Module Tasking.Task_Capture_Dispatcher
Tasking - Creates and manages player TASK_ZONE_CAPTURE tasks.
The TASK_CAPTURE_DISPATCHER allows you to setup various tasks for let human players capture zones in a co-operation effort.
The dispatcher will implement for you mechanisms to create capture zone tasks:
- As setup by the mission designer.
- Dynamically capture zone tasks.
Specific features:
- Creates a task to capture zones and achieve mission goals.
- Orchestrate the task flow, so go from Planned to Assigned to Success, Failed or Cancelled.
- Co-operation tasking, so a player joins a group of players executing the same task.
A complete task menu system to allow players to:
- Join the task, abort the task.
- Mark the location of the zones to capture on the map.
- Provide details of the zones.
- Route to the zones.
- Display the task briefing.
A complete mission menu system to allow players to:
- Join a task, abort the task.
- Display task reports.
- Display mission statistics.
- Mark the task locations on the map.
- Provide details of the zones.
- Display the mission briefing.
- Provide status updates as retrieved from the command center.
- Automatically assign a random task as part of a mission.
- Manually assign a specific task as part of a mission.
A settings system, using the settings menu:
- Tweak the duration of the display of messages.
- Switch between metric and imperial measurement system.
- Switch between coordinate formats used in messages: BR, BRA, LL DMS, LL DDM, MGRS.
- Various other options.
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
Author: FlightControl
Contributions:
Global(s)
Global TASK_CAPTURE_DISPATCHER |
Implements the dynamic dispatching of capture zone tasks. |
Implements the dynamic dispatching of capture zone tasks.
The TASK_CAPTURE_DISPATCHER allows you to setup various tasks for let human players capture zones in a co-operation effort.
Let's explore step by step how to setup the task capture zone dispatcher.
1. Setup a mission environment.
It is easy, as it works just like any other task setup, so setup a command center and a mission.
1.1. Create a command center.
First you need to create a command center using the Tasking.CommandCenter#COMMANDCENTER.New() constructor. The command assumes that you´ve setup a group in the mission editor with the name HQ. This group will act as the command center object. It is a good practice to mark this group as invisible and invulnerable.
local CommandCenter = COMMANDCENTER
:New( GROUP:FindByName( "HQ" ), "HQ" ) -- Create the CommandCenter.
1.2. Create a mission.
Tasks work in a mission, which groups these tasks to achieve a joint mission goal. A command center can govern multiple missions.
Create a new mission, using the Tasking.Mission#MISSION.New() constructor.
-- Declare the Mission for the Command Center.
local Mission = MISSION
:New( CommandCenter,
"Overlord",
"High",
"Capture the blue zones.",
coalition.side.RED
)
2. Dispatch a capture zone task.
So, now that we have a command center and a mission, we now create the capture zone task. We create the capture zone task using the TASK_CAPTURE_DISPATCHER.AddCaptureZoneTask() constructor.
2.1. Create the capture zones.
Because a capture zone task will not generate the capture zones, you'll need to create them first.
-- We define here a capture zone; of the type ZONE_CAPTURE_COALITION.
-- The zone to be captured has the name Alpha, and was defined in the mission editor as a trigger zone.
CaptureZone = ZONE:New( "Alpha" )
CaptureZoneCoalitionApha = ZONE_CAPTURE_COALITION:New( CaptureZone, coalition.side.RED )
2.2. Create a set of player groups.
What is also needed, is to have a set of Wrapper.Groups defined that contains the clients of the players.
-- Allocate the player slots, which must be aircraft (airplanes or helicopters), that can be manned by players.
-- We use the method FilterPrefixes to filter those player groups that have client slots, as defined in the mission editor.
-- In this example, we filter the groups where the name starts with "Blue Player", which captures the blue player slots.
local PlayerGroupSet = SET_GROUP:New():FilterPrefixes( "Blue Player" ):FilterStart()
2.3. Setup the capture zone task.
First, we need to create a TASK_CAPTURE_DISPATCHER object.
TaskCaptureZoneDispatcher = TASK_CAPTURE_DISPATCHER:New( Mission, PilotGroupSet )
So, the variable TaskCaptureZoneDispatcher
will contain the object of class TASK_CAPTURE_DISPATCHER,
which will allow you to dispatch capture zone tasks:
- for mission
Mission
, as was defined in section 1.2. - for the group set
PilotGroupSet
, as was defined in section 2.2.
Now that we have TaskDispatcher
object, we can now create the TaskCaptureZone, using the TASK_CAPTURE_DISPATCHER.AddCaptureZoneTask() method!
local TaskCaptureZone = TaskCaptureZoneDispatcher:AddCaptureZoneTask(
"Capture zone Alpha",
CaptureZoneCoalitionAlpha,
"Fly to zone Alpha and eliminate all enemy forces to capture it." )
As a result of this code, the TaskCaptureZone
(returned) variable will contain an object of #TASK_CAPTURE_ZONE!
We pass to the method the title of the task, and the CaptureZoneCoalitionAlpha
, which is the zone to be captured, as defined in section 2.1!
This returned TaskCaptureZone
object can now be used to setup additional task configurations, or to control this specific task with special events.
And you're done! As you can see, it is a small bit of work, but the reward is great. And, because all this is done using program interfaces, you can easily build a mission to capture zones yourself! Based on various events happening within your mission, you can use the above methods to create new capture zones, and setup a new capture zone task and assign it to a group of players, while your mission is running!
Type(s)
Fields and Methods inherited from TASK_CAPTURE_DISPATCHER | Description |
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TASK_CAPTURE_DISPATCHER:AddCaptureZoneTask(TaskPrefix, CaptureZone, Briefing) |
Add a capture zone task. |
Get the linked AI A2G dispatcher from the other coalition to understand its plan for defenses. |
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Get the linked task capture dispatcher from the other coalition to understand its plan for defenses. |
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TASK_CAPTURE_DISPATCHER:Link_AI_A2G_Dispatcher(AI_A2G_Dispatcher) |
Link an AI_A2G_DISPATCHER to the TASK_CAPTURE_DISPATCHER. |
Assigns tasks to the Core.Set#SET_GROUP. |
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TASK_CAPTURE_DISPATCHER constructor. |
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TASK_CAPTURE_DISPATCHER:SetDefenseAIA2GDispatcher(DefenseAIA2GDispatcher) |
Link an AI A2G dispatcher from the other coalition to understand its plan for defenses. |
TASK_CAPTURE_DISPATCHER:SetDefenseTaskCaptureDispatcher(DefenseTaskCaptureDispatcher) |
Link a task capture dispatcher from the other coalition to understand its plan for defenses. |
ZONE ZONE |
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Fields and Methods inherited from TASK_MANAGER | Description |
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Manages the tasks for the Core.Set#SET_GROUP. |
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TASK_MANAGER constructor. |
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TASK_CAPTURE_DISPATCHER:OnAfterAborted(From, Event, To, Task) |
Aborted Handler OnAfter for TASK_MANAGER |
TASK_CAPTURE_DISPATCHER:OnAfterCancelled(From, Event, To, Task) |
Cancelled Handler OnAfter for TASK_MANAGER |
TASK_CAPTURE_DISPATCHER:OnAfterFailed(From, Event, To, Task) |
Failed Handler OnAfter for TASK_MANAGER |
StartTasks Handler OnAfter for TASK_MANAGER |
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StopTasks Handler OnAfter for TASK_MANAGER |
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TASK_CAPTURE_DISPATCHER:OnAfterSuccess(From, Event, To, Task) |
Success Handler OnAfter for TASK_MANAGER |
StartTasks Handler OnBefore for TASK_MANAGER |
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StopTasks Handler OnBefore for TASK_MANAGER |
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The set of group objects containing players for which tasks are managed. |
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TASK_CAPTURE_DISPATCHER:SetRefreshTimeInterval(RefreshTimeInterval) |
Set the refresh time interval in seconds when a new task management action needs to be done. |
StartTasks Trigger for TASK_MANAGER |
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StopTasks Trigger for TASK_MANAGER |
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StartTasks Asynchronous Trigger for TASK_MANAGER |
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StopTasks Asynchronous Trigger for TASK_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_CAPTURE_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_CAPTURE_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_CAPTURE_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_CAPTURE_DISPATCHER:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
Creation of a Birth Event. |
TASK_CAPTURE_DISPATCHER:CreateEventCrash(EventTime, Initiator, IniObjectCategory) |
Creation of a Crash Event. |
TASK_CAPTURE_DISPATCHER:CreateEventDead(EventTime, Initiator, IniObjectCategory) |
Creation of a Dead Event. |
TASK_CAPTURE_DISPATCHER:CreateEventDynamicCargoLoaded(DynamicCargo) |
Creation of a S_EVENT_DYNAMIC_CARGO_LOADED event. |
TASK_CAPTURE_DISPATCHER:CreateEventDynamicCargoRemoved(DynamicCargo) |
Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event. |
TASK_CAPTURE_DISPATCHER:CreateEventDynamicCargoUnloaded(DynamicCargo) |
Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event. |
TASK_CAPTURE_DISPATCHER:CreateEventNewDynamicCargo(DynamicCargo) |
Creation of a S_EVENT_NEW_DYNAMIC_CARGO event. |
TASK_CAPTURE_DISPATCHER:CreateEventPlayerEnterAircraft(PlayerUnit) |
Creation of a |
TASK_CAPTURE_DISPATCHER:CreateEventRemoveUnit(EventTime, Initiator) |
Creation of a Remove Unit Event. |
TASK_CAPTURE_DISPATCHER:CreateEventTakeoff(EventTime, Initiator) |
Creation of a Takeoff Event. |
TASK_CAPTURE_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_CAPTURE_DISPATCHER:OnEventDiscardChairAfterEjection(EventData) |
Discard chair after ejection. |
TASK_CAPTURE_DISPATCHER:OnEventDynamicCargoLoaded(EventData) |
Occurs when a player loads a dynamic cargo object with the F8 ground crew menu into a helo. |
TASK_CAPTURE_DISPATCHER:OnEventDynamicCargoRemoved(EventData) |
Occurs when a dynamic cargo crate is removed. |
TASK_CAPTURE_DISPATCHER:OnEventDynamicCargoUnloaded(EventData) |
Occurs when a player unloads a dynamic cargo object with the F8 ground crew menu from a helo. |
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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TASK_CAPTURE_DISPATCHER:OnEventLandingAfterEjection(EventData) |
Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up. |
TASK_CAPTURE_DISPATCHER:OnEventLandingQualityMark(EventData) |
Landing quality mark. |
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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TASK_CAPTURE_DISPATCHER:OnEventParatrooperLanding(EventData) |
Weapon add. |
Occurs when the pilot of an aircraft is killed. |
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TASK_CAPTURE_DISPATCHER:OnEventPlayerEnterAircraft(EventData) |
Occurs when a player enters a slot and takes control of an aircraft. |
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_CAPTURE_DISPATCHER:ScheduleOnce(Start, SchedulerFunction, ...) |
Schedule a new time event. |
TASK_CAPTURE_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_CAPTURE_DISPATCHER:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function call. |
(Internal) Serialize arguments |
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TASK_CAPTURE_DISPATCHER:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function logic. |
The main event handling function... |
Fields and Methods inherited from TASK_CAPTURE_DISPATCHER.CSAR | Description |
---|---|
TASK_CAPTURE_DISPATCHER class.
Field(s)
Function(s)
Add a capture zone task.
Defined in:
TASK_CAPTURE_DISPATCHER
Parameters:
#string TaskPrefix
(optional) The prefix of the capture zone task. If no TaskPrefix is given, then "Capture" will be used as the TaskPrefix. The TaskPrefix will be appended with a . + a number of 3 digits, if the TaskPrefix already exists in the task collection.
The zone of the coalition to be captured as the task goal.
#string Briefing
The briefing of the task to be shown to the player.
Return value:
Usage:
Get the linked AI A2G dispatcher from the other coalition to understand its plan for defenses.
This is used for the tactical overview, so the players also know the zones attacked by the AI A2G dispatcher!
Get the linked task capture dispatcher from the other coalition to understand its plan for defenses.
This is used for the tactical overview, so the players also know the zones attacked by the other coalition!
Link an AI_A2G_DISPATCHER to the TASK_CAPTURE_DISPATCHER.
Defined in:
TASK_CAPTURE_DISPATCHER
Parameter:
AI.AI_A2G_Dispatcher#AI_A2G_DISPATCHER AI_A2G_Dispatcher
The AI Dispatcher to be linked to the tasking.
Return value:
Assigns tasks to the Core.Set#SET_GROUP.
Defined in:
TASK_CAPTURE_DISPATCHER
Return value:
#boolean:
Return true if you want the task assigning to continue... false will cancel the loop.
TASK_CAPTURE_DISPATCHER constructor.
Defined in:
TASK_CAPTURE_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.
Return value:
self
Link an AI A2G dispatcher from the other coalition to understand its plan for defenses.
This is used for the tactical overview, so the players also know the zones attacked by the other AI A2G dispatcher!
Defined in:
TASK_CAPTURE_DISPATCHER
Parameter:
AI.AI_A2G_Dispatcher#AI_A2G_DISPATCHER DefenseAIA2GDispatcher
Link a task capture dispatcher from the other coalition to understand its plan for defenses.
This is used for the tactical overview, so the players also know the zones attacked by the other coalition!
Defined in:
TASK_CAPTURE_DISPATCHER
Parameter:
#TASK_CAPTURE_DISPATCHER DefenseTaskCaptureDispatcher
Field(s)
Function(s)
Manages the tasks for the Core.Set#SET_GROUP.
TASK_MANAGER constructor.
Defined in:
Parameter:
Core.Set#SET_GROUP SetGroup
The set of group objects containing players for which tasks are managed.
Return value:
self
Aborted Handler OnAfter for TASK_MANAGER
Cancelled Handler OnAfter for TASK_MANAGER
Failed Handler OnAfter for TASK_MANAGER
StartTasks Handler OnAfter for TASK_MANAGER
StopTasks Handler OnAfter for TASK_MANAGER
Success Handler OnAfter for TASK_MANAGER
StartTasks Handler OnBefore for TASK_MANAGER
Defined in:
Parameters:
#string From
#string Event
#string To
Return value:
#boolean:
StopTasks Handler OnBefore for TASK_MANAGER
Defined in:
Parameters:
#string From
#string Event
#string To
Return value:
#boolean:
Set the refresh time interval in seconds when a new task management action needs to be done.
Defined in:
Parameter:
#number RefreshTimeInterval
The refresh time interval in seconds when a new task management action needs to be done.
Return value:
self
StartTasks Trigger for TASK_MANAGER
Defined in:
StopTasks Trigger for TASK_MANAGER
Defined in:
StartTasks Asynchronous Trigger for TASK_MANAGER
StopTasks Asynchronous Trigger for TASK_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.
Creates a new FSM object.
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.
TASK_CAPTURE_DISPATCHER:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...)
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.