM + Fsm +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:SetEngageRange(EngageRange)

+
+ +

Set the Engage Range when the AI will engage with airborne enemies.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + EngageRange +

+
+
+ +

The Engage Range.

+ +
+
+

Return value:

+
+ +
+ +

self

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:SetRaceTrackPattern(LegMin, LegMax, HeadingMin, HeadingMax, DurationMin, DurationMax, CapCoordinates)

+
+ +

Set race track parameters.

+ + +

CAP flights will perform race track patterns rather than randomly patrolling the zone.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + LegMin +

+
+
+ +

Min Length of the race track leg in meters. Default 10,000 m.

+ +
+
+
+
+

+ #number + LegMax +

+
+
+ +

Max length of the race track leg in meters. Default 15,000 m.

+ +
+
+
+
+

+ #number + HeadingMin +

+
+
+ +

Min heading of the race track in degrees. Default 0 deg, i.e. from South to North.

+ +
+
+
+
+

+ #number + HeadingMax +

+
+
+ +

Max heading of the race track in degrees. Default 180 deg, i.e. from South to North.

+ +
+
+
+
+

+ #number + DurationMin +

+
+
+ +

(Optional) Min duration before switching the orbit position. Default is keep same orbit until RTB or engage.

+ +
+
+
+
+

+ #number + DurationMax +

+
+
+ +

(Optional) Max duration before switching the orbit position. Default is keep same orbit until RTB or engage.

+ +
+
+
+
+

+ #table + CapCoordinates +

+
+
+ +

Table of coordinates of first race track point. Second point is determined by leg length and heading.

+ +
+
+

Return value:

+
+ +
+ +

self

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:__Patrol(Delay)

+
+ +

Asynchronous Event Trigger for Event Patrol.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Delay +

+
+
+ +

The delay in seconds.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:__PatrolRoute(Delay)

+
+ +

Asynchronous Event Trigger for Event PatrolRoute.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Delay +

+
+
+ +

The delay in seconds.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD.___PatrolRoute(AIPatrol, Fsm)

+
+ +

This static method is called from the route path within the last task at the last waypoint of the AIPatrol.

+ + +

Note that this method is required, as triggers the next route when patrolling for the AIPatrol.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIPatrol +

+
+
+ +

The AI group.

+ +
+
+
+
+

+ #AI_AIR_PATROL + Fsm +

+
+
+ +

The FSM.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:onafterPatrol(AIPatrol, From, Event, To)

+
+ +

Defines a new patrol route using the AI.AI_Patrol#AI_PATROL_ZONE parameters and settings.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIPatrol +

+
+
+ +

The Group Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+ +
+ +

self

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:onafterPatrolRoute(AIPatrol, From, Event, To)

+
+ +

Defines a new patrol route using the AI.AI_Patrol#AI_PATROL_ZONE parameters and settings.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIPatrol +

+
+
+ +

The Group managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+
+ +
+
+ +
+

Field(s)

+
+
+

Function(s)

+
+
+ +
+

AI_A2G_SEAD:ClearTargetDistance()

+
+ + + +
+
+

Defined in:

+ +
+ +
+
+ +
+ +
+

AI_A2G_SEAD:GetDispatcher()

+
+ + + +
+
+

Defined in:

+ +
+ +
+
+ +
+ +
+

AI_A2G_SEAD:New(AIGroup)

+
+ +

Creates a new AI_AIR process.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.Group#GROUP + AIGroup +

+
+
+ +

The group object to receive the A2G Process.

+ +
+
+

Return value:

+
+
+

#AI_AIR:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnAfterRTB(Controllable, From, Event, To)

+
+ +

OnAfter Transition Handler for Event RTB.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnAfterRefuel(Controllable, From, Event, To)

+
+ +

Refuel Handler OnAfter for AI_AIR

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+

+
+
+
+
+

+ #string + Event +

+
+
+

+
+
+
+
+

+ #string + To +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnAfterStart(From, Event, To)

+
+ +

Start Handler OnAfter for AI_AIR

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + From +

+
+
+

+
+
+
+
+

+ #string + Event +

+
+
+

+
+
+
+
+

+ #string + To +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnAfterStatus(Controllable, From, Event, To)

+
+ +

OnAfter Transition Handler for Event Status.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnAfterStop(Controllable, From, Event, To)

+
+ +

OnAfter Transition Handler for Event Stop.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnBeforeRTB(Controllable, From, Event, To)

+
+ +

OnBefore Transition Handler for Event RTB.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnBeforeRefuel(Controllable, From, Event, To)

+
+ +

Refuel Handler OnBefore for AI_AIR

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+

+
+
+
+
+

+ #string + Event +

+
+
+

+
+
+
+
+

+ #string + To +

+
+
+

+
+
+

Return value:

+
+
+

#boolean:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnBeforeStart(From, Event, To)

+
+ +

Start Handler OnBefore for AI_AIR

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + From +

+
+
+

+
+
+
+
+

+ #string + Event +

+
+
+

+
+
+
+
+

+ #string + To +

+
+
+

+
+
+

Return value:

+
+
+

#boolean:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnBeforeStatus(Controllable, From, Event, To)

+
+ +

OnBefore Transition Handler for Event Status.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnBeforeStop(Controllable, From, Event, To)

+
+ +

OnBefore Transition Handler for Event Stop.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnCrash(EventData)

+
+ + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEjection(EventData)

+
+ + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEnterReturning(Controllable, From, Event, To)

+
+ +

OnEnter Transition Handler for State Returning.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEnterStopped(Controllable, From, Event, To)

+
+ +

OnEnter Transition Handler for State Stopped.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnLeaveReturning(Controllable, From, Event, To)

+
+ +

OnLeave Transition Handler for State Returning.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnLeaveStopped(Controllable, From, Event, To)

+
+ +

OnLeave Transition Handler for State Stopped.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnPilotDead(EventData)

+
+ + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:RTB()

+
+ +

Synchronous Event Trigger for Event RTB.

+ +
+
+

Defined in:

+ +
+ +
+
+ +
+ +
+

AI_A2G_SEAD.RTBHold(AIGroup, Fsm)

+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIGroup +

+
+
+

+
+
+
+
+

+ Fsm +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD.RTBRoute(AIGroup, Fsm)

+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIGroup +

+
+
+

+
+
+
+
+

+ Fsm +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:Refuel()

+
+ +

Refuel Trigger for AI_AIR

+ +
+
+

Defined in:

+ +
+ +
+
+ +
+ +
+

AI_A2G_SEAD.Resume(AIGroup, Fsm)

+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIGroup +

+
+
+

+
+
+
+
+

+ Fsm +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:SetAltitude(PatrolFloorAltitude, PatrolCeilingAltitude)

+
+ +

Sets the floor and ceiling altitude of the patrol.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Altitude + PatrolFloorAltitude +

+
+
+ +

The lowest altitude in meters where to execute the patrol.

+ +
+
+
+
+

+ DCS#Altitude + PatrolCeilingAltitude +

+
+
+ +

The highest altitude in meters where to execute the patrol.

+ +
+
+

Return value:

+
+
+

#AI_AIR:

+
+
+ +

self

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:SetDamageThreshold(PatrolDamageThreshold)

+
+ +

When the AI is damaged beyond a certain threshold, it is required that the AI returns to the home base.

+ + +

However, damage cannot be foreseen early on. +Therefore, when the damage threshold is reached, +the AI will return immediately to the home base (RTB). +Note that for groups, the average damage of the complete group will be calculated. +So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage threshold will be 0.25.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + PatrolDamageThreshold +

+
+
+ +

The threshold in percentage (between 0 and 1) when the AI is considered to be damaged.

+ +
+
+

Return value:

+
+
+

#AI_AIR:

+
+
+ +

self

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:SetDisengageRadius(DisengageRadius)

+
+ +

Sets the disengage range, that when engaging a target beyond the specified range, the engagement will be cancelled and the plane will RTB.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + DisengageRadius +

+
+
+ +

The disengage range.

+ +
+
+

Return value:

+
+
+

#AI_AIR:

+
+
+ +

self

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:SetDispatcher(Dispatcher)

+
+ + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Dispatcher +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:SetFuelThreshold(FuelThresholdPercentage, OutOfFuelOrbitTime)

+
+ +

When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.

+ + +

Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated. +When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targeted to the AI_AIR. +Once the time is finished, the old AI will return to the base.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + FuelThresholdPercentage +

+
+
+ +

The threshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.

+ +
+
+
+
+

+ #number + OutOfFuelOrbitTime +

+
+
+ +

The amount of seconds the out of fuel AIControllable will orbit before returning to the base.

+ +
+
+

Return value:

+
+
+

#AI_AIR:

+
+
+ +

self

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:SetHomeAirbase(HomeAirbase)

+
+ +

Sets the home airbase.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.Airbase#AIRBASE + HomeAirbase +

+
+
+

+
+
+

Return value:

+
+
+

#AI_AIR:

+
+
+ +

self

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:SetRTBSpeed(RTBMinSpeed, RTBMaxSpeed)

+
+ +

Sets (modifies) the minimum and maximum RTB speed of the patrol.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Speed + RTBMinSpeed +

+
+
+ +

The minimum speed of the Wrapper.Controllable in km/h.

+ +
+
+
+
+

+ DCS#Speed + RTBMaxSpeed +

+
+
+ +

The maximum speed of the Wrapper.Controllable in km/h.

+ +
+
+

Return value:

+
+
+

#AI_AIR:

+
+
+ +

self

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:SetRTBSpeedFactors(MinFactor, MaxFactor)

+
+ +

Set the min and max factors on RTB speed.

+ + +

Use this, if your planes are heading back to base too fast. Default values are 0.5 and 0.6. +The RTB speed is calculated as the max speed of the unit multiplied by MinFactor (lower bracket) and multiplied by MaxFactor (upper bracket). +A random value in this bracket is then applied in the waypoint routing generation.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + MinFactor +

+
+
+ +

Lower bracket factor. Defaults to 0.5.

+ +
+
+
+
+

+ #number + MaxFactor +

+
+
+ +

Upper bracket factor. Defaults to 0.6.

+ +
+
+

Return value:

+
+
+

#AI_AIR:

+
+
+ +

self

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:SetSpeed(PatrolMinSpeed, PatrolMaxSpeed)

+
+ +

Sets (modifies) the minimum and maximum speed of the patrol.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Speed + PatrolMinSpeed +

+
+
+ +

The minimum speed of the Wrapper.Controllable in km/h.

+ +
+
+
+
+

+ DCS#Speed + PatrolMaxSpeed +

+
+
+ +

The maximum speed of the Wrapper.Controllable in km/h.

+ +
+
+

Return value:

+
+
+

#AI_AIR:

+
+
+ +

self

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:SetStatusOff()

+
+ +

Set the status checking off.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#AI_AIR:

+
+
+ +

self

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:SetTanker(TankerName)

+
+ +

Sets to refuel at the given tanker.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.Group#GROUP + TankerName +

+
+
+ +

The group name of the tanker as defined within the Mission Editor or spawned.

+ +
+
+

Return value:

+
+
+

#AI_AIR:

+
+
+ +

self

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:SetTargetDistance(Coordinate)

+
+ + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Coordinate +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:Start()

+
+ +

Start Trigger for AI_AIR

+ +
+
+

Defined in:

+ +
+ +
+
+ +
+ +
+

AI_A2G_SEAD:Status()

+
+ +

Synchronous Event Trigger for Event Status.

+ +
+
+

Defined in:

+ +
+ +
+
+ +
+ +
+

AI_A2G_SEAD:Stop()

+
+ +

Synchronous Event Trigger for Event Stop.

+ +
+
+

Defined in:

+ +
+ +
+
+ +
+ +
+

AI_A2G_SEAD:__RTB(Delay)

+
+ +

Asynchronous Event Trigger for Event RTB.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Delay +

+
+
+ +

The delay in seconds.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:__Refuel(Delay)

+
+ +

Refuel Asynchronous Trigger for AI_AIR

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Delay +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:__Start(Delay)

+
+ +

Start Asynchronous Trigger for AI_AIR

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Delay +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:__Status(Delay)

+
+ +

Asynchronous Event Trigger for Event Status.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Delay +

+
+
+ +

The delay in seconds.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:__Stop(Delay)

+
+ +

Asynchronous Event Trigger for Event Stop.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Delay +

+
+
+ +

The delay in seconds.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:onafterDead()

+
+ + + +
+
+

Defined in:

+ +
+ +
+
+ +
+ +
+

AI_A2G_SEAD:onafterHold(AIGroup, From, Event, To, HoldTime)

+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIGroup +

+
+
+

+
+
+
+
+

+ From +

+
+
+

+
+
+
+
+

+ Event +

+
+
+

+
+
+
+
+

+ To +

+
+
+

+
+
+
+
+

+ HoldTime +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:onafterHome(AIGroup, From, Event, To)

+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIGroup +

+
+
+

+
+
+
+
+

+ From +

+
+
+

+
+
+
+
+

+ Event +

+
+
+

+
+
+
+
+

+ To +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:onafterRTB(AIGroup, From, Event, To)

+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIGroup +

+
+
+

+
+
+
+
+

+ From +

+
+
+

+
+
+
+
+

+ Event +

+
+
+

+
+
+
+
+

+ To +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:onafterRefuel(AIGroup, From, Event, To)

+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Group#GROUP + AIGroup +

+
+
+

+
+
+
+
+

+ From +

+
+
+

+
+
+
+
+

+ Event +

+
+
+

+
+
+
+
+

+ To +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:onafterReturn(Controllable, From, Event, To)

+
+ +

Coordinates the approriate returning action.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#AI_AIR:

+
+
+ +

self

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:onafterStart(Controllable, From, Event, To)

+
+ +

Defines a new patrol route using the AI.AI_Patrol#AI_PATROL_ZONE parameters and settings.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#AI_AIR:

+
+
+ +

self

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:onafterStatus()

+
+ + + +
+
+

Defined in:

+ +
+ +
+
+ +
+ +
+

AI_A2G_SEAD:onbeforeStatus()

+
+ + + +
+
+

Defined in:

+ +
+ +
+
+ +
+

Field(s)

+
+
+

Function(s)

+
+
+ +
+

AI_A2G_SEAD:GetControllable()

+
+ +

Gets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+ +
+
+

Defined in:

+ +

Return value:

+ +
+ +
+
+ +
+ +
+

AI_A2G_SEAD:New(FSMT, Controllable)

+
+ +

Creates a new FSM_CONTROLLABLE object.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + FSMT +

+
+
+ +

Finite State Machine Table

+ +
+
+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

(optional) The CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+ +
+
+

Return value:

+
+ +
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnAfterStop(Controllable, From, Event, To)

+
+ +

OnAfter Transition Handler for Event Stop.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnBeforeStop(Controllable, From, Event, To)

+
+ +

OnBefore Transition Handler for Event Stop.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEnterStopped(Controllable, From, Event, To)

+
+ +

OnEnter Transition Handler for State Stopped.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnLeaveStopped(Controllable, From, Event, To)

+
+ +

OnLeave Transition Handler for State Stopped.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + Controllable +

+
+
+ +

The Controllable Object managed by the FSM.

+ +
+
+
+
+

+ #string + From +

+
+
+ +

The From State string.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event string.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To State string.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

Return false to cancel Transition.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:SetControllable(FSMControllable)

+
+ +

Sets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.Controllable#CONTROLLABLE + FSMControllable +

+
+
+

+
+
+

Return value:

+
+ +
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:Stop()

+
+ +

Synchronous Event Trigger for Event Stop.

+ +
+
+

Defined in:

+ +
+ +
+
+ +
+ +
+

AI_A2G_SEAD:__Stop(Delay)

+
+ +

Asynchronous Event Trigger for Event Stop.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Delay +

+
+
+ +

The delay in seconds.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:_call_handler(step, trigger, params, EventName)

+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ step +

+
+
+

+
+
+
+
+

+ trigger +

+
+
+

+
+
+
+
+

+ params +

+
+
+

+
+
+
+
+

+ EventName +

+
+
+

+
+
+
+ +
+
+ +
+

Field(s)

+
+
+

Function(s)

+
+
+ +
+

AI_A2G_SEAD:AddEndState(State)

+
+ +

Adds an End state.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + State +

+
+
+ +

The FSM state.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:AddProcess(From, Event, Process, ReturnEvents)

+
+ +

Set the default #FSM_PROCESS template with key ProcessName providing the ProcessClass and the process object when it is assigned to a Wrapper.Controllable by the task.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + From +

+
+
+ +

Can contain a string indicating the From state or a table of strings containing multiple From states.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event name.

+ +
+
+
+
+

+ Core.Fsm#FSM_PROCESS + Process +

+
+
+ +

An sub-process FSM.

+ +
+
+
+
+

+ #table + ReturnEvents +

+
+
+ +

A table indicating for which returned events of the SubFSM which Event must be triggered in the FSM.

+ +
+
+

Return value:

+
+ +
+ +

The SubFSM.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:AddScore(State, ScoreText, Score)

+
+ +

Adds a score for the FSM to be achieved.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + State +

+
+
+ +

is the state of the process when the score needs to be given. (See the relevant state descriptions of the process).

+ +
+
+
+
+

+ #string + ScoreText +

+
+
+ +

is a text describing the score that is given according the status.

+ +
+
+
+
+

+ #number + Score +

+
+
+ +

is a number providing the score of the status.

+ +
+
+

Return value:

+
+
+

#FSM:

+
+
+ +

self

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:AddScoreProcess(From, Event, State, ScoreText, Score)

+
+ +

Adds a score for the FSM_PROCESS to be achieved.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + From +

+
+
+ +

is the From State of the main process.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

is the Event of the main process.

+ +
+
+
+
+

+ #string + State +

+
+
+ +

is the state of the process when the score needs to be given. (See the relevant state descriptions of the process).

+ +
+
+
+
+

+ #string + ScoreText +

+
+
+ +

is a text describing the score that is given according the status.

+ +
+
+
+
+

+ #number + Score +

+
+
+ +

is a number providing the score of the status.

+ +
+
+

Return value:

+
+
+

#FSM:

+
+
+ +

self

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:AddTransition(From, Event, To)

+
+ +

Add a new transition rule to the FSM.

+ + +

A transition rule defines when and if the FSM can transition from a state towards another state upon a triggered event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + From +

+
+
+ +

Can contain a string indicating the From state or a table of strings containing multiple From states.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event name.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To state.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:GetCurrentState()

+
+ +

Get current state.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

Current FSM state.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:GetEndStates()

+
+ +

Returns the End states.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

End states.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:GetProcess(From, Event)

+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ From +

+
+
+

+
+
+
+
+

+ Event +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:GetProcesses()

+
+ +

Returns a table of the SubFSM rules defined within the FSM.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Sub processes.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:GetScores()

+
+ +

Returns a table with the scores defined.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Scores.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:GetStartState()

+
+ +

Returns the start state of the FSM.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

A string containing the start state.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:GetState()

+
+ +

Get current state.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

Current FSM state.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:GetSubs()

+
+ +

Returns a table with the Subs defined.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Sub processes.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:GetTransitions()

+
+ +

Returns a table of the transition rules defined within the FSM.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Transitions.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:Is(State)

+
+ +

Check if FSM is in state.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + State +

+
+
+ +

State name.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

If true, FSM is in this state.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:LoadCallBacks(CallBackTable)

+
+ +

Load call backs.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #table + CallBackTable +

+
+
+ +

Table of call backs.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:New()

+
+ +

Creates a new FSM object.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#FSM:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:SetProcess(From, Event, Fsm)

+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ From +

+
+
+

+
+
+
+
+

+ Event +

+
+
+

+
+
+
+
+

+ Fsm +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:SetStartState(State)

+
+ +

Sets the start state of the FSM.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + State +

+
+
+ +

A string defining the start state.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:_add_to_map(Map, Event)

+
+ +

Add to map.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + Map +

+
+
+ +

Map.

+ +
+
+
+
+

+ #table + Event +

+
+
+ +

Event table.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:_call_handler(step, trigger, params, EventName)

+
+ +

Call handler.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + step +

+
+
+ +

Step "onafter", "onbefore", "onenter", "onleave".

+ +
+
+
+
+

+ #string + trigger +

+
+
+ +

Trigger.

+ +
+
+
+
+

+ #table + params +

+
+
+ +

Parameters.

+ +
+
+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+
+
+ +

Value.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:_create_transition(EventName)

+
+ +

Create transition.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+

#function:

+
+
+ +

Function.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:_delayed_transition(EventName)

+
+ +

Delayed transition.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+

#function:

+
+
+ +

Function.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:_eventmap(Events, EventStructure)

+
+ +

Event map.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + Events +

+
+
+ +

Events.

+ +
+
+
+
+

+ #table + EventStructure +

+
+
+ +

Event structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:_gosub(ParentFrom, ParentEvent)

+
+ +

Go sub.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + ParentFrom +

+
+
+ +

Parent from state.

+ +
+
+
+
+

+ #string + ParentEvent +

+
+
+ +

Parent event name.

+ +
+
+

Return value:

+
+
+

#table:

+
+
+ +

Subs.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:_handler(EventName, ...)

+
+ +

Handler.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+
+
+

+ ... +

+
+
+ +

Arguments.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:_isendstate(Current)

+
+ +

Is end state.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + Current +

+
+
+ +

Current state name.

+ +
+
+

Return values:

+
+
+

#table:

+
+
+ +

FSM parent.

+ +
+
+

#string:

+
+
+ +

Event name.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:_submap(subs, sub, name)

+
+ +

Sub maps.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + subs +

+
+
+ +

Subs.

+ +
+
+
+
+

+ #table + sub +

+
+
+ +

Sub.

+ +
+
+
+
+

+ #string + name +

+
+
+ +

Name.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:can(e)

+
+ +

Check if can do an event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + e +

+
+
+ +

Event name.

+ +
+
+

Return values:

+
+
+

#boolean:

+
+
+ +

If true, FSM can do the event.

+ +
+
+

#string:

+
+
+ +

To state.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:cannot(e)

+
+ +

Check if cannot do an event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + e +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

If true, FSM cannot do the event.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:is(State, state)

+
+ +

Check if FSM is in state.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + State +

+
+
+ +

State name.

+ +
+
+
+
+

+ state +

+
+
+

+
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

If true, FSM is in this state.

+ +
+
+
+ +
+
+ +
+

Field(s)

+
+
+

Function(s)

+
+
+ +
+

AI_A2G_SEAD:ClearState(Object, StateName)

+
+ +

Clear the state of an object.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that holds the Value set by the Key.

+ +
+
+
+
+

+ StateName +

+
+
+ +

The key that is should be cleared.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace)

+
+ +

Creation of a Birth Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+
+

+ #string + IniUnitName +

+
+
+ +

The initiating unit name.

+ +
+
+
+
+

+ place +

+
+
+

+
+
+
+
+

+ subplace +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

+
+ +

Creation of a Crash Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+
+

+ IniObjectCategory +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:CreateEventDead(EventTime, Initiator, IniObjectCategory)

+
+ +

Creation of a Dead Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+
+

+ IniObjectCategory +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:CreateEventPlayerEnterAircraft(PlayerUnit)

+
+ +

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.Unit#UNIT + PlayerUnit +

+
+
+ +

The aircraft unit the player entered.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:CreateEventRemoveUnit(EventTime, Initiator)

+
+ +

Creation of a Remove Unit Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:CreateEventTakeoff(EventTime, Initiator)

+
+ +

Creation of a Takeoff Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:CreateEventUnitLost(EventTime, Initiator)

+
+ +

Creation of a Crash Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:E(Arguments)

+
+ +

Log an exception which will be traced always.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:EventDispatcher()

+
+ +

Returns the event dispatcher

+ +
+
+

Defined in:

+ +

Return value:

+
+ +
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:EventRemoveAll()

+
+ +

Remove all subscribed events

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:F(Arguments)

+
+ +

Trace a function call.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:F2(Arguments)

+
+ +

Trace a function call level 2.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:F3(Arguments)

+
+ +

Trace a function call level 3.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:GetClassID()

+
+ +

Get the ClassID of the class instance.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassID of the class instance.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:GetClassName()

+
+ +

Get the ClassName of the class instance.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassName of the class instance.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:GetClassNameAndID()

+
+ +

Get the ClassName + ClassID of the class instance.

+ + +

The ClassName + ClassID is formatted as '%s#%09d'.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassName + ClassID of the class instance.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:GetEventPriority()

+
+ +

Get the Class Core.Event processing Priority.

+ + +

The Event processing Priority is a number from 1 to 10, +reflecting the order of the classes subscribed to the Event to be processed.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#number:

+
+
+ +

The Core.Event processing Priority.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:GetParent(Child, FromClass)

+
+ +

This is the worker method to retrieve the Parent class.

+ + +

Note that the Parent class must be passed to call the parent class method.

+ +
self:GetParent(self):ParentMethod()
+
+ + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #BASE + Child +

+
+
+ +

This is the Child class from which the Parent class needs to be retrieved.

+ +
+
+
+
+

+ #BASE + FromClass +

+
+
+ +

(Optional) The class from which to get the parent.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:GetState(Object, Key)

+
+ +

Get a Value given a Key from the Object.

+ + +

Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that holds the Value set by the Key.

+ +
+
+
+
+

+ Key +

+
+
+ +

The key that is used to retrieve the value. Note that the key can be a #string, but it can also be any other type!

+ +
+
+

Return value:

+
+
+
+
+ +

The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:HandleEvent(EventID, EventFunction)

+
+ +

Subscribe to a DCS Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Core.Event#EVENTS + EventID +

+
+
+ +

Event ID.

+ +
+
+
+
+

+ #function + EventFunction +

+
+
+ +

(optional) The function to be called when the event occurs for the unit.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:I(Arguments)

+
+ +

Log an information which will be traced always.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:Inherit(Child, Parent)

+
+ +

This is the worker method to inherit from a parent class.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Child +

+
+
+ +

is the Child class that inherits.

+ +
+
+
+
+

+ #BASE + Parent +

+
+
+ +

is the Parent class that the Child inherits from.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ +

Child

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:IsInstanceOf(ClassName)

+
+ +

This is the worker method to check if an object is an (sub)instance of a class.

+ + + +

Examples:

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ ClassName +

+
+
+ +

is the name of the class or the class itself to run the check against

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:IsTrace()

+
+ +

Enquires if tracing is on (for the class).

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#boolean:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:New()

+
+ +

BASE constructor.

+ + + +

This is an example how to use the BASE:New() constructor in a new class definition when inheriting from BASE.

+ +
function EVENT:New()
+  local self = BASE:Inherit( self, BASE:New() ) -- #EVENT
+  return self
+end
+
+ + +
+
+

Defined in:

+ +

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEvent(EventData)

+
+ +

Occurs when an Event for an object is triggered.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that triggered the event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEventBDA(EventData)

+
+ +

BDA.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEventBaseCaptured(EventData)

+
+ +

Occurs when a ground unit captures either an airbase or a farp.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that captured the base +place: The airbase that was captured, can be a FARP or Airbase. When calling place:getCoalition() the faction will already be the new owning faction.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEventBirth(EventData)

+
+ +

Occurs when any object is spawned into the mission.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that was spawned

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEventCrash(EventData)

+
+ +

Occurs when any aircraft crashes into the ground and is completely destroyed.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that has crashed

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEventDead(EventData)

+
+ +

Occurs when an object is dead.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is dead.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEventDetailedFailure(EventData)

+
+ +

Unknown precisely what creates this event, likely tied into newer damage model.

+ + +

Will update this page when new information become available.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEventDiscardChairAfterEjection(EventData)

+
+ +

Discard chair after ejection.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEventEjection(EventData)

+
+ +

Occurs when a pilot ejects from an aircraft +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ + +

initiator : The unit that has ejected

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEventEngineShutdown(EventData)

+
+ +

Occurs when any aircraft shuts down its engines.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is stopping its engines.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEventEngineStartup(EventData)

+
+ +

Occurs when any aircraft starts its engines.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is starting its engines.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEventHit(EventData)

+
+ +

Occurs whenever an object is hit by a weapon.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit object the fired the weapon +weapon: Weapon object that hit the target +target: The Object that was hit.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEventHumanFailure(EventData)

+
+ +

Occurs when any system fails on a human controlled aircraft.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that had the failure

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEventKill(EventData)

+
+ +

Occurs on the death of a unit.

+ + +

Contains more and different information. Similar to unit_lost it will occur for aircraft before the aircraft crash event occurs. +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEventLand(EventData)

+
+ +

Occurs when an aircraft lands at an airbase, farp or ship +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ + +

initiator : The unit that has landed +place: Object that the unit landed on. Can be an Airbase Object, FARP, or Ships

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEventLandingAfterEjection(EventData)

+
+ +

Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up.

+ + +

Event does not occur if the pilot lands in the water and sub combs to Davey Jones Locker. +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEventLandingQualityMark(EventData)

+
+ +

Landing quality mark.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEventMarkAdded(EventData)

+
+ +

Occurs when a new mark was added.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +MarkID: ID of the mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEventMarkChange(EventData)

+
+ +

Occurs when a mark text was changed.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +MarkID: ID of the mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEventMarkRemoved(EventData)

+
+ +

Occurs when a mark was removed.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +MarkID: ID of the mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEventMissionEnd(EventData)

+
+ +

Occurs when a mission ends +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEventMissionStart(EventData)

+
+ +

Occurs when a mission starts +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEventParatrooperLanding(EventData)

+
+ +

Weapon add.

+ + +

Fires when entering a mission per pylon with the name of the weapon (double pylons not counted, infinite wep reload not counted. +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEventPilotDead(EventData)

+
+ +

Occurs when the pilot of an aircraft is killed.

+ + +

Can occur either if the player is alive and crashes or if a weapon kills the pilot without completely destroying the plane. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that the pilot has died in.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEventPlayerEnterAircraft(EventData)

+
+ +

Occurs when a player enters a slot and takes control of an aircraft.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +NOTE: This is a workaround of a long standing DCS bug with the PLAYER_ENTER_UNIT event. +initiator : The unit that is being taken control of.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEventPlayerEnterUnit(EventData)

+
+ +

Occurs when any player assumes direct control of a unit.

+ + +

Note - not Mulitplayer safe. Use PlayerEnterAircraft. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is being taken control of.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEventPlayerLeaveUnit(EventData)

+
+ +

Occurs when any player relieves control of a unit to the AI.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that the player left.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEventRefueling(EventData)

+
+ +

Occurs when an aircraft connects with a tanker and begins taking on fuel.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is receiving fuel.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEventRefuelingStop(EventData)

+
+ +

Occurs when an aircraft is finished taking fuel.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that was receiving fuel.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEventScore(EventData)

+
+ +

Occurs when any modification to the "Score" as seen on the debrief menu would occur.

+ + +

There is no information on what values the score was changed to. Event is likely similar to player_comment in this regard. +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEventShootingEnd(EventData)

+
+ +

Occurs when any unit stops firing its weapon.

+ + +

Event will always correspond with a shooting start event. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that was doing the shooting.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEventShootingStart(EventData)

+
+ +

Occurs when any unit begins firing a weapon that has a high rate of fire.

+ + +

Most common with aircraft cannons (GAU-8), autocannons, and machine guns. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is doing the shooting. +target: The unit that is being targeted.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEventShot(EventData)

+
+ +

Occurs whenever any unit in a mission fires a weapon.

+ + +

But not any machine gun or autocannon based weapon, those are handled by EVENT.ShootingStart. +Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEventTakeoff(EventData)

+
+ +

Occurs when an aircraft takes off from an airbase, farp, or ship.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that tookoff +place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEventTriggerZone(EventData)

+
+ +

Trigger zone.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:OnEventUnitLost(EventData)

+
+ +

Occurs when the game thinks an object is destroyed.

+ + +

Have a look at the class Core.Event#EVENT as these are just the prototypes.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:ScheduleOnce(Start, SchedulerFunction, ...)

+
+ +

Schedule a new time event.

+ + +

Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + Start +

+
+
+ +

Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.

+ +
+
+
+
+

+ #function + SchedulerFunction +

+
+
+ +

The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.

+ +
+
+
+
+

+ #table + ... +

+
+
+ +

Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.

+ +
+
+

Return value:

+
+
+

#string:

+
+
+ +

The Schedule ID of the planned schedule.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...)

+
+ +

Schedule a new time event.

+ + +

Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + Start +

+
+
+ +

Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.

+ +
+
+
+
+

+ #number + Repeat +

+
+
+ +

Specifies the interval in seconds when the scheduler will call the event function.

+ +
+
+
+
+

+ #number + RandomizeFactor +

+
+
+ +

Specifies a randomization factor between 0 and 1 to randomize the Repeat.

+ +
+
+
+
+

+ #number + Stop +

+
+
+ +

Specifies the amount of seconds when the scheduler will be stopped.

+ +
+
+
+
+

+ #function + SchedulerFunction +

+
+
+ +

The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.

+ +
+
+
+
+

+ #table + ... +

+
+
+ +

Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.

+ +
+
+

Return value:

+
+
+

#string:

+
+
+ +

The Schedule ID of the planned schedule.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:ScheduleStop(SchedulerID)

+
+ +

Stops the Schedule.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + SchedulerID +

+
+
+ +

(Optional) Scheduler ID to be stopped. If nil, all pending schedules are stopped.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:SetEventPriority(EventPriority)

+
+ +

Set the Class Core.Event processing Priority.

+ + +

The Event processing Priority is a number from 1 to 10, +reflecting the order of the classes subscribed to the Event to be processed.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + EventPriority +

+
+
+ +

The Core.Event processing Priority.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ +

self

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:SetState(Object, Key, Value)

+
+ +

Set a state or property of the Object given a Key and a Value.

+ + +

Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that will hold the Value set by the Key.

+ +
+
+
+
+

+ Key +

+
+
+ +

The key that is used as a reference of the value. Note that the key can be a #string, but it can also be any other type!

+ +
+
+
+
+

+ Value +

+
+
+ +

The value to is stored in the object.

+ +
+
+

Return value:

+
+
+
+
+ +

The Value set.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:T(Arguments)

+
+ +

Trace a function logic level 1.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:T2(Arguments)

+
+ +

Trace a function logic level 2.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:T3(Arguments)

+
+ +

Trace a function logic level 3.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:TraceAll(TraceAll)

+
+ +

Trace all methods in MOOSE

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #boolean + TraceAll +

+
+
+ +

true = trace all methods in MOOSE.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:TraceClass(Class)

+
+ +

Set tracing for a class

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + Class +

+
+
+ +

Class name.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:TraceClassMethod(Class, Method)

+
+ +

Set tracing for a specific method of class

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + Class +

+
+
+ +

Class name.

+ +
+
+
+
+

+ #string + Method +

+
+
+ +

Method.

+ +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:TraceLevel(Level)

+
+ +

Set trace level

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Level +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:TraceOff()

+
+ +

Set trace off.

+ +
+
+

Defined in:

+ +

Usage:

+
-- Switch the tracing Off
+BASE:TraceOff()
+ +
+ +
+
+ +
+ +
+

AI_A2G_SEAD:TraceOn()

+
+ +

Set trace on.

+ +
+
+

Defined in:

+ +

Usage:

+
-- Switch the tracing On
+BASE:TraceOn()
+ +
+ +
+
+ +
+ +
+

AI_A2G_SEAD:TraceOnOff(TraceOnOff)

+
+ +

Set trace on or off +Note that when trace is off, no BASE.Debug statement is performed, increasing performance! +When Moose is loaded statically, (as one file), tracing is switched off by default.

+ + +

So tracing must be switched on manually in your mission if you are using Moose statically. +When moose is loading dynamically (for moose class development), tracing is switched on by default.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #boolean + TraceOnOff +

+
+
+ +

Switch the tracing on or off.

+ +
+
+

Usage:

+

+  -- Switch the tracing On
+  BASE:TraceOnOff( true )
+
+  -- Switch the tracing Off
+  BASE:TraceOnOff( false )
+
+ +
+ +
+
+ +
+ +
+

AI_A2G_SEAD:UnHandleEvent(EventID)

+
+ +

UnSubscribe to a DCS event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTS + EventID +

+
+
+ +

Event ID.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+
+ +

Trace a function call.

+ + +

This function is private.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+
+

+ DebugInfoCurrentParam +

+
+
+

+
+
+
+
+

+ DebugInfoFromParam +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+
+ +

Trace a function logic.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+
+

+ DebugInfoCurrentParam +

+
+
+

+
+
+
+
+

+ DebugInfoFromParam +

+
+
+

+
+
+
+ +
+
+ +
+ +
+

AI_A2G_SEAD:onEvent(event)

+
+ +

The main event handling function...

+ + +

This function captures all events generated for the class.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ DCS#Event + event +

+
+
+

+
+
+
+ +
+
+ diff --git a/Documentation/AI.AI_Air.html b/Documentation/AI.AI_Air.html index 20850b47e..24807f361 100644 --- a/Documentation/AI.AI_Air.html +++ b/Documentation/AI.AI_Air.html @@ -3078,17 +3078,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - - - -
-
- - #number -AI_AIR.IdleCount - - -
@@ -5917,17 +5906,6 @@ A random value in this bracket is then applied in the waypoint routing generatio - - - -
-
- - #number -AI_AIR.IdleCount - - -
@@ -6675,17 +6653,6 @@ A random value in this bracket is then applied in the waypoint routing generatio - - - -
-
- - #number -AI_AIR.IdleCount - - -
@@ -8321,17 +8288,6 @@ A random value in this bracket is then applied in the waypoint routing generatio - - - -
-
- - #number -AI_AIR.IdleCount - - -
diff --git a/Documentation/AI.AI_Cargo.html b/Documentation/AI.AI_Cargo.html index 6cbfca874..b29a37a21 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 @@ -2797,6 +2797,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

No loading happened, so we need to pickup something else.

+
@@ -4789,7 +4792,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- Wrapper.Group#GROUP + AI_CARGO.CargoCarrier @@ -4827,6 +4830,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

No loading happened, so we need to pickup something else.

+
@@ -5401,7 +5407,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- Wrapper.Group#GROUP + AI_CARGO.CargoCarrier @@ -5439,6 +5445,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

No loading happened, so we need to pickup something else.

+
@@ -6901,7 +6910,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- Wrapper.Group#GROUP + AI_CARGO.CargoCarrier @@ -6939,6 +6948,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

No loading happened, so we need to pickup something else.

+
diff --git a/Documentation/AI.AI_Cargo_Airplane.html b/Documentation/AI.AI_Cargo_Airplane.html index 3f9337017..fb816bf4c 100644 --- a/Documentation/AI.AI_Cargo_Airplane.html +++ b/Documentation/AI.AI_Cargo_Airplane.html @@ -2754,9 +2754,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -

Set destination airbase for next :Route() command.

- @@ -2790,9 +2787,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -

Aircraft is on a depoly mission.

- @@ -4544,9 +4538,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -

Set destination airbase for next :Route() command.

- @@ -4580,9 +4571,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -

Aircraft is on a depoly mission.

- @@ -5176,9 +5164,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -

Set destination airbase for next :Route() command.

- @@ -5212,9 +5197,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -

Aircraft is on a depoly mission.

- @@ -6696,9 +6678,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -

Set destination airbase for next :Route() command.

- @@ -6732,9 +6711,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -

Aircraft is on a depoly mission.

- diff --git a/Documentation/AI.AI_Cargo_Helicopter.html b/Documentation/AI.AI_Cargo_Helicopter.html index dcf9819bc..1088c9eae 100644 --- a/Documentation/AI.AI_Cargo_Helicopter.html +++ b/Documentation/AI.AI_Cargo_Helicopter.html @@ -2911,22 +2911,28 @@ 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

+
@@ -4829,22 +4835,28 @@ Adjust if necessary.
- + #number AI_CARGO_HELICOPTER.landingheight + +

meter

+
- + #number AI_CARGO_HELICOPTER.landingspeed + +

kph

+
@@ -5499,22 +5511,28 @@ Adjust if necessary.
- + #number AI_CARGO_HELICOPTER.landingheight + +

meter

+
- + #number AI_CARGO_HELICOPTER.landingspeed + +

kph

+
@@ -7057,22 +7075,28 @@ Adjust if necessary.
- + #number AI_CARGO_HELICOPTER.landingheight + +

meter

+
- + #number AI_CARGO_HELICOPTER.landingspeed + +

kph

+
diff --git a/Documentation/AI.AI_Escort.html b/Documentation/AI.AI_Escort.html index 07ac0cffc..ce4be53e5 100644 --- a/Documentation/AI.AI_Escort.html +++ b/Documentation/AI.AI_Escort.html @@ -3809,43 +3809,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

AI_ESCORT:onEvent(event)

The main event handling function...

- - - - - -

Type MENUPARAM

-
- MENUPARAM -
-
- - - - - - - - - - - - - - - - - - - -
Fields and Methods inherited from MENUPARAMDescription

MENUPARAM.ParamDistance

- -

MENUPARAM.ParamFunction

- -

MENUPARAM.ParamMessage

- -

MENUPARAM.ParamSelf

-
@@ -20187,65 +20150,6 @@ When moose is loading dynamically (for moose class development), tracing is swit
- - - -

Type MENUPARAM

-
-
- -

MENUPARAM type

- -
-

Field(s)

-
-
- - -
-
-
- - #function -MENUPARAM.ParamFunction - - - -
- -
-
-
- - #string -MENUPARAM.ParamMessage - - - -
- -
-
- - -
-
-

Function(s)

-
diff --git a/Documentation/AI.AI_Formation.html b/Documentation/AI.AI_Formation.html index 8af88926c..3833d34ce 100644 --- a/Documentation/AI.AI_Formation.html +++ b/Documentation/AI.AI_Formation.html @@ -3181,43 +3181,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

AI_FORMATION.__Enum.ReportType.GroundRadar

- - - - - -

Type MENUPARAM

-
- MENUPARAM -
-
- - - - - - - - - - - - - - - - - - - -
Fields and Methods inherited from MENUPARAMDescription

MENUPARAM.ParamDistance

- -

MENUPARAM.ParamFunction

- -

MENUPARAM.ParamMessage

- -

MENUPARAM.ParamSelf

-
@@ -15444,65 +15407,6 @@ When moose is loading dynamically (for moose class development), tracing is swit -
- - -
-

Function(s)

-
- - - -

Type MENUPARAM

-
-
- -

MENUPARAM type

- -
-

Field(s)

-
-
-
- - #number -MENUPARAM.ParamDistance - - - -
- -
-
-
- - #function -MENUPARAM.ParamFunction - - - -
- -
-
-
- - #string -MENUPARAM.ParamMessage - - - -
- -
-
-
diff --git a/Documentation/AI.AI_Patrol.html b/Documentation/AI.AI_Patrol.html index 1e3523055..a26b3535e 100644 --- a/Documentation/AI.AI_Patrol.html +++ b/Documentation/AI.AI_Patrol.html @@ -3262,9 +3262,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -

This table contains the targets detected during patrol.

-
@@ -6512,9 +6509,6 @@ Note that this method is required, as triggers the next route when patrolling fo - -

This table contains the targets detected during patrol.

- @@ -7259,9 +7253,6 @@ Note that this method is required, as triggers the next route when patrolling fo - -

This table contains the targets detected during patrol.

- @@ -8894,9 +8885,6 @@ Note that this method is required, as triggers the next route when patrolling fo - -

This table contains the targets detected during patrol.

- diff --git a/Documentation/Cargo.CargoCrate.html b/Documentation/Cargo.CargoCrate.html index e7b130cb3..912d4862a 100644 --- a/Documentation/Cargo.CargoCrate.html +++ b/Documentation/Cargo.CargoCrate.html @@ -1867,17 +1867,6 @@ Therefore, this class is considered to be deprecated

Field(s)

-
-
- - -CARGO_CRATE.CargoCarrier - - - -
- -
@@ -2546,17 +2535,6 @@ Therefore, this class is considered to be deprecated

Field(s)

-
- - -
diff --git a/Documentation/Cargo.CargoGroup.html b/Documentation/Cargo.CargoGroup.html index 2ceff13c5..121b59d9c 100644 --- a/Documentation/Cargo.CargoGroup.html +++ b/Documentation/Cargo.CargoGroup.html @@ -1953,20 +1953,6 @@ Therefore, this class is considered to be deprecated

-
- -
-
-
- - -CARGO_GROUP.CargoObject - - - - -

Now we spawn the new group based on the template created.

-
@@ -3271,20 +3257,6 @@ This works for ground only groups.

-
- -
-
-
- - -CARGO_GROUP.CargoObject - - - - -

Now we spawn the new group based on the template created.

-
diff --git a/Documentation/Core.Fsm.html b/Documentation/Core.Fsm.html index 84bcbeb5c..32719ff03 100644 --- a/Documentation/Core.Fsm.html +++ b/Documentation/Core.Fsm.html @@ -5796,7 +5796,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #string FSM._StartState @@ -7395,7 +7395,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #string FSM._StartState diff --git a/Documentation/Core.Settings.html b/Documentation/Core.Settings.html index a42c1cea0..3385dc143 100644 --- a/Documentation/Core.Settings.html +++ b/Documentation/Core.Settings.html @@ -2864,14 +2864,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #string SETTINGS.A2GSystem - -

BASE:E( {PlayerUnit:GetName(), A2GSystem } )

-
@@ -2911,22 +2908,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #boolean + SETTINGS.Metric -
- -
-
-
- - -SETTINGS.PlayerMenu - - -
@@ -5035,14 +5021,11 @@ It is advised to use this method at the start of the mission.

- + #string SETTINGS.A2GSystem - -

BASE:E( {PlayerUnit:GetName(), A2GSystem } )

-
@@ -5082,22 +5065,11 @@ It is advised to use this method at the start of the mission.

- #boolean + SETTINGS.Metric -
- -
-
-
- - -SETTINGS.PlayerMenu - - -
diff --git a/Documentation/Core.Spawn.html b/Documentation/Core.Spawn.html index 2d436954d..65932f77c 100644 --- a/Documentation/Core.Spawn.html +++ b/Documentation/Core.Spawn.html @@ -3833,6 +3833,50 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

By default, no InitLimit

+
+ +
+
+
+ + +SPAWN.SpawnInitModex + + + +
+ +
+
+ + +
+
+ + +
+
+
+ + +SPAWN.SpawnInitModu + + +
@@ -9617,6 +9661,50 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

By default, no InitLimit

+
+ +
+
+
+ + +SPAWN.SpawnInitModex + + + +
+ +
+
+
+ + +SPAWN.SpawnInitModexPostfix + + + +
+ +
+
+
+ + +SPAWN.SpawnInitModexPrefix + + + +
+ +
+
+
+ + +SPAWN.SpawnInitModu + + +
diff --git a/Documentation/Functional.Designate.html b/Documentation/Functional.Designate.html index 5c2148852..d7ce43977 100644 --- a/Documentation/Functional.Designate.html +++ b/Documentation/Functional.Designate.html @@ -3543,17 +3543,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - - - -
-
- - -DESIGNATE.LaseDuration - - -
@@ -6718,17 +6707,6 @@ Using the menu system, the player can "forget" a designation, so that gradually - - - -
-
- - -DESIGNATE.LaseDuration - - -
@@ -7528,17 +7506,6 @@ Using the menu system, the player can "forget" a designation, so that gradually - - - -
-
- - -DESIGNATE.LaseDuration - - -
@@ -8308,17 +8275,6 @@ Using the menu system, the player can "forget" a designation, so that gradually - - - -
-
- - -DESIGNATE.LaseDuration - - -
@@ -9976,17 +9932,6 @@ Using the menu system, the player can "forget" a designation, so that gradually - - - -
-
- - -DESIGNATE.LaseDuration - - -
diff --git a/Documentation/Functional.Detection.html b/Documentation/Functional.Detection.html index 3ef2f7b94..96a0f75c7 100644 --- a/Documentation/Functional.Detection.html +++ b/Documentation/Functional.Detection.html @@ -19302,6 +19302,17 @@ When moose is loading dynamically (for moose class development), tracing is swit + + + +
+
+ + #boolean +DETECTION_BASE.Locking + + +
@@ -24005,6 +24016,17 @@ zones that reflect cloudy areas where detected units may not be so easily visual + + + +
+
+ + #boolean +DETECTION_BASE.Locking + + +
@@ -25769,6 +25791,17 @@ zones that reflect cloudy areas where detected units may not be so easily visual + + + +
+
+ + #boolean +DETECTION_BASE.Locking + + +
diff --git a/Documentation/Functional.Mantis.html b/Documentation/Functional.Mantis.html index 488a1b3d8..a8f9c88cb 100644 --- a/Documentation/Functional.Mantis.html +++ b/Documentation/Functional.Mantis.html @@ -2014,6 +2014,12 @@ in the mission editor are absolute maximum ranges; in-game this is rather 50-75%

MANTIS:GetCommandCenter()

Function to get the HQ object for further use

+ + + +

MANTIS.Groupset

+ + @@ -3906,8 +3912,8 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #table -MANTIS.AcceptZones + +MANTIS.AWACS_Prefix @@ -3944,17 +3950,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -
- -
-
-
- - #table -MANTIS.ConflictZones - - -
@@ -4021,6 +4016,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + + + +
+
+ + +MANTIS.Groupset + + +
@@ -4043,17 +4049,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

The ME name of the HQ object

- - - -
-
- - #table -MANTIS.RejectZones - - -
@@ -4082,7 +4077,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #table + MANTIS.SAM_Table_Long @@ -4093,7 +4088,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #table + MANTIS.SAM_Table_Medium @@ -4104,7 +4099,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #table + MANTIS.SAM_Table_Short @@ -4478,50 +4473,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Prefix for logging

-
- -
-
-
- - #number -MANTIS.maxclassic - - - -
- -
-
-
- - #number -MANTIS.maxlongrange - - - -
- -
-
-
- - #number -MANTIS.maxmidrange - - - -
- -
-
-
- - #number -MANTIS.maxshortrange - - -
@@ -4580,6 +4531,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

switch alarm state RED

+
@@ -4591,9 +4545,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -

self.SAMCheckRanges = {}

-
@@ -8479,8 +8430,8 @@ E.g. `mymantis:SetAdvancedMode(true, 90)`
- #table -MANTIS.AcceptZones + +MANTIS.AWACS_Prefix @@ -8517,17 +8468,6 @@ E.g. `mymantis:SetAdvancedMode(true, 90)` -
- -
-
-
- - #table -MANTIS.ConflictZones - - -
@@ -8594,6 +8534,17 @@ E.g. `mymantis:SetAdvancedMode(true, 90)` + + + +
+
+ + +MANTIS.Groupset + + +
@@ -8616,17 +8567,6 @@ E.g. `mymantis:SetAdvancedMode(true, 90)`

The ME name of the HQ object

- - - -
-
- - #table -MANTIS.RejectZones - - -
@@ -8655,7 +8595,7 @@ E.g. `mymantis:SetAdvancedMode(true, 90)`
- #table + MANTIS.SAM_Table_Long @@ -8666,7 +8606,7 @@ E.g. `mymantis:SetAdvancedMode(true, 90)`
- #table + MANTIS.SAM_Table_Medium @@ -8677,7 +8617,7 @@ E.g. `mymantis:SetAdvancedMode(true, 90)`
- #table + MANTIS.SAM_Table_Short @@ -9051,50 +8991,6 @@ E.g. `mymantis:SetAdvancedMode(true, 90)`

Prefix for logging

-
- -
-
-
- - #number -MANTIS.maxclassic - - - -
- -
-
-
- - #number -MANTIS.maxlongrange - - - -
- -
-
-
- - #number -MANTIS.maxmidrange - - - -
- -
-
-
- - #number -MANTIS.maxshortrange - - -
@@ -9153,6 +9049,9 @@ E.g. `mymantis:SetAdvancedMode(true, 90)` + +

switch alarm state RED

+
@@ -9164,9 +9063,6 @@ E.g. `mymantis:SetAdvancedMode(true, 90)` - -

self.SAMCheckRanges = {}

-
diff --git a/Documentation/Functional.RAT.html b/Documentation/Functional.RAT.html index a535a95b6..8c41fb40a 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

- - @@ -6913,17 +6907,6 @@ 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 - - -
@@ -14804,17 +14787,6 @@ Initializes the ratcraft array and group menu.

Type of terminal to be used when spawning at an airbase.

- - - -
-
- - -RAT.type - - -
@@ -21137,17 +21109,6 @@ 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/Functional.Scoring.html b/Documentation/Functional.Scoring.html index 991bde3b6..38fd87f7e 100644 --- a/Documentation/Functional.Scoring.html +++ b/Documentation/Functional.Scoring.html @@ -2866,14 +2866,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #boolean + SCORING.AutoSave - -

Create the CSV file.

-
@@ -5455,14 +5452,11 @@ The scale magnifies the scores given to the players.

- #boolean + SCORING.AutoSave - -

Create the CSV file.

-
diff --git a/Documentation/Ops.Airboss.html b/Documentation/Ops.Airboss.html index 6c91e574f..a1f8f66aa 100644 --- a/Documentation/Ops.Airboss.html +++ b/Documentation/Ops.Airboss.html @@ -9600,17 +9600,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Radio queue of LSO.

- - - -
-
- - -AIRBOSS.RQLid - - -
@@ -9622,17 +9611,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Radio queue of marshal.

- - - -
-
- - -AIRBOSS.RQMid - - -
@@ -29821,17 +29799,6 @@ If removed flight is the section lead, we try to find a new leader.

Radio queue of LSO.

- - - -
-
- - -AIRBOSS.RQLid - - -
@@ -29843,17 +29810,6 @@ If removed flight is the section lead, we try to find a new leader.

Radio queue of marshal.

- - - -
-
- - -AIRBOSS.RQMid - - -
@@ -32922,17 +32878,6 @@ If removed flight is the section lead, we try to find a new leader.

Radio queue of LSO.

- - - -
-
- - -AIRBOSS.RQLid - - -
@@ -32944,17 +32889,6 @@ If removed flight is the section lead, we try to find a new leader.

Radio queue of marshal.

- - - -
-
- - -AIRBOSS.RQMid - - -
@@ -40562,9 +40496,6 @@ When moose is loading dynamically (for moose class development), tracing is swit - -

Set case to that of lead.

- @@ -40817,6 +40748,9 @@ When moose is loading dynamically (for moose class development), tracing is swit + +

Set Stable Hover

+ @@ -40850,6 +40784,9 @@ 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 2932a688d..9f1e806ba 100644 --- a/Documentation/Ops.CSAR.html +++ b/Documentation/Ops.CSAR.html @@ -4400,11 +4400,14 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #table CSAR.downedPilots + +

Replacement woundedGroups

+
@@ -10410,11 +10413,14 @@ callsigns from playername or group name.

- + #table CSAR.downedPilots + +

Replacement woundedGroups

+
@@ -12905,11 +12911,14 @@ callsigns from playername or group name.

- + #table CSAR.downedPilots + +

Replacement woundedGroups

+
diff --git a/Documentation/Ops.CTLD.html b/Documentation/Ops.CTLD.html index 0329ccadc..0c60c038f 100644 --- a/Documentation/Ops.CTLD.html +++ b/Documentation/Ops.CTLD.html @@ -7667,7 +7667,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #table CTLD.CtldUnits @@ -7689,7 +7689,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #table + CTLD.DroppedTroops @@ -7714,28 +7714,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #number -CTLD.Engineers - - - -

use as counter

- -
- -
-
-
- - #table CTLD.EngineersInField - -

holds #CTLD_ENGINEERING objects

-
@@ -7789,7 +7772,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #table + CTLD.FreeVHFFrequencies @@ -7980,17 +7963,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -
- -
-
-
- - #number -CTLD.TroopCounter - - -
@@ -8171,17 +8143,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

#1570

-
- -
-
-
- - #table -CTLD.droppedBeacons - - -
@@ -8526,7 +8487,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #number + CTLD.troopdropzoneradius @@ -17349,7 +17310,7 @@ However, if you create a new folder inside the miz file, which contains the soun
- + #table CTLD.CtldUnits @@ -17371,7 +17332,7 @@ However, if you create a new folder inside the miz file, which contains the soun
- #table + CTLD.DroppedTroops @@ -17396,28 +17357,11 @@ However, if you create a new folder inside the miz file, which contains the soun
- #number -CTLD.Engineers - - - -

use as counter

- -
- -
-
-
- - #table CTLD.EngineersInField - -

holds #CTLD_ENGINEERING objects

-
@@ -17471,7 +17415,7 @@ However, if you create a new folder inside the miz file, which contains the soun
- #table + CTLD.FreeVHFFrequencies @@ -17662,17 +17606,6 @@ However, if you create a new folder inside the miz file, which contains the soun -
- -
-
-
- - #number -CTLD.TroopCounter - - -
@@ -17853,17 +17786,6 @@ However, if you create a new folder inside the miz file, which contains the soun

#1570

-
- -
-
-
- - #table -CTLD.droppedBeacons - - -
@@ -18208,7 +18130,7 @@ However, if you create a new folder inside the miz file, which contains the soun
- #number + CTLD.troopdropzoneradius @@ -19805,7 +19727,7 @@ However, if you create a new folder inside the miz file, which contains the soun
- + #table CTLD.CtldUnits @@ -19827,7 +19749,7 @@ However, if you create a new folder inside the miz file, which contains the soun
- #table + CTLD.DroppedTroops @@ -19852,28 +19774,11 @@ However, if you create a new folder inside the miz file, which contains the soun
- #number -CTLD.Engineers - - - -

use as counter

- -
- -
-
-
- - #table CTLD.EngineersInField - -

holds #CTLD_ENGINEERING objects

-
@@ -19927,7 +19832,7 @@ However, if you create a new folder inside the miz file, which contains the soun
- #table + CTLD.FreeVHFFrequencies @@ -20118,17 +20023,6 @@ However, if you create a new folder inside the miz file, which contains the soun -
- -
-
-
- - #number -CTLD.TroopCounter - - -
@@ -20309,17 +20203,6 @@ However, if you create a new folder inside the miz file, which contains the soun

#1570

-
- -
-
-
- - #table -CTLD.droppedBeacons - - -
@@ -20664,7 +20547,7 @@ However, if you create a new folder inside the miz file, which contains the soun
- #number + CTLD.troopdropzoneradius @@ -24864,6 +24747,17 @@ When moose is loading dynamically (for moose class development), tracing is swit

Flag for direct loading.

+
+ +
+
+
+ + +CTLD_CARGO.Mark + + +
@@ -25990,6 +25884,17 @@ When moose is loading dynamically (for moose class development), tracing is swit

Flag for direct loading.

+
+ +
+
+
+ + +CTLD_CARGO.Mark + + +
@@ -29600,17 +29505,6 @@ When moose is loading dynamically (for moose class development), tracing is swit -
- -
- @@ -30264,17 +30158,6 @@ When moose is loading dynamically (for moose class development), tracing is swit -
- -
-
-
@@ -33810,6 +33693,17 @@ When moose is loading dynamically (for moose class development), tracing is swit

template for a group of 10 paratroopers

+
+ +
+
+
+ + #number +CTLD_HERCULES.j + + +
@@ -35136,6 +35030,17 @@ 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/Sound.SRS.html b/Documentation/Sound.SRS.html index ae1209207..7c59ad247 100644 --- a/Documentation/Sound.SRS.html +++ b/Documentation/Sound.SRS.html @@ -3959,7 +3959,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #string + MSRS.provider @@ -6247,7 +6247,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #string + MSRS.provider diff --git a/Documentation/Tasking.Task.html b/Documentation/Tasking.Task.html index de0ebf412..5a0a9ed9f 100644 --- a/Documentation/Tasking.Task.html +++ b/Documentation/Tasking.Task.html @@ -2938,17 +2938,6 @@ but can separately be modified later in your mission using the -
- -
-
-
@@ -7585,17 +7574,6 @@ If the Unit is part of the Task, true is returned.

-
- -
-
-
- - -TASK.TaskControlMenu - - -
diff --git a/Documentation/Tasking.Task_CARGO.html b/Documentation/Tasking.Task_CARGO.html index a2ad194bf..54ef28433 100644 --- a/Documentation/Tasking.Task_CARGO.html +++ b/Documentation/Tasking.Task_CARGO.html @@ -3230,7 +3230,7 @@ based on the tasking capabilities defined in
- + Cargo.Cargo#CARGO FSM_PROCESS.Cargo diff --git a/Documentation/Tasking.Task_Cargo_Dispatcher.html b/Documentation/Tasking.Task_Cargo_Dispatcher.html index 8a672ed6d..42eacd011 100644 --- a/Documentation/Tasking.Task_Cargo_Dispatcher.html +++ b/Documentation/Tasking.Task_Cargo_Dispatcher.html @@ -3260,18 +3260,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- -
-
-
- - #table TASK_CARGO_DISPATCHER.DefaultDeployZones @@ -4410,18 +4399,7 @@ This method can only be used once!

- -
-
-
- - #table TASK_CARGO_DISPATCHER.DefaultDeployZones @@ -5312,18 +5290,7 @@ This method can only be used once!

- -
-
-
- - #table TASK_CARGO_DISPATCHER.DefaultDeployZones @@ -6845,18 +6812,7 @@ This method can only be used once!

- -
-
-
- - #table TASK_CARGO_DISPATCHER.DefaultDeployZones 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.Group.html b/Documentation/Wrapper.Group.html index 05dafc36e..3d8743df8 100644 --- a/Documentation/Wrapper.Group.html +++ b/Documentation/Wrapper.Group.html @@ -5208,18 +5208,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -
-
-
- - -GROUP.InitRespawnRandomizePositionOuter +GROUP.InitRespawnRandomizePositionZone @@ -9712,18 +9701,7 @@ So each unit of the group is respawned at exactly the same parking spot as it cu - -
-
-
- - -GROUP.InitRespawnRandomizePositionOuter +GROUP.InitRespawnRandomizePositionZone @@ -21879,18 +21857,7 @@ Note that when WayPointInitialize is called, the Mission of the controllable is - -
-
-
- - -GROUP.InitRespawnRandomizePositionOuter +GROUP.InitRespawnRandomizePositionZone @@ -25979,18 +25946,7 @@ Coordinates are dependent on the position of the maps origin.

- -
-
-
- - -GROUP.InitRespawnRandomizePositionOuter +GROUP.InitRespawnRandomizePositionZone @@ -26615,18 +26571,7 @@ If the Identifiable is alive, true is returned.

- -
-
-
- - -GROUP.InitRespawnRandomizePositionOuter +GROUP.InitRespawnRandomizePositionZone @@ -26886,18 +26831,7 @@ If the Identifiable is alive, true is returned.

- -
-
-
- - -GROUP.InitRespawnRandomizePositionOuter +GROUP.InitRespawnRandomizePositionZone diff --git a/Documentation/Wrapper.Marker.html b/Documentation/Wrapper.Marker.html index 22a0bd77c..70a16f17d 100644 --- a/Documentation/Wrapper.Marker.html +++ b/Documentation/Wrapper.Marker.html @@ -3022,6 +3022,28 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Coordinate of the mark.

+
+ +
+
+
+ + +MARKER.groupid + + + +
+ +
+
+
+ + +MARKER.groupname + + +
@@ -3099,28 +3121,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Text displayed in the mark panel.

-
- -
-
-
- - #boolean -MARKER.toall - - - -
- -
-
-
- - #boolean -MARKER.tocoalition - - -
@@ -5161,6 +5161,28 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Coordinate of the mark.

+
+ +
+
+
+ + +MARKER.groupid + + + +
+ +
+
+
+ + +MARKER.groupname + + +
@@ -5238,28 +5260,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Text displayed in the mark panel.

-
- -
-
-
- - #boolean -MARKER.toall - - - -
- -
-
-
- - #boolean -MARKER.tocoalition - - -
@@ -6771,6 +6771,28 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Coordinate of the mark.

+
+ +
+
+
+ + +MARKER.groupid + + + +
+ +
+
+
+ + +MARKER.groupname + + +
@@ -6848,28 +6870,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Text displayed in the mark panel.

-
- - -
-
- - #boolean -MARKER.toall - - - -
- -
-
-
- - #boolean -MARKER.tocoalition - - -