diff --git a/Documentation/AI.AI_A2A_Dispatcher.html b/Documentation/AI.AI_A2A_Dispatcher.html index 297a66a07..8b397ea9b 100644 --- a/Documentation/AI.AI_A2A_Dispatcher.html +++ b/Documentation/AI.AI_A2A_Dispatcher.html @@ -4876,14 +4876,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
Flash messages to player
-Flash messages to player
-Flash messages to player
-Flash messages to player
-The Defender Default Settings over all Squadrons.
- - - -The Defender Default Settings over all Squadrons.
- - - -The Defender Default Settings over all Squadrons.
- - - -The Defender Default Settings over all Squadrons.
- - - -Use the Engage trigger to intercept intruders.
-The AI_A2G_SEAD is assigned a Wrapper.Group and this must be done before the AI_A2G_SEAD process can be started using the Start event.
-The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits. Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
-This cycle will continue.
-During the patrol, the AI will detect enemy targets, which are reported through the Detected event.
-When enemies are detected, the AI will automatically engage the enemy.
-Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB. When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
-An optional range can be set in meters,
that will define when the AI will engage with the detected airborne enemy targets.
The range can be beyond or smaller than the range of the Patrol Zone.
@@ -1686,8 +1670,6 @@ Use the method AI.AI_GCI#
An optional Core.Zone can be set,
that will define when the AI will engage with the detected airborne enemy targets.
Use the method AI.AI_CAP#AI_CAP_ZONE.SetEngageZone() to define that Zone. -- TODO: Documentation. Check that this is actually correct. The originally referenced class does not exist.4. Set the Zone of Engagement
-
Manages the main menus for DCS.coalitions.
+Manages the main menus for DCS.coalition.
diff --git a/Documentation/Core.Message.html b/Documentation/Core.Message.html index d59461e08..4d2b0928d 100644 --- a/Documentation/Core.Message.html +++ b/Documentation/Core.Message.html @@ -2577,7 +2577,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defauCreates a new MESSAGE object.
-Note that these MESSAGE objects are not yet displayed on the display panel. You must use the functions ToClient or ToCoalition or ToAll to send these Messages to the respective recipients.
+Note that these MESSAGE objects are not yet displayed on the display panel. You must use the functions MESSAGE.ToClient or MESSAGE.ToCoalition or MESSAGE.ToAll to send these Messages to the respective recipients.
needs to be filled out by the defined structure of the standard scripting engine coalition.side.
+needs to be filled out by the defined structure of the standard scripting engine DCS.coalition.side.
#list<#PATHLINE.Point>:
A SCHEDULER can manage multiple (repeating) schedules. Each planned or executing schedule has a unique ScheduleID. The ScheduleID is returned when the method SCHEDULER.Schedule() is called. -It is recommended to store the ScheduleID in a variable, as it is used in the methods SCHEDULER.Start() and SCHEDULER.Stop(), +It is recommended to store the ScheduleID in a variable, as it is used in the methods SCHEDULER.Start() and SCHEDULER.Stop(), which can start and stop specific repeating schedules respectively within a SCHEDULER object.
Will customize which display format is used to indicate A2G coordinates in text as part of the Command Center communications.
BASE:E( {PlayerUnit:GetName(), A2GSystem } )
+BASE:E( {PlayerUnit:GetName(), A2GSystem } )
+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.
@@ -9864,7 +9864,7 @@ 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.
diff --git a/Documentation/Core.Spot.html b/Documentation/Core.Spot.html index de04fc749..a3e956874 100644 --- a/Documentation/Core.Spot.html +++ b/Documentation/Core.Spot.html @@ -2815,6 +2815,39 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + + + +As you probably know Fox is a NATO brevity code for launching air-to-air munition.
+As you probably know Fox is a NATO brevity code for launching air-to-air munition.
@@ -1665,7 +1665,7 @@As you probably know Fox is a NATO brevity code for launching air-to-air munition.
+As you probably know Fox is a NATO brevity code for launching air-to-air munition.
Therefore, the class name is not 100% accurate as this diff --git a/Documentation/Functional.Mantis.html b/Documentation/Functional.Mantis.html index db31c51d3..488a1b3d8 100644 --- a/Documentation/Functional.Mantis.html +++ b/Documentation/Functional.Mantis.html @@ -2014,12 +2014,6 @@ in the mission editor are absolute maximum ranges; in-game this is rather 50-75%
Function to get the HQ object for further use
-The ME name of the HQ object
+ + + +switch alarm state RED
-self.SAMCheckRanges = {}
+The ME name of the HQ object
+ + + +switch alarm state RED
-self.SAMCheckRanges = {}
+Type of terminal to be used when spawning at an airbase.
+Type of terminal to be used when spawning at an airbase.
+ + + +Type of terminal to be used when spawning at an airbase.
+ + + +The RANGE class enables easy set up of bombing and strafing ranges within DCS World.
-Implementation is based on the Simple Range Script by Ciribob, which itself was motivated +
Implementation is based on the Simple Range Script by Ciribob, which itself was motivated by a script by SNAFU see here.
476th - Air Weapons Range Objects mod is highly recommended for this class.
@@ -1656,9 +1656,9 @@ by a script by SNAFU sSCORING automatically calculates the threat level of the objects hit and destroyed by players, -which can be Wrapper.Unit, Static objects.
+which can be Wrapper.Unit, Wrapper.Static objects.Positive score points are granted when enemy or neutral targets are destroyed. Negative score points or penalties are given when a friendly target is hit or destroyed. @@ -1694,7 +1694,7 @@ Scores can be reported for your user, or an overall score can be reported of all
Create the CSV file.
+Create the CSV file.
+A Core.Zone object with the goal to be achieved. Alternatively, can be handed as the name of late activated group describing a ZONE_POLYGON with its waypoints.
+A Core.Zone object with the goal to be achieved. Alternatively, can be handed as the name of late activated group describing a Core.Zone#ZONE_POLYGON with its waypoints.
Radio queue of LSO.
+ + + +Radio queue of marshal.
+ + + +Radio queue of LSO.
+ + + +Radio queue of marshal.
+ + + +Radio queue of LSO.
+ + + +Radio queue of marshal.
+ + + +Decrease stack/flag. Human player needs to take care himself.
+ +Set Stable Hover
-Replacement woundedGroups
-Replacement woundedGroups
-Replacement woundedGroups
-Name of the class.
- - - -Beacons
- @@ -8452,7 +8438,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -time to repairor build a unit/group
+noob catch
@@ -8540,7 +8526,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defauName of the class.
-Beacons
- @@ -18148,7 +18120,7 @@ However, if you create a new folder inside the miz file, which contains the soun -time to repairor build a unit/group
+noob catch
@@ -18236,7 +18208,7 @@ However, if you create a new folder inside the miz file, which contains the sounName of the class.
-Beacons
- @@ -20618,7 +20576,7 @@ However, if you create a new folder inside the miz file, which contains the soun -time to repairor build a unit/group
+noob catch
@@ -20706,7 +20664,7 @@ However, if you create a new folder inside the miz file, which contains the sountemplate for a group of 10 paratroopers
- - - -template for a group of 10 paratroopers
- - - -| + | + +
| Fields and Methods inherited from RADIOQUEUE | +Description | +
|---|---|
| + |
+ Add a SOUNDFILE to the radio queue. + |
+
| + |
+ Add a SOUNDTEXT to the radio queue. + |
+
| + |
+ Add a transmission to the radio queue. + |
+
| + |
+ Broadcast radio message. + |
+
| + |
+ Name of the class "RADIOQUEUE". + |
+
| + |
+ Debug mode. More info. + |
+
| + |
+ Create a new RADIOQUEUE object for a given radio frequency/modulation. + |
+
RADIOSPEECH:NewTransmission(filename, duration, path, tstart, interval, subtitle, subduration) |
+
+ Create a new transmission and add it to the radio queue. + |
+
| + |
+ Convert a number (as string) into a radio transmission. + |
+
| + |
+ The radio queue scheduler ID. + |
+
RADIOSPEECH:SetDigit(digit, filename, duration, path, subtitle, subduration) |
+
+ Set parameters of a digit. + |
+
| + |
+ Set radio power. + |
+
| + |
+ Set SRS. + |
+
| + |
+ Set coordinate from where the transmission is broadcasted. + |
+
| + |
+ Set name of unit or static from which transmissions are made. + |
+
| + |
+ Start the radio queue. + |
+
| + |
+ Stop the radio queue. + |
+
| + |
+ Time (abs) when the last transmission finished. + |
+
| + |
+ Broadcast radio message. + |
+
| + |
+ Check radio queue for transmissions to be broadcasted. + |
+
| + |
+ Start checking the radio queue. + |
+
| + |
+ Get unit from which we want to transmit a radio message. + |
+
| + |
+ Get unit from which we want to transmit a radio message. + |
+
| + |
+ Name of the radio. + |
+
| + |
+ Scheduler is checking the radio queue. + |
+
| + |
+ Time delay before starting the radio queue. + |
+
| + |
+ Time interval in seconds for checking the radio queue. + |
+
| + |
+ The radio frequency in Hz. + |
+
| + |
+ ID for dcs.log. + |
+
| + |
+ The radio modulation. Either radio.modulation.AM or radio.modulation.FM. + |
+
| + |
+ Moose SRS class. + |
+
| + |
+ Table of number transmission parameters. + |
+
| + |
+ Power of radio station in Watts. Default 100 W. + |
+
| + |
+ The queue of transmissions. + |
+
| + |
+ Call ScheduleOnce instead of normal scheduler. + |
+
| + |
+ The scheduler. + |
+
| + |
+ Coordinate from where transmissions are broadcasted. + |
+
| + |
+ Set frequency was initialized. + |
+
| + |
+ Name of the sending unit or static. + |
+
| Fields and Methods inherited from BASE | +Description | +
|---|---|
| + |
+ The ID number of the class. + |
+
| + |
+ The name of the class. + |
+
| + |
+ The name of the class concatenated with the ID number of the class. + |
+
| + |
+ Clear the state of an object. + |
+
RADIOSPEECH:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
+
+ Creation of a Birth Event. + |
+
RADIOSPEECH:CreateEventCrash(EventTime, Initiator, IniObjectCategory) |
+
+ Creation of a Crash Event. + |
+
RADIOSPEECH:CreateEventDead(EventTime, Initiator, IniObjectCategory) |
+
+ Creation of a Dead Event. + |
+
| + |
+ Creation of a |
+
| + |
+ Creation of a Remove Unit Event. + |
+
| + |
+ Creation of a Takeoff Event. + |
+
| + |
+ Creation of a Crash Event. + |
+
| + |
+ Log an exception which will be traced always. + |
+
| + |
+ Returns the event dispatcher + |
+
| + |
+ Remove all subscribed events + |
+
| + |
+ Trace a function call. + |
+
| + |
+ Trace a function call level 2. + |
+
| + |
+ Trace a function call level 3. + |
+
| + |
+ Get the ClassID of the class instance. + |
+
| + |
+ Get the ClassName of the class instance. + |
+
| + |
+ Get the ClassName + ClassID of the class instance. + |
+
| + |
+ Get the Class Core.Event processing Priority. + |
+
| + |
+ This is the worker method to retrieve the Parent class. + |
+
| + |
+ Get a Value given a Key from the Object. + |
+
| + |
+ Subscribe to a DCS Event. + |
+
| + |
+ Log an information which will be traced always. + |
+
| + |
+ This is the worker method to inherit from a parent class. + |
+
| + |
+ This is the worker method to check if an object is an (sub)instance of a class. + |
+
| + |
+ Enquires if tracing is on (for the class). + |
+
| + |
+ BASE constructor. + |
+
| + |
+ Occurs when an Event for an object is triggered. + |
+
| + |
+ BDA. + |
+
| + |
+ Occurs when a ground unit captures either an airbase or a farp. + |
+
| + |
+ Occurs when any object is spawned into the mission. + |
+
| + |
+ Occurs when any aircraft crashes into the ground and is completely destroyed. + |
+
| + |
+ Occurs when an object is dead. + |
+
| + |
+ Unknown precisely what creates this event, likely tied into newer damage model. + |
+
| + |
+ Discard chair after ejection. + |
+
| + |
+ Occurs when a pilot ejects from an aircraft +Have a look at the class Core.Event#EVENT as these are just the prototypes. + |
+
| + |
+ Occurs when any aircraft shuts down its engines. + |
+
| + |
+ Occurs when any aircraft starts its engines. + |
+
| + |
+ Occurs whenever an object is hit by a weapon. + |
+
| + |
+ Occurs when any system fails on a human controlled aircraft. + |
+
| + |
+ Occurs on the death of a unit. + |
+
| + |
+ Occurs when an aircraft lands at an airbase, farp or ship +Have a look at the class Core.Event#EVENT as these are just the prototypes. + |
+
| + |
+ Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up. + |
+
| + |
+ Landing quality mark. + |
+
| + |
+ Occurs when a new mark was added. + |
+
| + |
+ Occurs when a mark text was changed. + |
+
| + |
+ Occurs when a mark was removed. + |
+
| + |
+ Occurs when a mission ends +Have a look at the class Core.Event#EVENT as these are just the prototypes. + |
+
| + |
+ Occurs when a mission starts +Have a look at the class Core.Event#EVENT as these are just the prototypes. + |
+
| + |
+ Weapon add. + |
+
| + |
+ Occurs when the pilot of an aircraft is killed. + |
+
| + |
+ Occurs when a player enters a slot and takes control of an aircraft. + |
+
| + |
+ Occurs when any player assumes direct control of a unit. + |
+
| + |
+ Occurs when any player relieves control of a unit to the AI. + |
+
| + |
+ Occurs when an aircraft connects with a tanker and begins taking on fuel. + |
+
| + |
+ Occurs when an aircraft is finished taking fuel. + |
+
| + |
+ Occurs when any modification to the "Score" as seen on the debrief menu would occur. + |
+
| + |
+ Occurs when any unit stops firing its weapon. + |
+
| + |
+ Occurs when any unit begins firing a weapon that has a high rate of fire. + |
+
| + |
+ Occurs whenever any unit in a mission fires a weapon. + |
+
| + |
+ Occurs when an aircraft takes off from an airbase, farp, or ship. + |
+
| + |
+ Trigger zone. + |
+
| + |
+ Occurs when the game thinks an object is destroyed. + |
+
| + |
+ Schedule a new time event. + |
+
RADIOSPEECH:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...) |
+
+ Schedule a new time event. + |
+
| + |
+ Stops the Schedule. + |
+
| + | + + | +
| + |
+ Set the Class Core.Event processing Priority. + |
+
| + |
+ Set a state or property of the Object given a Key and a Value. + |
+
| + |
+ Trace a function logic level 1. + |
+
| + |
+ Trace a function logic level 2. + |
+
| + |
+ Trace a function logic level 3. + |
+
| + |
+ Trace all methods in MOOSE + |
+
| + |
+ Set tracing for a class + |
+
| + |
+ Set tracing for a specific method of class + |
+
| + |
+ Set trace level + |
+
| + |
+ Set trace off. + |
+
| + |
+ Set trace on. + |
+
| + |
+ 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. + |
+
| + |
+ UnSubscribe to a DCS event. + |
+
| + | + + | +
RADIOSPEECH:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
+
+ Trace a function call. + |
+
RADIOSPEECH:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
+
+ Trace a function logic. + |
+
| + | + + | +
| + |
+ The main event handling function... |
Add a SOUNDFILE to the radio queue.
+ ++ Sound.SoundOutput#SOUNDFILE + soundfile +
+Sound file object to be added.
+ ++ #number + tstart +
+Start time (abs) seconds. Default now.
+ ++ #number + interval +
+Interval in seconds after the last transmission finished.
+ +self
+ +Add a SOUNDTEXT to the radio queue.
+ ++ Sound.SoundOutput#SOUNDTEXT + soundtext +
+Text-to-speech text.
+ ++ #number + tstart +
+Start time (abs) seconds. Default now.
+ ++ #number + interval +
+Interval in seconds after the last transmission finished.
+ +self
+ +Add a transmission to the radio queue.
+ ++ #RADIOQUEUE.Transmission + transmission +
+The transmission data table.
+ +self
+ +Broadcast radio message.
+ ++ #RADIOQUEUE.Transmission + transmission +
+The transmission.
+ +Create a new RADIOQUEUE object for a given radio frequency/modulation.
+ ++ #number + frequency +
+The radio frequency in MHz.
+ ++ #number + modulation +
+(Optional) The radio modulation. Default radio.modulation.AM (=0).
+ #string + alias +
+(Optional) Name of the radio queue.
+ +self The RADIOQUEUE object.
+ +Create a new transmission and add it to the radio queue.
+ ++ #string + filename +
+Name of the sound file. Usually an ogg or wav file type.
+ ++ #number + duration +
+Duration in seconds the file lasts.
+ ++ #number + path +
+Directory path inside the miz file where the sound file is located. Default "l10n/DEFAULT/".
+ ++ #number + tstart +
+Start time (abs) seconds. Default now.
+ ++ #number + interval +
+Interval in seconds after the last transmission finished.
+ ++ #string + subtitle +
+Subtitle of the transmission.
+ ++ #number + subduration +
+Duration [sec] of the subtitle being displayed. Default 5 sec.
+ +Radio transmission table.
+ +Convert a number (as string) into a radio transmission.
+ + +E.g. for board number or headings.
+ ++ #string + number +
+Number string, e.g. "032" or "183".
+ ++ #number + delay +
+Delay before transmission in seconds.
+ ++ #number + interval +
+Interval between the next call.
+ +#number:
+Duration of the call in seconds.
+ +Set parameters of a digit.
+ ++ #number + digit +
+The digit 0-9.
+ ++ #string + filename +
+The name of the sound file.
+ ++ #number + duration +
+The duration of the sound file in seconds.
+ ++ #string + path +
+The directory within the miz file where the sound is located. Default "l10n/DEFAULT/".
+ ++ #string + subtitle +
+Subtitle of the transmission.
+ ++ #number + subduration +
+Duration [sec] of the subtitle being displayed. Default 5 sec.
+ +self The RADIOQUEUE object.
+ +Set radio power.
+ + +Note that this only applies if no relay unit is used.
+ ++ #number + power +
+Radio power in Watts. Default 100 W.
+ +self The RADIOQUEUE object.
+ +Set SRS.
+ ++ #string + PathToSRS +
+Path to SRS.
+ ++ #number + Port +
+SRS port. Default 5002.
+ +self The RADIOQUEUE object.
+ +Set coordinate from where the transmission is broadcasted.
+ ++ Core.Point#COORDINATE + coordinate +
+Coordinate of the sender.
+ +self The RADIOQUEUE object.
+ +Set name of unit or static from which transmissions are made.
+ ++ #string + name +
+Name of the unit or static used for transmissions.
+ +self The RADIOQUEUE object.
+ +Start the radio queue.
+ ++ #number + delay +
+(Optional) Delay in seconds, before the radio queue is started. Default 1 sec.
+ ++ #number + dt +
+(Optional) Time step in seconds for checking the queue. Default 0.01 sec.
+ +self The RADIOQUEUE object.
+ +Stop the radio queue.
+ + +Stop scheduler and delete queue.
+ +self The RADIOQUEUE object.
+ +Broadcast radio message.
+ ++ #RADIOQUEUE.Transmission + transmission +
+The transmission.
+ +Check radio queue for transmissions to be broadcasted.
+ +Start checking the radio queue.
+ ++ #number + delay +
+Delay in seconds before checking.
+ +Get unit from which we want to transmit a radio message.
+ + +This has to be an aircraft for subtitles to work.
+ +Sending unit or nil if was not setup, is not an aircraft or ground unit or is not alive.
+ +Get unit from which we want to transmit a radio message.
+ + +This has to be an aircraft or ground unit for subtitles to work.
+ +Vector 3D.
+ +Clear the state of an object.
+ ++ Object +
+The object that holds the Value set by the Key.
+ ++ StateName +
+The key that is should be cleared.
+ +Creation of a Birth Event.
+ ++ 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.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ ++ IniObjectCategory +
+Creation of a Dead Event.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ ++ IniObjectCategory +
+Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.
+ Wrapper.Unit#UNIT + PlayerUnit +
+The aircraft unit the player entered.
+ +Creation of a Remove Unit Event.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ +Creation of a Takeoff Event.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ +Creation of a Crash Event.
+ ++ 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.
+ ++ Arguments +
+A #table or any field.
+ +Returns the event dispatcher
+ +Remove all subscribed events
+ +Trace a function call.
+ + +Must be at the beginning of the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace a function call level 2.
+ + +Must be at the beginning of the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace a function call level 3.
+ + +Must be at the beginning of the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Get the ClassID of the class instance.
+ +#string:
+The ClassID of the class instance.
+ +Get the ClassName of the class instance.
+ +#string:
+The ClassName of the class instance.
+ +Get the ClassName + ClassID of the class instance.
+ + +The ClassName + ClassID is formatted as '%s#%09d'.
+ +#string:
+The ClassName + ClassID of the class instance.
+ +Get the Class Core.Event processing Priority.
+ + +The Event processing Priority is a number from 1 to 10, +reflecting the order of the classes subscribed to the Event to be processed.
+ +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()
+
+
+
+
+
+Get a Value given a Key from the Object.
+ + +Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.
+ ++ 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!
+ +The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.
+ +Subscribe to a DCS Event.
+ ++ Core.Event#EVENTS + EventID +
+Event ID.
+ ++ #function + EventFunction +
+(optional) The function to be called when the event occurs for the unit.
+ +Log an information which will be traced always.
+ + +Can be anywhere within the function logic.
+ ++ Arguments +
+A #table or any field.
+ +This is the worker method to inherit from a parent class.
+ ++ Child +
+is the Child class that inherits.
+ ++ #BASE + Parent +
+is the Parent class that the Child inherits from.
+ +Child
+ +This is the worker method to check if an object is an (sub)instance of a class.
+ + + +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
+ ClassName +
+is the name of the class or the class itself to run the check against
+ +#boolean:
+Enquires if tracing is on (for the class).
+ +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
+
+
+
+Occurs when an Event for an object is triggered.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that triggered the event.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +BDA.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a ground unit captures either an airbase or a farp.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that captured the base +place: The airbase that was captured, can be a FARP or Airbase. When calling place:getCoalition() the faction will already be the new owning faction.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any object is spawned into the mission.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that was spawned
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any aircraft crashes into the ground and is completely destroyed.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that has crashed
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an object is dead.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is dead.
+ ++ 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.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Discard chair after ejection.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a pilot ejects from an aircraft +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ + +initiator : The unit that has ejected
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any aircraft shuts down its engines.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is stopping its engines.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any aircraft starts its engines.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is starting its engines.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs whenever an object is hit by a weapon.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit object the fired the weapon +weapon: Weapon object that hit the target +target: The Object that was hit.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any system fails on a human controlled aircraft.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that had the failure
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs on the death of a unit.
+ + +Contains more and different information. Similar to unit_lost it will occur for aircraft before the aircraft crash event occurs. +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an aircraft lands at an airbase, farp or ship +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ + +initiator : The unit that has landed +place: Object that the unit landed on. Can be an Airbase Object, FARP, or Ships
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up.
+ + +Event does not occur if the pilot lands in the water and sub combs to Davey Jones Locker. +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Landing quality mark.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a new mark was added.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +MarkID: ID of the mark.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a mark text was changed.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +MarkID: ID of the mark.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a mark was removed.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +MarkID: ID of the mark.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a mission ends +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a mission starts +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Weapon add.
+ + +Fires when entering a mission per pylon with the name of the weapon (double pylons not counted, infinite wep reload not counted. +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when the pilot of an aircraft is killed.
+ + +Can occur either if the player is alive and crashes or if a weapon kills the pilot without completely destroying the plane. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that the pilot has died in.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a player enters a slot and takes control of an aircraft.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +NOTE: This is a workaround of a long standing DCS bug with the PLAYER_ENTER_UNIT event. +initiator : The unit that is being taken control of.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any player assumes direct control of a unit.
+ + +Note - not Mulitplayer safe. Use PlayerEnterAircraft. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is being taken control of.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any player relieves control of a unit to the AI.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that the player left.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an aircraft connects with a tanker and begins taking on fuel.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is receiving fuel.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an aircraft is finished taking fuel.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that was receiving fuel.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any modification to the "Score" as seen on the debrief menu would occur.
+ + +There is no information on what values the score was changed to. Event is likely similar to player_comment in this regard. +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any unit stops firing its weapon.
+ + +Event will always correspond with a shooting start event. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that was doing the shooting.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any unit begins firing a weapon that has a high rate of fire.
+ + +Most common with aircraft cannons (GAU-8), autocannons, and machine guns. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is doing the shooting. +target: The unit that is being targeted.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs whenever any unit in a mission fires a weapon.
+ + +But not any machine gun or autocannon based weapon, those are handled by EVENT.ShootingStart. +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an aircraft takes off from an airbase, farp, or ship.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that tookoff +place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Trigger zone.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when the game thinks an object is destroyed.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ 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.
+ ++ #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, ... }.
+ +#string:
+The Schedule ID of the planned schedule.
+ +Schedule a new time event.
+ + +Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.
+ ++ #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, ... }.
+ +#string:
+The Schedule ID of the planned schedule.
+ +Stops the Schedule.
+ ++ #string + SchedulerID +
+(Optional) Scheduler ID to be stopped. If nil, all pending schedules are stopped.
+ +Set the Class Core.Event processing Priority.
+ + +The Event processing Priority is a number from 1 to 10, +reflecting the order of the classes subscribed to the Event to be processed.
+ ++ #number + EventPriority +
+The Core.Event processing Priority.
+ +self
+ +Set a state or property of the Object given a Key and a Value.
+ + +Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.
+ ++ 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.
+ +The Value set.
+ +Trace a function logic level 1.
+ + +Can be anywhere within the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace a function logic level 2.
+ + +Can be anywhere within the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace a function logic level 3.
+ + +Can be anywhere within the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace all methods in MOOSE
+ ++ #boolean + TraceAll +
+true = trace all methods in MOOSE.
+ +Set tracing for a class
+ +Set tracing for a specific method of class
+ ++ #string + Class +
+Class name.
+ ++ #string + Method +
+Method.
+ +Set trace level
+ +Set trace off.
+ +Set trace on.
+ +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.
+ ++ #boolean + TraceOnOff +
+Switch the tracing on or off.
+ +
+ -- Switch the tracing On
+ BASE:TraceOnOff( true )
+
+ -- Switch the tracing Off
+ BASE:TraceOnOff( false )
+
+
+UnSubscribe to a DCS event.
+ ++ Core.Event#EVENTS + EventID +
+Event ID.
+ +Trace a function call.
+ + +This function is private.
+ ++ Arguments +
+A #table or any field.
+ ++ DebugInfoCurrentParam +
++ DebugInfoFromParam +
+Trace a function logic.
+ ++ Arguments +
+A #table or any field.
+ ++ DebugInfoCurrentParam +
++ DebugInfoFromParam +
+The main event handling function...
+ + +This function captures all events generated for the class.
+ +- Sound.SoundFile#SOUNDFILE + Sound.SoundOutput#SOUNDFILE Soundfile
set to false to suppress flash messages
-set to false to suppress flash messages
-set to false to suppress flash messages
-set to false to suppress flash messages
-What is also needed, is to have a set of Core.Groups defined that contains the clients of the players.
+What is also needed, is to have a set of Core.Groups defined that contains the clients of the players.
-- Allocate the Transport, which are the helicopter to retrieve the pilot, that can be manned by players.
local GroupSet = SET_GROUP:New():FilterPrefixes( "Transport" ):FilterStart()
@@ -1915,7 +1915,10 @@ You can use this event handler to post messages to players, or provide status up
TASK_CARGO_CSAR
-, extends Tasking.Task_Cargo#TASK_CARGO
+, extends Tasking.Task_CARGO#TASK_CARGO
+, extends Tasking.Task#TASK
+, extends Core.Fsm#FSM_TASK
+, extends #FSM
@@ -1957,6 +1960,1056 @@ You can use this event handler to post messages to players, or provide status up
+
+
+
+
+
+
+
+ Fields and Methods inherited from TASK_CARGO
+ Description
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ TASK_CARGO_CSAR:GetAutoAssignPriority(AutoAssignMethod, TaskGroup)
+
+This function is called from the Tasking.CommandCenter#COMMANDCENTER to determine the method of automatic task selection.
+
+
+
+
+
+
+
+
+
+
+
+
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+
+
+
+
+
+
+
+ TASK_CARGO_CSAR:New(Mission, SetGroup, TaskName, SetCargo, TaskType, TaskBriefing)
+
+Instantiates a new TASK_CARGO.
+
+
+
+ TASK_CARGO_CSAR:OnAfterCargoDeployed(From, Event, To, TaskUnit, Cargo, DeployZone)
+
+CargoDeployed Handler OnAfter for TASK_CARGO
+
+
+
+ TASK_CARGO_CSAR:OnAfterCargoPickedUp(From, Event, To, TaskUnit, Cargo)
+
+CargoPickedUp Handler OnAfter for TASK_CARGO
+
+
+
+ TASK_CARGO_CSAR:OnBeforeCargoDeployed(From, Event, To, TaskUnit, Cargo, DeployZone)
+
+CargoDeployed Handler OnBefore for TASK_CARGO
+
+
+
+ TASK_CARGO_CSAR:OnBeforeCargoPickedUp(From, Event, To, TaskUnit, Cargo)
+
+CargoPickedUp Handler OnBefore for TASK_CARGO
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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+
+
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+
+
+
+Set a limit on the amount of cargo items that can be loaded into the Carriers.
+
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+
+Set a penalty when the task goals have failed..
+
+
+
+
+
+Set a score when progress is made.
+
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+
+
+
+Set a score when success is achieved.
+
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+
+
+
+ Fields and Methods inherited from TASK
+ Description
+
+
+
+
+FSM Abort synchronous event function for TASK.
+
+
+
+
+
+A group aborting the task.
+
+
+
+
+
+Gets the SET_GROUP assigned to the TASK.
+
+
+
+ TASK_CARGO_CSAR:AddProgress(PlayerName, ProgressText, ProgressTime, ProgressPoints)
+
+Add Task Progress for a Player Name
+
+
+
+
+
+Assign the #TASK to a Wrapper.Group.
+
+
+
+
+
+Assign the #TASK to an alive Wrapper.Unit.
+
+
+
+
+
+FSM Cancel synchronous event function for TASK.
+
+
+
+
+
+Clear the Wrapper.Group assignment from the #TASK.
+
+
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+
+
+
+
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+
+
+A group crashing and thus aborting from the task.
+
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+
+FSM Fail synchronous event function for TASK.
+
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+Gets the #TASK briefing.
+
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+Get goal of a task
+
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+
+Gets the SET_GROUP assigned to the TASK.
+
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+
+
+
+Gets the ID of the Task
+
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+
+
+Gets the Mission to where the TASK belongs.
+
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+
+
+
+Gets the Name of the Task
+
+
+
+
+
+Create a count of the players in the Task.
+
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+
+
+Create a list of the players in the Task.
+
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+
+
+
+
+Get the default or currently assigned Core.Fsm#FSM_PROCESS template with key ProcessName.
+
+
+
+
+
+Gets the Scoring of the task
+
+
+
+
+
+Gets the FiniteStateMachine of #TASK with key Wrapper.Unit.
+
+
+
+
+
+Gets the #TASK status.
+
+
+
+
+
+Returns the #TASK briefing.
+
+
+
+
+
+Get Task Control Menu
+
+
+
+
+
+Gets the Task Index, which is a combination of the Task type, the Task name.
+
+
+
+
+
+Returns the #TASK name.
+
+
+
+
+
+Gets the Type of the Task
+
+
+
+
+
+Get the Task FSM Process Template
+
+
+
+
+
+Goal Trigger for TASK
+
+
+
+
+
+Returns if the #TASK has still alive and assigned Units.
+
+
+
+
+
+
+
+
+
+
+
+Checks if there is a FiniteStateMachine assigned to Wrapper.Unit for #TASK.
+
+
+
+
+
+Init Task Control Menu
+
+
+
+
+
+Returns if the #TASK is assigned to the Group.
+
+
+
+
+
+Is the #TASK status Aborted.
+
+
+
+
+
+Is the #TASK status Assigned.
+
+
+
+
+
+Is the #TASK status Cancelled.
+
+
+
+
+
+Is the #TASK status Failed.
+
+
+
+
+
+Is the #TASK status Hold.
+
+
+
+
+
+Is the #TASK status Planned.
+
+
+
+
+
+Is the #TASK status Replanned.
+
+
+
+
+
+Is the #TASK status Success.
+
+
+
+
+
+Add a PlayerUnit to join the Task.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+Report the task status.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+Report the task status.
+
+
+
+
+
+Report the task status.
+
+
+
+
+
+Send a message of the #TASK to the assigned Wrapper.Groups.
+
+
+
+
+
+
+
+
+
+ TASK_CARGO_CSAR:New(Mission, SetGroupAssign, TaskName, TaskType, TaskBriefing)
+
+Instantiates a new TASK.
+
+
+
+ TASK_CARGO_CSAR:OnAfterGoal(From, Event, To, PlayerUnit, PlayerName)
+
+Goal Handler OnAfter for TASK
+
+
+
+ TASK_CARGO_CSAR:OnAfterPlayerAborted(PlayerUnit, PlayerName)
+
+FSM PlayerAborted event handler prototype for TASK.
+
+
+
+ TASK_CARGO_CSAR:OnAfterPlayerCrashed(PlayerUnit, PlayerName)
+
+FSM PlayerCrashed event handler prototype for TASK.
+
+
+
+
+
+FSM PlayerDead event handler prototype for TASK.
+
+
+
+ TASK_CARGO_CSAR:OnBeforeGoal(From, Event, To, PlayerUnit, PlayerName)
+
+Goal Handler OnBefore for TASK
+
+
+
+
+
+Remove the menu option of the #TASK for a Wrapper.Group.
+
+
+
+ TASK_CARGO_CSAR:RefreshTaskControlMenu(TaskUnit, MenuTime, MenuTag)
+
+Refresh Task Control Menu
+
+
+
+
+
+A group rejecting a planned task.
+
+
+
+ TASK_CARGO_CSAR:RemoveAssignedMenuForGroup(TaskGroup, MenuTime)
+
+Remove the assigned menu option of the #TASK for a Wrapper.Group.
+
+
+
+
+
+Remove the menu options of the #TASK to all the groups in the SetGroup.
+
+
+
+
+
+Remove FiniteStateMachines from #TASK with key Wrapper.Unit.
+
+
+
+
+
+Remove Task Control Menu
+
+
+
+
+
+FSM Replan synchronous event function for TASK.
+
+
+
+
+
+Create a detailed report of the Task.
+
+
+
+
+
+Create an overiew report of the Task.
+
+
+
+
+
+Create a summary report of the Task.
+
+
+
+
+
+Send the briefing message of the #TASK to the assigned Wrapper.Groups.
+
+
+
+
+
+
+
+
+
+ TASK_CARGO_CSAR:SetAssignedMenuForGroup(TaskGroup, MenuTime)
+
+Set the assigned menu options of the #TASK.
+
+
+
+
+
+Sets a #TASK briefing.
+
+
+
+
+
+Set detection of a task
+
+
+
+
+
+Set dispatcher of a task
+
+
+
+
+
+Set goal of a task
+
+
+
+
+
+The Set of Groups assigned to the Task
+
+
+
+
+
+Set Wrapper.Group assigned to the #TASK.
+
+
+
+
+
+Sets the ID of the Task
+
+
+
+
+
+Set the menu options of the #TASK to all the groups in the SetGroup.
+
+
+
+
+
+Set the Menu for a Group
+
+
+
+
+
+Sets the Name of the Task
+
+
+
+ TASK_CARGO_CSAR:SetPlannedMenuForGroup(TaskGroup, MenuText, MenuTime)
+
+Set the planned menu option of the #TASK.
+
+
+
+ TASK_CARGO_CSAR:SetScoreOnFail(PlayerName, Penalty, TaskUnit)
+
+Set a penalty when the A2A attack has failed.
+
+
+
+ TASK_CARGO_CSAR:SetScoreOnProgress(PlayerName, Score, TaskUnit)
+
+Set a score when progress has been made by the player.
+
+
+
+ TASK_CARGO_CSAR:SetScoreOnSuccess(PlayerName, Score, TaskUnit)
+
+Set a score when all the targets in scope of the A2A attack, have been destroyed.
+
+
+
+
+
+Add a FiniteStateMachine to #TASK with key Wrapper.Unit.
+
+
+
+
+
+Sets the TimeOut for the #TASK.
+
+
+
+
+
+Sets the Type of the Task
+
+
+
+
+
+Sets the Task FSM Process Template
+
+
+
+
+
+Sets a #TASK to status Aborted.
+
+
+
+
+
+Sets a #TASK to status Assigned.
+
+
+
+
+
+Sets a #TASK to status Cancelled.
+
+
+
+
+
+Sets a #TASK to status Failed.
+
+
+
+
+
+Sets a #TASK to status Hold.
+
+
+
+
+
+Sets a #TASK to status Planned.
+
+
+
+
+
+Sets a #TASK to status Replanned.
+
+
+
+
+
+Sets a #TASK to status Success.
+
+
+
+
+
+FSM Success synchronous event function for TASK.
+
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+
+
+
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+
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+
+
+
+
+
+
+
+
+
+
+
+UnAssign the #TASK from a Wrapper.Group.
+
+
+
+
+
+UnAssign the #TASK from the Wrapper.Groups.
+
+
+
+
+
+UnAssign the #TASK from an alive Wrapper.Unit.
+
+
+
+
+
+FSM Abort asynchronous event function for TASK.
+
+
+
+
+
+FSM Cancel asynchronous event function for TASK.
+
+
+
+
+
+FSM Fail asynchronous event function for TASK.
+
+
+
+
+
+Goal Asynchronous Trigger for TASK
+
+
+
+
+
+FSM Replan asynchronous event function for TASK.
+
+
+
+
+
+FSM Success asynchronous event function for TASK.
+
+
+
+
+
+FSM function for a TASK
+
+
+
+
+
+FSM function for a TASK
+
+
+
+
+
+FSM function for a TASK
+
+
+
+ TASK_CARGO_CSAR:onenterAssigned(Event, From, To, PlayerUnit, PlayerName)
+
+FSM function for a TASK
+
+
+
+
+
+FSM function for a TASK
+
+
+
+
+
+FSM function for a TASK
+
+
+
+
+
+FSM function for a TASK
+
+
+
+
+
+FSM function for a TASK
+
+
+
+
+
+FSM function for a TASK
+
+
+
+
+
+
+
+ Fields and Methods inherited from FSM_TASK
+ Description
+
+
+
+
+Creates a new FSM_TASK object.
+
+
+
+
+
+
+
+
+
+ TASK_CARGO_CSAR:_call_handler(step, trigger, params, EventName)
+
+
@@ -2374,6 +3427,5926 @@ You can use this event handler to post messages to players, or provide status up
+ Core.Zone#ZONE + DeployZone +
++ Wrapper.Unit#UNIT + TaskUnit +
+This function is called from the Tasking.CommandCenter#COMMANDCENTER to determine the method of automatic task selection.
+ ++ #number + AutoAssignMethod +
+The method to be applied to the task.
+ ++ Wrapper.Group#GROUP + TaskGroup +
+The player group.
+ +The Cargo Set.
+ +#list<Core.Zone#ZONE\_BASE>:
+The Deployment Zones.
+ +@return SmokeColor
+ ++ Wrapper.Unit#UNIT + TaskUnit +
+The Zone object where the Target is located on the map.
+ +Instantiates a new TASK_CARGO.
+ ++ Tasking.Mission#MISSION + Mission +
++ Core.Set#SET_GROUP + SetGroup +
+The set of groups for which the Task can be assigned.
+ ++ #string + TaskName +
+The name of the Task.
+ ++ Core.Set#SET_CARGO + SetCargo +
+The scope of the cargo to be transported.
+ ++ #string + TaskType +
+The type of Cargo task.
+ ++ #string + TaskBriefing +
+The Cargo Task briefing.
+ +self
+ +CargoDeployed Handler OnAfter for TASK_CARGO
+ ++ #string + From +
++ #string + Event +
++ #string + To +
++ Wrapper.Unit#UNIT + TaskUnit +
+The Unit (Client) that Deployed the cargo. You can use this to retrieve the PlayerName etc.
+ ++ Core.Cargo#CARGO + Cargo +
+The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status.
+ ++ Core.Zone#ZONE + DeployZone +
+The zone where the Cargo got Deployed or UnBoarded.
+ +
+ -- Add a Transport task to transport cargo of different types to a Transport Deployment Zone.
+ TaskDispatcher = TASK_CARGO_DISPATCHER:New( Mission, TransportGroups )
+
+ local CargoSetWorkmaterials = SET_CARGO:New():FilterTypes( "Workmaterials" ):FilterStart()
+ local EngineerCargoGroup = CARGO_GROUP:New( GROUP:FindByName( "Engineers" ), "Workmaterials", "Engineers", 250 )
+ local ConcreteCargo = CARGO_SLINGLOAD:New( STATIC:FindByName( "Concrete" ), "Workmaterials", "Concrete", 150, 50 )
+ local CrateCargo = CARGO_CRATE:New( STATIC:FindByName( "Crate" ), "Workmaterials", "Crate", 150, 50 )
+ local EnginesCargo = CARGO_CRATE:New( STATIC:FindByName( "Engines" ), "Workmaterials", "Engines", 150, 50 )
+ local MetalCargo = CARGO_CRATE:New( STATIC:FindByName( "Metal" ), "Workmaterials", "Metal", 150, 50 )
+
+ -- Here we add the task. We name the task "Build a Workplace".
+ -- We provide the CargoSetWorkmaterials, and a briefing as the 2nd and 3rd parameter.
+ -- The :AddTransportTask() returns a Tasking.Task_Cargo_Transport#TASK_CARGO_TRANSPORT object, which we keep as a reference for further actions.
+ -- The WorkplaceTask holds the created and returned Tasking.Task_Cargo_Transport#TASK_CARGO_TRANSPORT object.
+ local WorkplaceTask = TaskDispatcher:AddTransportTask( "Build a Workplace", CargoSetWorkmaterials, "Transport the workers, engineers and the equipment near the Workplace." )
+
+ -- Here we set a TransportDeployZone. We use the WorkplaceTask as the reference, and provide a ZONE object.
+ TaskDispatcher:SetTransportDeployZone( WorkplaceTask, ZONE:New( "Workplace" ) )
+
+ Helos = { SPAWN:New( "Helicopters 1" ), SPAWN:New( "Helicopters 2" ), SPAWN:New( "Helicopters 3" ), SPAWN:New( "Helicopters 4" ), SPAWN:New( "Helicopters 5" ) }
+ EnemyHelos = { SPAWN:New( "Enemy Helicopters 1" ), SPAWN:New( "Enemy Helicopters 2" ), SPAWN:New( "Enemy Helicopters 3" ) }
+
+ -- This is our worker method! So when a cargo is deployed within a deployment zone, this method will be called.
+ -- By example we are spawning here a random friendly helicopter and a random enemy helicopter.
+ function WorkplaceTask:OnAfterCargoDeployed( From, Event, To, TaskUnit, Cargo, DeployZone )
+ Helos[ math.random(1,#Helos) ]:Spawn()
+ EnemyHelos[ math.random(1,#EnemyHelos) ]:Spawn()
+ end
+
+CargoPickedUp Handler OnAfter for TASK_CARGO
+ ++ #string + From +
++ #string + Event +
++ #string + To +
++ Wrapper.Unit#UNIT + TaskUnit +
+The Unit (Client) that PickedUp the cargo. You can use this to retrieve the PlayerName etc.
+ ++ Core.Cargo#CARGO + Cargo +
+The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status.
+ +CargoDeployed Handler OnBefore for TASK_CARGO
+ ++ #string + From +
++ #string + Event +
++ #string + To +
++ Wrapper.Unit#UNIT + TaskUnit +
+The Unit (Client) that Deployed the cargo. You can use this to retrieve the PlayerName etc.
+ ++ Core.Cargo#CARGO + Cargo +
+The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status.
+ ++ Core.Zone#ZONE + DeployZone +
+The zone where the Cargo got Deployed or UnBoarded.
+ +#boolean:
+CargoPickedUp Handler OnBefore for TASK_CARGO
+ ++ #string + From +
++ #string + Event +
++ #string + To +
++ Wrapper.Unit#UNIT + TaskUnit +
+The Unit (Client) that PickedUp the cargo. You can use this to retrieve the PlayerName etc.
+ ++ Core.Cargo#CARGO + Cargo +
+The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status.
+ +#boolean:
++ Core.Zone#ZONE + DeployZone +
++ Wrapper.Unit#UNIT + TaskUnit +
+Set a limit on the amount of cargo items that can be loaded into the Carriers.
+ ++ CargoLimit +
+Specifies a number of cargo items that can be loaded in the helicopter.
+ ++ AI.AI_Cargo#AI_CARGO + Cargo +
+The cargo.
+ ++ Wrapper.Unit#UNIT + TaskUnit +
++ Core.Zone#ZONE + DeployZone +
++ Wrapper.Unit#UNIT + TaskUnit +
++ #list<Core.Zone#ZONE> + DeployZones +
++ Wrapper.Unit#UNIT + TaskUnit +
+Set a penalty when the task goals have failed..
+ ++ #string + Text +
+The text to display to the player, when the task goals has failed.
+ ++ #number + Penalty +
+The penalty in points.
+ ++ Wrapper.Unit#UNIT + TaskUnit +
+Set a score when progress is made.
+ ++ #string + Text +
+The text to display to the player, when there is progress on the task goals.
+ ++ #number + Score +
+The score in points.
+ ++ Wrapper.Unit#UNIT + TaskUnit +
+Set a score when success is achieved.
+ ++ #string + Text +
+The text to display to the player, when the task goals have been achieved.
+ ++ #number + Score +
+The score in points.
+ ++ Wrapper.Unit#UNIT + TaskUnit +
++ Color +
+Might be SMOKECOLOR.Blue, SMOKECOLOR.Red SMOKECOLOR.Orange, SMOKECOLOR.White or SMOKECOLOR.Green
+ ++ self +
++ SmokeColor +
+FSM Abort synchronous event function for TASK.
+ + +Use this event to Abort the Task.
+ +A group aborting the task.
+ ++ Wrapper.Group#GROUP + PlayerGroup +
+The group aborting the task.
+ +Gets the SET_GROUP assigned to the TASK.
+ ++ Core.Set#SET_GROUP + GroupSet +
+Add Task Progress for a Player Name
+ ++ #string + PlayerName +
+The name of the player.
+ ++ #string + ProgressText +
+The text that explains the Progress achieved.
+ ++ #number + ProgressTime +
+The time the progress was achieved.
+ ++ ProgressPoints +
+Assign the #TASK to a Wrapper.Group.
+ ++ Wrapper.Group#GROUP + TaskGroup +
+Assign the #TASK to an alive Wrapper.Unit.
+ ++ Wrapper.Unit#UNIT + TaskUnit +
+self
+ +FSM Cancel synchronous event function for TASK.
+ + +Use this event to Cancel the Task.
+ +Clear the Wrapper.Group assignment from the #TASK.
+ ++ Wrapper.Group#GROUP + TaskGroup +
+A group crashing and thus aborting from the task.
+ ++ Wrapper.Group#GROUP + PlayerGroup +
+The group aborting the task.
+ +FSM Fail synchronous event function for TASK.
+ + +Use this event to Fail the Task.
+ +TODO: Obsolete? +- Fail processes from #TASK with key Wrapper.Unit. + @param #TASK self + @param #string TaskUnitName + @return #TASK self
+ +Gets the #TASK briefing.
+ +#string:
+The briefing text.
+ +Get goal of a task
+ +Gets the SET_GROUP assigned to the TASK.
+ +Gets the ID of the Task
+ +Gets the Mission to where the TASK belongs.
+ +Gets the Name of the Task
+ +Create a count of the players in the Task.
+ +#number:
+The total number of players in the task.
+ +Create a list of the players in the Task.
+ +#map<#string,Wrapper.Group#GROUP>:
+A map of the players
+ +Get the default or currently assigned Core.Fsm#FSM_PROCESS template with key ProcessName.
+ ++ #string + ProcessName +
+Gets the Scoring of the task
+ +Scoring
+ +Gets the FiniteStateMachine of #TASK with key Wrapper.Unit.
+ ++ Wrapper.Unit#UNIT + TaskUnit +
+Gets the #TASK status.
+ +Returns the #TASK briefing.
+ +Get Task Control Menu
+ ++ Wrapper.Unit#UNIT + TaskUnit +
+The Wrapper.Unit that contains a player.
+ ++ TaskName +
+TaskControlMenu The Task Control Menu
+ +Gets the Task Index, which is a combination of the Task type, the Task name.
+ +Returns the #TASK name.
+ +Gets the Type of the Task
+ +Get the Task FSM Process Template
+ ++ TaskUnit +
+Goal Trigger for TASK
+ ++ Wrapper.Unit#UNIT + PlayerUnit +
+The Wrapper.Unit of the player.
+ ++ #string + PlayerName +
+The name of the player.
+ +Returns if the #TASK has still alive and assigned Units.
+ ++ Wrapper.Group#GROUP + FindGroup +
+#boolean:
+Checks if there is a FiniteStateMachine assigned to Wrapper.Unit for #TASK.
+ ++ Wrapper.Unit#UNIT + TaskUnit +
+self
+ +Init Task Control Menu
+ ++ Wrapper.Unit#UNIT + TaskUnit +
+The Wrapper.Unit that contains a player.
+ +Task Control Menu Refresh ID
+ +Returns if the #TASK is assigned to the Group.
+ ++ Wrapper.Group#GROUP + TaskGroup +
+#boolean:
+Is the #TASK status Aborted.
+ +Is the #TASK status Assigned.
+ +Is the #TASK status Cancelled.
+ +Is the #TASK status Failed.
+ +Is the #TASK status Hold.
+ +Is the #TASK status Planned.
+ +Is the #TASK status Replanned.
+ +Is the #TASK status Success.
+ +Add a PlayerUnit to join the Task.
+ + +For each Group within the Task, the Unit is checked if it can join the Task. +If the Unit was not part of the Task, false is returned. +If the Unit is part of the Task, true is returned.
+ ++ Wrapper.Unit#UNIT + PlayerUnit +
+The CLIENT or UNIT of the Player joining the Mission.
+ ++ Wrapper.Group#GROUP + PlayerGroup +
+The GROUP of the player joining the Mission.
+ +#boolean:
+true if Unit is part of the Task.
+ +Report the task status.
+ ++ TaskGroup +
++ Flash +
+Report the task status.
+ +Report the task status.
+ +Send a message of the #TASK to the assigned Wrapper.Groups.
+ +Instantiates a new TASK.
+ + +Should never be used. Interface Class.
+ ++ Tasking.Mission#MISSION + Mission +
+The mission wherein the Task is registered.
+ ++ Core.Set#SET_GROUP + SetGroupAssign +
+The set of groups for which the Task can be assigned.
+ ++ #string + TaskName +
+The name of the Task
+ ++ #string + TaskType +
+The type of the Task
+ ++ TaskBriefing +
+self
+ +Goal Handler OnAfter for TASK
+ ++ #string + From +
++ #string + Event +
++ #string + To +
++ Wrapper.Unit#UNIT + PlayerUnit +
+The Wrapper.Unit of the player.
+ ++ #string + PlayerName +
+The name of the player.
+ +FSM PlayerAborted event handler prototype for TASK.
+ ++ Wrapper.Unit#UNIT + PlayerUnit +
+The Unit of the Player when he went back to spectators or left the mission.
+ ++ #string + PlayerName +
+The name of the Player.
+ +FSM PlayerCrashed event handler prototype for TASK.
+ ++ Wrapper.Unit#UNIT + PlayerUnit +
+The Unit of the Player when he crashed in the mission.
+ ++ #string + PlayerName +
+The name of the Player.
+ +FSM PlayerDead event handler prototype for TASK.
+ ++ Wrapper.Unit#UNIT + PlayerUnit +
+The Unit of the Player when he died in the mission.
+ ++ #string + PlayerName +
+The name of the Player.
+ +Goal Handler OnBefore for TASK
+ ++ #string + From +
++ #string + Event +
++ #string + To +
++ Wrapper.Unit#UNIT + PlayerUnit +
+The Wrapper.Unit of the player.
+ ++ #string + PlayerName +
+The name of the player.
+ +#boolean:
+Remove the menu option of the #TASK for a Wrapper.Group.
+ ++ Wrapper.Group#GROUP + TaskGroup +
++ #number + MenuTime +
+self
+ +Refresh Task Control Menu
+ ++ Wrapper.Unit#UNIT + TaskUnit +
+The Wrapper.Unit that contains a player.
+ ++ MenuTime +
+The refresh time that was used to refresh the Task Control Menu items.
+ ++ MenuTag +
+The tag.
+ +A group rejecting a planned task.
+ ++ Wrapper.Group#GROUP + PlayerGroup +
+The group rejecting the task.
+ +Remove the assigned menu option of the #TASK for a Wrapper.Group.
+ ++ Wrapper.Group#GROUP + TaskGroup +
++ #number + MenuTime +
+self
+ +Remove the menu options of the #TASK to all the groups in the SetGroup.
+ ++ #number + MenuTime +
+Remove FiniteStateMachines from #TASK with key Wrapper.Unit.
+ ++ Wrapper.Unit#UNIT + TaskUnit +
+self
+ +Remove Task Control Menu
+ ++ Wrapper.Unit#UNIT + TaskUnit +
+The Wrapper.Unit that contains a player.
+ +FSM Replan synchronous event function for TASK.
+ + +Use this event to Replan the Task.
+ +Create a detailed report of the Task.
+ + +List the Task Status, and the Players assigned to the Task.
+ ++ Wrapper.Group#GROUP + TaskGroup +
++ ReportGroup +
+#string:
+Create an overiew report of the Task.
+ + +List the Task Name and Status
+ ++ ReportGroup +
+#string:
+Create a summary report of the Task.
+ + +List the Task Name and Status
+ ++ Wrapper.Group#GROUP + ReportGroup +
+#string:
+Send the briefing message of the #TASK to the assigned Wrapper.Groups.
+ +Set the assigned menu options of the #TASK.
+ ++ Wrapper.Group#GROUP + TaskGroup +
++ #number + MenuTime +
+self
+ +Sets a #TASK briefing.
+ ++ #string + TaskBriefing +
+self
+ +Set detection of a task
+ ++ Function.Detection#DETECTION_BASE + Detection +
++ DetectedItem +
+Set dispatcher of a task
+ ++ Tasking.DetectionManager#DETECTION_MANAGER + Dispatcher +
+Set goal of a task
+ ++ Core.Goal#GOAL + Goal +
+Set Wrapper.Group assigned to the #TASK.
+ ++ Wrapper.Group#GROUP + TaskGroup +
+Sets the ID of the Task
+ +Set the menu options of the #TASK to all the groups in the SetGroup.
+ ++ #number + MenuTime +
+Set the Menu for a Group
+ ++ #number + MenuTime +
++ TaskGroup +
+Sets the Name of the Task
+ +Set the planned menu option of the #TASK.
+ ++ Wrapper.Group#GROUP + TaskGroup +
++ #string + MenuText +
+The menu text.
+ ++ #number + MenuTime +
+self
+ +Set a penalty when the A2A attack has failed.
+ ++ #string + PlayerName +
+The name of the player.
+ ++ #number + Penalty +
+The penalty in points, must be a negative value!
+ ++ Wrapper.Unit#UNIT + TaskUnit +
+Set a score when progress has been made by the player.
+ ++ #string + PlayerName +
+The name of the player.
+ ++ #number + Score +
+The score in points to be granted when task process has been achieved.
+ ++ Wrapper.Unit#UNIT + TaskUnit +
+Set a score when all the targets in scope of the A2A attack, have been destroyed.
+ ++ #string + PlayerName +
+The name of the player.
+ ++ #number + Score +
+The score in points.
+ ++ Wrapper.Unit#UNIT + TaskUnit +
+Add a FiniteStateMachine to #TASK with key Wrapper.Unit.
+ ++ Wrapper.Unit#UNIT + TaskUnit +
++ Core.Fsm#FSM_PROCESS + Fsm +
+self
+ +Sets the TimeOut for the #TASK.
+ + +If #TASK stayed planned for longer than TimeOut, it gets into Cancelled status.
+ ++ #integer + Timer +
+in seconds
+ +self
+ +Sets the Type of the Task
+ +Sets the Task FSM Process Template
+ ++ Core +
+Fsm#FSM_PROCESS
+ ++ FsmTemplate +
+Sets a #TASK to status Aborted.
+ +Sets a #TASK to status Assigned.
+ +Sets a #TASK to status Cancelled.
+ +Sets a #TASK to status Failed.
+ +Sets a #TASK to status Hold.
+ +Sets a #TASK to status Planned.
+ +Sets a #TASK to status Replanned.
+ +Sets a #TASK to status Success.
+ +FSM Success synchronous event function for TASK.
+ + +Use this event to make the Task a Success.
+ +UnAssign the #TASK from a Wrapper.Group.
+ +UnAssign the #TASK from the Wrapper.Groups.
+ +UnAssign the #TASK from an alive Wrapper.Unit.
+ ++ Wrapper.Unit#UNIT + TaskUnit +
+self
+ +FSM Abort asynchronous event function for TASK.
+ + +Use this event to Abort the Task.
+ +FSM Cancel asynchronous event function for TASK.
+ + +Use this event to Cancel the Task.
+ +FSM Fail asynchronous event function for TASK.
+ + +Use this event to Fail the Task.
+ +Goal Asynchronous Trigger for TASK
+ ++ #number + Delay +
++ Wrapper.Unit#UNIT + PlayerUnit +
+The Wrapper.Unit of the player.
+ ++ #string + PlayerName +
+The name of the player.
+ +FSM Replan asynchronous event function for TASK.
+ + +Use this event to Replan the Task.
+ +FSM Success asynchronous event function for TASK.
+ + +Use this event to make the Task a Success.
+ +FSM function for a TASK
+ ++ #string + From +
++ #string + Event +
++ #string + To +
+FSM function for a TASK
+ ++ #string + Event +
++ #string + From +
++ #string + To +
+FSM function for a TASK
+ ++ #string + From +
++ #string + Event +
++ #string + To +
+FSM function for a TASK
+ ++ #string + Event +
++ #string + From +
++ #string + To +
++ PlayerUnit +
++ PlayerName +
+FSM function for a TASK
+ ++ #string + From +
++ #string + Event +
++ #string + To +
+FSM function for a TASK
+ ++ #string + From +
++ #string + Event +
++ #string + To +
+FSM function for a TASK
+ ++ #string + Event +
++ #string + From +
++ #string + To +
+FSM function for a TASK
+ ++ #string + Event +
++ #string + From +
++ #string + To +
+FSM function for a TASK
+ ++ #string + Event +
++ #string + From +
++ #string + To +
+Creates a new FSM_TASK object.
+ ++ #string + TaskName +
+The name of the task.
+ ++ step +
++ trigger +
++ params +
++ EventName +
+