Module Tasking.Mission
Tasking - A mission models a goal to be achieved through the execution and completion of tasks by human players.
Features:
- A mission has a goal to be achieved, through the execution and completion of tasks of different categories by human players.
- A mission manages these tasks.
- A mission has a state, that indicates the fase of the mission.
- A mission has a menu structure, that facilitates mission reports and tasking menus.
- A mission can assign a task to a player.
Author: FlightControl
Contributions:
Global(s)
Global MISSION |
Models goals to be achieved and can contain multiple tasks to be executed to achieve the goals. |
Models goals to be achieved and can contain multiple tasks to be executed to achieve the goals.
A mission contains multiple tasks and can be of different task types. These tasks need to be assigned to human players to be executed.
A mission can have multiple states, which will evolve as the mission progresses during the DCS simulation.
- IDLE: The mission is defined, but not started yet. No task has yet been joined by a human player as part of the mission.
- ENGAGED: The mission is ongoing, players have joined tasks to be executed.
- COMPLETED: The goals of the mission has been successfully reached, and the mission is flagged as completed.
- FAILED: For a certain reason, the goals of the mission has not been reached, and the mission is flagged as failed.
- HOLD: The mission was enaged, but for some reason it has been put on hold.
Note that a mission goals need to be checked by a goal check trigger: MISSION.OnBeforeMissionGoals(), which may return false if the goal has not been reached. This goal is checked automatically by the mission object every x seconds.
- MISSION.Start() or MISSION.__Start() will start the mission, and will bring it from IDLE state to ENGAGED state.
- MISSION.Stop() or MISSION.__Stop() will stop the mission, and will bring it from ENGAGED state to IDLE state.
- MISSION.Complete() or MISSION.__Complete() will complete the mission, and will bring the mission state to COMPLETED. Note that the mission must be in state ENGAGED to be able to complete the mission.
- MISSION.Fail() or MISSION.__Fail() will fail the mission, and will bring the mission state to FAILED. Note that the mission must be in state ENGAGED to be able to fail the mission.
- MISSION.Hold() or MISSION.__Hold() will hold the mission, and will bring the mission state to HOLD. Note that the mission must be in state ENGAGED to be able to hold the mission. Re-engage the mission using the engage trigger.
The following sections provide an overview of the most important methods that can be used as part of a mission object. Note that the Tasking.CommandCenter system is using most of these methods to manage the missions in its system.
1. Create a mission object.
- MISSION.New(): Creates a new MISSION object.
2. Mission task management.
Missions maintain tasks, which can be added or removed, or enquired.
- MISSION.AddTask(): Adds a task to the mission.
- MISSION.RemoveTask(): Removes a task from the mission.
3. Mission detailed methods.
Various methods are added to manage missions.
3.1. Naming and description.
There are several methods that can be used to retrieve the properties of a mission:
- Use the method MISSION.GetName() to retrieve the name of the mission. This is the name given as part of the MISSION.New() constructor.
A textual description can be retrieved that provides the mission name to be used within message communication:
- MISSION.GetShortText() returns the mission name as
Mission "MissionName"
. - MISSION.GetText() returns the mission name as
Mission "MissionName (MissionPriority)"
. A longer version including the priority text of the mission.
3.2. Get task information.
- MISSION.GetTasks(): Retrieves a list of the tasks controlled by the mission.
- MISSION.GetTask(): Retrieves a specific task controlled by the mission.
- MISSION.GetTasksRemaining(): Retrieve a list of the tasks that aren't finished or failed, and are governed by the mission.
- MISSION.GetGroupTasks(): Retrieve a list of the tasks that can be assigned to a Wrapper.Group.
- MISSION.GetTaskTypes(): Retrieve a list of the different task types governed by the mission.
3.3. Get the command center.
- MISSION.GetCommandCenter(): Retrieves the Tasking.CommandCenter governing the mission.
3.4. Get the groups active in the mission as a Core.Set.
- MISSION.GetGroups(): Retrieves a Core.Set#SET_GROUP of all the groups active in the mission (as part of the tasks).
3.5. Get the names of the players.
- MISSION.GetPlayerNames(): Retrieves the list of the players that were active within th mission..
4. Menu management.
A mission object is able to manage its own menu structure. Use the MISSION.GetMenu() and MISSION.SetMenu() to manage the underlying submenu structure managing the tasks of the mission.
5. Reporting management.
Several reports can be generated for a mission, and will return a text string that can be used to display using the Core.Message system.
- MISSION.ReportBriefing(): Generates the briefing for the mission.
- MISSION.ReportOverview(): Generates an overview of the tasks and status of the mission.
- MISSION.ReportDetails(): Generates a detailed report of the tasks of the mission.
- MISSION.ReportSummary(): Generates a summary report of the tasks of the mission.
- MISSION.ReportPlayersPerTask(): Generates a report showing the active players per task.
- MISSION.ReportPlayersProgress(): Generates a report showing the task progress per player.
Developer Note
Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE Therefore, this class is considered to be deprecated
Type(s)
Fields and Methods inherited from MISSION | Description |
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Aborts a PlayerUnit from the Mission. |
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Adds the groups for which TASKS are given in the mission |
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Add a scoring to the mission. |
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Register a Tasking.Task to be completed within the Tasking.Mission. |
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Clear the Wrapper.Group assignment from the Tasking.Mission. |
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Synchronous Event Trigger for Event Complete. |
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Handles a crash of a PlayerUnit from the Mission. |
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Synchronous Event Trigger for Event Fail. |
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Gets the COMMANDCENTER. |
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Get the relevant tasks of a TaskGroup. |
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Gets the groups for which TASKS are given in the mission |
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Gets the mission menu for the TaskGroup. |
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Gets the mission name. |
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Return the next Tasking.Task ID to be completed within the Tasking.Mission. |
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Gets the root mission menu for the TaskGroup. |
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Get the scoring object of a mission. |
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Gets the short mission text. |
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Get the TASK identified by the TaskNumber from the Mission. |
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Get all the TASKs from the Mission. |
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Gets the mission text. |
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Validates if the Mission has a Group |
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Is the Tasking.Mission COMPLETED. |
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Is the Tasking.Mission ENGAGED. |
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Is the Tasking.Mission FAILED. |
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Returns if the Tasking.Mission is assigned to the Group. |
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Is the Tasking.Mission HOLD. |
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Is the Tasking.Mission IDLE. |
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Add a Unit to join the Mission. |
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Mark all the target locations on the Map. |
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Mark all the targets of the Mission on the Map. |
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Reports the briefing. |
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Report the task summary. |
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MissionGoals Trigger for MISSION |
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MISSION:New(CommandCenter, MissionName, MissionPriority, MissionBriefing, MissionCoalition) |
This is the main MISSION declaration method. |
OnAfter Transition Handler for Event Complete. |
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OnAfter Transition Handler for Event Fail. |
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MissionGoals Handler OnAfter for MISSION |
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OnAfter Transition Handler for Event Start. |
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OnAfter Transition Handler for Event Stop. |
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OnBefore Transition Handler for Event Complete. |
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OnBefore Transition Handler for Event Fail. |
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MissionGoals Handler OnBefore for MISSION |
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OnBefore Transition Handler for Event Start. |
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OnBefore Transition Handler for Event Stop. |
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OnEnter Transition Handler for State COMPLETED. |
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OnEnter Transition Handler for State ENGAGED. |
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OnEnter Transition Handler for State FAILED. |
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OnEnter Transition Handler for State IDLE. |
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OnLeave Transition Handler for State COMPLETED. |
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OnLeave Transition Handler for State ENGAGED. |
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OnLeave Transition Handler for State FAILED. |
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OnLeave Transition Handler for State IDLE. |
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Removes the Planned Task menu. |
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Removes a Tasking.Task to be completed within the Tasking.Mission. |
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Removes a Task menu. |
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Create a briefing report of the Mission. |
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Create a detailed report of the Mission, listing all the details of the Task. |
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Create a overview report of the Mission (multiple lines). |
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Create an active player report of the Mission. |
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Create an Mission Progress report of the Mission. |
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Create a summary report of the Mission (one line). |
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Set Wrapper.Group assigned to the Tasking.Mission. |
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Sets the Planned Task menu. |
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Synchronous Event Trigger for Event Start. |
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Synchronous Event Trigger for Event Stop. |
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Asynchronous Event Trigger for Event Complete. |
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Asynchronous Event Trigger for Event Fail. |
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MissionGoals Asynchronous Trigger for MISSION |
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Asynchronous Event Trigger for Event Start. |
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Asynchronous Event Trigger for Event Stop. |
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FSM function for a MISSION |
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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MISSION:AddScoreProcess(From, Event, State, ScoreText, Score) |
Adds a score for the FSM_PROCESS to be achieved. |
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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MISSION:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
Creation of a Birth Event. |
MISSION:CreateEventCrash(EventTime, Initiator, IniObjectCategory) |
Creation of a Crash Event. |
MISSION: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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MISSION: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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MISSION:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function call. |
(Internal) Serialize arguments |
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MISSION:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function logic. |
The main event handling function... |
Field(s)
Function(s)
Aborts a PlayerUnit from the Mission.
For each Task within the Mission, the PlayerUnit is removed from Task where it is assigned. If the Unit was not part of a Task in the Mission, false is returned. If the Unit is part of a Task in the Mission, true is returned.
Defined in:
MISSION
Parameter:
Wrapper.Unit#UNIT PlayerUnit
The CLIENT or UNIT of the Player joining the Mission.
Return value:
Adds the groups for which TASKS are given in the mission
Defined in:
MISSION
Parameter:
PlayerName
Add a scoring to the mission.
Register a Tasking.Task to be completed within the Tasking.Mission.
Note that there can be multiple Tasking.Tasks registered to be completed. Each Task can be set a certain Goals. The Mission will not be completed until all Goals are reached.
Defined in:
MISSION
Parameter:
Tasking.Task#TASK Task
is the Tasking.Task object.
Return value:
The task added.
Clear the Wrapper.Group assignment from the Tasking.Mission.
Handles a crash of a PlayerUnit from the Mission.
For each Task within the Mission, the PlayerUnit is removed from Task where it is assigned. If the Unit was not part of a Task in the Mission, false is returned. If the Unit is part of a Task in the Mission, true is returned.
Defined in:
MISSION
Parameter:
Wrapper.Unit#UNIT PlayerUnit
The CLIENT or UNIT of the Player crashing.
Return value:
Gets the COMMANDCENTER.
Get the relevant tasks of a TaskGroup.
Defined in:
MISSION
Parameters:
Wrapper.Group#GROUP TaskGroup
self
Return value:
#list<Tasking.Task#TASK>:
Gets the groups for which TASKS are given in the mission
Gets the mission menu for the TaskGroup.
Return the next Tasking.Task ID to be completed within the Tasking.Mission.
Defined in:
MISSION
Parameter:
Tasking.Task#TASK Task
is the Tasking.Task object.
Return value:
The task added.
Defined in:
MISSION
Gets the root mission menu for the TaskGroup.
Obsolete?! Originally no reference to TaskGroup parameter!
Get the scoring object of a mission.
Gets the short mission text.
Get the TASK identified by the TaskNumber from the Mission.
This function is useful in GoalFunctions.
Defined in:
MISSION
Parameters:
#string TaskName
The Name of the Tasking.Task within the Tasking.Mission.
self
Return values:
Defined in:
MISSION
Return value:
#number:
Get all the TASKs from the Mission.
This function is useful in GoalFunctions.
Defined in:
MISSION
Return value:
{TASK,...} Structure of TASKS with the Tasking.Task#TASK number as the key.
Usage:
-- Get Tasks from the Mission.
Tasks = Mission:GetTasks()
env.info( "Task 2 Completion = " .. Tasks[2]:GetGoalPercentage() .. "%" )
Defined in:
MISSION
Return value:
#number:
Validates if the Mission has a Group
Defined in:
MISSION
Parameter:
TaskGroup
Return value:
#boolean:
true if the Mission has a Group.
Returns if the Tasking.Mission is assigned to the Group.
Add a Unit to join the Mission.
For each Task within the Mission, the Unit is joined with the Task. If the Unit was not part of a Task in the Mission, false is returned. If the Unit is part of a Task in the Mission, true is returned.
Defined in:
MISSION
Parameters:
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.
Return value:
#boolean:
true if Unit is part of a Task in the Mission.
Mark all the target locations on the Map.
Mark all the targets of the Mission on the Map.
Reports the briefing.
Defined in:
MISSION
Parameter:
Wrapper.Group#GROUP ReportGroup
The group to which the report needs to be sent.
Report the task summary.
This is the main MISSION declaration method.
Each Mission is like the master or a Mission orchestration between, Clients, Tasks, Stages etc.
Defined in:
MISSION
Parameters:
Tasking.CommandCenter#COMMANDCENTER CommandCenter
#string MissionName
Name of the mission. This name will be used to reference the status of each mission by the players.
#string MissionPriority
String indicating the "priority" of the Mission. e.g. "Primary", "Secondary". It is free format and up to the Mission designer to choose. There are no rules behind this field.
#string MissionBriefing
String indicating the mission briefing to be shown when a player joins a Wrapper.Client#CLIENT.
DCS#coalition.side MissionCoalition
Side of the coalition, i.e. and enumerator DCS.coalition.side corresponding to RED, BLUE or NEUTRAL.
Return value:
self
OnAfter Transition Handler for Event Complete.
Defined in:
MISSION
Parameters:
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
OnAfter Transition Handler for Event Fail.
Defined in:
MISSION
Parameters:
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
MissionGoals Handler OnAfter for MISSION
Defined in:
MISSION
Parameters:
#string From
#string Event
#string To
OnAfter Transition Handler for Event Start.
Defined in:
MISSION
Parameters:
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
OnAfter Transition Handler for Event Stop.
Defined in:
MISSION
Parameters:
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
OnBefore Transition Handler for Event Complete.
Defined in:
MISSION
Parameters:
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
Return value:
#boolean:
Return false to cancel Transition.
OnBefore Transition Handler for Event Fail.
Defined in:
MISSION
Parameters:
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
Return value:
#boolean:
Return false to cancel Transition.
MissionGoals Handler OnBefore for MISSION
Defined in:
MISSION
Parameters:
#string From
#string Event
#string To
Return value:
#boolean:
OnBefore Transition Handler for Event Start.
Defined in:
MISSION
Parameters:
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
Return value:
#boolean:
Return false to cancel Transition.
OnBefore Transition Handler for Event Stop.
Defined in:
MISSION
Parameters:
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
Return value:
#boolean:
Return false to cancel Transition.
OnEnter Transition Handler for State COMPLETED.
Defined in:
MISSION
Parameters:
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
OnEnter Transition Handler for State ENGAGED.
Defined in:
MISSION
Parameters:
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
OnEnter Transition Handler for State FAILED.
Defined in:
MISSION
Parameters:
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
OnEnter Transition Handler for State IDLE.
Defined in:
MISSION
Parameters:
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
OnLeave Transition Handler for State COMPLETED.
Defined in:
MISSION
Parameters:
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
Return value:
#boolean:
Return false to cancel Transition.
OnLeave Transition Handler for State ENGAGED.
Defined in:
MISSION
Parameters:
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
Return value:
#boolean:
Return false to cancel Transition.
OnLeave Transition Handler for State FAILED.
Defined in:
MISSION
Parameters:
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
Return value:
#boolean:
Return false to cancel Transition.
OnLeave Transition Handler for State IDLE.
Defined in:
MISSION
Parameters:
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
Return value:
#boolean:
Return false to cancel Transition.
Removes the Planned Task menu.
Defined in:
MISSION
Parameter:
#number MenuTime
Removes a Tasking.Task to be completed within the Tasking.Mission.
Note that there can be multiple Tasking.Tasks registered to be completed. Each Task can be set a certain Goals. The Mission will not be completed until all Goals are reached.
Defined in:
MISSION
Parameter:
Tasking.Task#TASK Task
is the Tasking.Task object.
Return value:
#nil:
The cleaned Task reference.
Removes a Task menu.
Create a briefing report of the Mission.
Defined in:
MISSION
Return value:
#string:
Create a detailed report of the Mission, listing all the details of the Task.
Defined in:
MISSION
Parameter:
ReportGroup
Return value:
#string:
Create a overview report of the Mission (multiple lines).
Defined in:
MISSION
Parameters:
ReportGroup
TaskStatus
Return value:
#string:
Create an active player report of the Mission.
This reports provides a one liner of the mission status. It indicates how many players and how many Tasks.
Mission "<MissionName>" - <MissionStatus> - Active Players Report
- Player "<PlayerName>: Task <TaskName> <TaskStatus>, Task <TaskName> <TaskStatus>
- Player <PlayerName>: Task <TaskName> <TaskStatus>, Task <TaskName> <TaskStatus>
- ..
Defined in:
MISSION
Parameter:
ReportGroup
Return value:
#string:
Create an Mission Progress report of the Mission.
This reports provides a one liner per player of the mission achievements per task.
Mission "<MissionName>" - <MissionStatus> - Active Players Report
- Player <PlayerName>: Task <TaskName> <TaskStatus>: <Progress>
- Player <PlayerName>: Task <TaskName> <TaskStatus>: <Progress>
- ..
Defined in:
MISSION
Parameter:
ReportGroup
Return value:
#string:
Create a summary report of the Mission (one line).
Set Wrapper.Group assigned to the Tasking.Mission.
Sets the Planned Task menu.
Defined in:
MISSION
Parameter:
#number MenuTime
Asynchronous Event Trigger for Event Complete.
Defined in:
MISSION
Parameter:
#number Delay
The delay in seconds.
Asynchronous Event Trigger for Event Fail.
Defined in:
MISSION
Parameter:
#number Delay
The delay in seconds.
MissionGoals Asynchronous Trigger for MISSION
Defined in:
MISSION
Parameter:
#number Delay
Asynchronous Event Trigger for Event Start.
Defined in:
MISSION
Parameter:
#number Delay
The delay in seconds.
Asynchronous Event Trigger for Event Stop.
Defined in:
MISSION
Parameter:
#number Delay
The delay in seconds.
FSM function for a MISSION
Defined in:
MISSION
Parameters:
#string From
#string Event
#string To
Field(s)
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)
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
Remove all subscribed events
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.