Module Functional.Fox
Functional - Yet Another Missile Trainer.
Practice to evade missiles without being destroyed.
Main Features:
- Handles air-to-air and surface-to-air missiles.
- Define your own training zones on the map. Players in this zone will be protected.
- Define launch zones. Only missiles launched in these zones are tracked.
- Define protected AI groups.
- F10 radio menu to adjust settings for each player.
- Alert on missile launch (optional).
- Marker of missile launch position (optional).
- Adaptive update of missile-to-player distance.
- Finite State Machine (FSM) implementation.
- Easy to use. See examples below.
Demo Missions
Author: funkyfranky
Global(s)
Global FOX |
Fox 3! The FOX ConceptAs you probably know Fox is a NATO brevity code for launching air-to-air munition. |
Fox 3!
The FOX Concept
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 script handles air-to-air but also surface-to-air missiles.
Basic Script
-- Create a new missile trainer object.
fox=FOX:New()
-- Start missile trainer.
fox:Start()
Training Zones
Players are only protected if they are inside one of the training zones.
-- Create a new missile trainer object.
fox=FOX:New()
-- Add training zones.
fox:AddSafeZone(ZONE:New("Training Zone Alpha"))
fox:AddSafeZone(ZONE:New("Training Zone Bravo"))
-- Start missile trainer.
fox:Start()
Launch Zones
Missile launches are only monitored if the shooter is inside the defined launch zone.
-- Create a new missile trainer object.
fox=FOX:New()
-- Add training zones.
fox:AddLaunchZone(ZONE:New("Launch Zone SA-10 Krim"))
fox:AddLaunchZone(ZONE:New("Training Zone Bravo"))
-- Start missile trainer.
fox:Start()
Protected AI Groups
Define AI protected groups. These groups cannot be harmed by missiles.
Add Individual Groups
-- Create a new missile trainer object.
fox=FOX:New()
-- Add single protected group(s).
fox:AddProtectedGroup(GROUP:FindByName("A-10 Protected"))
fox:AddProtectedGroup(GROUP:FindByName("Yak-40"))
-- Start missile trainer.
fox:Start()
Notes
The script needs to be running before you enter an airplane slot. If FOX is not available to you, go back to observers and then join a slot again.
Type(s)
Fields and Methods inherited from FOX | Description |
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Add a launch zone. |
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Add a group to the protected set. |
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Add a training zone. |
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Name of the class. |
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Debug mode. Messages to all about status. |
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Triggers the FSM event "EnterSafeZone". |
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Triggers the FSM event "ExitSafeZone". |
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Get missile target. |
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Main radio menu on group level. |
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Main radio menu on mission level. |
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Triggers the FSM event "MissileDestroyed". |
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Triggers the FSM event "MissileLaunch". |
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Create a new FOX class object. |
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On after "EnterSafeZone" event user function. |
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On after "ExitSafeZone" event user function. |
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On after "MissileDestroyed" event user function. |
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On after "MissileLaunch" event user function. |
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FOX event handler for event birth. |
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FOX event handler for event hit. |
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FOX event handler for event birth. |
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FOX event handler for event shot (when a unit releases a rocket or bomb (but not a fast firing gun). |
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Set debug mode off. |
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Set debug mode on. |
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Set debug mode on/off. |
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Set default player setting for launch alerts. |
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Set default player setting for marking missile launch coordinates |
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Set default player setting for missile destruction. |
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Disable F10 menu for all players. |
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Enable F10 menu for all players. |
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Set missile-player distance when missile is destroyed. |
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FOX:SetExplosionDistanceBigMissiles(distance, explosivemass) |
Set missile-player distance when BIG missiles are destroyed. |
Set explosion power. |
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Add a protected set of groups. |
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Set verbosity level. |
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Triggers the FSM event "Start". |
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Triggers the FSM event "Status". |
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Add menu commands for player. |
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Check if a coordinate lies within a launch zone. |
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Check if a coordinate lies within a safe training zone. |
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Missile status. |
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Check status of players. |
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Get a random text message in case you die. |
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Callback function on impact or destroy otherwise. |
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Function called from weapon tracking. |
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Returns the unit of a player and the player name. |
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Retruns the player data from a unit. |
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Returns the player data from a unit name. |
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Returns the unit of a player and the player name. |
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Turn player's launch alert on/off. |
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Returns the unit of a player and the player name. |
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Check if missile target is protected. |
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Turn player's launch alert on/off. |
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Remove missile. |
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Tell player notching headings. |
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Turn destruction of missiles on/off for player. |
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Turn player's launch alert on/off. |
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Turn player's launch marks on/off. |
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Triggers the FSM delayed event "EnterSafeZone". |
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Triggers the FSM delayed event "ExitSafeZone". |
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Triggers the FSM delayed event "MissileDestroyed". |
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Triggers the FSM delayed event "MissileLaunch". |
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Triggers the FSM event "Start" after a delay. |
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Triggers the FSM event "Status" after a delay. |
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Triggers the FSM event "Stop" after a delay. |
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Explosion power of big missiles. Default 50 kg TNT. Big missiles will be destroyed earlier. |
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Default player setting for destroying missiles. |
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Time step [sec] for missile position updates if distance to target < 1 km. Default 0.01 sec. |
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Time step [sec] for missile position updates if distance to target > 1 km and < 5 km. Default 0.1 sec. |
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Time step [sec] for missile position updates if distance to target > 5 km and < 10 km. Default 0.5 sec. |
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Time step [sec] for missile position updates if distance to target > 10 km and < 50 km. Default 1 sec. |
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Time step [sec] for missile position updates if distance to target > 50 km. Default 5 sec. |
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Missile player distance in meters for destroying smaller missiles. Default 200 m. |
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Missile player distance in meters for destroying big missiles. Default 500 m. |
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Power of explostion when destroying the missile in kg TNT. Default 5 kg TNT. |
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Default player setting for launch alerts. |
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Table of launch zones. |
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Class id string for output to DCS log file. |
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Default player setting for mark launch coordinates. |
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Table of groups the menu was added for. |
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If true, F10 menu for players is disabled. |
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Table of tracked missiles. |
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Missle launch event. |
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On after Start event. |
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Check spawn queue and spawn aircraft if necessary. |
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On after Stop event. |
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Table of players. |
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Set of protected groups. |
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Table of practice zones. |
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Verbosity level. |
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FOX class version. |
Fields and Methods inherited from FSM | Description |
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Adds an End state. |
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Set the default #FSM_PROCESS template with key ProcessName providing the ProcessClass and the process object when it is assigned to a Wrapper.Controllable by the task. |
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Adds a score for the FSM to be achieved. |
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Adds a score for the FSM_PROCESS to be achieved. |
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Add a new transition rule to the FSM. |
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Call scheduler. |
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Name of the class. |
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Get current state. |
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Returns the End states. |
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Returns a table of the SubFSM rules defined within the FSM. |
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Returns a table with the scores defined. |
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Returns the start state of the FSM. |
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Get current state. |
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Returns a table with the Subs defined. |
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Returns a table of the transition rules defined within the FSM. |
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Check if FSM is in state. |
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Load call backs. |
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Creates a new FSM object. |
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Scores. |
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Sets the start state of the FSM. |
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Add to map. |
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Call handler. |
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Create transition. |
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Delayed transition. |
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Event map. |
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Go sub. |
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Handler. |
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Is end state. |
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Sub maps. |
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Check if can do an event. |
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Check if cannot do an event. |
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Current state name. |
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Check if FSM is in state. |
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Options. |
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Subs. |
Fields and Methods inherited from BASE | Description |
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The ID number of the class. |
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The name of the class. |
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The name of the class concatenated with the ID number of the class. |
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Clear the state of an object. |
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FOX:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
Creation of a Birth Event. |
FOX:CreateEventCrash(EventTime, Initiator, IniObjectCategory) |
Creation of a Crash Event. |
FOX:CreateEventDead(EventTime, Initiator, IniObjectCategory) |
Creation of a Dead Event. |
Creation of a S_EVENT_DYNAMIC_CARGO_LOADED event. |
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Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event. |
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Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event. |
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Creation of a S_EVENT_NEW_DYNAMIC_CARGO event. |
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Creation of a |
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Creation of a Remove Unit Event. |
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Creation of a Takeoff Event. |
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Creation of a Crash Event. |
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Log an exception which will be traced always. |
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Returns the event dispatcher |
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Remove all subscribed events |
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Trace a function call. |
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Trace a function call level 2. |
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Trace a function call level 3. |
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Get the ClassID of the class instance. |
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Get the ClassName of the class instance. |
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Get the ClassName + ClassID of the class instance. |
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Get the Class Core.Event processing Priority. |
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This is the worker method to retrieve the Parent class. |
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Get a Value given a Key from the Object. |
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Subscribe to a DCS Event. |
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Log an information which will be traced always. |
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This is the worker method to inherit from a parent class. |
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This is the worker method to check if an object is an (sub)instance of a class. |
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Enquires if tracing is on (for the class). |
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BASE constructor. |
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Occurs when an Event for an object is triggered. |
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BDA. |
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Occurs when a ground unit captures either an airbase or a farp. |
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Occurs when any object is spawned into the mission. |
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Occurs when any aircraft crashes into the ground and is completely destroyed. |
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Occurs when an object is dead. |
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Unknown precisely what creates this event, likely tied into newer damage model. |
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Discard chair after ejection. |
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Occurs when a player loads a dynamic cargo object with the F8 ground crew menu into a helo. |
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Occurs when a dynamic cargo crate is removed. |
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Occurs when a player unloads a dynamic cargo object with the F8 ground crew menu from a helo. |
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Occurs when a pilot ejects from an aircraft Have a look at the class Core.Event#EVENT as these are just the prototypes. |
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Occurs when any aircraft shuts down its engines. |
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Occurs when any aircraft starts its engines. |
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Occurs whenever an object is hit by a weapon. |
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Occurs when any system fails on a human controlled aircraft. |
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Occurs on the death of a unit. |
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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. |
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Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up. |
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Landing quality mark. |
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Occurs when a new mark was added. |
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Occurs when a mark text was changed. |
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Occurs when a mark was removed. |
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Occurs when a mission ends Have a look at the class Core.Event#EVENT as these are just the prototypes. |
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Occurs when a mission starts Have a look at the class Core.Event#EVENT as these are just the prototypes. |
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Occurs when a player creates a dynamic cargo object from the F8 ground crew menu. |
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Weapon add. |
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Occurs when the pilot of an aircraft is killed. |
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Occurs when a player enters a slot and takes control of an aircraft. |
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Occurs when any player assumes direct control of a unit. |
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Occurs when any player relieves control of a unit to the AI. |
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Occurs when an aircraft connects with a tanker and begins taking on fuel. |
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Occurs when an aircraft is finished taking fuel. |
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Occurs when any modification to the "Score" as seen on the debrief menu would occur. |
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Occurs when any unit stops firing its weapon. |
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Occurs when any unit begins firing a weapon that has a high rate of fire. |
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Occurs whenever any unit in a mission fires a weapon. |
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Occurs when an aircraft takes off from an airbase, farp, or ship. |
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Trigger zone. |
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Occurs when the game thinks an object is destroyed. |
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Schedule a new time event. |
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FOX:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...) |
Schedule a new time event. |
Stops the Schedule. |
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Set the Class Core.Event processing Priority. |
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Set a state or property of the Object given a Key and a Value. |
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Trace a function logic level 1. |
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Trace a function logic level 2. |
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Trace a function logic level 3. |
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Trace all methods in MOOSE |
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Set tracing for a class |
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Set tracing for a specific method of class |
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Set trace level |
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Set trace off. |
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Set trace on. |
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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. |
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UnSubscribe to a DCS event. |
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FOX:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function call. |
(Internal) Serialize arguments |
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FOX:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function logic. |
The main event handling function... |
Fields and Methods inherited from FOX.MissileData | Description |
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Weapon object. |
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If true the missile is active. |
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Explosive mass in kg TNT. |
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Fuse distance in meters. |
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Missile coordinate during tracking. |
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Name of missile. |
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Range of missile in meters. |
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Type of missile. |
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Coalition side of the shooter. |
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Group that shot the missile. |
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Name of the shooter unit. |
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Unit that shot the missile. |
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Coordinate where the missile was fired. |
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Abs. mission time in seconds the missile was fired. |
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Name of the target unit or "unknown". |
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Name of the "original" target, i.e. the one right after launched. |
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Player that was targeted or nil. |
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Unit that was targeted. |
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Missile weapon object. |
Fields and Methods inherited from FOX.PlayerData | Description |
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Callsign of player. |
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Client object of player. |
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Coalition number of player. |
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Number of missiles not defeated. |
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Number of missiles defeated. |
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Destroy missile. |
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Aircraft group of player. |
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Name of the the player aircraft group. |
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Player is inside a protected zone. |
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Alert player on detected missile launch. |
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Mark position of launched missile on F10 map. |
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Player name. |
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Aircraft of the player. |
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Name of the unit. |
FOX class.
Field(s)
Name of the class.
Debug mode. Messages to all about status.
Main radio menu on group level.
Main radio menu on mission level.
Explosion power of big missiles. Default 50 kg TNT. Big missiles will be destroyed earlier.
Default player setting for destroying missiles.
Time step [sec] for missile position updates if distance to target < 1 km. Default 0.01 sec.
Time step [sec] for missile position updates if distance to target > 1 km and < 5 km. Default 0.1 sec.
Time step [sec] for missile position updates if distance to target > 5 km and < 10 km. Default 0.5 sec.
Time step [sec] for missile position updates if distance to target > 10 km and < 50 km. Default 1 sec.
Time step [sec] for missile position updates if distance to target > 50 km. Default 5 sec.
Missile player distance in meters for destroying smaller missiles. Default 200 m.
Missile player distance in meters for destroying big missiles. Default 500 m.
Power of explostion when destroying the missile in kg TNT. Default 5 kg TNT.
Default player setting for launch alerts.
Table of launch zones.
Class id string for output to DCS log file.
Default player setting for mark launch coordinates.
Table of groups the menu was added for.
If true, F10 menu for players is disabled.
Table of tracked missiles.
Table of players.
Table of practice zones.
Verbosity level.
FOX class version.
Function(s)
Add a launch zone.
Only missiles launched within these zones will be tracked.
Add a group to the protected set.
Works only with AI!
Add a training zone.
Players in the zone are safe.
Triggers the FSM event "EnterSafeZone".
Triggers the FSM event "ExitSafeZone".
Get missile target.
Triggers the FSM event "MissileDestroyed".
Triggers the FSM event "MissileLaunch".
On after "EnterSafeZone" event user function.
Called when a player enters a safe zone.
Defined in:
FOX
Parameters:
#string From
From state.
#string Event
Event.
#string To
To state.
#FOX.PlayerData player
Player data.
On after "ExitSafeZone" event user function.
Called when a player exists a safe zone.
Defined in:
FOX
Parameters:
#string From
From state.
#string Event
Event.
#string To
To state.
#FOX.PlayerData player
Player data.
On after "MissileDestroyed" event user function.
Called when a missile was destroyed.
Defined in:
FOX
Parameters:
#string From
From state.
#string Event
Event.
#string To
To state.
#FOX.MissileData missile
Data of the destroyed missile.
On after "MissileLaunch" event user function.
Called when a missile was launched.
Defined in:
FOX
Parameters:
#string From
From state.
#string Event
Event.
#string To
To state.
#FOX.MissileData missile
Data of the fired missile.
FOX event handler for event birth.
FOX event handler for event hit.
FOX event handler for event birth.
FOX event handler for event shot (when a unit releases a rocket or bomb (but not a fast firing gun).
Set debug mode on/off.
Defined in:
FOX
Parameter:
#boolean switch
If true debug mode on. If false/nil debug mode off.
Return value:
#FOX:
self
Set default player setting for launch alerts.
Defined in:
FOX
Parameter:
#boolean switch
If true launch alerts to players are active. If false/nil no launch alerts are given.
Return value:
#FOX:
self
Set default player setting for marking missile launch coordinates
Defined in:
FOX
Parameter:
#boolean switch
If true missile launches are marked. If false/nil marks are disabled.
Return value:
#FOX:
self
Set default player setting for missile destruction.
Defined in:
FOX
Parameter:
#boolean switch
If true missiles are destroyed. If false/nil missiles are not destroyed.
Return value:
#FOX:
self
Set missile-player distance when missile is destroyed.
Defined in:
FOX
Parameter:
#number distance
Distance in meters. Default 200 m.
Return value:
#FOX:
self
Set missile-player distance when BIG missiles are destroyed.
Defined in:
FOX
Parameters:
#number distance
Distance in meters. Default 500 m.
#number explosivemass
Explosive mass of missile threshold in kg TNT. Default 50 kg.
Return value:
#FOX:
self
Set explosion power.
This is an "artificial" explosion generated when the missile is destroyed. Just for the visual effect. Don't set the explosion power too big or it will harm the aircraft in the vicinity.
Defined in:
FOX
Parameter:
#number power
Explosion power in kg TNT. Default 0.1 kg.
Return value:
#FOX:
self
Add a protected set of groups.
Set verbosity level.
Defined in:
FOX
Parameter:
#number VerbosityLevel
Level of output (higher=more). Default 0.
Return value:
#FOX:
self
Triggers the FSM event "Start".
Starts the FOX. Initializes parameters and starts event handlers.
Defined in:
FOX
Add menu commands for player.
Defined in:
FOX
Parameter:
#string _unitName
Name of player unit.
Check if a coordinate lies within a launch zone.
Defined in:
FOX
Parameter:
Core.Point#COORDINATE coord
Coordinate to check. Can also be a DCS#Vec2.
Return value:
#boolean:
True if in launch zone.
Check if a coordinate lies within a safe training zone.
Defined in:
FOX
Parameter:
Core.Point#COORDINATE coord
Coordinate to check. Can also be a DCS#Vec3.
Return value:
#boolean:
True if safe.
Get a random text message in case you die.
Defined in:
FOX
Return value:
#string:
Text in case you die.
Callback function on impact or destroy otherwise.
Defined in:
FOX
Parameters:
Wrapper.Weapon#WEAPON weapon
Weapon object.
#FOX self
FOX object.
#FOX.MissileData missile
Fired missile.
Function called from weapon tracking.
Defined in:
FOX
Parameters:
Wrapper.Weapon#WEAPON weapon
Weapon object.
#FOX self
FOX object.
#FOX.MissileData missile
Fired missile
Returns the unit of a player and the player name.
If the unit does not belong to a player, nil is returned.
Defined in:
FOX
Parameter:
DCS#Weapon weapon
The weapon.
Return values:
#number:
Notching heading right, i.e. missile heading +90°.
#number:
Notching heading left, i.e. missile heading -90°.
Retruns the player data from a unit.
Returns the player data from a unit name.
Defined in:
FOX
Parameter:
#string unitName
Name of the unit.
Return value:
Player data.
Returns the unit of a player and the player name.
If the unit does not belong to a player, nil is returned.
Defined in:
FOX
Parameter:
#string _unitName
Name of the player unit.
Return values:
Turn player's launch alert on/off.
Defined in:
FOX
Parameter:
#string playername
Name of the player.
Return values:
#number:
Number of missiles targeting the player.
#string:
Missile info.
Returns the unit of a player and the player name.
If the unit does not belong to a player, nil is returned.
Defined in:
FOX
Parameter:
DCS#Weapon weapon
The weapon.
Return value:
#number:
Heading of weapon in degrees or -1.
Check if missile target is protected.
Defined in:
FOX
Parameter:
Wrapper.Unit#UNIT targetunit
Target unit.
Return value:
#boolean:
If true, unit is protected.
Turn player's launch alert on/off.
Defined in:
FOX
Parameter:
#string _unitname
Name of the player unit.
Remove missile.
Tell player notching headings.
Turn destruction of missiles on/off for player.
Defined in:
FOX
Parameter:
#string _unitname
Name of the player unit.
Turn player's launch alert on/off.
Defined in:
FOX
Parameter:
#string _unitname
Name of the player unit.
Turn player's launch marks on/off.
Defined in:
FOX
Parameter:
#string _unitname
Name of the player unit.
Triggers the FSM delayed event "EnterSafeZone".
Defined in:
FOX
Parameters:
#number delay
Delay in seconds before the function is called.
#FOX.PlayerData player
Player data.
Triggers the FSM delayed event "ExitSafeZone".
Defined in:
FOX
Parameters:
#number delay
Delay in seconds before the function is called.
#FOX.PlayerData player
Player data.
Triggers the FSM delayed event "MissileDestroyed".
Defined in:
FOX
Parameters:
#number delay
Delay in seconds before the function is called.
#FOX.MissileData missile
Data of the destroyed missile.
Triggers the FSM delayed event "MissileLaunch".
Defined in:
FOX
Parameters:
#number delay
Delay in seconds before the function is called.
#FOX.MissileData missile
Data of the fired missile.
Triggers the FSM event "Start" after a delay.
Starts the FOX. Initializes parameters and starts event handlers.
Defined in:
FOX
Parameter:
#number delay
Delay in seconds.
Triggers the FSM event "Status" after a delay.
Defined in:
FOX
Parameter:
#number delay
Delay in seconds.
Triggers the FSM event "Stop" after a delay.
Stops the FOX and all its event handlers.
Defined in:
FOX
Parameter:
#number delay
Delay in seconds.
Missle launch event.
Defined in:
FOX
Parameters:
#string From
From state.
#string Event
Event.
#string To
To state.
#FOX.MissileData missile
Fired missile
On after Start event.
Starts the missile trainer and adds event handlers.
Defined in:
FOX
Parameters:
#string From
From state.
#string Event
Event.
#string To
To state.
Check spawn queue and spawn aircraft if necessary.
Defined in:
FOX
Parameters:
#string From
From state.
#string Event
Event.
#string To
To state.
On after Stop event.
Stops the missile trainer and unhandles events.
Defined in:
FOX
Parameters:
#string From
From state.
#string Event
Event.
#string To
To state.
Field(s)
Name of the class.
Debug mode. Messages to all about status.
Main radio menu on group level.
Main radio menu on mission level.
Explosion power of big missiles. Default 50 kg TNT. Big missiles will be destroyed earlier.
Default player setting for destroying missiles.
Time step [sec] for missile position updates if distance to target < 1 km. Default 0.01 sec.
Time step [sec] for missile position updates if distance to target > 1 km and < 5 km. Default 0.1 sec.
Time step [sec] for missile position updates if distance to target > 5 km and < 10 km. Default 0.5 sec.
Time step [sec] for missile position updates if distance to target > 10 km and < 50 km. Default 1 sec.
Time step [sec] for missile position updates if distance to target > 50 km. Default 5 sec.
Missile player distance in meters for destroying smaller missiles. Default 200 m.
Missile player distance in meters for destroying big missiles. Default 500 m.
Power of explostion when destroying the missile in kg TNT. Default 5 kg TNT.
Default player setting for launch alerts.
Table of launch zones.
Class id string for output to DCS log file.
Default player setting for mark launch coordinates.
Table of groups the menu was added for.
If true, F10 menu for players is disabled.
Table of tracked missiles.
Table of players.
Table of practice zones.
Verbosity level.
FOX class version.
Function(s)
Adds an End state.
Set the default #FSM_PROCESS template with key ProcessName providing the ProcessClass and the process object when it is assigned to a Wrapper.Controllable by the task.
Defined in:
Parameters:
#table From
Can contain a string indicating the From state or a table of strings containing multiple From states.
#string Event
The Event name.
Core.Fsm#FSM_PROCESS Process
An sub-process FSM.
#table ReturnEvents
A table indicating for which returned events of the SubFSM which Event must be triggered in the FSM.
Return value:
The SubFSM.
Adds a score for the FSM to be achieved.
Defined in:
Parameters:
#string State
is the state of the process when the score needs to be given. (See the relevant state descriptions of the process).
#string ScoreText
is a text describing the score that is given according the status.
#number Score
is a number providing the score of the status.
Return value:
#FSM:
self
Adds a score for the FSM_PROCESS to be achieved.
Defined in:
Parameters:
#string From
is the From State of the main process.
#string Event
is the Event of the main process.
#string State
is the state of the process when the score needs to be given. (See the relevant state descriptions of the process).
#string ScoreText
is a text describing the score that is given according the status.
#number Score
is a number providing the score of the status.
Return value:
#FSM:
self
Add a new transition rule to the FSM.
A transition rule defines when and if the FSM can transition from a state towards another state upon a triggered event.
Defined in:
Parameters:
#table From
Can contain a string indicating the From state or a table of strings containing multiple From states.
#string Event
The Event name.
#string To
The To state.
Get current state.
Returns the End states.
Returns a table of the SubFSM rules defined within the FSM.
Returns a table with the scores defined.
Returns the start state of the FSM.
Get current state.
Returns a table with the Subs defined.
Returns a table of the transition rules defined within the FSM.
Check if FSM is in state.
Defined in:
Parameter:
#string State
State name.
Return value:
#boolean:
If true, FSM is in this state.
Load call backs.
Sets the start state of the FSM.
Add to map.
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.
Go sub.
Defined in:
Parameters:
#string ParentFrom
Parent from state.
#string ParentEvent
Parent event name.
Return value:
#table:
Subs.
Handler.
Is end state.
Defined in:
Parameter:
#string Current
Current state name.
Return values:
#table:
FSM parent.
#string:
Event name.
Sub maps.
Check if can do an event.
Defined in:
Parameter:
#string e
Event name.
Return values:
#boolean:
If true, FSM can do the event.
#string:
To state.
Check if cannot do an event.
Defined in:
Parameter:
#string e
Event name.
Return value:
#boolean:
If true, FSM cannot do the event.
Check if FSM is in state.
Defined in:
Parameters:
#string State
State name.
state
Return value:
#boolean:
If true, FSM is in this state.
Field(s)
Name of the class.
Debug mode. Messages to all about status.
Main radio menu on group level.
Main radio menu on mission level.
Explosion power of big missiles. Default 50 kg TNT. Big missiles will be destroyed earlier.
Default player setting for destroying missiles.
Time step [sec] for missile position updates if distance to target < 1 km. Default 0.01 sec.
Time step [sec] for missile position updates if distance to target > 1 km and < 5 km. Default 0.1 sec.
Time step [sec] for missile position updates if distance to target > 5 km and < 10 km. Default 0.5 sec.
Time step [sec] for missile position updates if distance to target > 10 km and < 50 km. Default 1 sec.
Time step [sec] for missile position updates if distance to target > 50 km. Default 5 sec.
Missile player distance in meters for destroying smaller missiles. Default 200 m.
Missile player distance in meters for destroying big missiles. Default 500 m.
Power of explostion when destroying the missile in kg TNT. Default 5 kg TNT.
Default player setting for launch alerts.
Table of launch zones.
Class id string for output to DCS log file.
Default player setting for mark launch coordinates.
Table of groups the menu was added for.
If true, F10 menu for players is disabled.
Table of tracked missiles.
Table of players.
Table of practice zones.
Verbosity level.
FOX class 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.
IniObjectCategory
Creation of a Dead Event.
Defined in:
Parameters:
DCS#Time EventTime
The time stamp of the event.
DCS#Object Initiator
The initiating object of the event.
IniObjectCategory
Creation of a S_EVENT_DYNAMIC_CARGO_LOADED event.
Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event.
Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event.
Creation of a S_EVENT_NEW_DYNAMIC_CARGO event.
Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT
event.
Creation of a Remove Unit Event.
Defined in:
Parameters:
DCS#Time EventTime
The time stamp of the event.
DCS#Object Initiator
The initiating object of the event.
Creation of a Takeoff Event.
Defined in:
Parameters:
DCS#Time EventTime
The time stamp of the event.
DCS#Object Initiator
The initiating object of the event.
Creation of a Crash Event.
Defined in:
Parameters:
DCS#Time EventTime
The time stamp of the event.
DCS#Object Initiator
The initiating object of the event.
Log an exception which will be traced always.
Can be anywhere within the function logic.
Returns the event dispatcher
Trace a function call.
Must be at the beginning of the function logic.
Trace a function call level 2.
Must be at the beginning of the function logic.
Trace a function call level 3.
Must be at the beginning of the function logic.
Get the ClassID of the class instance.
Get the ClassName of the class instance.
Get the ClassName + ClassID of the class instance.
The ClassName + ClassID is formatted as '%s#%09d'.
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.
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:
Log an information which will be traced always.
Can be anywhere within the function logic.
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:
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).
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.
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.
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
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
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.
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.
Discard chair after ejection.
Have a look at the class Core.Event#EVENT as these are just the prototypes.
Occurs when a player loads a dynamic cargo object with the F8 ground crew menu into a helo.
* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.
Occurs when a dynamic cargo crate is removed.
* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.
Occurs when a player unloads a dynamic cargo object with the F8 ground crew menu from a helo.
* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.
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
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.
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.
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.
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
Occurs on the death of a unit.
Contains more and different information. Similar to unit_lost it will occur for aircraft before the aircraft crash event occurs. Have a look at the class Core.Event#EVENT as these are just the prototypes.
- initiator: The unit that killed the target
- target: Target Object
- weapon: Weapon Object
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
Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up.
Event does not occur if the pilot lands in the water and sub combs to Davey Jones Locker. Have a look at the class Core.Event#EVENT as these are just the prototypes.
- initiator: Static object representing the ejected pilot. Place : Aircraft that the pilot ejected from.
- place: may not return as a valid object if the aircraft has crashed into the ground and no longer exists.
- subplace: is always 0 for unknown reasons.
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.
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.
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.
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.
Occurs when a player creates a dynamic cargo object from the F8 ground crew menu.
* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
Occurs when the game thinks an object is destroyed.
Have a look at the class Core.Event#EVENT as these are just the prototypes.
- initiator: The unit that is was destroyed.
Schedule a new time event.
Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.
Defined in:
Parameters:
#number Start
Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.
#function SchedulerFunction
The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
#table ...
Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
Return value:
#string:
The Schedule ID of the planned schedule.
Schedule a new time event.
Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.
Defined in:
Parameters:
#number Start
Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.
#number Repeat
Specifies the interval in seconds when the scheduler will call the event function.
#number RandomizeFactor
Specifies a randomization factor between 0 and 1 to randomize the Repeat.
#number Stop
Specifies the amount of seconds when the scheduler will be stopped.
#function SchedulerFunction
The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
#table ...
Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
Return value:
#string:
The Schedule ID of the planned schedule.
Stops the Schedule.
Defined in:
Parameter:
#string SchedulerID
(Optional) Scheduler ID to be stopped. If nil, all pending schedules are stopped.
Set the Class Core.Event processing Priority.
The Event processing Priority is a number from 1 to 10, reflecting the order of the classes subscribed to the Event to be processed.
Set a state or property of the Object given a Key and a Value.
Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.
Defined in:
Parameters:
Object
The object that will hold the Value set by the Key.
Key
The key that is used as a reference of the value. Note that the key can be a #string, but it can also be any other type!
Value
The value to is stored in the object.
Return value:
The Value set.
Trace a function logic level 1.
Can be anywhere within the function logic.
Trace a function logic level 2.
Can be anywhere within the function logic.
Trace a function logic level 3.
Can be anywhere within the function logic.
Trace all methods in MOOSE
Set tracing for a class
Set tracing for a specific method of class
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.
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.
Trace a function call.
This function is private.
Defined in:
Parameters:
Arguments
A #table or any field.
DebugInfoCurrentParam
DebugInfoFromParam
(Internal) Serialize arguments
Trace a function logic.
Defined in:
Parameters:
Arguments
A #table or any field.
DebugInfoCurrentParam
DebugInfoFromParam
The main event handling function...
This function captures all events generated for the class.
Missile data table.
Field(s)
If true the missile is active.
Explosive mass in kg TNT.
Fuse distance in meters.
Name of missile.
Range of missile in meters.
Type of missile.
Coalition side of the shooter.
Name of the shooter unit.
Abs. mission time in seconds the missile was fired.
Name of the target unit or "unknown".
Name of the "original" target, i.e. the one right after launched.
Function(s)
Player data table holding all important parameters of each player.
Field(s)
Callsign of player.
Coalition number of player.
Number of missiles not defeated.
Number of missiles defeated.
Destroy missile.
Name of the the player aircraft group.
Player is inside a protected zone.
Alert player on detected missile launch.
Mark position of launched missile on F10 map.
Player name.
Name of the unit.