Module Tasking.Task_A2A_Dispatcher
Tasking - Dynamically allocates A2A tasks to human players, based on detected airborne targets through an EWR network.
Features:
- Dynamically assign tasks to human players based on detected targets.
- Dynamically change the tasks as the tactical situation evolves during the mission.
- Dynamically assign (CAP) Control Air Patrols tasks for human players to perform CAP.
- Dynamically assign (GCI) Ground Control Intercept tasks for human players to perform GCI.
- Dynamically assign Engage tasks for human players to engage on close-by airborne bogeys.
- Define and use an EWR (Early Warning Radar) network.
- Define different ranges to engage upon intruders.
- Keep task achievements.
- Score task achievements.
Author: FlightControl
Contributions:
Global(s)
Global TASK_A2A_DISPATCHER |
Orchestrates the dynamic dispatching of tasks upon groups of detected units determined a Core.Set of EWR installation groups. |
Orchestrates the dynamic dispatching of tasks upon groups of detected units determined a Core.Set of EWR installation groups.
The EWR will detect units, will group them, and will dispatch Tasking.Tasks to groups. Depending on the type of target detected, different tasks will be dispatched. Find a summary below describing for which situation a task type is created:
- INTERCEPT Task: Is created when the target is known, is detected and within a danger zone, and there is no friendly airborne in range.
- SWEEP Task: Is created when the target is unknown, was detected and the last position is only known, and within a danger zone, and there is no friendly airborne in range.
- ENGAGE Task: Is created when the target is known, is detected and within a danger zone, and there is a friendly airborne in range, that will receive this task.
1. TASK_A2A_DISPATCHER constructor:
The TASK_A2A_DISPATCHER.New() method creates a new TASK_A2A_DISPATCHER instance.
1.1. Define or set the Mission:
Tasking is executed to accomplish missions. Therefore, a MISSION object needs to be given as the first parameter.
local HQ = GROUP:FindByName( "HQ", "Bravo" )
local CommandCenter = COMMANDCENTER:New( HQ, "Lima" )
local Mission = MISSION:New( CommandCenter, "A2A Mission", "High", "Watch the air enemy units being detected.", coalition.side.RED )
Missions are governed by COMMANDCENTERS, so, ensure you have a COMMANDCENTER object installed and setup within your mission. Create the MISSION object, and hook it under the command center.
1.2. Build a set of the groups seated by human players:
A set or collection of the groups wherein human players can be seated, these can be clients or units that can be joined as a slot or jumping into.
local AttackGroups = SET_GROUP:New():FilterCoalitions( "red" ):FilterPrefixes( "Defender" ):FilterStart()
The set is built using the SET_GROUP class. Apply any filter criteria to identify the correct groups for your mission. Only these slots or units will be able to execute the mission and will receive tasks for this mission, once available.
1.3. Define the EWR network:
As part of the TASK_A2A_DISPATCHER constructor, an EWR network must be given as the third parameter. An EWR network, or, Early Warning Radar network, is used to early detect potential airborne targets and to understand the position of patrolling targets of the enemy.
Typically EWR networks are setup using 55G6 EWR, 1L13 EWR, Hawk sr and Patriot str ground based radar units. These radars have different ranges and 55G6 EWR and 1L13 EWR radars are Eastern Bloc units (eg Russia, Ukraine, Georgia) while the Hawk and Patriot radars are Western (eg US). Additionally, ANY other radar capable unit can be part of the EWR network! Also AWACS airborne units, planes, helicopters can help to detect targets, as long as they have radar. The position of these units is very important as they need to provide enough coverage to pick up enemy aircraft as they approach so that CAP and GCI flights can be tasked to intercept them.
Additionally in a hot war situation where the border is no longer respected the placement of radars has a big effect on how fast the war escalates. For example if they are a long way forward and can detect enemy planes on the ground and taking off they will start to vector CAP and GCI flights to attack them straight away which will immediately draw a response from the other coalition. Having the radars further back will mean a slower escalation because fewer targets will be detected and therefore less CAP and GCI flights will spawn and this will tend to make just the border area active rather than a melee over the whole map. It all depends on what the desired effect is.
EWR networks are dynamically constructed, that is, they form part of the Functional.Detection#DETECTION_BASE object that is given as the input parameter of the TASK_A2A_DISPATCHER class. By defining in a smart way the names or name prefixes of the groups with EWR capable units, these groups will be automatically added or deleted from the EWR network, increasing or decreasing the radar coverage of the Early Warning System.
See the following example to setup an EWR network containing EWR stations and AWACS.
local EWRSet = SET_GROUP:New():FilterPrefixes( "EWR" ):FilterCoalitions("red"):FilterStart()
local EWRDetection = DETECTION_AREAS:New( EWRSet, 6000 )
EWRDetection:SetFriendliesRange( 10000 )
EWRDetection:SetRefreshTimeInterval(30)
-- Setup the A2A dispatcher, and initialize it.
A2ADispatcher = TASK_A2A_DISPATCHER:New( Mission, AttackGroups, EWRDetection )
The above example creates a SET_GROUP instance, and stores this in the variable (object) EWRSet. EWRSet is then being configured to filter all active groups with a group name starting with EWR to be included in the Set. EWRSet is then being ordered to start the dynamic filtering. Note that any destroy or new spawn of a group with the above names will be removed or added to the Set. Then a new EWRDetection object is created from the class DETECTION_AREAS. A grouping radius of 6000 is chosen, which is 6 km. The EWRDetection object is then passed to the TASK_A2A_DISPATCHER.New() method to indicate the EWR network configuration and setup the A2A tasking and detection mechanism.
2. Define the detected target grouping radius:
The target grouping radius is a property of the Detection object, that was passed to the AI_A2A_DISPATCHER object, but can be changed. The grouping radius should not be too small, but also depends on the types of planes and the era of the simulation. Fast planes like in the 80s, need a larger radius than WWII planes. Typically I suggest to use 30000 for new generation planes and 10000 for older era aircraft.
Note that detected targets are constantly re-grouped, that is, when certain detected aircraft are moving further than the group radius, then these aircraft will become a separate group being detected. This may result in additional GCI being started by the dispatcher! So don't make this value too small!
3. Set the Engage radius:
Define the radius to engage any target by airborne friendlies, which are executing cap or returning from an intercept mission.
So, if there is a target area detected and reported, then any friendlies that are airborne near this target area, will be commanded to (re-)engage that target when available (if no other tasks were commanded). For example, if 100000 is given as a value, then any friendly that is airborne within 100km from the detected target, will be considered to receive the command to engage that target area. You need to evaluate the value of this parameter carefully. If too small, more intercept missions may be triggered upon detected target areas. If too large, any airborne cap may not be able to reach the detected target area in time, because it is too far.
4. Set Scoring and Messages:
The TASK_A2A_DISPATCHER is a state machine. It triggers the event Assign when a new player joins a Tasking.Task dispatched by the TASK_A2A_DISPATCHER. An event handler can be defined to catch the Assign event, and add additional processing to set scoring and to define messages, when the player reaches certain achievements in the task.
The prototype to handle the Assign event needs to be developed as follows:
TaskDispatcher = TASK_A2A_DISPATCHER:New( ... )
--- @param #TaskDispatcher self
-- @param #string From Contains the name of the state from where the Event was triggered.
-- @param #string Event Contains the name of the event that was triggered. In this case Assign.
-- @param #string To Contains the name of the state that will be transitioned to.
-- @param Tasking.Task_A2A#TASK_A2A Task The Task object, which is any derived object from TASK_A2A.
-- @param Wrapper.Unit#UNIT TaskUnit The Unit or Client that contains the Player.
-- @param #string PlayerName The name of the Player that joined the TaskUnit.
function TaskDispatcher:OnAfterAssign( From, Event, To, Task, TaskUnit, PlayerName )
Task:SetScoreOnProgress( PlayerName, 20, TaskUnit )
Task:SetScoreOnSuccess( PlayerName, 200, TaskUnit )
Task:SetScoreOnFail( PlayerName, -100, TaskUnit )
end
The OnAfterAssign method (function) is added to the TaskDispatcher object. This method will be called when a new player joins a unit in the set of groups in scope of the dispatcher. So, this method will be called only ONCE when a player joins a unit in scope of the task.
The TASK class implements various methods to additional set scoring for player achievements:
Tasking.Task#TASK.SetScoreOnProgress() will add additional scores when a player achieves Progress while executing the task. Examples of task progress can be destroying units, arriving at zones etc.
Tasking.Task#TASK.SetScoreOnSuccess() will add additional scores when the task goes into Success state. This means the task has been successfully completed.
Tasking.Task#TASK.SetScoreOnSuccess() will add additional (negative) scores when the task goes into Failed state. This means the task has not been successfully completed, and the scores must be given with a negative value!
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 TASK_A2A_DISPATCHER | Description |
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Creates an ENGAGE task when there are human friendlies airborne near the targets. |
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Creates an INTERCEPT task when there are targets for it. |
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Evaluates the removal of the Task from the Mission. |
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Creates an SWEEP task when there are targets for it. |
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Calculates which friendlies are nearby the area |
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Calculates which HUMAN friendlies are nearby the area |
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TASK_A2A_DISPATCHER constructor. |
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TASK_A2A_DISPATCHER:OnAfterAssign(From, Event, To, Task, TaskUnit, PlayerName) |
OnAfter Transition Handler for Event Assign. |
Assigns tasks in relation to the detected items to the Core.Set#SET_GROUP. |
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Define the radius to when an ENGAGE task will be generated for any nearby by airborne friendlies, which are executing cap or returning from an intercept mission. |
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Set flashing player messages on or off |
Fields and Methods inherited from DETECTION_MANAGER | Description |
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The command center that is used to communicate with the players. |
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The DETECTION_BASE object that is used to report the detected objects. |
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Get the command center to communicate actions to the players. |
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Get the reporting message display time. |
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Send an information message to the players reporting to the command center. |
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FAC constructor. |
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Aborted Handler OnAfter for DETECTION_MANAGER |
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Cancelled Handler OnAfter for DETECTION_MANAGER |
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Failed Handler OnAfter for DETECTION_MANAGER |
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Start Handler OnAfter for DETECTION_MANAGER |
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Stop Handler OnAfter for DETECTION_MANAGER |
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Success Handler OnAfter for DETECTION_MANAGER |
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Start Handler OnBefore for DETECTION_MANAGER |
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Stop Handler OnBefore for DETECTION_MANAGER |
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Reports the detected items to the Core.Set#SET_GROUP. |
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Set a command center to communicate actions to the players reporting to the command center. |
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The groups to which the FAC will report to. |
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TASK_A2A_DISPATCHER:SetRefreshTimeInterval(RefreshTimeInterval) |
Set the reporting time interval. |
Set the reporting message display time. |
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TASK_A2A_DISPATCHER:SetTacticalMenu(DispatcherMainMenuText, DispatcherMenuText) |
Set a command center to communicate actions to the players reporting to the command center. |
Start Trigger for DETECTION_MANAGER |
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Stop Trigger for DETECTION_MANAGER |
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Start Asynchronous Trigger for DETECTION_MANAGER |
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Stop Asynchronous Trigger for DETECTION_MANAGER |
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Fields and Methods inherited from FSM | Description |
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Adds an End state. |
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TASK_A2A_DISPATCHER:AddProcess(From, Event, Process, ReturnEvents) |
Set the default #FSM_PROCESS template with key ProcessName providing the ProcessClass and the process object when it is assigned to a Wrapper.Controllable by the task. |
Adds a score for the FSM to be achieved. |
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TASK_A2A_DISPATCHER: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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TASK_A2A_DISPATCHER:_call_handler(step, trigger, params, EventName) |
Call handler. |
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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TASK_A2A_DISPATCHER:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
Creation of a Birth Event. |
TASK_A2A_DISPATCHER:CreateEventCrash(EventTime, Initiator, IniObjectCategory) |
Creation of a Crash Event. |
TASK_A2A_DISPATCHER:CreateEventDead(EventTime, Initiator, IniObjectCategory) |
Creation of a Dead Event. |
TASK_A2A_DISPATCHER:CreateEventDynamicCargoLoaded(DynamicCargo) |
Creation of a S_EVENT_DYNAMIC_CARGO_LOADED event. |
TASK_A2A_DISPATCHER:CreateEventDynamicCargoRemoved(DynamicCargo) |
Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event. |
TASK_A2A_DISPATCHER:CreateEventDynamicCargoUnloaded(DynamicCargo) |
Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event. |
TASK_A2A_DISPATCHER:CreateEventNewDynamicCargo(DynamicCargo) |
Creation of a S_EVENT_NEW_DYNAMIC_CARGO event. |
TASK_A2A_DISPATCHER:CreateEventPlayerEnterAircraft(PlayerUnit) |
Creation of a |
TASK_A2A_DISPATCHER:CreateEventRemoveUnit(EventTime, Initiator) |
Creation of a Remove Unit Event. |
TASK_A2A_DISPATCHER:CreateEventTakeoff(EventTime, Initiator) |
Creation of a Takeoff Event. |
TASK_A2A_DISPATCHER:CreateEventUnitLost(EventTime, Initiator) |
Creation of a Crash Event. |
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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TASK_A2A_DISPATCHER:OnEventDiscardChairAfterEjection(EventData) |
Discard chair after ejection. |
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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TASK_A2A_DISPATCHER:ScheduleOnce(Start, SchedulerFunction, ...) |
Schedule a new time event. |
TASK_A2A_DISPATCHER: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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TASK_A2A_DISPATCHER:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function call. |
(Internal) Serialize arguments |
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TASK_A2A_DISPATCHER:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function logic. |
The main event handling function... |
TASK_A2A_DISPATCHER class.
Field(s)
Function(s)
Creates an ENGAGE task when there are human friendlies airborne near the targets.
Defined in:
TASK_A2A_DISPATCHER
Parameter:
Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem
Return values:
Creates an INTERCEPT task when there are targets for it.
Defined in:
TASK_A2A_DISPATCHER
Parameter:
Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem
Return values:
Evaluates the removal of the Task from the Mission.
Can only occur when the DetectedItem is Changed AND the state of the Task is "Planned".
Defined in:
TASK_A2A_DISPATCHER
Parameters:
Tasking.Mission#MISSION Mission
Tasking.Task#TASK Task
Functional.Detection#DETECTION_BASE Detection
The detection created by the Functional.Detection#DETECTION_BASE derived object.
#boolean DetectedItemID
#boolean DetectedItemChange
DetectedItem
DetectedItemIndex
DetectedItemChanged
Return value:
Creates an SWEEP task when there are targets for it.
Defined in:
TASK_A2A_DISPATCHER
Parameter:
Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem
Return values:
Calculates which friendlies are nearby the area
Defined in:
TASK_A2A_DISPATCHER
Parameter:
DetectedItem
Return value:
#number, Tasking.CommandCenter#REPORT:
Calculates which HUMAN friendlies are nearby the area
Defined in:
TASK_A2A_DISPATCHER
Parameter:
DetectedItem
Return value:
#number, Tasking.CommandCenter#REPORT:
TASK_A2A_DISPATCHER constructor.
Defined in:
TASK_A2A_DISPATCHER
Parameters:
Tasking.Mission#MISSION Mission
The mission for which the task dispatching is done.
Core.Set#SET_GROUP SetGroup
The set of groups that can join the tasks within the mission.
Functional.Detection#DETECTION_BASE Detection
The detection results that are used to dynamically assign new tasks to human players.
Return value:
self
OnAfter Transition Handler for Event Assign.
Defined in:
TASK_A2A_DISPATCHER
Parameters:
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
Wrapper.Unit#UNIT TaskUnit
#string PlayerName
Assigns tasks in relation to the detected items to the Core.Set#SET_GROUP.
Defined in:
TASK_A2A_DISPATCHER
Parameter:
Functional.Detection#DETECTION_BASE Detection
The detection created by the Functional.Detection#DETECTION_BASE derived object.
Return value:
#boolean:
Return true if you want the task assigning to continue... false will cancel the loop.
Defined in:
TASK_A2A_DISPATCHER
Parameter:
TaskIndex
Define the radius to when an ENGAGE task will be generated for any nearby by airborne friendlies, which are executing cap or returning from an intercept mission.
So, if there is a target area detected and reported, then any friendlies that are airborne near this target area, will be commanded to (re-)engage that target when available (if no other tasks were commanded). An ENGAGE task will be created for those pilots. For example, if 100000 is given as a value, then any friendly that is airborne within 100km from the detected target, will be considered to receive the command to engage that target area. You need to evaluate the value of this parameter carefully. If too small, more intercept missions may be triggered upon detected target areas. If too large, any airborne cap may not be able to reach the detected target area in time, because it is too far.
Defined in:
TASK_A2A_DISPATCHER
Parameter:
#number EngageRadius
(Optional, Default = 100000) The radius to report friendlies near the target.
Return value:
Usage:
-- Set 50km as the radius to engage any target by airborne friendlies.
TaskA2ADispatcher:SetEngageRadius( 50000 )
-- Set 100km as the radius to engage any target by airborne friendlies.
TaskA2ADispatcher:SetEngageRadius() -- 100000 is the default value.
Set flashing player messages on or off
Defined in:
TASK_A2A_DISPATCHER
Parameter:
#boolean onoff
Set messages on (true) or off (false)
Field(s)
Function(s)
Get the command center to communicate actions to the players.
Defined in:
Return value:
The command center.
Get the reporting message display time.
Defined in:
Return value:
#number:
ReportDisplayTime The display time in seconds when a report needs to be done.
Send an information message to the players reporting to the command center.
Defined in:
Parameters:
#table Squadron
The squadron table.
#string Message
The message to be sent.
#string SoundFile
The name of the sound file .wav or .ogg.
#number SoundDuration
The duration of the sound.
#string SoundPath
The path pointing to the folder in the mission file.
Wrapper.Group#GROUP DefenderGroup
The defender group sending the message.
Return value:
self
FAC constructor.
Defined in:
Parameters:
Core.Set#SET_GROUP SetGroup
Functional.Detection#DETECTION_BASE Detection
Return value:
self
Aborted Handler OnAfter for DETECTION_MANAGER
Cancelled Handler OnAfter for DETECTION_MANAGER
Failed Handler OnAfter for DETECTION_MANAGER
Start Handler OnAfter for DETECTION_MANAGER
Defined in:
Parameters:
#string From
#string Event
#string To
Stop Handler OnAfter for DETECTION_MANAGER
Defined in:
Parameters:
#string From
#string Event
#string To
Success Handler OnAfter for DETECTION_MANAGER
Start Handler OnBefore for DETECTION_MANAGER
Defined in:
Parameters:
#string From
#string Event
#string To
Return value:
#boolean:
Stop Handler OnBefore for DETECTION_MANAGER
Defined in:
Parameters:
#string From
#string Event
#string To
Return value:
#boolean:
Reports the detected items to the Core.Set#SET_GROUP.
Set a command center to communicate actions to the players reporting to the command center.
Defined in:
Parameter:
Tasking.CommandCenter#COMMANDCENTER CommandCenter
The command center.
Return value:
self
Set the reporting time interval.
Defined in:
Parameter:
#number RefreshTimeInterval
The interval in seconds when a report needs to be done.
Return value:
self
Set the reporting message display time.
Defined in:
Parameter:
#number ReportDisplayTime
The display time in seconds when a report needs to be done.
Return value:
self
Set a command center to communicate actions to the players reporting to the command center.
Defined in:
Parameters:
DispatcherMainMenuText
DispatcherMenuText
Return value:
self
Start Trigger for DETECTION_MANAGER
Defined in:
Stop Trigger for DETECTION_MANAGER
Defined in:
Start Asynchronous Trigger for DETECTION_MANAGER
Stop Asynchronous Trigger for DETECTION_MANAGER
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 level
Set trace off.
Set trace on.
Set trace on or off Note that when trace is off, no BASE.Debug statement is performed, increasing performance! When Moose is loaded statically, (as one file), tracing is switched off by default.
So tracing must be switched on manually in your mission if you are using Moose statically. When moose is loading dynamically (for moose class development), tracing is switched on by default.
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.