From abde113f520a32fdee0e8f5ca1e58c35a3fdb1d1 Mon Sep 17 00:00:00 2001 From: Applevangelist Date: Mon, 6 Dec 2021 14:13:31 +0000 Subject: [PATCH] MOOSE generated documentation [skip ci] --- Documentation/AI.AI_Air.html | 44 + Documentation/AI.AI_Air_Squadron.html | 22 + Documentation/AI.AI_Cargo.html | 20 +- Documentation/AI.AI_Cargo_Airplane.html | 68 +- Documentation/AI.AI_Cargo_Helicopter.html | 40 +- Documentation/AI.AI_Patrol.html | 12 - Documentation/Cargo.CargoGroup.html | 62 +- Documentation/Cargo.CargoUnit.html | 22 + Documentation/Core.Settings.html | 4 +- Documentation/Core.Spawn.html | 216 +- Documentation/Core.SpawnStatic.html | 84 + Documentation/Core.Spot.html | 99 - Documentation/Functional.Designate.html | 30 +- Documentation/Functional.Detection.html | 72 +- Documentation/Functional.Mantis.html | 6 - Documentation/Functional.Movement.html | 28 - Documentation/Functional.Range.html | 11861 +--------------- Documentation/Functional.Rat.html | 69 + Documentation/Ops.Airboss.html | 71 +- Documentation/Ops.CSAR.html | 36 +- Documentation/Ops.CTLD.html | 119 - Documentation/Tasking.Task_Cargo.html | 13 +- .../Tasking.Task_Cargo_Dispatcher.html | 200 +- Documentation/Wrapper.Group.html | 78 +- Documentation/Wrapper.Marker.html | 132 +- 25 files changed, 912 insertions(+), 12496 deletions(-) diff --git a/Documentation/AI.AI_Air.html b/Documentation/AI.AI_Air.html index 76ec477bd..9c0432b48 100644 --- a/Documentation/AI.AI_Air.html +++ b/Documentation/AI.AI_Air.html @@ -2935,6 +2935,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + + + +
+
+ + #number +AI_AIR.IdleCount + + +
@@ -5679,6 +5690,17 @@ Once the time is finished, the old AI will return to the base.

+ + + +
+
+ + #number +AI_AIR.IdleCount + + +
@@ -6404,6 +6426,17 @@ Once the time is finished, the old AI will return to the base.

+ + + +
+
+ + #number +AI_AIR.IdleCount + + +
@@ -8021,6 +8054,17 @@ Once the time is finished, the old AI will return to the base.

+ + + +
+
+ + #number +AI_AIR.IdleCount + + +
diff --git a/Documentation/AI.AI_Air_Squadron.html b/Documentation/AI.AI_Air_Squadron.html index 0ee22607a..1650130c2 100644 --- a/Documentation/AI.AI_Air_Squadron.html +++ b/Documentation/AI.AI_Air_Squadron.html @@ -2438,6 +2438,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + + + +
+
@@ -3509,6 +3520,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + + + +
+
diff --git a/Documentation/AI.AI_Cargo.html b/Documentation/AI.AI_Cargo.html index 692f19461..07a772490 100644 --- a/Documentation/AI.AI_Cargo.html +++ b/Documentation/AI.AI_Cargo.html @@ -2634,7 +2634,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + Wrapper.Group#GROUP AI_CARGO.CargoCarrier @@ -2672,6 +2672,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

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

+
@@ -4664,7 +4667,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + Wrapper.Group#GROUP AI_CARGO.CargoCarrier @@ -4702,6 +4705,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

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

+
@@ -5276,7 +5282,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + Wrapper.Group#GROUP AI_CARGO.CargoCarrier @@ -5314,6 +5320,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

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

+
@@ -6780,7 +6789,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + Wrapper.Group#GROUP AI_CARGO.CargoCarrier @@ -6818,6 +6827,9 @@ 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 948d9a9fe..8ce186ace 100644 --- a/Documentation/AI.AI_Cargo_Airplane.html +++ b/Documentation/AI.AI_Cargo_Airplane.html @@ -2621,17 +2621,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Field(s)

-
- - -
@@ -2662,6 +2651,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

Aircraft is on a depoly mission.

+
@@ -2687,6 +2679,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

Aircraft is on a pickup mission.

+ @@ -4405,17 +4400,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Field(s)

-
- - -
@@ -4446,6 +4430,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

Aircraft is on a depoly mission.

+
@@ -4471,6 +4458,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

Aircraft is on a pickup mission.

+ @@ -5031,17 +5021,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Field(s)

-
- - -
@@ -5072,6 +5051,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

Aircraft is on a depoly mission.

+
@@ -5097,6 +5079,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

Aircraft is on a pickup mission.

+ @@ -6549,17 +6534,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Field(s)

-
- - -
@@ -6590,6 +6564,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

Aircraft is on a depoly mission.

+
@@ -6615,6 +6592,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

Aircraft is on a pickup mission.

+ diff --git a/Documentation/AI.AI_Cargo_Helicopter.html b/Documentation/AI.AI_Cargo_Helicopter.html index 60b95fde7..96fdac3ad 100644 --- a/Documentation/AI.AI_Cargo_Helicopter.html +++ b/Documentation/AI.AI_Cargo_Helicopter.html @@ -2786,22 +2786,28 @@ 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

+
@@ -4704,22 +4710,28 @@ Adjust if necessary.
- + #number AI_CARGO_HELICOPTER.landingheight + +

meter

+
- + #number AI_CARGO_HELICOPTER.landingspeed + +

kph

+
@@ -5374,22 +5386,28 @@ Adjust if necessary.
- + #number AI_CARGO_HELICOPTER.landingheight + +

meter

+
- + #number AI_CARGO_HELICOPTER.landingspeed + +

kph

+
@@ -6936,22 +6954,28 @@ Adjust if necessary.
- + #number AI_CARGO_HELICOPTER.landingheight + +

meter

+
- + #number AI_CARGO_HELICOPTER.landingspeed + +

kph

+
diff --git a/Documentation/AI.AI_Patrol.html b/Documentation/AI.AI_Patrol.html index 5f2900ca8..a4e2cfe08 100644 --- a/Documentation/AI.AI_Patrol.html +++ b/Documentation/AI.AI_Patrol.html @@ -3137,9 +3137,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -

This table contains the targets detected during patrol.

- @@ -6387,9 +6384,6 @@ Note that this method is required, as triggers the next route when patrolling fo - -

This table contains the targets detected during patrol.

- @@ -7134,9 +7128,6 @@ Note that this method is required, as triggers the next route when patrolling fo - -

This table contains the targets detected during patrol.

- @@ -8773,9 +8764,6 @@ 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.CargoGroup.html b/Documentation/Cargo.CargoGroup.html index c150e910e..0aebdaa8f 100644 --- a/Documentation/Cargo.CargoGroup.html +++ b/Documentation/Cargo.CargoGroup.html @@ -1820,24 +1820,13 @@ Controls a network of short range air/missile defense groups.

-CARGO_GROUP.CargoCarrier - - - - -

self.CargoObject:Destroy()

- -
- - -
-
- - CARGO_GROUP.CargoGroup + +

Then we register the new group in the database

+
@@ -1849,6 +1838,20 @@ Controls a network of short range air/missile defense groups.

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

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

+
@@ -3138,24 +3141,13 @@ This works for ground only groups.

-CARGO_GROUP.CargoCarrier - - - - -

self.CargoObject:Destroy()

- -
- - -
-
- - CARGO_GROUP.CargoGroup + +

Then we register the new group in the database

+
@@ -3167,6 +3159,20 @@ This works for ground only groups.

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

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

+
diff --git a/Documentation/Cargo.CargoUnit.html b/Documentation/Cargo.CargoUnit.html index 92565b046..735bdfd14 100644 --- a/Documentation/Cargo.CargoUnit.html +++ b/Documentation/Cargo.CargoUnit.html @@ -1727,6 +1727,17 @@ Note that ground forces behave in a group, and thus, act in formation, regardles

Set cargo object.

+ + + +
+
+ + #number +CARGO_UNIT.RunCount + + +
@@ -2442,6 +2453,17 @@ Note that ground forces behave in a group, and thus, act in formation, regardles

Set cargo object.

+ + + +
+
+ + #number +CARGO_UNIT.RunCount + + +
diff --git a/Documentation/Core.Settings.html b/Documentation/Core.Settings.html index 42831d1a0..0152cb428 100644 --- a/Documentation/Core.Settings.html +++ b/Documentation/Core.Settings.html @@ -2726,7 +2726,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #string + SETTINGS.A2GSystem @@ -4820,7 +4820,7 @@ It is advised to use this method at the start of the mission.

- #string + SETTINGS.A2GSystem diff --git a/Documentation/Core.Spawn.html b/Documentation/Core.Spawn.html index aa6c53f3b..e55993826 100644 --- a/Documentation/Core.Spawn.html +++ b/Documentation/Core.Spawn.html @@ -2730,6 +2730,36 @@ and any spaces before and after the resulting name are removed.

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

+ + + +

SPAWN.communication

+ + + + + +

SPAWN.frequency

+ + + + + +

SPAWN.livery_id

+ + + + + +

SPAWN.modulation

+ + + + + +

SPAWN.skill

+ + @@ -3362,9 +3392,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -

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

-
@@ -3456,6 +3483,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau +
+ +
+
+
+ + +SPAWN.SpawnGrouping + + +
@@ -3525,17 +3563,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - - - -
-
- - -SPAWN.SpawnInitFreq - - -
@@ -3598,12 +3625,12 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
#boolean -SPAWN.SpawnInitKeepUnitNames +SPAWN.SpawnInitLimit -

Overwrite unit names by default with group name.

+

By default, no InitLimit

@@ -3611,14 +3638,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #boolean -SPAWN.SpawnInitLimit + +SPAWN.SpawnInitLivery - -

By default, no InitLimit

-
@@ -3833,7 +3857,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -

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

+

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

@@ -3885,6 +3909,61 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

When working in UnControlled mode, all planes are Spawned in UnControlled mode before the scheduler starts.

+ + + +
+
+ + +SPAWN.communication + + + +
+ +
+
+
+ + +SPAWN.frequency + + + +
+ +
+
+
+ + +SPAWN.livery_id + + + +
+ +
+
+
+ + +SPAWN.modulation + + + +
+ +
+
+
+ + +SPAWN.skill + + +
@@ -8704,9 +8783,6 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

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

- @@ -8798,6 +8874,17 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

+ + +
+
+ + +SPAWN.SpawnGrouping + + +
@@ -8867,17 +8954,6 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

- - -
-
- - -SPAWN.SpawnInitFreq - - -
@@ -8940,12 +9016,12 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

#boolean -SPAWN.SpawnInitKeepUnitNames +SPAWN.SpawnInitLimit -

Overwrite unit names by default with group name.

+

By default, no InitLimit

@@ -8953,14 +9029,11 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

- #boolean -SPAWN.SpawnInitLimit + +SPAWN.SpawnInitLivery - -

By default, no InitLimit

-
@@ -9175,7 +9248,7 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

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

+

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

@@ -9227,6 +9300,61 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

When working in UnControlled mode, all planes are Spawned in UnControlled mode before the scheduler starts.

+ + + +
+
+ + +SPAWN.communication + + + +
+ +
+
+
+ + +SPAWN.frequency + + + +
+ +
+
+
+ + +SPAWN.livery_id + + + +
+ +
+
+
+ + +SPAWN.modulation + + + +
+ +
+
+
+ + +SPAWN.skill + + +
diff --git a/Documentation/Core.SpawnStatic.html b/Documentation/Core.SpawnStatic.html index db52a7d8f..3b4bd5359 100644 --- a/Documentation/Core.SpawnStatic.html +++ b/Documentation/Core.SpawnStatic.html @@ -1865,6 +1865,24 @@ such as position and heading.

SPAWNSTATIC:_SpawnStatic(Template, CountryID)

Spawns a new static using a given template.

+ + + +

SPAWNSTATIC.heliport_callsign_id

+ + + + + +

SPAWNSTATIC.heliport_frequency

+ + + + + +

SPAWNSTATIC.heliport_modulation

+ + @@ -2772,6 +2790,39 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + + + +
+ + +
+
+ + +
+
+
@@ -3993,6 +4044,39 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + + + +
+ + +
+
+ + +
+
+
diff --git a/Documentation/Core.Spot.html b/Documentation/Core.Spot.html index 5044f15a3..3e67121b0 100644 --- a/Documentation/Core.Spot.html +++ b/Documentation/Core.Spot.html @@ -2670,39 +2670,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - - - -
-
- - -SPOT.ScheduleID - - - -
- -
-
-
- - -SPOT.SpotIR - - - -
- -
-
-
- - -SPOT.SpotLaser - - -
@@ -3916,39 +3883,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - - - -
-
- - -SPOT.ScheduleID - - - -
- -
-
-
- - -SPOT.SpotIR - - - -
- -
-
-
- - -SPOT.SpotLaser - - -
@@ -5453,39 +5387,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - - - -
-
- - -SPOT.ScheduleID - - - -
- -
-
-
- - -SPOT.SpotIR - - - -
- -
-
-
- - -SPOT.SpotLaser - - -
diff --git a/Documentation/Functional.Designate.html b/Documentation/Functional.Designate.html index 4c32169c9..cd7b7efae 100644 --- a/Documentation/Functional.Designate.html +++ b/Documentation/Functional.Designate.html @@ -3430,7 +3430,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
-DESIGNATE.LaseStart +DESIGNATE.LaseDuration @@ -3440,8 +3440,8 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #table -DESIGNATE.LaserCodes + +DESIGNATE.LaseStart @@ -6598,7 +6598,7 @@ Designate:SetFlashStatusMenu( false )
-DESIGNATE.LaseStart +DESIGNATE.LaseDuration @@ -6608,8 +6608,8 @@ Designate:SetFlashStatusMenu( false )
- #table -DESIGNATE.LaserCodes + +DESIGNATE.LaseStart @@ -7408,7 +7408,7 @@ Designate:SetFlashStatusMenu( false )
-DESIGNATE.LaseStart +DESIGNATE.LaseDuration @@ -7418,8 +7418,8 @@ Designate:SetFlashStatusMenu( false )
- #table -DESIGNATE.LaserCodes + +DESIGNATE.LaseStart @@ -8188,7 +8188,7 @@ Designate:SetFlashStatusMenu( false )
-DESIGNATE.LaseStart +DESIGNATE.LaseDuration @@ -8198,8 +8198,8 @@ Designate:SetFlashStatusMenu( false )
- #table -DESIGNATE.LaserCodes + +DESIGNATE.LaseStart @@ -9860,7 +9860,7 @@ Designate:SetFlashStatusMenu( false )
-DESIGNATE.LaseStart +DESIGNATE.LaseDuration @@ -9870,8 +9870,8 @@ Designate:SetFlashStatusMenu( false )
- #table -DESIGNATE.LaserCodes + +DESIGNATE.LaseStart diff --git a/Documentation/Functional.Detection.html b/Documentation/Functional.Detection.html index 25a5178d9..2e429dab5 100644 --- a/Documentation/Functional.Detection.html +++ b/Documentation/Functional.Detection.html @@ -18775,17 +18775,6 @@ BASE:TraceOnOff( false ) -
- -
-
-
- - #number -DETECTION_BASE.DetectedItemMax - - -
@@ -18935,7 +18924,18 @@ BASE:TraceOnOff( false )
- #number + #boolean +DETECTION_BASE.Locking + + + +
+ +
+
+
+ + DETECTION_BASE.RefreshTimeInterval @@ -23477,17 +23477,6 @@ zones that reflect cloudy areas where detected units may not be so easily visual -
- -
-
-
- - #number -DETECTION_BASE.DetectedItemMax - - -
@@ -23637,7 +23626,18 @@ zones that reflect cloudy areas where detected units may not be so easily visual
- #number + #boolean +DETECTION_BASE.Locking + + + +
+ +
+
+
+ + DETECTION_BASE.RefreshTimeInterval @@ -25234,17 +25234,6 @@ zones that reflect cloudy areas where detected units may not be so easily visual -
- -
-
-
- - #number -DETECTION_BASE.DetectedItemMax - - -
@@ -25394,7 +25383,18 @@ zones that reflect cloudy areas where detected units may not be so easily visual
- #number + #boolean +DETECTION_BASE.Locking + + + +
+ +
+
+
+ + DETECTION_BASE.RefreshTimeInterval diff --git a/Documentation/Functional.Mantis.html b/Documentation/Functional.Mantis.html index 86a3753fe..16067631b 100644 --- a/Documentation/Functional.Mantis.html +++ b/Documentation/Functional.Mantis.html @@ -3346,9 +3346,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -

switch alarm state RED

-
@@ -7011,9 +7008,6 @@ E.g. `mymantis:SetAdvancedMode(true, 90)` - -

switch alarm state RED

-
diff --git a/Documentation/Functional.Movement.html b/Documentation/Functional.Movement.html index 632f6c845..56af5c9f5 100644 --- a/Documentation/Functional.Movement.html +++ b/Documentation/Functional.Movement.html @@ -2148,20 +2148,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Field(s)

-
-
- - #number -MOVEMENT.AliveUnits - - - - -

Contains the counter how many units are currently alive

- -
- -
@@ -2392,20 +2378,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Field(s)

-
-
- - #number -MOVEMENT.AliveUnits - - - - -

Contains the counter how many units are currently alive

- -
- -
diff --git a/Documentation/Functional.Range.html b/Documentation/Functional.Range.html index ab5962e72..fad253d12 100644 --- a/Documentation/Functional.Range.html +++ b/Documentation/Functional.Range.html @@ -1556,15 +1556,7 @@ by a script by SNAFU s

Global RANGE

-

Don't only practice your art, but force your way into its secrets; art deserves that, for it and knowledge can raise man to the Divine. - Ludwig van Beethoven

-
- -

Banner Image

- -

The Range Concept

- -

The RANGE class enables a mission designer to easily set up practice ranges in DCS.

@@ -1572,209 +1564,13 @@ by a script by SNAFU
s
- #RANGE + #table RANGE -

Don't only practice your art, but force your way into its secrets; art deserves that, for it and knowledge can raise man to the Divine. - Ludwig van Beethoven

-
- -

Banner Image

- -

The Range Concept

- -

The RANGE class enables a mission designer to easily set up practice ranges in DCS.

-

A new RANGE object can be created with the RANGE.New(rangename) contructor. -The parameter rangename defines the name of the range. It has to be unique since this is also the name displayed in the radio menu.

- -

Generally, a range consists of strafe pits and bombing targets. For strafe pits the number of hits for each pass is counted and tabulated. -For bombing targets, the distance from the impact point of the bomb, rocket or missile to the closest range target is measured and tabulated. -Each player can display his best results via a function in the radio menu or see the best best results from all players.

- -

When all targets have been defined in the script, the range is started by the RANGE.Start() command.

- -

IMPORTANT

- -

Due to a DCS bug, it is not possible to directly monitor when a player enters a plane. So in a mission with client slots, it is vital that -a player first enters as spectator or hits ESC twice and after that jumps into the slot of his aircraft! -If that is not done, the script is not started correctly. This can be checked by looking at the radio menues. If the mission was entered correctly, -there should be an "On the Range" menu items in the "F10. Other..." menu.

- -

Strafe Pits

- -

Each strafe pit can consist of multiple targets. Often one finds two or three strafe targets next to each other.

- -

A strafe pit can be added to the range by the RANGE.AddStrafePit(targetnames, boxlength, boxwidth, heading, inverseheading, goodpass, foulline) function.

- -
    -
  • The first parameter targetnames defines the target or targets. This can be a single item or a Table with the name(s) of Wrapper.Unit or Static objects defined in the mission editor.
  • -
  • In order to perform a valid pass on the strafe pit, the pilot has to begin his run from the correct direction. Therefore, an "approach box" is defined in front - of the strafe targets. The parameters boxlength and boxwidth define the size of the box in meters, while the heading parameter defines the heading of the box FROM the target. - For example, if heading 120 is set, the approach box will start FROM the target and extend outwards on heading 120. A strafe run approach must then be flown apx. heading 300 TOWARDS the target. - If the parameter heading is passed as nil, the heading is automatically taken from the heading set in the ME for the first target unit.
  • -
  • The parameter inverseheading turns the heading around by 180 degrees. This is useful when the default heading of strafe target units point in the wrong/opposite direction.
  • -
  • The parameter goodpass defines the number of hits a pilot has to achieve during a run to be judged as a "good" pass.
  • -
  • The last parameter foulline sets the distance from the pit targets to the foul line. Hit from closer than this line are not counted!
  • -
- -

Another function to add a strafe pit is RANGE.AddStrafePitGroup(group, boxlength, boxwidth, heading, inverseheading, goodpass, foulline). Here, -the first parameter group is a MOOSE Wrapper.Group object and all units in this group define one strafe pit.

- -

Finally, a valid approach has to be performed below a certain maximum altitude. The default is 914 meters (3000 ft) AGL. This is a parameter valid for all -strafing pits of the range and can be adjusted by the RANGE.SetMaxStrafeAlt(maxalt) function.

- -

Bombing targets

- -

One ore multiple bombing targets can be added to the range by the RANGE.AddBombingTargets(targetnames, goodhitrange, randommove) function.

- -
    -
  • The first parameter targetnames defines the target or targets. This can be a single item or a Table with the name(s) of Wrapper.Unit or Static objects defined in the mission editor.
  • -
  • The (optional) parameter goodhitrange specifies the radius in metres around the target within which a bomb/rocket hit is considered to be "good".
  • -
  • If final (optional) parameter randommove can be enabled to create moving targets. If this parameter is set to true, the units of this bombing target will randomly move within the range zone. - Note that there might be quirks since DCS units can get stuck in buildings etc. So it might be safer to manually define a route for the units in the mission editor if moving targets are desired.
  • -
- -

Adding Groups

- -

Another possibility to add bombing targets is the RANGE.AddBombingTargetGroup(group, goodhitrange, randommove) function. Here the parameter group is a MOOSE Wrapper.Group object -and all units in this group are defined as bombing targets.

- -

Specifying Coordinates

- -

It is also possible to specify coordinates rather than unit or static objects as bombing target locations. This has the advantage, that even when the unit/static object is dead, the specified -coordinate will still be a valid impact point. This can be done via the RANGE.AddBombingTargetCoordinate(coord, name, goodhitrange) function.

- -

Fine Tuning

- -

Many range parameters have good default values. However, the mission designer can change these settings easily with the supplied user functions:

- - - -

Radio Menu

- -

Each range gets a radio menu with various submenus where each player can adjust his individual settings or request information about the range or his scores.

- -

The main range menu can be found at "F10. Other..." --> "FX . On the Range..." --> "F1. ...".

- -

The range menu contains the following submenus:

- -

Banner Image

- -
    -
  • "F1. Statistics...": Range results of all players and personal stats.
  • -
  • "F2. Mark Targets": Mark range targets by smoke or flares.
  • -
  • "F3. My Settings" Personal settings.
  • -
  • "F4. Range Info": Information about the range, such as bearing and range.
  • -
- -

F1 Statistics

- -

Banner Image

- -

F2 Mark Targets

- -

Banner Image

- -

F3 My Settings

- -

Banner Image

- -

F4 Range Info

- -

Banner Image

- -

Voice Overs

- -

Voice over sound files can be downloaded from the Moose Discord. Check the pinned messages in the #func-range channel.

- -

Instructor radio will inform players when they enter or exit the range zone and provide the radio frequency of the range control for hit assessment. -This can be enabled via the RANGE.SetInstructorRadio(frequency) functions, where frequency is the AM frequency in MHz.

- -

The range control can be enabled via the RANGE.SetRangeControl(frequency) functions, where frequency is the AM frequency in MHz.

- -

By default, the sound files are placed in the "Range Soundfiles/" folder inside the mission (.miz) file. Another folder can be specified via the RANGE.SetSoundfilesPath(path) function.

- -

Persistence

- -

To automatically save bombing results to disk, use the RANGE.SetAutosave() function. Bombing results will be saved as csv file in your "Saved Games\DCS.openbeta\Logs" directory. -Each range has a separate file, which is named "RANGE-<RangeName>_BombingResults.csv".

- -

The next time you start the mission, these results are also automatically loaded.

- -

Strafing results are currently not saved.

- -

Examples

- -

Goldwater Range

- -

This example shows hot to set up the Barry M. Goldwater range. -It consists of two strafe pits each has two targets plus three bombing targets.

- -
 -- Strafe pits. Each pit can consist of multiple targets. Here we have two pits and each of the pits has two targets.
- -- These are names of the corresponding units defined in the ME.
- local strafepit_left={"GWR Strafe Pit Left 1", "GWR Strafe Pit Left 2"}
- local strafepit_right={"GWR Strafe Pit Right 1", "GWR Strafe Pit Right 2"}
-
- -- Table of bombing target names. Again these are the names of the corresponding units as defined in the ME.
- local bombtargets={"GWR Bomb Target Circle Left", "GWR Bomb Target Circle Right", "GWR Bomb Target Hard"}
-
- -- Create a range object.
- GoldwaterRange=RANGE:New("Goldwater Range")
-
- -- Distance between strafe target and foul line. You have to specify the names of the unit or static objects.
- -- Note that this could also be done manually by simply measuring the distance between the target and the foul line in the ME.
- GoldwaterRange:GetFoullineDistance("GWR Strafe Pit Left 1", "GWR Foul Line Left")
-
- -- Add strafe pits. Each pit (left and right) consists of two targets. Where "nil" is used as input, the default value is used.
- GoldwaterRange:AddStrafePit(strafepit_left, 3000, 300, nil, true, 30, 500)
- GoldwaterRange:AddStrafePit(strafepit_right, nil, nil, nil, true, nil, 500)
-
- -- Add bombing targets. A good hit is if the bomb falls less then 50 m from the target.
- GoldwaterRange:AddBombingTargets(bombtargets, 50)
-
- -- Start range.
- GoldwaterRange:Start()
-
- -

The 476th - Air Weapons Range Objects mod is (implicitly) used in this example.

- -

Debugging

- -

In case you have problems, it is always a good idea to have a look at your DCS log file. You find it in your "Saved Games" folder, so for example in

-
 C:\Users\<yourname>\Saved Games\DCS\Logs\dcs.log
-
-

All output concerning the RANGE class should have the string "RANGE" in the corresponding line.

- -

The verbosity of the output can be increased by adding the following lines to your script:

- -
 BASE:TraceOnOff(true)
- BASE:TraceLevel(1)
- BASE:TraceClass("RANGE")
-
- -

To get even more output you can increase the trace level to 2 or even 3, c.f. BASE for more details.

- -

The function RANGE.DebugON() can be used to send messages on screen. It also smokes all defined strafe and bombing targets, the strafe pit approach boxes and the range zone.

- -

Note that it can happen that the RANGE radio menu is not shown. Check that the range object is defined as a global variable rather than a local one. -The could avoid the lua garbage collection to accidentally/falsely deallocate the RANGE objects.

- - - +

LuaFormatter on

@@ -1783,8 +1579,6 @@ The could avoid the lua garbage collection to accidentally/falsely deallocate th
RANGE -, extends Core.Fsm#FSM -, extends Core.Base#BASE
@@ -1792,82 +1586,22 @@ The could avoid the lua garbage collection to accidentally/falsely deallocate th - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - @@ -1880,48 +1614,12 @@ The could avoid the lua garbage collection to accidentally/falsely deallocate th - - - - - - - - - - - - - - - - - - - - - - - - @@ -1940,168 +1638,6 @@ The could avoid the lua garbage collection to accidentally/falsely deallocate th - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - @@ -2119,235 +1655,25 @@ The could avoid the lua garbage collection to accidentally/falsely deallocate th - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - @@ -2384,288 +1710,150 @@ The could avoid the lua garbage collection to accidentally/falsely deallocate th - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - @@ -2677,837 +1865,18 @@ The could avoid the lua garbage collection to accidentally/falsely deallocate th - - - - - - - - - -
Fields and Methods inherited from RANGE Description

RANGE:AddBombingTargetCoordinate(coord, name, goodhitrange)

-

Add a coordinate of a bombing target.

-

RANGE:AddBombingTargetGroup(group, goodhitrange, randommove)

-

Add all units of a group as bombing targets.

-

RANGE:AddBombingTargetUnit(unit, goodhitrange, randommove)

-

Add a unit or static object as bombing target.

-

RANGE:AddBombingTargets(targetnames, goodhitrange, randommove)

-

Add bombing target(s) to range.

-

RANGE:AddStrafePit(targetnames, boxlength, boxwidth, heading, inverseheading, goodpass, foulline)

-

Add new strafe pit.

-

RANGE:AddStrafePitGroup(group, boxlength, boxwidth, heading, inverseheading, goodpass, foulline)

-

Add all units of a group as one new strafe target pit.

-

RANGE.BombSmokeColor

-

Color id used for smoking bomb targets.

+

RANGE.BombtrackThreshold

-

Bombs/rockets/missiles are only tracked if player-range distance is smaller than this threshold [m]. Default 25000 m.

-

RANGE.ClassName

-

Name of the Class.

+

RANGE.Debug

-

If true, debug info is sent as messages on the screen.

-

RANGE:DebugOFF()

-

Disable debug modus.

-

RANGE:DebugON()

-

Enable debug modus.

-

RANGE.Defaults

-

Default range parameters.

+

RANGE:ExitRange(player)

Triggers the FSM event "ExitRange".

-

RANGE:GetFoullineDistance(namepit, namefoulline)

-

Returns the foul line distance between strafe pit target and a foul line distance marker object.

RANGE:Impact(result, player)

Triggers the FSM event "Impact".

-

RANGE.MenuAddedTo

-

Table for monitoring which players already got an F10 menu.

-

RANGE.MenuF10

-

Main radio menu on group level.

-

RANGE.MenuF10Root

-

Main radio menu on mission level.

-

RANGE.Names

-

Global list of all defined range names.

-

RANGE:New(rangename)

-

RANGE contructor.

RANGE:OnAfterImpact(From, Event, To, result, player)

On after "Impact" event user function.

-

RANGE:OnEventBirth(EventData)

-

Range event handler for event birth.

-

RANGE:OnEventHit(EventData)

-

Range event handler for event hit.

-

RANGE:OnEventShot(EventData)

-

Range event handler for event shot (when a unit releases a rocket or bomb (but not a fast firing gun).

-

RANGE.PlayerSettings

-

Individual player settings.

-

RANGE:SetAutosaveOff()

-

Switch off auto save player results.

-

RANGE:SetAutosaveOn()

-

Automatically save player results to disc.

-

RANGE:SetBombTargetSmokeColor(colorid)

-

Set smoke color for marking bomb targets.

-

RANGE:SetBombtrackThreshold(distance)

-

Set bomb track threshold distance.

-

RANGE:SetBombtrackTimestep(dt)

-

Set time interval for tracking bombs.

-

RANGE:SetDefaultPlayerSmokeBomb(switch)

-

Set player setting whether bomb impact points are smoked or not.

-

RANGE:SetDisplayedMaxPlayerResults(nmax)

-

Set max number of player results that are displayed.

-

RANGE:SetInstructorRadio(frequency, relayunitname)

-

Enable instructor radio and set frequency.

-

RANGE:SetMaxStrafeAlt(maxalt)

-

Set maximal strafing altitude.

-

RANGE:SetMessageTimeDuration(time)

-

Set time how long (most) messages are displayed.

-

RANGE:SetMessageToExaminer(examinergroupname, exclusively)

-

Set messages to examiner.

-

RANGE:SetMessagesOFF()

-

Disable ALL messages to players.

-

RANGE:SetMessagesON()

-

Enable messages to players.

-

RANGE:SetRangeControl(frequency, relayunitname)

-

Enable range control and set frequency.

-

RANGE:SetRangeLocation(coordinate)

-

Set range location.

-

RANGE:SetRangeRadius(radius)

-

Set range radius.

-

RANGE:SetRangeZone(zone)

-

Set range zone.

-

RANGE:SetScoreBombDistance(distance)

-

Set score bomb distance.

-

RANGE:SetSmokeTimeDelay(delay)

-

Set time delay between bomb impact and starting to smoke the impact point.

-

RANGE:SetSoundfilesPath(path)

-

Set sound files folder within miz file.

-

RANGE:SetStrafePitSmokeColor(colorid)

-

Set smoke color for marking strafe pit approach boxes.

-

RANGE:SetStrafeTargetSmokeColor(colorid)

-

Set smoke color for marking strafe targets.

-

RANGE.Sound

-

RANGE.StrafePitSmokeColor

-

Color id used to smoke strafe pit approach boxes.

+

RANGE.StrafeSmokeColor

-

Color id used to smoke strafe targets.

-

RANGE.TargetType

RANGE.TdelaySmoke

-

Time delay in seconds between impact of bomb and starting the smoke. Default 3 seconds.

+

RANGE.Tmsg

-

Time [sec] messages to players are displayed. Default 30 sec.

-

RANGE:TrackBombsOFF()

-

Disables tracking of all bomb types.

-

RANGE:TrackBombsON()

-

Enables tracking of all bomb types.

-

RANGE:TrackMissilesOFF()

-

Disables tracking of all missile types.

-

RANGE:TrackMissilesON()

-

Enables tracking of all missile types.

-

RANGE:TrackRocketsOFF()

-

Disables tracking of all rocket types.

-

RANGE:TrackRocketsON()

-

Enables tracking of all rocket types.

-

RANGE:_AddF10Commands(_unitName)

-

Add menu commands for player.

-

RANGE:_CheckInZone(_unitName)

-

Check if player is inside a strafing zone.

-

RANGE:_CheckPlayers(_unitName)

-

Check status of players.

-

RANGE:_CheckStatic(name)

-

Checks if a static object with a certain name exists.

-

RANGE._DelayedSmoke(_args)

-

Start smoking a coordinate with a delay.

-

RANGE:_DisplayBombTargets(_unitname)

-

Display bombing target locations to player.

-

RANGE:_DisplayBombingResults(_unitName)

-

Display best bombing results of top 10 players.

-

RANGE:_DisplayMessageToGroup(_unit, _text, _time, _clear, display)

-

Display message to group.

-

RANGE:_DisplayMyBombingResults(_unitName)

-

Display top 10 bombing run results of specific player.

-

RANGE:_DisplayMyStrafePitResults(_unitName)

-

Display top 10 stafing results of a specific player.

-

RANGE:_DisplayRangeInfo(_unitname)

-

Report information like bearing and range from player unit to range.

-

RANGE:_DisplayRangeWeather(_unitname)

-

Report weather conditions at range.

-

RANGE:_DisplayStrafePitResults(_unitName)

-

Display top 10 strafing results of all players.

-

RANGE:_DisplayStrafePits(_unitname)

-

Display pit location and heading to player.

-

RANGE:_FlareDirectHitsOnOff(unitname)

-

Toggle status of flaring direct hits of range targets.

-

RANGE:_GetAmmo(unitname)

-

Get the number of shells a unit currently has.

-

RANGE:_GetBombTargetCoordinate(target)

-

Get the coordinate of a Bomb target.

-

RANGE:_GetPlayerUnitAndName(_unitName)

-

Returns the unit of a player and the player name.

-

RANGE:_GetSpeed(controllable)

-

Get max speed of controllable.

-

RANGE:_IlluminateBombTargets(_unitName)

-

Illuminate targets.

-

RANGE:_MarkTargetsOnMap(_unitName)

-

Mark targets on F10 map.

-

RANGE:_MessagesToPlayerOnOff(unitname)

-

Toggle display messages to player.

-

RANGE:_ResetRangeStats(_unitName)

-

Reset player statistics.

-

RANGE:_SmokeBombDelayOnOff(unitname)

-

Toggle status of time delay for smoking bomb impact points

-

RANGE:_SmokeBombImpactOnOff(unitname)

-

Toggle status of smoking bomb impact points.

-

RANGE:_SmokeBombTargets(unitname)

-

Mark bombing targets with smoke.

-

RANGE:_SmokeStrafeTargetBoxes(unitname)

-

Mark approach boxes of strafe targets with smoke.

-

RANGE:_SmokeStrafeTargets(unitname)

-

Mark strafing targets with smoke.

+

RANGE:__Stop(delay)

Triggers the FSM event "Stop" after a delay.

-

RANGE:_flarecolor2text(color)

-

Sets the flare color used to flare players direct target hits.

-

RANGE:_myname(unitname)

-

Returns a string which consists of the player name.

-

RANGE:_playerflarecolor(_unitName, color)

-

Sets the flare color used when player makes a direct hit on target.

-

RANGE:_playersmokecolor(_unitName, color)

-

Sets the smoke color used to smoke players bomb impact points.

-

RANGE:_smokecolor2text(color)

-

Converts a smoke color id to text.

RANGE.autosave

-

If true, automatically save results every X seconds.

+

RANGE.bombPlayerResults

-

Table containing the bombing results of each player.

-

RANGE.bombingTargets

-

Table of targets to bomb.

+

RANGE.defaultsmokebomb

-

If true, initialize player settings to smoke bomb.

+

RANGE.dtBombtrack

-

Time step [sec] used for tracking released bomb/rocket positions. Default 0.005 seconds.

-

RANGE.eventmoose

-

If true, events are handled by MOOSE. If false, events are handled directly by DCS eventhandler. Default true.

+

RANGE.examinerexclusive

-

If true, only the examiner gets messages. If false, clients and examiner get messages.

+

RANGE.examinergroupname

-

Name of the examiner group which should get all messages.

+

RANGE.id

-

String id of range for output in DCS log.

-

RANGE.illuminationmaxalt

-

Maximum altitude in meters AGL at which illumination bombs are fired. Default is 1000 m.

-

RANGE.illuminationminalt

-

Minimum altitude in meters AGL at which illumination bombs are fired. Default is 500 m.

+

RANGE.instructor

-

Instructor radio queue.

+

RANGE.instructorfreq

-

Frequency on which the range control transmitts.

+

RANGE.instructorrelayname

-

Name of relay unit.

+

RANGE.location

-

Coordinate of the range location.

+

RANGE.messages

-

Globally enable/disable all messages to players.

+

RANGE.nbombtargets

-

Number of bombing targets.

+

RANGE.ndisplayresult

-

Number of (player) results that a displayed. Default is 10.

+

RANGE.nstrafetargets

-

Number of strafing targets.

-

RANGE:onEvent(Event)

-

General event handler.

-

RANGE:onafterEnterRange(From, Event, To, player)

-

Function called after player enters the range zone.

-

RANGE:onafterExitRange(From, Event, To, player)

-

Function called after player leaves the range zone.

-

RANGE:onafterImpact(From, Event, To, result, player)

-

Function called after bomb impact on range.

-

RANGE:onafterLoad(From, Event, To)

-

On after "Load" event.

-

RANGE:onafterSave(From, Event, To)

-

Function called after save.

-

RANGE:onafterStart(From, Event, To)

-

Initializes number of targets and location of the range.

-

RANGE:onafterStatus(From, Event, To)

-

Check spawn queue and spawn aircraft if necessary.

-

RANGE:onbeforeLoad(From, Event, To)

-

Function called before save event.

-

RANGE:onbeforeSave(From, Event, To)

-

Function called before save event.

-

RANGE.planes

-

Table for administration.

+

RANGE.rangecontrol

-

Range control radio queue.

+

RANGE.rangecontrolfreq

-

Frequency on which the range control transmitts.

+

RANGE.rangecontrolrelayname

-

Name of relay unit.

+

RANGE.rangename

-

Name of the range.

+

RANGE.rangeradius

-

Radius of range defining its total size for e.g. smoking bomb impact points and sending radio messages. Default 5 km.

+

RANGE.rangezone

-

MOOSE zone object of the range. For example, no bomb impacts are smoked if bombs fall outside of the range zone.

+

RANGE.scorebombdistance

-

Distance from closest target up to which bomb hits are counted. Default 1000 m.

+

RANGE.soundpath

-

Path inside miz file where the sound files are located. Default is "Range Soundfiles/".

-

RANGE.strafePlayerResults

-

Table containing the strafing results of each player.

-

RANGE.strafeStatus

-

Table containing the current strafing target a player as assigned to.

-

RANGE.strafeTargets

-

Table of strafing targets.

+

RANGE.strafemaxalt

-

Maximum altitude in meters AGL for registering for a strafe run. Default is 914 m = 3000 ft.

+

RANGE.trackbombs

-

If true (default), all bomb types are tracked and impact point to closest bombing target is evaluated.

+

RANGE.trackmissiles

-

If true (default), all missile types are tracked and impact point to closest bombing target is evaluated.

+

RANGE.trackrockets

-

If true (default), all rocket types are tracked and impact point to closest bombing target is evaluated.

-

RANGE.verbose

-

Verbosity level. Higher means more output to DCS log file.

-

RANGE.version

-

Range script version.

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

RANGE:AddEndState(State)

-

Adds an End state.

-

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

-

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

-

RANGE:AddScore(State, ScoreText, Score)

-

Adds a score for the FSM to be achieved.

-

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

-

Adds a score for the FSM_PROCESS to be achieved.

-

RANGE:AddTransition(From, Event, To)

-

Add a new transition rule to the FSM.

-

RANGE.CallScheduler

-

Call scheduler.

-

RANGE.ClassName

-

Name of the class.

-

RANGE.Events

- -

RANGE:GetCurrentState()

-

Get current state.

-

RANGE:GetEndStates()

-

Returns the End states.

-

RANGE:GetProcess(From, Event)

- -

RANGE:GetProcesses()

-

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

-

RANGE:GetScores()

-

Returns a table with the scores defined.

-

RANGE:GetStartState()

-

Returns the start state of the FSM.

-

RANGE:GetState()

-

Get current state.

-

RANGE:GetSubs()

-

Returns a table with the Subs defined.

-

RANGE:GetTransitions()

-

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

-

RANGE:Is(State, If)

-

Check if FSM is in state.

-

RANGE:LoadCallBacks(CallBackTable)

-

Load call backs.

-

RANGE:New()

-

Creates a new FSM object.

-

RANGE.Scores

-

Scores.

-

RANGE:SetProcess(From, Event, Fsm)

- -

RANGE:SetStartState(State)

-

Sets the start state of the FSM.

-

RANGE._EndStates

- -

RANGE._EventSchedules

- -

RANGE._Processes

- -

RANGE._Scores

- -

RANGE._StartState

- -

RANGE._Transitions

- -

RANGE:_add_to_map(Map, Event)

-

Add to map.

-

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

-

Call handler.

-

RANGE:_create_transition(EventName)

-

Create transition.

-

RANGE:_delayed_transition(EventName)

-

Delayed transition.

-

RANGE:_eventmap(Events, EventStructure)

-

Event map.

-

RANGE:_gosub(ParentFrom, ParentEvent)

-

Go sub.

-

RANGE:_handler(EventName, ...)

-

Handler.

-

RANGE:_isendstate(Current)

-

Is end state.

-

RANGE:_submap(subs, sub, name)

-

Sub maps.

-

RANGE:can(e)

-

Check if can do an event.

-

RANGE:cannot(e)

-

Check if cannot do an event.

-

RANGE.current

-

Current state name.

-

RANGE.endstates

- -

RANGE:is(State, If, state)

-

Check if FSM is in state.

-

RANGE.options

-

Options.

-

RANGE.subs

-

Subs.

-
-
-
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - @@ -4112,186 +2481,16 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- -
    -
  • RANGE class
  • -
-

Field(s)

-
-
- - Utilities.Utils#SMOKECOLOR -RANGE.BombSmokeColor - -

Color id used for smoking bomb targets.

- -
- -
-
-
- - #number -RANGE.BombtrackThreshold - -

Bombs/rockets/missiles are only tracked if player-range distance is smaller than this threshold [m]. Default 25000 m.

- -
- -
-
-
- - #string -RANGE.ClassName - -

Name of the Class.

- -
- -
#boolean RANGE.Debug -

If true, debug info is sent as messages on the screen.

-
- -
-
-
- - #table -RANGE.Defaults - -

Default range parameters.

- -
- -
-
-
- - #table -RANGE.MenuAddedTo - -

Table for monitoring which players already got an F10 menu.

- -
- -
-
-
- - #table -RANGE.MenuF10 - -

Main radio menu on group level.

- -
- -
-
-
- - #table -RANGE.MenuF10Root - -

Main radio menu on mission level.

- -
- -
-
-
- - #table -RANGE.Names - -

Global list of all defined range names.

- -
- -
-
-
- - #table -RANGE.PlayerSettings - -

Individual player settings.

- -
- -
-
- - -
-
-
- - Utilities.Utils#SMOKECOLOR -RANGE.StrafePitSmokeColor - -

Color id used to smoke strafe pit approach boxes.

- -
- -
-
-
- - Utilities.Utils#SMOKECOLOR -RANGE.StrafeSmokeColor - -

Color id used to smoke strafe targets.

- -
- -
- -
-
- - #number -RANGE.TdelaySmoke - -

Time delay in seconds between impact of bomb and starting the smoke. Default 3 seconds.

- -
- -
-
-
- - #number -RANGE.Tmsg - -

Time [sec] messages to players are displayed. Default 30 sec.

@@ -4302,7 +2501,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau #boolean RANGE.autosave -

If true, automatically save results every X seconds.

+
@@ -4313,18 +2512,10 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau #table RANGE.bombPlayerResults -

Table containing the bombing results of each player.

-
-
-
-
- - #table -RANGE.bombingTargets -

Table of targets to bomb.

+

Init player scores table.

@@ -4335,7 +2526,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau #boolean RANGE.defaultsmokebomb -

If true, initialize player settings to smoke bomb.

+
@@ -4343,32 +2534,10 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #number -RANGE.dtBombtrack -

Time step [sec] used for tracking released bomb/rocket positions. Default 0.005 seconds.

- -
- -
-
-
- - #boolean -RANGE.eventmoose - -

If true, events are handled by MOOSE. If false, events are handled directly by DCS eventhandler. Default true.

- -
- -
-
-
- - #boolean RANGE.examinerexclusive -

If true, only the examiner gets messages. If false, clients and examiner get messages.

+
@@ -4376,10 +2545,10 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #string + RANGE.examinergroupname -

Name of the examiner group which should get all messages.

+
@@ -4387,21 +2556,13 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #string + RANGE.id -

String id of range for output in DCS log.

-
-
-
-
- - #number -RANGE.illuminationmaxalt -

Maximum altitude in meters AGL at which illumination bombs are fired. Default is 1000 m.

+

Log id.

@@ -4409,32 +2570,13 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #number -RANGE.illuminationminalt -

Minimum altitude in meters AGL at which illumination bombs are fired. Default is 500 m.

- -
- -
-
-
- - Sound.RadioQueue#RADIOQUEUE RANGE.instructor -

Instructor radio queue.

-
-
-
-
- - #number -RANGE.instructorfreq -

Frequency on which the range control transmitts.

+

Radio queue.

@@ -4442,10 +2584,10 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #string + RANGE.instructorrelayname -

Name of relay unit.

+
@@ -4453,10 +2595,10 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- Core.Point#COORDINATE + RANGE.location -

Coordinate of the range location.

+
@@ -4467,7 +2609,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau #boolean RANGE.messages -

Globally enable/disable all messages to players.

+
@@ -4475,10 +2617,10 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #number + RANGE.nbombtargets -

Number of bombing targets.

+
@@ -4486,21 +2628,10 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #number -RANGE.ndisplayresult -

Number of (player) results that a displayed. Default is 10.

- -
- -
-
-
- - #number RANGE.nstrafetargets -

Number of strafing targets.

+
@@ -4508,32 +2639,13 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #table -RANGE.planes -

Table for administration.

- -
- -
-
-
- - Sound.RadioQueue#RADIOQUEUE RANGE.rangecontrol -

Range control radio queue.

-
-
-
-
- - #number -RANGE.rangecontrolfreq -

Frequency on which the range control transmitts.

+

Radio queue.

@@ -4541,10 +2653,10 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #string + RANGE.rangecontrolrelayname -

Name of relay unit.

+
@@ -4552,32 +2664,10 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #string -RANGE.rangename -

Name of the range.

- -
- -
-
-
- - #number -RANGE.rangeradius - -

Radius of range defining its total size for e.g. smoking bomb impact points and sending radio messages. Default 5 km.

- -
- -
-
-
- - Core.Zone#ZONE RANGE.rangezone -

MOOSE zone object of the range. For example, no bomb impacts are smoked if bombs fall outside of the range zone.

+
@@ -4585,65 +2675,10 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #number -RANGE.scorebombdistance -

Distance from closest target up to which bomb hits are counted. Default 1000 m.

- -
- -
-
-
- - #string RANGE.soundpath -

Path inside miz file where the sound files are located. Default is "Range Soundfiles/".

-
- -
-
-
- - #table -RANGE.strafePlayerResults - -

Table containing the strafing results of each player.

- -
- -
-
-
- - #table -RANGE.strafeStatus - -

Table containing the current strafing target a player as assigned to.

- -
- -
-
-
- - #table -RANGE.strafeTargets - -

Table of strafing targets.

- -
- -
-
-
- - #number -RANGE.strafemaxalt - -

Maximum altitude in meters AGL for registering for a strafe run. Default is 914 m = 3000 ft.

@@ -4657,7 +2692,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -

SCHEDULER:New(nil, self._CheckInZone, {self, EventData.IniUnitName}, 1, 1)

+

SCHEDULER:New(nil, self._CheckInZone, {self, EventData.IniUnitName}, 1, 1)

@@ -4668,7 +2703,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau #boolean RANGE.trackbombs -

If true (default), all bomb types are tracked and impact point to closest bombing target is evaluated.

+
@@ -4679,7 +2714,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau #boolean RANGE.trackmissiles -

If true (default), all missile types are tracked and impact point to closest bombing target is evaluated.

+
@@ -4690,29 +2725,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau #boolean RANGE.trackrockets -

If true (default), all rocket types are tracked and impact point to closest bombing target is evaluated.

-
- -
-
-
- - #boolean -RANGE.verbose - -

Verbosity level. Higher means more output to DCS log file.

- -
- -
-
-
- - #string -RANGE.version - -

Range script version.

@@ -4722,612 +2735,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- - -

Add a coordinate of a bombing target.

- -
-
-

Defined in:

-
-

RANGE

-
-

Parameters:

-
-
-

- Core.Point#COORDINATE - coord -

-
-
- -

The coordinate.

- -
-
-
-
-

- #string - name -

-
-
- -

(Optional) Name of target. Default is "Bomb Target".

- -
-
-
-
-

- #number - goodhitrange -

-
-
- -

(Optional) Max hit distance from target unit in meters which is considered as a good hit. Default is 25 m.

- -
-
-

Return value:

-
-
-

#RANGE:

-
-
- -

self

- -
-
-

Usage:

-

-  -- Setup a Range
-  RangeOne = RANGE:New( "Range One" )
-  -- Find the STATIC target object as setup in the ME
-  RangeOneBombTarget = STATIC:FindByName( "RangeOneBombTarget" ):
-  -- Add the coordinate of the STATIC target object as a bomb target (thus keeping the bomb function active, even if the STATIC target is destroyed)
-  RangeOne:AddBombingTargetCoordinate( RangeOneBombTarget:GetCoordinate(), "RangeOneBombTarget", 50)
-  -- Or, add the coordinate of the STATIC target object as a bomb target using default values (name will be "Bomb Target", goodhitrange will be 25 m)
-  RangeOne:AddBombingTargetCoordinate( RangeOneBombTarget:GetCoordinate() )
-
- -
- -
-
- -
- - - -

Add all units of a group as bombing targets.

- -
-
-

Defined in:

-
-

RANGE

-
-

Parameters:

-
-
-

- Wrapper.Group#GROUP - group -

-
-
- -

Group of bombing targets.

- -
-
-
-
-

- #number - goodhitrange -

-
-
- -

(Optional) Max hit distance from target unit in meters which is considered as a good hit. Default is 25 m.

- -
-
-
-
-

- #boolean - randommove -

-
-
- -

(Optional) If true, unit will move randomly within the range. Default is false.

- -
-
-

Return value:

-
-
-

#RANGE:

-
-
- -

self

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

Add a unit or static object as bombing target.

- -
-
-

Defined in:

-
-

RANGE

-
-

Parameters:

-
- -
- -

Positionable (unit or static) of the strafe target.

- -
-
-
-
-

- #number - goodhitrange -

-
-
- -

(Optional) Max hit distance from target unit in meters which is considered as a good hit. Default is 25 m.

- -
-
-
-
-

- #boolean - randommove -

-
-
- -

(Optional) If true, unit will move randomly within the range. Default is false.

- -
-
-

Return value:

-
-
-

#RANGE:

-
-
- -

self

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

Add bombing target(s) to range.

- -
-
-

Defined in:

-
-

RANGE

-
-

Parameters:

-
-
-

- #table - targetnames -

-
-
- -

Single or multiple (Table) names of unit or static objects serving as bomb targets.

- -
-
-
-
-

- #number - goodhitrange -

-
-
- -

(Optional) Max hit distance from target unit in meters which is considered as a good hit. Default is 25 m.

- -
-
-
-
-

- #boolean - randommove -

-
-
- -

(Optional) If true, unit will move randomly within the range. Default is false.

- -
-
-

Return value:

-
-
-

#RANGE:

-
-
- -

self

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

Add new strafe pit.

- - -

For a strafe pit, hits from guns are counted. One pit can consist of several units. -A strafe run approach is only valid if the player enters via a zone in front of the pit, which is defined by boxlength, boxwidth, and heading. -Furthermore, the player must not be too high and fly in the direction of the pit to make a valid target apporoach.

- -
-
-

Defined in:

-
-

RANGE

-
-

Parameters:

-
-
-

- #table - targetnames -

-
-
- -

Single or multiple (Table) unit or static names defining the strafe targets. The first target in the list determines the approach box origin (heading and box).

- -
-
-
-
-

- #number - boxlength -

-
-
- -

(Optional) Length of the approach box in meters. Default is 3000 m.

- -
-
-
-
-

- #number - boxwidth -

-
-
- -

(Optional) Width of the approach box in meters. Default is 300 m.

- -
-
-
-
-

- #number - heading -

-
-
- -

(Optional) Approach box heading in degrees (originating FROM the target). Default is the heading set in the ME for the first target unit

- -
-
-
-
-

- #boolean - inverseheading -

-
-
- -

(Optional) Use inverse heading (heading --> heading - 180 Degrees). Default is false.

- -
-
-
-
-

- #number - goodpass -

-
-
- -

(Optional) Number of hits for a "good" strafing pass. Default is 20.

- -
-
-
-
-

- #number - foulline -

-
-
- -

(Optional) Foul line distance. Hits from closer than this distance are not counted. Default is 610 m = 2000 ft. Set to 0 for no foul line.

- -
-
-

Return value:

-
-
-

#RANGE:

-
-
- -

self

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

Add all units of a group as one new strafe target pit.

- - -

For a strafe pit, hits from guns are counted. One pit can consist of several units. -Note, an approach is only valid, if the player enters via a zone in front of the pit, which defined by boxlength and boxheading. -Furthermore, the player must not be too high and fly in the direction of the pit to make a valid target apporoach.

- -
-
-

Defined in:

-
-

RANGE

-
-

Parameters:

-
-
-

- Wrapper.Group#GROUP - group -

-
-
- -

MOOSE group of unit names defining the strafe target pit. The first unit in the group determines the approach zone (heading and box).

- -
-
-
-
-

- #number - boxlength -

-
-
- -

(Optional) Length of the approach box in meters. Default is 3000 m.

- -
-
-
-
-

- #number - boxwidth -

-
-
- -

(Optional) Width of the approach box in meters. Default is 300 m.

- -
-
-
-
-

- #number - heading -

-
-
- -

(Optional) Approach heading in Degrees. Default is heading of the unit as defined in the mission editor.

- -
-
-
-
-

- #boolean - inverseheading -

-
-
- -

(Optional) Use inverse heading (heading --> heading - 180 Degrees). Default is false.

- -
-
-
-
-

- #number - goodpass -

-
-
- -

(Optional) Number of hits for a "good" strafing pass. Default is 20.

- -
-
-
-
-

- #number - foulline -

-
-
- -

(Optional) Foul line distance. Hits from closer than this distance are not counted. Default 610 m = 2000 ft. Set to 0 for no foul line.

- -
-
-

Return value:

-
-
-

#RANGE:

-
-
- -

self

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

Disable debug modus.

- -
-
-

Defined in:

-
-

RANGE

-
-

Return value:

-
-
-

#RANGE:

-
-
- -

self

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

Enable debug modus.

- -
-
-

Defined in:

-
-

RANGE

-
-

Return value:

-
-
-

#RANGE:

-
-
- -

self

- -
-
-
- -
-
- -
- @@ -5389,63 +2796,6 @@ Furthermore, the player must not be too high and fly in the direction of the pit
-
-
- -
- - - -

Returns the foul line distance between strafe pit target and a foul line distance marker object.

- -
-
-

Defined in:

-
-

RANGE

-
-

Parameters:

-
-
-

- #string - namepit -

-
-
- -

Name of the strafe pit target object.

- -
-
-
-
-

- #string - namefoulline -

-
-
- -

Name of the foul line distance marker object.

- -
-
-

Return value:

-
-
-

#number:

-
-
- -

Foul line distance in meters.

- -
-
-
-
@@ -5492,53 +2842,6 @@ Furthermore, the player must not be too high and fly in the direction of the pit
-
- - -
- - - -

RANGE contructor.

- - -

Creates a new RANGE object.

- -
-
-

Defined in:

-
-

RANGE

-
-

Parameter:

-
-
-

- #string - rangename -

-
-
- -

Name of the range. Has to be unique. Will we used to create F10 menu items etc.

- -
-
-

Return value:

-
-
-

#RANGE:

-
-
- -

RANGE object.

- -
-
-
-
@@ -5777,1085 +3080,6 @@ Furthermore, the player must not be too high and fly in the direction of the pit - - - -
- - - -

Range event handler for event birth.

- -
-
-

Defined in:

-
-

RANGE

-
-

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
-

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

Range event handler for event hit.

- -
-
-

Defined in:

-
-

RANGE

-
-

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
-

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

Range event handler for event shot (when a unit releases a rocket or bomb (but not a fast firing gun).

- -
-
-

Defined in:

-
-

RANGE

-
-

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
-

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

Switch off auto save player results.

- -
-
-

Defined in:

-
-

RANGE

-
-

Return value:

-
-
-

#RANGE:

-
-
- -

self

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

Automatically save player results to disc.

- -
-
-

Defined in:

-
-

RANGE

-
-

Return value:

-
-
-

#RANGE:

-
-
- -

self

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

Set smoke color for marking bomb targets.

- - -

By default bomb targets are marked by red smoke.

- -
-
-

Defined in:

-
-

RANGE

-
-

Parameter:

-
-
-

- Utilities.Utils#SMOKECOLOR - colorid -

-
-
- -

Color id. Default SMOKECOLOR.Red.

- -
-
-

Return value:

-
-
-

#RANGE:

-
-
- -

self

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

Set bomb track threshold distance.

- - -

Bombs/rockets/missiles are only tracked if player-range distance is less than this distance. Default 25 km.

- -
-
-

Defined in:

-
-

RANGE

-
-

Parameter:

-
-
-

- #number - distance -

-
-
- -

Threshold distance in km. Default 25 km.

- -
-
-

Return value:

-
-
-

#RANGE:

-
-
- -

self

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

Set time interval for tracking bombs.

- - -

A smaller time step increases accuracy but needs more CPU time.

- -
-
-

Defined in:

-
-

RANGE

-
-

Parameter:

-
-
-

- #number - dt -

-
-
- -

Time interval in seconds. Default is 0.005 s.

- -
-
-

Return value:

-
-
-

#RANGE:

-
-
- -

self

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

Set player setting whether bomb impact points are smoked or not.

- -
-
-

Defined in:

-
-

RANGE

-
-

Parameter:

-
-
-

- #boolean - switch -

-
-
- -

(Optional) If true, impact points of bombs will be smoked. Default is true.

- -
-
-

Return value:

-
-
-

#RANGE:

-
-
- -

self

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

Set max number of player results that are displayed.

- -
-
-

Defined in:

-
-

RANGE

-
-

Parameter:

-
-
-

- #number - nmax -

-
-
- -

Number of results. Default is 10.

- -
-
-

Return value:

-
-
-

#RANGE:

-
-
- -

self

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

Enable instructor radio and set frequency.

- -
-
-

Defined in:

-
-

RANGE

-
-

Parameters:

-
-
-

- #number - frequency -

-
-
- -

Frequency in MHz. Default 305 MHz.

- -
-
-
-
-

- #string - relayunitname -

-
-
- -

Name of the unit used for transmission.

- -
-
-

Return value:

-
-
-

#RANGE:

-
-
- -

self

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

Set maximal strafing altitude.

- - -

Player entering a strafe pit above that altitude are not registered for a valid pass.

- -
-
-

Defined in:

-
-

RANGE

-
-

Parameter:

-
-
-

- #number - maxalt -

-
-
- -

Maximum altitude in meters AGL. Default is 914 m = 3000 ft.

- -
-
-

Return value:

-
-
-

#RANGE:

-
-
- -

self

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

Set time how long (most) messages are displayed.

- -
-
-

Defined in:

-
-

RANGE

-
-

Parameter:

-
-
-

- #number - time -

-
-
- -

Time in seconds. Default is 30 s.

- -
-
-

Return value:

-
-
-

#RANGE:

-
-
- -

self

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

Set messages to examiner.

- - -

The examiner will receive messages from all clients.

- -
-
-

Defined in:

-
-

RANGE

-
-

Parameters:

-
-
-

- #string - examinergroupname -

-
-
- -

Name of the group of the examiner.

- -
-
-
-
-

- #boolean - exclusively -

-
-
- -

If true, messages are send exclusively to the examiner, i.e. not to the clients.

- -
-
-

Return value:

-
-
-

#RANGE:

-
-
- -

self

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

Disable ALL messages to players.

- -
-
-

Defined in:

-
-

RANGE

-
-

Return value:

-
-
-

#RANGE:

-
-
- -

self

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

Enable messages to players.

- - -

This is the default

- -
-
-

Defined in:

-
-

RANGE

-
-

Return value:

-
-
-

#RANGE:

-
-
- -

self

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

Enable range control and set frequency.

- -
-
-

Defined in:

-
-

RANGE

-
-

Parameters:

-
-
-

- #number - frequency -

-
-
- -

Frequency in MHz. Default 256 MHz.

- -
-
-
-
-

- #string - relayunitname -

-
-
- -

Name of the unit used for transmission.

- -
-
-

Return value:

-
-
-

#RANGE:

-
-
- -

self

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

Set range location.

- - -

If this is not done, one (random) unit position of the range is used to determine the location of the range. -The range location determines the position at which the weather data is evaluated.

- -
-
-

Defined in:

-
-

RANGE

-
-

Parameter:

-
-
-

- Core.Point#COORDINATE - coordinate -

-
-
- -

Coordinate of the range.

- -
-
-

Return value:

-
-
-

#RANGE:

-
-
- -

self

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

Set range radius.

- - -

Defines the area in which e.g. bomb impacts are smoked.

- -
-
-

Defined in:

-
-

RANGE

-
-

Parameter:

-
-
-

- #number - radius -

-
-
- -

Radius in km. Default 5 km.

- -
-
-

Return value:

-
-
-

#RANGE:

-
-
- -

self

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

Set range zone.

- - -

For example, no bomb impact points are smoked if a bomb falls outside of this zone. -If a zone is not explicitly specified, the range zone is determined by its location and radius.

- -
-
-

Defined in:

-
-

RANGE

-
-

Parameter:

-
-
-

- Core.Zone#ZONE - zone -

-
-
- -

MOOSE zone defining the range perimeters.

- -
-
-

Return value:

-
-
-

#RANGE:

-
-
- -

self

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

Set score bomb distance.

- -
-
-

Defined in:

-
-

RANGE

-
-

Parameter:

-
-
-

- #number - distance -

-
-
- -

Distance in meters. Default 1000 m.

- -
-
-

Return value:

-
-
-

#RANGE:

-
-
- -

self

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

Set time delay between bomb impact and starting to smoke the impact point.

- -
-
-

Defined in:

-
-

RANGE

-
-

Parameter:

-
-
-

- #number - delay -

-
-
- -

Time delay in seconds. Default is 3 seconds.

- -
-
-

Return value:

-
-
-

#RANGE:

-
-
- -

self

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

Set sound files folder within miz file.

- -
-
-

Defined in:

-
-

RANGE

-
-

Parameter:

-
-
-

- #string - path -

-
-
- -

Path for sound files. Default "ATIS Soundfiles/". Mind the slash "/" at the end!

- -
-
-

Return value:

-
-
-

#RANGE:

-
-
- -

self

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

Set smoke color for marking strafe pit approach boxes.

- - -

By default strafe pit boxes are marked by white smoke.

- -
-
-

Defined in:

-
-

RANGE

-
-

Parameter:

-
-
-

- Utilities.Utils#SMOKECOLOR - colorid -

-
-
- -

Color id. Default SMOKECOLOR.White.

- -
-
-

Return value:

-
-
-

#RANGE:

-
-
- -

self

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

Set smoke color for marking strafe targets.

- - -

By default strafe targets are marked by green smoke.

- -
-
-

Defined in:

-
-

RANGE

-
-

Parameter:

-
-
-

- Utilities.Utils#SMOKECOLOR - colorid -

-
-
- -

Color id. Default SMOKECOLOR.Green.

- -
-
-

Return value:

-
-
-

#RANGE:

-
-
- -

self

- -
-
-
-
@@ -6897,1252 +3121,6 @@ If a zone is not explicitly specified, the range zone is determined by its locat - - - -
- - - -

Disables tracking of all bomb types.

- -
-
-

Defined in:

-
-

RANGE

-
-

Return value:

-
-
-

#RANGE:

-
-
- -

self

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

Enables tracking of all bomb types.

- - -

Note that this is the default setting.

- -
-
-

Defined in:

-
-

RANGE

-
-

Return value:

-
-
-

#RANGE:

-
-
- -

self

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

Disables tracking of all missile types.

- -
-
-

Defined in:

-
-

RANGE

-
-

Return value:

-
-
-

#RANGE:

-
-
- -

self

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

Enables tracking of all missile types.

- - -

Note that this is the default setting.

- -
-
-

Defined in:

-
-

RANGE

-
-

Return value:

-
-
-

#RANGE:

-
-
- -

self

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

Disables tracking of all rocket types.

- -
-
-

Defined in:

-
-

RANGE

-
-

Return value:

-
-
-

#RANGE:

-
-
- -

self

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

Enables tracking of all rocket types.

- - -

Note that this is the default setting.

- -
-
-

Defined in:

-
-

RANGE

-
-

Return value:

-
-
-

#RANGE:

-
-
- -

self

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

Add menu commands for player.

- -
-
-

Defined in:

-
-

RANGE

-
-

Parameter:

-
-
-

- #string - _unitName -

-
-
- -

Name of player unit.

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

Check if player is inside a strafing zone.

- - -

If he is, we start looking for hits. If he was and left the zone again, the result is stored.

- -
-
-

Defined in:

-
-

RANGE

-
-

Parameter:

-
-
-

- #string - _unitName -

-
-
- -

Name of player unit.

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

Check status of players.

- -
-
-

Defined in:

-
-

RANGE

-
-

Parameter:

-
-
-

- #string - _unitName -

-
-
- -

Name of player unit.

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

Checks if a static object with a certain name exists.

- - -

It also added it to the MOOSE data base, if it is not already in there.

- -
-
-

Defined in:

-
-

RANGE

-
-

Parameter:

-
-
-

- #string - name -

-
-
- -

Name of the potential static object.

- -
-
-

Return value:

-
-
-

#boolean:

-
-
- -

Returns true if a static with this name exists. Retruns false if a unit with this name exists. Returns nil if neither unit or static exist.

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

Start smoking a coordinate with a delay.

- -
-
-

Defined in:

-
-

RANGE

-
-

Parameter:

-
-
-

- #table - _args -

-
-
- -

Argements passed.

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

Display bombing target locations to player.

- -
-
-

Defined in:

-
-

RANGE

-
-

Parameter:

-
-
-

- #string - _unitname -

-
-
- -

Name of the player unit.

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

Display best bombing results of top 10 players.

- -
-
-

Defined in:

-
-

RANGE

-
-

Parameter:

-
-
-

- #string - _unitName -

-
-
- -

Name of player unit.

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

Display message to group.

- -
-
-

Defined in:

-
-

RANGE

-
-

Parameters:

-
-
-

- Wrapper.Unit#UNIT - _unit -

-
-
- -

Player unit.

- -
-
-
-
-

- #string - _text -

-
-
- -

Message text.

- -
-
-
-
-

- #number - _time -

-
-
- -

Duration how long the message is displayed.

- -
-
-
-
-

- #boolean - _clear -

-
-
- -

Clear up old messages.

- -
-
-
-
-

- #boolean - display -

-
-
- -

If true, display message regardless of player setting "Messages Off".

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

Display top 10 bombing run results of specific player.

- -
-
-

Defined in:

-
-

RANGE

-
-

Parameter:

-
-
-

- #string - _unitName -

-
-
- -

Name of the player unit.

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

Display top 10 stafing results of a specific player.

- -
-
-

Defined in:

-
-

RANGE

-
-

Parameter:

-
-
-

- #string - _unitName -

-
-
- -

Name of the player unit.

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

Report information like bearing and range from player unit to range.

- -
-
-

Defined in:

-
-

RANGE

-
-

Parameter:

-
-
-

- #string - _unitname -

-
-
- -

Name of the player unit.

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

Report weather conditions at range.

- - -

Temperature, QFE pressure and wind data.

- -
-
-

Defined in:

-
-

RANGE

-
-

Parameter:

-
-
-

- #string - _unitname -

-
-
- -

Name of the player unit.

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

Display top 10 strafing results of all players.

- -
-
-

Defined in:

-
-

RANGE

-
-

Parameter:

-
-
-

- #string - _unitName -

-
-
- -

Name fo the player unit.

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

Display pit location and heading to player.

- -
-
-

Defined in:

-
-

RANGE

-
-

Parameter:

-
-
-

- #string - _unitname -

-
-
- -

Name of the player unit.

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

Toggle status of flaring direct hits of range targets.

- -
-
-

Defined in:

-
-

RANGE

-
-

Parameter:

-
-
-

- #string - unitname -

-
-
- -

Name of the player unit.

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

Get the number of shells a unit currently has.

- -
-
-

Defined in:

-
-

RANGE

-
-

Parameter:

-
-
-

- #string - unitname -

-
-
- -

Name of the player unit.

- -
-
-

Return value:

-
-
-
-
- -

Number of shells left

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

Get the coordinate of a Bomb target.

- -
-
-

Defined in:

-
-

RANGE

-
-

Parameter:

-
-
-

- #RANGE.BombTarget - target -

-
-
- -

Bomb target data.

- -
-
-

Return value:

-
- -
- -

Target coordinate.

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

Returns the unit of a player and the player name.

- - -

If the unit does not belong to a player, nil is returned.

- -
-
-

Defined in:

-
-

RANGE

-
-

Parameter:

-
-
-

- #string - _unitName -

-
-
- -

Name of the player unit.

- -
-
-

Return values:

-
- -
- -

Unit of player.

- -
-
-

#string:

-
-
- -

Name of the player.

- -
-
-
-
- -

nil If player does not exist.

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

Get max speed of controllable.

- -
-
-

Defined in:

-
-

RANGE

-
-

Parameter:

-
-
-

- Wrapper.Controllable#CONTROLLABLE - controllable -

-
-
-

-
-
-

Return value:

-
-
-
-
- -

Maximum speed in km/h.

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

Illuminate targets.

- - -

Fires illumination bombs at one random bomb and one random strafe target at a random altitude between 400 and 800 m.

- -
-
-

Defined in:

-
-

RANGE

-
-

Parameter:

-
-
-

- #string - _unitName -

-
-
- -

(Optional) Name of the player unit.

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

Mark targets on F10 map.

- -
-
-

Defined in:

-
-

RANGE

-
-

Parameter:

-
-
-

- #string - _unitName -

-
-
- -

Name of the player unit.

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

Toggle display messages to player.

- -
-
-

Defined in:

-
-

RANGE

-
-

Parameter:

-
-
-

- #string - unitname -

-
-
- -

Name of the player unit.

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

Reset player statistics.

- -
-
-

Defined in:

-
-

RANGE

-
-

Parameter:

-
-
-

- #string - _unitName -

-
-
- -

Name of the player unit.

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

Toggle status of time delay for smoking bomb impact points

- -
-
-

Defined in:

-
-

RANGE

-
-

Parameter:

-
-
-

- #string - unitname -

-
-
- -

Name of the player unit.

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

Toggle status of smoking bomb impact points.

- -
-
-

Defined in:

-
-

RANGE

-
-

Parameter:

-
-
-

- #string - unitname -

-
-
- -

Name of the player unit.

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

Mark bombing targets with smoke.

- -
-
-

Defined in:

-
-

RANGE

-
-

Parameter:

-
-
-

- #string - unitname -

-
-
- -

Name of the player unit.

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

Mark approach boxes of strafe targets with smoke.

- -
-
-

Defined in:

-
-

RANGE

-
-

Parameter:

-
-
-

- #string - unitname -

-
-
- -

Name of the player unit.

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

Mark strafing targets with smoke.

- -
-
-

Defined in:

-
-

RANGE

-
-

Parameter:

-
-
-

- #string - unitname -

-
-
- -

Name of the player unit.

- -
-
-
-
@@ -8399,6729 +3377,6 @@ If a zone is not explicitly specified, the range zone is determined by its locat - - - -
- - - -

Sets the flare color used to flare players direct target hits.

- -
-
-

Defined in:

-
-

RANGE

-
-

Parameter:

-
-
-

- Utilities.Utils#FLARECOLOR - color -

-
-
- -

Color Id.

- -
-
-

Return value:

-
-
-

#string:

-
-
- -

Color text.

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

Returns a string which consists of the player name.

- -
-
-

Defined in:

-
-

RANGE

-
-

Parameter:

-
-
-

- #string - unitname -

-
-
- -

Name of the player unit.

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

Sets the flare color used when player makes a direct hit on target.

- -
-
-

Defined in:

-
-

RANGE

-
-

Parameters:

-
-
-

- #string - _unitName -

-
-
- -

Name of the player unit.

- -
-
-
-
-

- Utilities.Utils#FLARECOLOR - color -

-
-
- -

ID of flare color.

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

Sets the smoke color used to smoke players bomb impact points.

- -
-
-

Defined in:

-
-

RANGE

-
-

Parameters:

-
-
-

- #string - _unitName -

-
-
- -

Name of the player unit.

- -
-
-
-
-

- Utilities.Utils#SMOKECOLOR - color -

-
-
- -

ID of the smoke color.

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

Converts a smoke color id to text.

- - -

E.g. SMOKECOLOR.Blue --> "blue".

- -
-
-

Defined in:

-
-

RANGE

-
-

Parameter:

-
-
-

- Utilities.Utils#SMOKECOLOR - color -

-
-
- -

Color Id.

- -
-
-

Return value:

-
-
-

#string:

-
-
- -

Color text.

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

General event handler.

- -
-
-

Defined in:

-
-

RANGE

-
-

Parameter:

-
-
-

- #table - Event -

-
-
- -

DCS event table.

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

Function called after player enters the range zone.

- -
-
-

Defined in:

-
-

RANGE

-
-

Parameters:

-
-
-

- #string - From -

-
-
- -

From state.

- -
-
-
-
-

- #string - Event -

-
-
- -

Event.

- -
-
-
-
-

- #string - To -

-
-
- -

To state.

- -
-
-
-
-

- #RANGE.PlayerData - player -

-
-
- -

Player data.

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

Function called after player leaves the range zone.

- -
-
-

Defined in:

-
-

RANGE

-
-

Parameters:

-
-
-

- #string - From -

-
-
- -

From state.

- -
-
-
-
-

- #string - Event -

-
-
- -

Event.

- -
-
-
-
-

- #string - To -

-
-
- -

To state.

- -
-
-
-
-

- #RANGE.PlayerData - player -

-
-
- -

Player data.

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

Function called after bomb impact on range.

- -
-
-

Defined in:

-
-

RANGE

-
-

Parameters:

-
-
-

- #string - From -

-
-
- -

From state.

- -
-
-
-
-

- #string - Event -

-
-
- -

Event.

- -
-
-
-
-

- #string - To -

-
-
- -

To state.

- -
-
-
-
-

- #RANGE.BombResult - result -

-
-
- -

Result of bomb impact.

- -
-
-
-
-

- #RANGE.PlayerData - player -

-
-
- -

Player data table.

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

On after "Load" event.

- - -

Loads results of all players from file.

- -
-
-

Defined in:

-
-

RANGE

-
-

Parameters:

-
-
-

- #string - From -

-
-
- -

From state.

- -
-
-
-
-

- #string - Event -

-
-
- -

Event.

- -
-
-
-
-

- #string - To -

-
-
- -

To state.

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

Function called after save.

- -
-
-

Defined in:

-
-

RANGE

-
-

Parameters:

-
-
-

- #string - From -

-
-
- -

From state.

- -
-
-
-
-

- #string - Event -

-
-
- -

Event.

- -
-
-
-
-

- #string - To -

-
-
- -

To state.

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

Initializes number of targets and location of the range.

- - -

Starts the event handlers.

- -
-
-

Defined in:

-
-

RANGE

-
-

Parameters:

-
-
-

- #string - From -

-
-
- -

From state.

- -
-
-
-
-

- #string - Event -

-
-
- -

Event.

- -
-
-
-
-

- #string - To -

-
-
- -

To state.

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

Check spawn queue and spawn aircraft if necessary.

- -
-
-

Defined in:

-
-

RANGE

-
-

Parameters:

-
-
-

- #string - From -

-
-
- -

From state.

- -
-
-
-
-

- #string - Event -

-
-
- -

Event.

- -
-
-
-
-

- #string - To -

-
-
- -

To state.

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

Function called before save event.

- - -

Checks that io and lfs are desanitized.

- -
-
-

Defined in:

-
-

RANGE

-
-

Parameters:

-
-
-

- #string - From -

-
-
- -

From state.

- -
-
-
-
-

- #string - Event -

-
-
- -

Event.

- -
-
-
-
-

- #string - To -

-
-
- -

To state.

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

Function called before save event.

- - -

Checks that io and lfs are desanitized.

- -
-
-

Defined in:

-
-

RANGE

-
-

Parameters:

-
-
-

- #string - From -

-
-
- -

From state.

- -
-
-
-
-

- #string - Event -

-
-
- -

Event.

- -
-
-
-
-

- #string - To -

-
-
- -

To state.

- -
-
-
- -
-
- -
-

Field(s)

-
-
-
- - Utilities.Utils#SMOKECOLOR -RANGE.BombSmokeColor - -

Color id used for smoking bomb targets.

- -
- -
-
-
- - #number -RANGE.BombtrackThreshold - -

Bombs/rockets/missiles are only tracked if player-range distance is smaller than this threshold [m]. Default 25000 m.

- -
- -
-
-
- - #string -RANGE.ClassName - -

Name of the Class.

- -
- -
-
-
- - #boolean -RANGE.Debug - -

If true, debug info is sent as messages on the screen.

- -
- -
-
-
- - #table -RANGE.Defaults - -

Default range parameters.

- -
- -
-
-
- - #table -RANGE.MenuAddedTo - -

Table for monitoring which players already got an F10 menu.

- -
- -
-
-
- - #table -RANGE.MenuF10 - -

Main radio menu on group level.

- -
- -
-
-
- - #table -RANGE.MenuF10Root - -

Main radio menu on mission level.

- -
- -
-
-
- - #table -RANGE.Names - -

Global list of all defined range names.

- -
- -
-
-
- - #table -RANGE.PlayerSettings - -

Individual player settings.

- -
- -
-
- - -
-
-
- - Utilities.Utils#SMOKECOLOR -RANGE.StrafePitSmokeColor - -

Color id used to smoke strafe pit approach boxes.

- -
- -
-
-
- - Utilities.Utils#SMOKECOLOR -RANGE.StrafeSmokeColor - -

Color id used to smoke strafe targets.

- -
- -
- -
-
- - #number -RANGE.TdelaySmoke - -

Time delay in seconds between impact of bomb and starting the smoke. Default 3 seconds.

- -
- -
-
-
- - #number -RANGE.Tmsg - -

Time [sec] messages to players are displayed. Default 30 sec.

- -
- -
-
-
- - #boolean -RANGE.autosave - -

If true, automatically save results every X seconds.

- -
- -
-
-
- - #table -RANGE.bombPlayerResults - -

Table containing the bombing results of each player.

- -
- -
-
-
- - #table -RANGE.bombingTargets - -

Table of targets to bomb.

- -
- -
-
-
- - #boolean -RANGE.defaultsmokebomb - -

If true, initialize player settings to smoke bomb.

- -
- -
-
-
- - #number -RANGE.dtBombtrack - -

Time step [sec] used for tracking released bomb/rocket positions. Default 0.005 seconds.

- -
- -
-
-
- - #boolean -RANGE.eventmoose - -

If true, events are handled by MOOSE. If false, events are handled directly by DCS eventhandler. Default true.

- -
- -
-
-
- - #boolean -RANGE.examinerexclusive - -

If true, only the examiner gets messages. If false, clients and examiner get messages.

- -
- -
-
-
- - #string -RANGE.examinergroupname - -

Name of the examiner group which should get all messages.

- -
- -
-
-
- - #string -RANGE.id - -

String id of range for output in DCS log.

- -
- -
-
-
- - #number -RANGE.illuminationmaxalt - -

Maximum altitude in meters AGL at which illumination bombs are fired. Default is 1000 m.

- -
- -
-
-
- - #number -RANGE.illuminationminalt - -

Minimum altitude in meters AGL at which illumination bombs are fired. Default is 500 m.

- -
- -
-
-
- - Sound.RadioQueue#RADIOQUEUE -RANGE.instructor - -

Instructor radio queue.

- -
- -
-
-
- - #number -RANGE.instructorfreq - -

Frequency on which the range control transmitts.

- -
- -
-
-
- - #string -RANGE.instructorrelayname - -

Name of relay unit.

- -
- -
-
-
- - Core.Point#COORDINATE -RANGE.location - -

Coordinate of the range location.

- -
- -
-
-
- - #boolean -RANGE.messages - -

Globally enable/disable all messages to players.

- -
- -
-
-
- - #number -RANGE.nbombtargets - -

Number of bombing targets.

- -
- -
-
-
- - #number -RANGE.ndisplayresult - -

Number of (player) results that a displayed. Default is 10.

- -
- -
-
-
- - #number -RANGE.nstrafetargets - -

Number of strafing targets.

- -
- -
-
-
- - #table -RANGE.planes - -

Table for administration.

- -
- -
-
-
- - Sound.RadioQueue#RADIOQUEUE -RANGE.rangecontrol - -

Range control radio queue.

- -
- -
-
-
- - #number -RANGE.rangecontrolfreq - -

Frequency on which the range control transmitts.

- -
- -
-
-
- - #string -RANGE.rangecontrolrelayname - -

Name of relay unit.

- -
- -
-
-
- - #string -RANGE.rangename - -

Name of the range.

- -
- -
-
-
- - #number -RANGE.rangeradius - -

Radius of range defining its total size for e.g. smoking bomb impact points and sending radio messages. Default 5 km.

- -
- -
-
-
- - Core.Zone#ZONE -RANGE.rangezone - -

MOOSE zone object of the range. For example, no bomb impacts are smoked if bombs fall outside of the range zone.

- -
- -
-
-
- - #number -RANGE.scorebombdistance - -

Distance from closest target up to which bomb hits are counted. Default 1000 m.

- -
- -
-
-
- - #string -RANGE.soundpath - -

Path inside miz file where the sound files are located. Default is "Range Soundfiles/".

- -
- -
-
-
- - #table -RANGE.strafePlayerResults - -

Table containing the strafing results of each player.

- -
- -
-
-
- - #table -RANGE.strafeStatus - -

Table containing the current strafing target a player as assigned to.

- -
- -
-
-
- - #table -RANGE.strafeTargets - -

Table of strafing targets.

- -
- -
-
-
- - #number -RANGE.strafemaxalt - -

Maximum altitude in meters AGL for registering for a strafe run. Default is 914 m = 3000 ft.

- -
- -
-
-
- - -RANGE.timerCheckZone - - - - -

SCHEDULER:New(nil, self._CheckInZone, {self, EventData.IniUnitName}, 1, 1)

- -
- -
-
-
- - #boolean -RANGE.trackbombs - -

If true (default), all bomb types are tracked and impact point to closest bombing target is evaluated.

- -
- -
-
-
- - #boolean -RANGE.trackmissiles - -

If true (default), all missile types are tracked and impact point to closest bombing target is evaluated.

- -
- -
-
-
- - #boolean -RANGE.trackrockets - -

If true (default), all rocket types are tracked and impact point to closest bombing target is evaluated.

- -
- -
-
-
- - #boolean -RANGE.verbose - -

Verbosity level. Higher means more output to DCS log file.

- -
- -
-
-
- - #string -RANGE.version - -

Range script version.

- -
- -
-
-

Function(s)

-
-
- - - -

Adds an End state.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #string - State -

-
-
- -

The FSM state.

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

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

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #table - From -

-
-
- -

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

- -
-
-
-
-

- #string - Event -

-
-
- -

The Event name.

- -
-
-
-
-

- Core.Fsm#FSM_PROCESS - Process -

-
-
- -

An sub-process FSM.

- -
-
-
-
-

- #table - ReturnEvents -

-
-
- -

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

- -
-
-

Return value:

-
- -
- -

The SubFSM.

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

Adds a score for the FSM to be achieved.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #string - State -

-
-
- -

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

- -
-
-
-
-

- #string - ScoreText -

-
-
- -

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

- -
-
-
-
-

- #number - Score -

-
-
- -

is a number providing the score of the status.

- -
-
-

Return value:

-
-
-

#FSM:

-
-
- -

self

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

Adds a score for the FSM_PROCESS to be achieved.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #string - From -

-
-
- -

is the From State of the main process.

- -
-
-
-
-

- #string - Event -

-
-
- -

is the Event of the main process.

- -
-
-
-
-

- #string - State -

-
-
- -

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

- -
-
-
-
-

- #string - ScoreText -

-
-
- -

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

- -
-
-
-
-

- #number - Score -

-
-
- -

is a number providing the score of the status.

- -
-
-

Return value:

-
-
-

#FSM:

-
-
- -

self

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

Add a new transition rule to the FSM.

- - -

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

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #table - From -

-
-
- -

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

- -
-
-
-
-

- #string - Event -

-
-
- -

The Event name.

- -
-
-
-
-

- #string - To -

-
-
- -

The To state.

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

Get current state.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#string:

-
-
- -

Current FSM state.

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

Returns the End states.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#table:

-
-
- -

End states.

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

Defined in:

- -

Parameters:

-
-
-

- From -

-
-
-

-
-
-
-
-

- Event -

-
-
-

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

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

- -
-
-

Defined in:

- -

Return value:

-
-
-

#table:

-
-
- -

Sub processes.

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

Returns a table with the scores defined.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#table:

-
-
- -

Scores.

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

Returns the start state of the FSM.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#string:

-
-
- -

A string containing the start state.

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

Get current state.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#string:

-
-
- -

Current FSM state.

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

Returns a table with the Subs defined.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#table:

-
-
- -

Sub processes.

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

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

- -
-
-

Defined in:

- -

Return value:

-
-
-

#table:

-
-
- -

Transitions.

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

Check if FSM is in state.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #string - State -

-
-
- -

State name.

- -
-
-
-
-

- #boolean - If -

-
-
- -

true, FSM is in this state.

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

Load call backs.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #table - CallBackTable -

-
-
- -

Table of call backs.

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

Creates a new FSM object.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#FSM:

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

Defined in:

- -

Parameters:

-
-
-

- From -

-
-
-

-
-
-
-
-

- Event -

-
-
-

-
-
-
-
-

- Fsm -

-
-
-

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

Sets the start state of the FSM.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #string - State -

-
-
- -

A string defining the start state.

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

Add to map.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #table - Map -

-
-
- -

Map.

- -
-
-
-
-

- #table - Event -

-
-
- -

Event table.

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

Call handler.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #string - step -

-
-
- -

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

- -
-
-
-
-

- #string - trigger -

-
-
- -

Trigger.

- -
-
-
-
-

- #table - params -

-
-
- -

Parameters.

- -
-
-
-
-

- #string - EventName -

-
-
- -

Event name.

- -
-
-

Return value:

-
-
-
-
- -

Value.

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

Create transition.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #string - EventName -

-
-
- -

Event name.

- -
-
-

Return value:

-
-
-

#function:

-
-
- -

Function.

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

Delayed transition.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #string - EventName -

-
-
- -

Event name.

- -
-
-

Return value:

-
-
-

#function:

-
-
- -

Function.

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

Event map.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #table - Events -

-
-
- -

Events.

- -
-
-
-
-

- #table - EventStructure -

-
-
- -

Event structure.

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

Go sub.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #string - ParentFrom -

-
-
- -

Parent from state.

- -
-
-
-
-

- #string - ParentEvent -

-
-
- -

Parent event name.

- -
-
-

Return value:

-
-
-

#table:

-
-
- -

Subs.

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

Handler.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #string - EventName -

-
-
- -

Event name.

- -
-
-
-
-

- ... -

-
-
- -

Arguments.

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

Is end state.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #string - Current -

-
-
- -

Current state name.

- -
-
-

Return values:

-
-
-

#table:

-
-
- -

FSM parent.

- -
-
-

#string:

-
-
- -

Event name.

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

Sub maps.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #table - subs -

-
-
- -

Subs.

- -
-
-
-
-

- #table - sub -

-
-
- -

Sub.

- -
-
-
-
-

- #string - name -

-
-
- -

Name.

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

Check if can do an event.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #string - e -

-
-
- -

Event name.

- -
-
-

Return values:

-
-
-

#boolean:

-
-
- -

If true, FSM can do the event.

- -
-
-

#string:

-
-
- -

To state.

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

Check if cannot do an event.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #string - e -

-
-
- -

Event name.

- -
-
-

Return value:

-
-
-

#boolean:

-
-
- -

If true, FSM cannot do the event.

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

Check if FSM is in state.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #string - State -

-
-
- -

State name.

- -
-
-
-
-

- #boolean - If -

-
-
- -

true, FSM is in this state.

- -
-
-
-
-

- state -

-
-
-

-
-
-
- -
-
- -
-

Field(s)

-
-
-
- - Utilities.Utils#SMOKECOLOR -RANGE.BombSmokeColor - -

Color id used for smoking bomb targets.

- -
- -
-
-
- - #number -RANGE.BombtrackThreshold - -

Bombs/rockets/missiles are only tracked if player-range distance is smaller than this threshold [m]. Default 25000 m.

- -
- -
-
-
- - #string -RANGE.ClassName - -

Name of the Class.

- -
- -
-
-
- - #boolean -RANGE.Debug - -

If true, debug info is sent as messages on the screen.

- -
- -
-
-
- - #table -RANGE.Defaults - -

Default range parameters.

- -
- -
-
-
- - #table -RANGE.MenuAddedTo - -

Table for monitoring which players already got an F10 menu.

- -
- -
-
-
- - #table -RANGE.MenuF10 - -

Main radio menu on group level.

- -
- -
-
-
- - #table -RANGE.MenuF10Root - -

Main radio menu on mission level.

- -
- -
-
-
- - #table -RANGE.Names - -

Global list of all defined range names.

- -
- -
-
-
- - #table -RANGE.PlayerSettings - -

Individual player settings.

- -
- -
-
- - -
-
-
- - Utilities.Utils#SMOKECOLOR -RANGE.StrafePitSmokeColor - -

Color id used to smoke strafe pit approach boxes.

- -
- -
-
-
- - Utilities.Utils#SMOKECOLOR -RANGE.StrafeSmokeColor - -

Color id used to smoke strafe targets.

- -
- -
- -
-
- - #number -RANGE.TdelaySmoke - -

Time delay in seconds between impact of bomb and starting the smoke. Default 3 seconds.

- -
- -
-
-
- - #number -RANGE.Tmsg - -

Time [sec] messages to players are displayed. Default 30 sec.

- -
- -
-
-
- - #boolean -RANGE.autosave - -

If true, automatically save results every X seconds.

- -
- -
-
-
- - #table -RANGE.bombPlayerResults - -

Table containing the bombing results of each player.

- -
- -
-
-
- - #table -RANGE.bombingTargets - -

Table of targets to bomb.

- -
- -
-
-
- - #boolean -RANGE.defaultsmokebomb - -

If true, initialize player settings to smoke bomb.

- -
- -
-
-
- - #number -RANGE.dtBombtrack - -

Time step [sec] used for tracking released bomb/rocket positions. Default 0.005 seconds.

- -
- -
-
-
- - #boolean -RANGE.eventmoose - -

If true, events are handled by MOOSE. If false, events are handled directly by DCS eventhandler. Default true.

- -
- -
-
-
- - #boolean -RANGE.examinerexclusive - -

If true, only the examiner gets messages. If false, clients and examiner get messages.

- -
- -
-
-
- - #string -RANGE.examinergroupname - -

Name of the examiner group which should get all messages.

- -
- -
-
-
- - #string -RANGE.id - -

String id of range for output in DCS log.

- -
- -
-
-
- - #number -RANGE.illuminationmaxalt - -

Maximum altitude in meters AGL at which illumination bombs are fired. Default is 1000 m.

- -
- -
-
-
- - #number -RANGE.illuminationminalt - -

Minimum altitude in meters AGL at which illumination bombs are fired. Default is 500 m.

- -
- -
-
-
- - Sound.RadioQueue#RADIOQUEUE -RANGE.instructor - -

Instructor radio queue.

- -
- -
-
-
- - #number -RANGE.instructorfreq - -

Frequency on which the range control transmitts.

- -
- -
-
-
- - #string -RANGE.instructorrelayname - -

Name of relay unit.

- -
- -
-
-
- - Core.Point#COORDINATE -RANGE.location - -

Coordinate of the range location.

- -
- -
-
-
- - #boolean -RANGE.messages - -

Globally enable/disable all messages to players.

- -
- -
-
-
- - #number -RANGE.nbombtargets - -

Number of bombing targets.

- -
- -
-
-
- - #number -RANGE.ndisplayresult - -

Number of (player) results that a displayed. Default is 10.

- -
- -
-
-
- - #number -RANGE.nstrafetargets - -

Number of strafing targets.

- -
- -
-
-
- - #table -RANGE.planes - -

Table for administration.

- -
- -
-
-
- - Sound.RadioQueue#RADIOQUEUE -RANGE.rangecontrol - -

Range control radio queue.

- -
- -
-
-
- - #number -RANGE.rangecontrolfreq - -

Frequency on which the range control transmitts.

- -
- -
-
-
- - #string -RANGE.rangecontrolrelayname - -

Name of relay unit.

- -
- -
-
-
- - #string -RANGE.rangename - -

Name of the range.

- -
- -
-
-
- - #number -RANGE.rangeradius - -

Radius of range defining its total size for e.g. smoking bomb impact points and sending radio messages. Default 5 km.

- -
- -
-
-
- - Core.Zone#ZONE -RANGE.rangezone - -

MOOSE zone object of the range. For example, no bomb impacts are smoked if bombs fall outside of the range zone.

- -
- -
-
-
- - #number -RANGE.scorebombdistance - -

Distance from closest target up to which bomb hits are counted. Default 1000 m.

- -
- -
-
-
- - #string -RANGE.soundpath - -

Path inside miz file where the sound files are located. Default is "Range Soundfiles/".

- -
- -
-
-
- - #table -RANGE.strafePlayerResults - -

Table containing the strafing results of each player.

- -
- -
-
-
- - #table -RANGE.strafeStatus - -

Table containing the current strafing target a player as assigned to.

- -
- -
-
-
- - #table -RANGE.strafeTargets - -

Table of strafing targets.

- -
- -
-
-
- - #number -RANGE.strafemaxalt - -

Maximum altitude in meters AGL for registering for a strafe run. Default is 914 m = 3000 ft.

- -
- -
-
-
- - -RANGE.timerCheckZone - - - - -

SCHEDULER:New(nil, self._CheckInZone, {self, EventData.IniUnitName}, 1, 1)

- -
- -
-
-
- - #boolean -RANGE.trackbombs - -

If true (default), all bomb types are tracked and impact point to closest bombing target is evaluated.

- -
- -
-
-
- - #boolean -RANGE.trackmissiles - -

If true (default), all missile types are tracked and impact point to closest bombing target is evaluated.

- -
- -
-
-
- - #boolean -RANGE.trackrockets - -

If true (default), all rocket types are tracked and impact point to closest bombing target is evaluated.

- -
- -
-
-
- - #boolean -RANGE.verbose - -

Verbosity level. Higher means more output to DCS log file.

- -
- -
-
-
- - #string -RANGE.version - -

Range script version.

- -
- -
-
-

Function(s)

-
-
- - - -

Clear the state of an object.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- Object -

-
-
- -

The object that holds the Value set by the Key.

- -
-
-
-
-

- StateName -

-
-
- -

The key that is should be cleared.

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

Creation of a Birth Event.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- DCS#Time - EventTime -

-
-
- -

The time stamp of the event.

- -
-
-
-
-

- DCS#Object - Initiator -

-
-
- -

The initiating object of the event.

- -
-
-
-
-

- #string - IniUnitName -

-
-
- -

The initiating unit name.

- -
-
-
-
-

- place -

-
-
-

-
-
-
-
-

- subplace -

-
-
-

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

Creation of a Crash Event.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- DCS#Time - EventTime -

-
-
- -

The time stamp of the event.

- -
-
-
-
-

- DCS#Object - Initiator -

-
-
- -

The initiating object of the event.

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

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.

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

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Wrapper.Unit#UNIT - PlayerUnit -

-
-
- -

The aircraft unit the player entered.

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

Creation of a Remove Unit Event.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- DCS#Time - EventTime -

-
-
- -

The time stamp of the event.

- -
-
-
-
-

- DCS#Object - Initiator -

-
-
- -

The initiating object of the event.

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

Creation of a Takeoff Event.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- DCS#Time - EventTime -

-
-
- -

The time stamp of the event.

- -
-
-
-
-

- DCS#Object - Initiator -

-
-
- -

The initiating object of the event.

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

Log an exception which will be traced always.

- - -

Can be anywhere within the function logic.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

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

Returns the event dispatcher

- -
-
-

Defined in:

- -

Return value:

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

Remove all subscribed events

- -
-
-

Defined in:

- -

Return value:

-
-
-

#BASE:

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

Trace a function call.

- - -

Must be at the beginning of the function logic.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

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

Trace a function call level 2.

- - -

Must be at the beginning of the function logic.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

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

Trace a function call level 3.

- - -

Must be at the beginning of the function logic.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

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

Get the ClassID of the class instance.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#string:

-
-
- -

The ClassID of the class instance.

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

Get the ClassName of the class instance.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#string:

-
-
- -

The ClassName of the class instance.

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

Get the ClassName + ClassID of the class instance.

- - -

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

- -
-
-

Defined in:

- -

Return value:

-
-
-

#string:

-
-
- -

The ClassName + ClassID of the class instance.

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

Get the Class 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 Event processing Priority.

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

This is the worker method to retrieve the Parent class.

- - -

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

- -
self:GetParent(self):ParentMethod()
-
-
-
- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #BASE - Child -

-
-
- -

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

- -
-
-
-
-

- #BASE - FromClass -

-
-
- -

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

- -
-
-

Return value:

-
-
-

#BASE:

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

Get a Value given a Key from the Object.

- - -

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

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- Object -

-
-
- -

The object that holds the Value set by the Key.

- -
-
-
-
-

- Key -

-
-
- -

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

- -
-
-

Return value:

-
-
-
-
- -

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

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

Subscribe to a DCS Event.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- Core.Event#EVENTS - EventID -

-
-
- -

Event ID.

- -
-
-
-
-

- #function - EventFunction -

-
-
- -

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

- -
-
-

Return value:

-
-
-

#BASE:

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

Log an information which will be traced always.

- - -

Can be anywhere within the function logic.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

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

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

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- Child -

-
-
- -

is the Child class that inherits.

- -
-
-
-
-

- #BASE - Parent -

-
-
- -

is the Parent class that the Child inherits from.

- -
-
-

Return value:

-
-
-

#BASE:

-
-
- -

Child

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

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

- - - -

Examples:

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

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

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

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

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

  • -
- - -
-
-

Defined in:

- -

Parameter:

-
-
-

- ClassName -

-
-
- -

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

- -
-
-

Return value:

-
-
-

#boolean:

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

Enquires if tracing is on (for the class).

- -
-
-

Defined in:

- -

Return value:

-
-
-

#boolean:

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

BASE constructor.

- - - -

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

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

Defined in:

- -

Return value:

-
-
-

#BASE:

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

Occurs when an object is completely destroyed.

- - -

initiator : The unit that is was destroyed.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

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

BDA.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

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

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

- - -

initiator : The unit that captured the base -place: The airbase that was captured, can be a FARP or Airbase. When calling place:getCoalition() the faction will already be the new owning faction.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

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

Occurs when any object is spawned into the mission.

- - -

initiator : The unit that was spawned

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

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

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

- - -

initiator : The unit that has crashed

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

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

Occurs when an object is dead.

- - -

initiator : The unit that is dead.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

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

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

- - -

Will update this page when new information become available.

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

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

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

Discard chair after ejection.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

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

Occurs when a pilot ejects from an aircraft -initiator : The unit that has ejected

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

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

Occurs when any aircraft shuts down its engines.

- - -

initiator : The unit that is stopping its engines.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

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

Occurs when any aircraft starts its engines.

- - -

initiator : The unit that is starting its engines.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

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

Occurs whenever an object is hit by a weapon.

- - -

initiator : The unit object the fired the weapon -weapon: Weapon object that hit the target -target: The Object that was hit.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

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

Occurs when any system fails on a human controlled aircraft.

- - -

initiator : The unit that had the failure

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

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

Occurs on the death of a unit.

- - -

Contains more and different information. Similar to unit_lost it will occur for aircraft before the aircraft crash event occurs.

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

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

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

Occurs when an aircraft lands at an airbase, farp or ship -initiator : The unit that has landed -place: Object that the unit landed on.

- - -

Can be an Airbase Object, FARP, or Ships

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

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

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

- - -

Event does not occur if the pilot lands in the water and sub combs to Davey Jones Locker.

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

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

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

Landing quality mark.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

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

Occurs when a new mark was added.

- - -

MarkID: ID of the mark.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

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

Occurs when a mark text was changed.

- - -

MarkID: ID of the mark.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

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

Occurs when a mark was removed.

- - -

MarkID: ID of the mark.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

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

Occurs when a mission ends

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

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

Occurs when a mission starts

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

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

Weapon add.

- - -

Fires when entering a mission per pylon with the name of the weapon (double pylons not counted, infinite wep reload not counted.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

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

Occurs when the pilot of an aircraft is killed.

- - -

Can occur either if the player is alive and crashes or if a weapon kills the pilot without completely destroying the plane. -initiator : The unit that the pilot has died in.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

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

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

- - -

NOTE: This is a workaround of a long standing DCS bug with the PLAYER_ENTER_UNIT event. -initiator : The unit that is being taken control of.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

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

Occurs when any player assumes direct control of a unit.

- - -

initiator : The unit that is being taken control of.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

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

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

- - -

initiator : The unit that the player left.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

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

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

- - -

initiator : The unit that is receiving fuel.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

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

Occurs when an aircraft is finished taking fuel.

- - -

initiator : The unit that was receiving fuel.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

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

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

- - -

There is no information on what values the score was changed to. Event is likely similar to player_comment in this regard.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

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

Occurs when any unit stops firing its weapon.

- - -

Event will always correspond with a shooting start event. -initiator : The unit that was doing the shooting.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

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

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

- - -

Most common with aircraft cannons (GAU-8), autocannons, and machine guns. -initiator : The unit that is doing the shooting. -target: The unit that is being targeted.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

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

Occurs whenever any unit in a mission fires a weapon.

- - -

But not any machine gun or autocannon based weapon, those are handled by EVENT.ShootingStart.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

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

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

- - -

initiator : The unit that tookoff -place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

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

Trigger zone.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

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

Occurs when the game thinks an object is destroyed.

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

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

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

Schedule a new time event.

- - -

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

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #number - Start -

-
-
- -

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

- -
-
-
-
-

- #function - SchedulerFunction -

-
-
- -

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

- -
-
-
-
-

- #table - ... -

-
-
- -

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

- -
-
-

Return value:

-
-
-

#number:

-
-
- -

The ScheduleID of the planned schedule.

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

Schedule a new time event.

- - -

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

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #number - Start -

-
-
- -

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

- -
-
-
-
-

- #number - Repeat -

-
-
- -

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

- -
-
-
-
-

- #number - RandomizeFactor -

-
-
- -

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

- -
-
-
-
-

- #number - Stop -

-
-
- -

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

- -
-
-
-
-

- #function - SchedulerFunction -

-
-
- -

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

- -
-
-
-
-

- #table - ... -

-
-
- -

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

- -
-
-

Return value:

-
-
-

#number:

-
-
- -

The ScheduleID of the planned schedule.

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

Stops the Schedule.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #function - SchedulerFunction -

-
-
- -

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

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

Set the Class 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 Event processing Priority.

- -
-
-

Return value:

-
-
-

#BASE:

-
-
- -

self

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

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

- - -

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

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- Object -

-
-
- -

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

- -
-
-
-
-

- Key -

-
-
- -

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

- -
-
-
-
-

- Value -

-
-
- -

The value to is stored in the object.

- -
-
-

Return value:

-
-
-
-
- -

The Value set.

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

Trace a function logic level 1.

- - -

Can be anywhere within the function logic.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

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

Trace a function logic level 2.

- - -

Can be anywhere within the function logic.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

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

Trace a function logic level 3.

- - -

Can be anywhere within the function logic.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

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

Trace all methods in MOOSE

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #boolean - TraceAll -

-
-
- -

true = trace all methods in MOOSE.

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

Set tracing for a class

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #string - Class -

-
-
-

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

Set tracing for a specific method of class

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #string - Class -

-
-
-

-
-
-
-
-

- #string - Method -

-
-
-

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

Set trace level

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #number - Level -

-
-
-

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

Set trace off.

- -
-
-

Defined in:

- -

Usage:

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

Set trace on.

- -
-
-

Defined in:

- -

Usage:

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

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

- - -

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

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #boolean - TraceOnOff -

-
-
- -

Switch the tracing on or off.

- -
-
-

Usage:

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

UnSubscribe to a DCS event.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTS - EventID -

-
-
- -

Event ID.

- -
-
-

Return value:

-
-
-

#BASE:

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

Trace a function call.

- - -

This function is private.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

- -
-
-
-
-

- DebugInfoCurrentParam -

-
-
-

-
-
-
-
-

- DebugInfoFromParam -

-
-
-

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

Trace a function logic.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

- -
-
-
-
-

- DebugInfoCurrentParam -

-
-
-

-
-
-
-
-

- DebugInfoFromParam -

-
-
-

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

TODO: Complete DCS#Event structure.
-- The main event handling function... This function captures all events generated for the class. - @param #BASE self - @param DCS#Event event

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- event -

-
-
-

-
-
-
-
diff --git a/Documentation/Functional.Rat.html b/Documentation/Functional.Rat.html index be556463f..0bf63275f 100644 --- a/Documentation/Functional.Rat.html +++ b/Documentation/Functional.Rat.html @@ -3358,6 +3358,12 @@ manager:Stop(7200) + + + + @@ -4318,6 +4324,36 @@ and any spaces before and after the resulting name are removed.

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

RANGE.ClassID

-

The ID number of the class.

-

RANGE.ClassName

-

The name of the class.

-

RANGE.ClassNameAndID

-

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

-

RANGE:ClearState(Object, StateName)

-

Clear the state of an object.

-

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

-

Creation of a Birth Event.

-

RANGE:CreateEventCrash(EventTime, Initiator)

-

Creation of a Crash Event.

-

RANGE:CreateEventDead(EventTime, Initiator)

-

Creation of a Dead Event.

-

RANGE:CreateEventPlayerEnterAircraft(PlayerUnit)

-

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

-

RANGE:CreateEventRemoveUnit(EventTime, Initiator)

-

Creation of a Remove Unit Event.

-

RANGE:CreateEventTakeoff(EventTime, Initiator)

-

Creation of a Takeoff Event.

-

RANGE:E(Arguments)

-

Log an exception which will be traced always.

-

RANGE:EventDispatcher()

-

Returns the event dispatcher

-

RANGE:EventRemoveAll()

-

Remove all subscribed events

-

RANGE:F(Arguments)

-

Trace a function call.

-

RANGE:F2(Arguments)

-

Trace a function call level 2.

-

RANGE:F3(Arguments)

-

Trace a function call level 3.

-

RANGE:GetClassID()

-

Get the ClassID of the class instance.

-

RANGE:GetClassName()

-

Get the ClassName of the class instance.

-

RANGE:GetClassNameAndID()

-

Get the ClassName + ClassID of the class instance.

-

RANGE:GetEventPriority()

-

Get the Class Event processing Priority.

-

RANGE:GetParent(Child, FromClass)

-

This is the worker method to retrieve the Parent class.

-

RANGE:GetState(Object, Key)

-

Get a Value given a Key from the Object.

-

RANGE:HandleEvent(EventID, EventFunction)

-

Subscribe to a DCS Event.

-

RANGE:I(Arguments)

-

Log an information which will be traced always.

-

RANGE:Inherit(Child, Parent)

-

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

-

RANGE:IsInstanceOf(ClassName)

-

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

-

RANGE:IsTrace()

-

Enquires if tracing is on (for the class).

-

RANGE:New()

-

BASE constructor.

-

RANGE:OnEvent(EventData)

-

Occurs when an object is completely destroyed.

-

RANGE:OnEventBDA(EventData)

-

BDA.

-

RANGE:OnEventBaseCaptured(EventData)

-

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

-

RANGE:OnEventBirth(EventData)

-

Occurs when any object is spawned into the mission.

-

RANGE:OnEventCrash(EventData)

-

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

-

RANGE:OnEventDead(EventData)

-

Occurs when an object is dead.

-

RANGE:OnEventDetailedFailure(EventData)

-

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

-

RANGE:OnEventDiscardChairAfterEjection(EventData)

-

Discard chair after ejection.

-

RANGE:OnEventEjection(EventData)

-

Occurs when a pilot ejects from an aircraft -initiator : The unit that has ejected

-

RANGE:OnEventEngineShutdown(EventData)

-

Occurs when any aircraft shuts down its engines.

-

RANGE:OnEventEngineStartup(EventData)

-

Occurs when any aircraft starts its engines.

-

RANGE:OnEventHit(EventData)

-

Occurs whenever an object is hit by a weapon.

-

RANGE:OnEventHumanFailure(EventData)

-

Occurs when any system fails on a human controlled aircraft.

-

RANGE:OnEventKill(EventData)

-

Occurs on the death of a unit.

-

RANGE:OnEventLand(EventData)

-

Occurs when an aircraft lands at an airbase, farp or ship -initiator : The unit that has landed -place: Object that the unit landed on.

-

RANGE:OnEventLandingAfterEjection(EventData)

-

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

-

RANGE:OnEventLandingQualityMark(EventData)

-

Landing quality mark.

-

RANGE:OnEventMarkAdded(EventData)

-

Occurs when a new mark was added.

-

RANGE:OnEventMarkChange(EventData)

-

Occurs when a mark text was changed.

-

RANGE:OnEventMarkRemoved(EventData)

-

Occurs when a mark was removed.

-

RANGE:OnEventMissionEnd(EventData)

-

Occurs when a mission ends

-

RANGE:OnEventMissionStart(EventData)

-

Occurs when a mission starts

-

RANGE:OnEventParatrooperLanding(EventData)

-

Weapon add.

-

RANGE:OnEventPilotDead(EventData)

-

Occurs when the pilot of an aircraft is killed.

-

RANGE:OnEventPlayerEnterAircraft(EventData)

-

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

-

RANGE:OnEventPlayerEnterUnit(EventData)

-

Occurs when any player assumes direct control of a unit.

-

RANGE:OnEventPlayerLeaveUnit(EventData)

-

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

-

RANGE:OnEventRefueling(EventData)

-

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

-

RANGE:OnEventRefuelingStop(EventData)

-

Occurs when an aircraft is finished taking fuel.

-

RANGE:OnEventScore(EventData)

-

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

-

RANGE:OnEventShootingEnd(EventData)

-

Occurs when any unit stops firing its weapon.

-

RANGE:OnEventShootingStart(EventData)

-

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

-

RANGE:OnEventShot(EventData)

-

Occurs whenever any unit in a mission fires a weapon.

-

RANGE:OnEventTakeoff(EventData)

-

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

-

RANGE:OnEventTriggerZone(EventData)

-

Trigger zone.

-

RANGE:OnEventUnitLost(EventData)

-

Occurs when the game thinks an object is destroyed.

-

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

-

Schedule a new time event.

-

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

-

Schedule a new time event.

-

RANGE:ScheduleStop(SchedulerFunction)

-

Stops the Schedule.

-

RANGE.Scheduler

- -

RANGE:SetEventPriority(EventPriority)

-

Set the Class Event processing Priority.

-

RANGE:SetState(Object, Key, Value)

-

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

-

RANGE:T(Arguments)

-

Trace a function logic level 1.

-

RANGE:T2(Arguments)

-

Trace a function logic level 2.

-

RANGE:T3(Arguments)

-

Trace a function logic level 3.

-

RANGE:TraceAll(TraceAll)

-

Trace all methods in MOOSE

-

RANGE:TraceClass(Class)

-

Set tracing for a class

-

RANGE:TraceClassMethod(Class, Method)

-

Set tracing for a specific method of class

-

RANGE:TraceLevel(Level)

-

Set trace level

-

RANGE:TraceOff()

-

Set trace off.

-

RANGE:TraceOn()

-

Set trace on.

-

RANGE: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.

-

RANGE:UnHandleEvent(EventID)

-

UnSubscribe to a DCS event.

-

RANGE._

- -

RANGE:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

-

Trace a function call.

-

RANGE:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

-

Trace a function logic.

-

RANGE.__

- -

RANGE:onEvent(event)

RAT.termtype

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

+

RAT.type

+

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

+

RAT.communication

+ +

RAT.frequency

+ +

RAT.livery_id

+ +

RAT.modulation

+ +

RAT.skill

+
@@ -6689,6 +6725,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

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

+
+ +
+
+
+ + +RAT.type + + +
@@ -14569,6 +14616,17 @@ Initializes the ratcraft array and group menu.

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

+
+ +
+
+
+ + +RAT.type + + +
@@ -20504,6 +20562,17 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

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

+
+ +
+
+
+ + +RAT.type + + +
diff --git a/Documentation/Ops.Airboss.html b/Documentation/Ops.Airboss.html index 385adbeb1..fca45e34f 100644 --- a/Documentation/Ops.Airboss.html +++ b/Documentation/Ops.Airboss.html @@ -9211,17 +9211,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Radio queue of LSO.

-
- -
-
-
- - -AIRBOSS.RQLid - - -
@@ -9233,17 +9222,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Radio queue of marshal.

-
- -
-
-
- - -AIRBOSS.RQMid - - -
@@ -28427,17 +28405,6 @@ If removed flight is the section lead, we try to find a new leader.

Radio queue of LSO.

-
- -
-
-
- - -AIRBOSS.RQLid - - -
@@ -28449,17 +28416,6 @@ If removed flight is the section lead, we try to find a new leader.

Radio queue of marshal.

-
- -
-
-
- - -AIRBOSS.RQMid - - -
@@ -31430,17 +31386,6 @@ If removed flight is the section lead, we try to find a new leader.

Radio queue of LSO.

-
- -
-
-
- - -AIRBOSS.RQLid - - -
@@ -31452,17 +31397,6 @@ If removed flight is the section lead, we try to find a new leader.

Radio queue of marshal.

-
- - -
-
- - -AIRBOSS.RQMid - - -
@@ -38783,7 +38717,7 @@ BASE:TraceOnOff( false ) -

Set case to that of lead.

+

Set current case.

@@ -38986,9 +38920,6 @@ BASE:TraceOnOff( false ) - -

Set section lead of player flight.

- diff --git a/Documentation/Ops.CSAR.html b/Documentation/Ops.CSAR.html index 2aa6b455e..602951498 100644 --- a/Documentation/Ops.CSAR.html +++ b/Documentation/Ops.CSAR.html @@ -3524,7 +3524,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #table + CSAR.FreeVHFFrequencies @@ -3613,14 +3613,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #table + CSAR.allheligroupset - -

GROUP_SET of all helis

-
@@ -3812,14 +3809,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #table + CSAR.csarUnits - -

table of CSAR unit names

-
@@ -8275,7 +8269,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #table + CSAR.FreeVHFFrequencies @@ -8364,14 +8358,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #table + CSAR.allheligroupset - -

GROUP_SET of all helis

-
@@ -8563,14 +8554,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #table + CSAR.csarUnits - -

table of CSAR unit names

-
@@ -10558,7 +10546,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #table + CSAR.FreeVHFFrequencies @@ -10647,14 +10635,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #table + CSAR.allheligroupset - -

GROUP_SET of all helis

-
@@ -10846,14 +10831,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #table + CSAR.csarUnits - -

table of CSAR unit names

-
diff --git a/Documentation/Ops.CTLD.html b/Documentation/Ops.CTLD.html index 681b051c4..24889369f 100644 --- a/Documentation/Ops.CTLD.html +++ b/Documentation/Ops.CTLD.html @@ -5581,17 +5581,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Name of the class.

-
- -
-
-
- - #number -CTLD.CrateCounter - - -
@@ -5666,20 +5655,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
-
-
-
- - #number -CTLD.Engineers - - - - -

use as counter

- -
-
@@ -5944,17 +5919,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -
- -
-
-
- - #number -CTLD.TroopCounter - - -
@@ -12676,17 +12640,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Name of the class.

-
- -
-
-
- - #number -CTLD.CrateCounter - - -
@@ -12761,20 +12714,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -
-
- - #number -CTLD.Engineers - - - - -

use as counter

- -
-
@@ -13039,17 +12978,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -
- -
-
-
- - #number -CTLD.TroopCounter - - -
@@ -14989,17 +14917,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Name of the class.

- - - -
-
- - #number -CTLD.CrateCounter - - -
@@ -15074,20 +14991,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -
-
- - #number -CTLD.Engineers - - - - -

use as counter

- -
-
@@ -15352,17 +15255,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -
- -
-
-
- - #number -CTLD.TroopCounter - - -
@@ -19482,17 +19374,6 @@ BASE:TraceOnOff( false )

Can transport crate.

- - - -
-
- - #number -CTLD.UnitCapabilities.length - - -
diff --git a/Documentation/Tasking.Task_Cargo.html b/Documentation/Tasking.Task_Cargo.html index e97a2ecce..264875b6d 100644 --- a/Documentation/Tasking.Task_Cargo.html +++ b/Documentation/Tasking.Task_Cargo.html @@ -3113,11 +3113,22 @@ 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 ae6e71db2..b836c6a1b 100644 --- a/Documentation/Tasking.Task_Cargo_Dispatcher.html +++ b/Documentation/Tasking.Task_Cargo_Dispatcher.html @@ -3091,8 +3091,8 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #table -TASK_CARGO_DISPATCHER.DefaultDeployZones + +TASK_CARGO_DISPATCHER.CSARBriefing @@ -3103,7 +3103,51 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +
+
+ + +
+
+
+ + #boolean +TASK_CARGO_DISPATCHER.CSARTasks + + + +
+ +
+
+
+ + #number +TASK_CARGO_DISPATCHER.CountCSAR + + + +
+ +
+
+
+ + #table +TASK_CARGO_DISPATCHER.DefaultDeployZones @@ -4170,8 +4214,8 @@ This method can only be used once!

+ +
+
+ + #boolean +TASK_CARGO_DISPATCHER.CSARTasks + + + +
+ +
+
+
+ + #number +TASK_CARGO_DISPATCHER.CountCSAR + + + +
+ +
+
+
+ + #table +TASK_CARGO_DISPATCHER.DefaultDeployZones @@ -5028,8 +5116,8 @@ This method can only be used once!

+ +
+
+ + #boolean +TASK_CARGO_DISPATCHER.CSARTasks + + + +
+ +
+
+
+ + #number +TASK_CARGO_DISPATCHER.CountCSAR + + + +
+ +
+
+
+ + #table +TASK_CARGO_DISPATCHER.DefaultDeployZones @@ -6521,8 +6653,8 @@ This method can only be used once!

+ +
+
+ + #boolean +TASK_CARGO_DISPATCHER.CSARTasks + + + +
+ +
+
+
+ + #number +TASK_CARGO_DISPATCHER.CountCSAR + + + +
+ +
+
+
+ + #table +TASK_CARGO_DISPATCHER.DefaultDeployZones diff --git a/Documentation/Wrapper.Group.html b/Documentation/Wrapper.Group.html index ba7ee39bb..12a736691 100644 --- a/Documentation/Wrapper.Group.html +++ b/Documentation/Wrapper.Group.html @@ -4752,18 +4752,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -
-
-
- - -GROUP.InitRespawnRandomizePositionOuter +GROUP.InitRespawnRandomizePositionZone @@ -8870,18 +8859,7 @@ So each unit of the group is respawned at exactly the same parking spot as it cu - -
-
-
- - -GROUP.InitRespawnRandomizePositionOuter +GROUP.InitRespawnRandomizePositionZone @@ -17422,18 +17400,7 @@ Note that when the WayPoint parameter is used, the new start mission waypoint of - -
-
-
- - -GROUP.InitRespawnRandomizePositionOuter +GROUP.InitRespawnRandomizePositionZone @@ -21070,18 +21037,7 @@ Coordinates are dependent on the position of the maps origin.

- -
-
-
- - -GROUP.InitRespawnRandomizePositionOuter +GROUP.InitRespawnRandomizePositionZone @@ -21735,18 +21691,7 @@ If the Identifiable is alive, true is returned.

- -
-
-
- - -GROUP.InitRespawnRandomizePositionOuter +GROUP.InitRespawnRandomizePositionZone @@ -22006,18 +21951,7 @@ 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 0f64f0629..b7e9358fa 100644 --- a/Documentation/Wrapper.Marker.html +++ b/Documentation/Wrapper.Marker.html @@ -2899,28 +2899,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Coordinate of the mark.

-
- -
-
-
- - -MARKER.groupid - - - -
- -
-
-
- - -MARKER.groupname - - -
@@ -2998,6 +2976,28 @@ 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.tocoaliton + + +
@@ -5005,28 +5005,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Coordinate of the mark.

-
- -
-
-
- - -MARKER.groupid - - - -
- -
-
-
- - -MARKER.groupname - - -
@@ -5104,6 +5082,28 @@ 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.tocoaliton + + +
@@ -6619,28 +6619,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Coordinate of the mark.

-
- -
-
-
- - -MARKER.groupid - - - -
- -
-
-
- - -MARKER.groupname - - -
@@ -6718,6 +6696,28 @@ 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.tocoaliton + + +