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Module AI.AI_Cargo_Dispatcher

AI - Models the intelligent transportation of infantry and other cargo.

Features:


Test Missions:

Test missions can be located on the main GITHUB site.

FlightControl-Master/MOOSE_MISSIONS/AID - AI Dispatching/AID-CGO - AI Cargo Dispatching/


The dispatcher concept.

Carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation. The AI_CARGO_DISPATCHER module uses the Cargo.Cargo capabilities within the MOOSE framework, to enable Carrier GROUP objects to transport Cargo.Cargo towards several deploy zones. Cargo.Cargo must be declared within the mission to make the AI_CARGO_DISPATCHER object recognize the cargo. Please consult the Cargo.Cargo module for more information.

Why cargo dispatching?

It provides a realistic way of distributing your army forces around the battlefield, and to provide a quick means of cargo transportation. Instead of having troops or cargo to "appear" suddenly at certain locations, the dispatchers will pickup the cargo and transport it. It also allows to enforce or retreat your army from certain zones when needed, using helicopters or APCs. Airplanes can transport cargo over larger distances between the airfields.

What is a cargo object then?

In order to make use of the MOOSE cargo system, you need to declare the DCS objects as MOOSE cargo objects! This sounds complicated, but it is actually quite simple.

See here an example:

local EngineerCargoGroup = CARGO_GROUP:New( GROUP:FindByName( "Engineers" ), "Workmaterials", "Engineers", 250 )

The above code declares a MOOSE cargo object called EngineerCargoGroup. It actually just refers to an infantry group created within the sim called "Engineers". The infantry group now becomes controlled by the MOOSE cargo object EngineerCargoGroup. A MOOSE cargo object also has properties, like the type of cargo, the logical name, and the reporting range.

For more information, please consult the Cargo.Cargo module documentation. Please read through it, because it will explain how to setup the cargo objects for use within your dispatchers.

Do I need to do a lot of coding to setup a dispatcher?

No! It requires a bit of studying to set it up, but once you understand the different components that use the cargo dispatcher, it becomes very easy. Also, the dispatchers work in a true dynamic environment. The carriers and cargo, pickup and deploy zones can be created dynamically in your mission, and will automatically be recognized by the dispatcher.

Is the dispatcher causing a lot of CPU overhead?

A little yes, but once the cargo is properly loaded into the carrier, the CPU consumption is very little. When infantry or vehicles board into a carrier, or unboard from a carrier, you may perceive certain performance lags. We are working to minimize the impact of those. That being said, the DCS simulator is limited. It is just impossible to deploy hundreds of cargo over the battlefield, hundreds of helicopters transporting, without any performance impact. The amount of helicopters that are active and flying in your simulation influences more the performance than the dispatchers. It really comes down to trying it out and getting experienced with what is possible and what is not (or too much).

Are the dispatchers a "black box" in terms of the logic?

No. You can tailor the dispatcher mechanisms using event handlers, and create additional logic to enhance the behaviour and dynamism in your own mission. The events are listed below, and so are the options, but here are a couple of examples of what is possible:

  • You could handle the Deployed event, when all the cargo is unloaded from a carrier in the dispatcher. Adding your own code to the event handler, you could move the deployed cargo (infantry) to specific points to engage in the battlefield.

  • When a carrier is picking up cargo, the Pickup* event is triggered, and you can inform the coalition of this event, because it is an indication that troops are planned to join.

Are there options that you can set to modify the behaviour of the carries?

Yes, there are options to configure:

  • the location where carriers will park or land near the cargo for pickup.
  • the location where carriers will park or land in the deploy zone for cargo deployment.
  • the height for airborne carriers when they fly to and from pickup and deploy zones.
  • the speed of the carriers. This is an important parameter, because depending on the tactication situation, speed will influence the detection by radars.

Can the zones be of any zone type?

Yes, please ensure that the zones are declared using the Core.Zone classes. Possible zones that function at the moment are ZONE, ZONE_GROUP, ZONE_UNIT, ZONE_POLYGON.

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


Global(s)

Global AI_CARGO_DISPATCHER

A dynamic cargo handling capability for AI groups.

#AI_CARGO_DISPATCHER AI_CARGO_DISPATCHER

A dynamic cargo handling capability for AI groups.


Carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation. The AI_CARGO_DISPATCHER module uses the Cargo.Cargo capabilities within the MOOSE framework, to enable Carrier GROUP objects to transport Cargo.Cargo towards several deploy zones. Cargo.Cargo must be declared within the mission to make the AI_CARGO_DISPATCHER object recognize the cargo. Please consult the Cargo.Cargo module for more information.

1) AI_CARGO_DISPATCHER constructor.

Find below some examples of AI cargo dispatcher objects created.

An AI dispatcher object for a helicopter squadron, moving infantry from pickup zones to deploy zones.

   local SetCargoInfantry = SET_CARGO:New():FilterTypes( "Infantry" ):FilterStart()
   local SetHelicopter = SET_GROUP:New():FilterPrefixes( "Helicopter" ):FilterStart()
   local SetPickupZones = SET_ZONE:New():FilterPrefixes( "Pickup" ):FilterStart()
   local SetDeployZones = SET_ZONE:New():FilterPrefixes( "Deploy" ):FilterStart()

   AICargoDispatcherHelicopter = AI_CARGO_DISPATCHER_HELICOPTER:New( SetHelicopter, SetCargoInfantry, SetPickupZones, SetDeployZones ) 
   AICargoDispatcherHelicopter:SetHomeZone( ZONE:FindByName( "Home" ) )

An AI dispatcher object for a vehicle squadron, moving infantry from pickup zones to deploy zones.

   local SetCargoInfantry = SET_CARGO:New():FilterTypes( "Infantry" ):FilterStart()
   local SetAPC = SET_GROUP:New():FilterPrefixes( "APC" ):FilterStart()
   local SetDeployZones = SET_ZONE:New():FilterPrefixes( "Deploy" ):FilterStart()

   AICargoDispatcherAPC = AI_CARGO_DISPATCHER_APC:New( SetAPC, SetCargoInfantry, nil, SetDeployZones ) 
   AICargoDispatcherAPC:Start()

An AI dispatcher object for an airplane squadron, moving infantry and vehicles from pickup airbases to deploy airbases.

   local CargoInfantrySet = SET_CARGO:New():FilterTypes( "Infantry" ):FilterStart()
   local AirplanesSet = SET_GROUP:New():FilterPrefixes( "Airplane" ):FilterStart()
   local PickupZoneSet = SET_ZONE:New()
   local DeployZoneSet = SET_ZONE:New()

   PickupZoneSet:AddZone( ZONE_AIRBASE:New( AIRBASE.Caucasus.Gudauta ) )
   DeployZoneSet:AddZone( ZONE_AIRBASE:New( AIRBASE.Caucasus.Sochi_Adler ) )
   DeployZoneSet:AddZone( ZONE_AIRBASE:New( AIRBASE.Caucasus.Maykop_Khanskaya ) )
   DeployZoneSet:AddZone( ZONE_AIRBASE:New( AIRBASE.Caucasus.Mineralnye_Vody ) )
   DeployZoneSet:AddZone( ZONE_AIRBASE:New( AIRBASE.Caucasus.Vaziani ) )

   AICargoDispatcherAirplanes = AI_CARGO_DISPATCHER_AIRPLANE:New( AirplanesSet, CargoInfantrySet, PickupZoneSet, DeployZoneSet ) 
   AICargoDispatcherAirplanes:SetHomeZone( ZONE_AIRBASE:New( AIRBASE.Caucasus.Kobuleti ) )

2) AI_CARGO_DISPATCHER is a Finite State Machine.

This section must be read as follows. Each of the rows indicate a state transition, triggered through an event, and with an ending state of the event was executed. The first column is the From state, the second column the Event, and the third column the To state.

So, each of the rows have the following structure.

  • From => Event => To

Important to know is that an event can only be executed if the current state is the From state. This, when an Event that is being triggered has a From state that is equal to the Current state of the state machine, the event will be executed, and the resulting state will be the To state.

These are the different possible state transitions of this state machine implementation:

  • Idle => Start => Monitoring

  • Monitoring => Monitor => Monitoring

  • Monitoring => Stop => Idle

  • Monitoring => Pickup => Monitoring

  • Monitoring => Load => Monitoring

  • Monitoring => Loading => Monitoring

  • Monitoring => Loaded => Monitoring

  • Monitoring => PickedUp => Monitoring

  • Monitoring => Deploy => Monitoring

  • Monitoring => Unload => Monitoring

  • Monitoring => Unloaded => Monitoring

  • Monitoring => Deployed => Monitoring

  • Monitoring => Home => Monitoring

2.1) AI_CARGO_DISPATCHER States.

  • Monitoring: The process is dispatching.
  • Idle: The process is idle.

2.2) AI_CARGO_DISPATCHER Events.

  • Start: Start the transport process.

  • Stop: Stop the transport process.

  • Monitor: Monitor and take action.

  • Pickup: Pickup cargo.

  • Load: Load the cargo.

  • Loading: The dispatcher is coordinating the loading of a cargo.

  • Loaded: Flag that the cargo is loaded.

  • PickedUp: The dispatcher has loaded all requested cargo into the CarrierGroup.

  • Deploy: Deploy cargo to a location.

  • Unload: Unload the cargo.

  • Unloaded: Flag that the cargo is unloaded.

  • Deployed: All cargo is unloaded from the carriers in the group.

  • Home: A Carrier is going home.


3) Enhance your mission scripts with Tailored Event Handling!

Use these methods to capture the events and tailor the events with your own code! All classes derived from AI_CARGO_DISPATCHER can capture these events, and you can write your own code.

In order to properly capture the events, it is mandatory that you execute the following actions using your script:

  • Copy / Paste the code section into your script.
  • Change the CLASS literal to the object name you have in your script.
  • Within the function, you can now write your own code!
  • IntelliSense will recognize the type of the variables provided by the function. Note: the From, Event and To variables can be safely ignored, but you need to declare them as they are automatically provided by the event handling system of MOOSE.

You can send messages or fire off any other events within the code section. The sky is the limit!

Mission AID-CGO-140, AID-CGO-240 and AID-CGO-340 contain examples how these events can be tailored.

For those who don't have the time to check the test missions, find the underlying example of a Deployed event that is tailored.

 --- Deployed Handler OnAfter for AI_CARGO_DISPATCHER.
 -- Use this event handler to tailor the event when a carrier has deployed all cargo objects from the CarrierGroup.
 -- You can use this event handler to post messages to players, or provide status updates etc.
 -- @function OnAfterDeployed
 -- @param #AICargoDispatcherHelicopter self
 -- @param #string From A string that contains the "*from state name*" when the event was fired.
 -- @param #string Event A string that contains the "*event name*" when the event was fired.
 -- @param #string To A string that contains the "*to state name*" when the event was fired.
 -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
 -- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
 function AICargoDispatcherHelicopter:OnAfterDeployed( From, Event, To, CarrierGroup, DeployZone )

   MESSAGE:NewType( "Group " .. CarrierGroup:GetName() .. " deployed all cargo in zone " .. DeployZone:GetName(), MESSAGE.Type.Information ):ToAll()

 end 

3.1) Tailor the Pickup event

Use this event handler to tailor the event when a CarrierGroup is routed towards a new pickup Coordinate and a specified Speed. You can use this event handler to post messages to players, or provide status updates etc.

 --- Pickup event handler OnAfter for CLASS.
 -- Use this event handler to tailor the event when a CarrierGroup is routed towards a new pickup Coordinate and a specified Speed.
 -- You can use this event handler to post messages to players, or provide status updates etc.
 -- @param #CLASS self
 -- @param #string From A string that contains the "*from state name*" when the event was triggered.
 -- @param #string Event A string that contains the "*event name*" when the event was triggered.
 -- @param #string To A string that contains the "*to state name*" when the event was triggered.
 -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
 -- @param Core.Point#COORDINATE Coordinate The coordinate of the pickup location.
 -- @param #number Speed The velocity in meters per second on which the CarrierGroup is routed towards the pickup Coordinate.
 -- @param #number Height Height in meters to move to the pickup coordinate.
 -- @param Core.Zone#ZONE_AIRBASE PickupZone (optional) The zone from where the cargo is picked up. Note that the zone is optional and may not be provided, but for AI_CARGO_DISPATCHER_AIRBASE there will always be a PickupZone, as the pickup location is an airbase zone.
 function CLASS:OnAfterPickup( From, Event, To, CarrierGroup, Coordinate, Speed, Height, PickupZone )

   -- Write here your own code.

 end

3.2) Tailor the Load event

Use this event handler to tailor the event when a CarrierGroup has initiated the loading or boarding of cargo within reporting or near range. You can use this event handler to post messages to players, or provide status updates etc.

 --- Load event handler OnAfter for CLASS.
 -- Use this event handler to tailor the event when a CarrierGroup has initiated the loading or boarding of cargo within reporting or near range.
 -- You can use this event handler to post messages to players, or provide status updates etc.
 -- @param #CLASS self
 -- @param #string From A string that contains the "*from state name*" when the event was triggered.
 -- @param #string Event A string that contains the "*event name*" when the event was triggered.
 -- @param #string To A string that contains the "*to state name*" when the event was triggered.
 -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
 -- @param Core.Zone#ZONE_AIRBASE PickupZone (optional) The zone from where the cargo is picked up. Note that the zone is optional and may not be provided, but for AI_CARGO_DISPATCHER_AIRBASE there will always be a PickupZone, as the pickup location is an airbase zone.
 function CLASS:OnAfterLoad( From, Event, To, CarrierGroup, PickupZone )

   -- Write here your own code.

 end

3.3) Tailor the Loading event

Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup is in the process of loading or boarding of a cargo object. You can use this event handler to post messages to players, or provide status updates etc.

 --- Loading event handler OnAfter for CLASS.
 -- Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup is in the process of loading or boarding of a cargo object.
 -- You can use this event handler to post messages to players, or provide status updates etc.
 -- Note that this event is triggered repeatedly until all cargo (units) have been boarded into the carrier.
 -- @param #CLASS self
 -- @param #string From A string that contains the "*from state name*" when the event was triggered.
 -- @param #string Event A string that contains the "*event name*" when the event was triggered.
 -- @param #string To A string that contains the "*to state name*" when the event was triggered.
 -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
 -- @param Cargo.Cargo#CARGO Cargo The cargo object.
 -- @param Wrapper.Unit#UNIT CarrierUnit The carrier unit that is executing the cargo loading operation.
 -- @param Core.Zone#ZONE_AIRBASE PickupZone (optional) The zone from where the cargo is picked up. Note that the zone is optional and may not be provided, but for AI_CARGO_DISPATCHER_AIRBASE there will always be a PickupZone, as the pickup location is an airbase zone.
 function CLASS:OnAfterLoading( From, Event, To, CarrierGroup, Cargo, CarrierUnit, PickupZone )

   -- Write here your own code.

 end

3.4) Tailor the Loaded event

Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup has loaded a cargo object. You can use this event handler to post messages to players, or provide status updates etc. Note that if more cargo objects were loading or boarding into the CarrierUnit, then this event can be triggered multiple times for each different Cargo/CarrierUnit.

The function provides the CarrierGroup, which is the main group that was loading the Cargo into the CarrierUnit. A CarrierUnit is part of the larger CarrierGroup.

 --- Loaded event handler OnAfter for CLASS.
 -- Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup has loaded a cargo object.
 -- You can use this event handler to post messages to players, or provide status updates etc.
 -- Note that if more cargo objects were loading or boarding into the CarrierUnit, then this event can be triggered multiple times for each different Cargo/CarrierUnit.
 -- A CarrierUnit can be part of the larger CarrierGroup.
 -- @param #CLASS self
 -- @param #string From A string that contains the "*from state name*" when the event was triggered.
 -- @param #string Event A string that contains the "*event name*" when the event was triggered.
 -- @param #string To A string that contains the "*to state name*" when the event was triggered.
 -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
 -- @param Cargo.Cargo#CARGO Cargo The cargo object.
 -- @param Wrapper.Unit#UNIT CarrierUnit The carrier unit that is executing the cargo loading operation.
 -- @param Core.Zone#ZONE_AIRBASE PickupZone (optional) The zone from where the cargo is picked up. Note that the zone is optional and may not be provided, but for AI_CARGO_DISPATCHER_AIRBASE there will always be a PickupZone, as the pickup location is an airbase zone.
 function CLASS:OnAfterLoaded( From, Event, To, CarrierGroup, Cargo, CarrierUnit, PickupZone )

   -- Write here your own code.

 end

3.5) Tailor the PickedUp event

Use this event handler to tailor the event when a carrier has picked up all cargo objects into the CarrierGroup. You can use this event handler to post messages to players, or provide status updates etc.

 --- PickedUp event handler OnAfter for CLASS.
 -- Use this event handler to tailor the event when a carrier has picked up all cargo objects into the CarrierGroup.
 -- You can use this event handler to post messages to players, or provide status updates etc.
 -- @param #CLASS self
 -- @param #string From A string that contains the "*from state name*" when the event was triggered.
 -- @param #string Event A string that contains the "*event name*" when the event was triggered.
 -- @param #string To A string that contains the "*to state name*" when the event was triggered.
 -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
 -- @param Core.Zone#ZONE_AIRBASE PickupZone (optional) The zone from where the cargo is picked up. Note that the zone is optional and may not be provided, but for AI_CARGO_DISPATCHER_AIRBASE there will always be a PickupZone, as the pickup location is an airbase zone.
 function CLASS:OnAfterPickedUp( From, Event, To, CarrierGroup, PickupZone )

   -- Write here your own code.

 end

3.6) Tailor the Deploy event

Use this event handler to tailor the event when a CarrierGroup is routed to a deploy coordinate, to Unload all cargo objects in each CarrierUnit. You can use this event handler to post messages to players, or provide status updates etc.

 --- Deploy event handler OnAfter for CLASS.
 -- Use this event handler to tailor the event when a CarrierGroup is routed to a deploy coordinate, to Unload all cargo objects in each CarrierUnit.
 -- You can use this event handler to post messages to players, or provide status updates etc.
 -- @param #CLASS self
 -- @param #string From A string that contains the "*from state name*" when the event was triggered.
 -- @param #string Event A string that contains the "*event name*" when the event was triggered.
 -- @param #string To A string that contains the "*to state name*" when the event was triggered.
 -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
 -- @param Core.Point#COORDINATE Coordinate The deploy coordinate.
 -- @param #number Speed The velocity in meters per second on which the CarrierGroup is routed towards the deploy Coordinate.
 -- @param #number Height Height in meters to move to the deploy coordinate.
 -- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
 function CLASS:OnAfterDeploy( From, Event, To, CarrierGroup, Coordinate, Speed, Height, DeployZone )

   -- Write here your own code.

 end

3.7) Tailor the Unload event

Use this event handler to tailor the event when a CarrierGroup has initiated the unloading or unboarding of cargo. You can use this event handler to post messages to players, or provide status updates etc.

 --- Unload event handler OnAfter for CLASS.
 -- Use this event handler to tailor the event when a CarrierGroup has initiated the unloading or unboarding of cargo.
 -- You can use this event handler to post messages to players, or provide status updates etc.
 -- @param #CLASS self
 -- @param #string From A string that contains the "*from state name*" when the event was triggered.
 -- @param #string Event A string that contains the "*event name*" when the event was triggered.
 -- @param #string To A string that contains the "*to state name*" when the event was triggered.
 -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
 -- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
 function CLASS:OnAfterUnload( From, Event, To, CarrierGroup, DeployZone )

   -- Write here your own code.

 end

3.8) Tailor the Unloading event

 --- UnLoading event handler OnAfter for CLASS.
 -- Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup is in the process of unloading or unboarding of a cargo object.
 -- You can use this event handler to post messages to players, or provide status updates etc.
 -- Note that this event is triggered repeatedly until all cargo (units) have been unboarded from the CarrierUnit.
 -- @param #CLASS self
 -- @param #string From A string that contains the "*from state name*" when the event was triggered.
 -- @param #string Event A string that contains the "*event name*" when the event was triggered.
 -- @param #string To A string that contains the "*to state name*" when the event was triggered.
 -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
 -- @param Cargo.Cargo#CARGO Cargo The cargo object.
 -- @param Wrapper.Unit#UNIT CarrierUnit The carrier unit that is executing the cargo unloading operation.
 -- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
 function CLASS:OnAfterUnload( From, Event, To, CarrierGroup, Cargo, CarrierUnit, DeployZone )

   -- Write here your own code.

 end

3.9) Tailor the Unloaded event

Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup has unloaded a cargo object. You can use this event handler to post messages to players, or provide status updates etc.

 --- Unloaded event handler OnAfter for CLASS.
 -- Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup has unloaded a cargo object.
 -- You can use this event handler to post messages to players, or provide status updates etc.
 -- Note that if more cargo objects were unloading or unboarding from the CarrierUnit, then this event can be triggered multiple times for each different Cargo/CarrierUnit.
 -- A CarrierUnit can be part of the larger CarrierGroup.
 -- @param #CLASS self
 -- @param #string From A string that contains the "*from state name*" when the event was triggered.
 -- @param #string Event A string that contains the "*event name*" when the event was triggered.
 -- @param #string To A string that contains the "*to state name*" when the event was triggered.
 -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
 -- @param Cargo.Cargo#CARGO Cargo The cargo object.
 -- @param Wrapper.Unit#UNIT CarrierUnit The carrier unit that is executing the cargo unloading operation.
 -- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
 function CLASS:OnAfterUnloaded( From, Event, To, CarrierGroup, Cargo, CarrierUnit, DeployZone )

   -- Write here your own code.

 end

3.10) Tailor the Deployed event

Use this event handler to tailor the event when a carrier has deployed all cargo objects from the CarrierGroup. You can use this event handler to post messages to players, or provide status updates etc.

 --- Deployed event handler OnAfter for CLASS.
 -- Use this event handler to tailor the event when a carrier has deployed all cargo objects from the CarrierGroup.
 -- You can use this event handler to post messages to players, or provide status updates etc.
 -- @param #CLASS self
 -- @param #string From A string that contains the "*from state name*" when the event was triggered.
 -- @param #string Event A string that contains the "*event name*" when the event was triggered.
 -- @param #string To A string that contains the "*to state name*" when the event was triggered.
 -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
 -- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
 function CLASS:OnAfterDeployed( From, Event, To, CarrierGroup, DeployZone )

   -- Write here your own code.

 end

3.11) Tailor the Home event

Use this event handler to tailor the event when a CarrierGroup is returning to the HomeZone, after it has deployed all cargo objects from the CarrierGroup. You can use this event handler to post messages to players, or provide status updates etc.

 --- Home event handler OnAfter for CLASS.
 -- Use this event handler to tailor the event when a CarrierGroup is returning to the HomeZone, after it has deployed all cargo objects from the CarrierGroup.
 -- You can use this event handler to post messages to players, or provide status updates etc.
 -- If there is no HomeZone is specified, the CarrierGroup will stay at the current location after having deployed all cargo and this event won't be triggered.
 -- @param #CLASS self
 -- @param #string From A string that contains the "*from state name*" when the event was triggered.
 -- @param #string Event A string that contains the "*event name*" when the event was triggered.
 -- @param #string To A string that contains the "*to state name*" when the event was triggered.
 -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
 -- @param Core.Point#COORDINATE Coordinate The home coordinate the Carrier will arrive and stop it's activities.
 -- @param #number Speed The velocity in meters per second on which the CarrierGroup is routed towards the home Coordinate.
 -- @param #number Height Height in meters to move to the home coordinate.
 -- @param Core.Zone#ZONE HomeZone The zone wherein the carrier will return when all cargo has been transported. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
 function CLASS:OnAfterHome( From, Event, To, CarrierGroup, Coordinate, Speed, Height, HomeZone )

   -- Write here your own code.

 end      

4) Set the pickup parameters.

Several parameters can be set to pickup cargo:


5) Set the deploy parameters.

Several parameters can be set to deploy cargo:


6) Set the home zone when there isn't any more cargo to pickup.

A home zone can be specified to where the Carriers will move when there isn't any cargo left for pickup. Use AI_CARGO_DISPATCHER.SetHomeZone() to specify the home zone.

If no home zone is specified, the carriers will wait near the deploy zone for a new pickup command.


Type(s)

Fields and Methods inherited from AI_CARGO_DISPATCHER Description

AI_CARGO_DISPATCHER.AI_Cargo

List of AI_Cargo

AI_CARGO_DISPATCHER.CargoSet

The set of Cargo.Cargo#CARGO objects, which can be CARGO_GROUP, CARGO_CRATE, CARGO_SLINGLOAD objects.

AI_CARGO_DISPATCHER.CarrierHome

AI_CARGO_DISPATCHER.CarrierSet

The set of Wrapper.Group#GROUP objects of carriers that will transport the cargo.

AI_CARGO_DISPATCHER.DeployInnerRadius

The inner radius in meters around the cargo coordinate to deploy the cargo.

AI_CARGO_DISPATCHER.DeployMaxHeight

The maximum height to fly to the cargo deploy location.

AI_CARGO_DISPATCHER.DeployMaxSpeed

The maximum speed to move to the cargo deploy location.

AI_CARGO_DISPATCHER.DeployMinHeight

The minimum height to fly to the cargo deploy location.

AI_CARGO_DISPATCHER.DeployMinSpeed

The minimum speed to move to the cargo deploy location.

AI_CARGO_DISPATCHER.DeployOuterRadius

The outer radius in meters around the cargo coordinate to deploy the cargo.

AI_CARGO_DISPATCHER.DeployZoneSet

The set of deploy zones, which are used to where the cargo will be deployed by the carriers.

AI_CARGO_DISPATCHER.HomeZone

The home zone where the carriers will return when there is no more cargo to pickup.

AI_CARGO_DISPATCHER.MonitorTimeInterval

The interval in seconds when the cargo dispatcher will search for new cargo to be picked up.

AI_CARGO_DISPATCHER:New(CarrierSet, CargoSet, PickupZoneSet, DeployZoneSet)

Creates a new AI_CARGO_DISPATCHER object.

AI_CARGO_DISPATCHER:OnAfterDeploy(From, Event, To, CarrierGroup, Coordinate, Speed, Height, DeployZone)

Deploy event handler OnAfter for AI_CARGO_DISPATCHER.

AI_CARGO_DISPATCHER:OnAfterDeployed(From, Event, To, CarrierGroup, DeployZone)

Deployed event handler OnAfter for AI_CARGO_DISPATCHER.

AI_CARGO_DISPATCHER:OnAfterHome(From, Event, To, CarrierGroup, Coordinate, Speed, Height, HomeZone)

Home event handler OnAfter for AI_CARGO_DISPATCHER.

AI_CARGO_DISPATCHER:OnAfterLoad(From, Event, To, CarrierGroup, PickupZone)

Load event handler OnAfter for AI_CARGO_DISPATCHER.

AI_CARGO_DISPATCHER:OnAfterLoaded(From, Event, To, CarrierGroup, Cargo, CarrierUnit, PickupZone)

Loaded event handler OnAfter for AI_CARGO_DISPATCHER.

AI_CARGO_DISPATCHER:OnAfterLoading(From, Event, To, CarrierGroup, Cargo, CarrierUnit, PickupZone)

Loading event handler OnAfter for AI_CARGO_DISPATCHER.

AI_CARGO_DISPATCHER:OnAfterPickedUp(From, Event, To, CarrierGroup, PickupZone)

PickedUp event handler OnAfter for AI_CARGO_DISPATCHER.

AI_CARGO_DISPATCHER:OnAfterPickup(From, Event, To, CarrierGroup, Coordinate, Speed, Height, PickupZone)

Pickup event handler OnAfter for AI_CARGO_DISPATCHER.

AI_CARGO_DISPATCHER:OnAfterUnload(From, Event, To, CarrierGroup, DeployZone)

Unload event handler OnAfter for AI_CARGO_DISPATCHER.

AI_CARGO_DISPATCHER:OnAfterUnloaded(From, Event, To, CarrierGroup, Cargo, CarrierUnit, DeployZone)

Unloaded event handler OnAfter for AI_CARGO_DISPATCHER.

AI_CARGO_DISPATCHER:OnAfterUnloading(From, Event, To, CarrierGroup, Cargo, CarrierUnit, DeployZone)

UnLoading event handler OnAfter for AI_CARGO_DISPATCHER.

AI_CARGO_DISPATCHER.PickupCargo

AI_CARGO_DISPATCHER.PickupInnerRadius

The inner radius in meters around the cargo coordinate to pickup the cargo.

AI_CARGO_DISPATCHER.PickupMaxHeight

The maximum height to fly to the cargo pickup location.

AI_CARGO_DISPATCHER.PickupMaxSpeed

The maximum speed to move to the cargo pickup location.

AI_CARGO_DISPATCHER.PickupMinHeight

The minimum height to fly to the cargo pickup location.

AI_CARGO_DISPATCHER.PickupMinSpeed

The minimum speed to move to the cargo pickup location.

AI_CARGO_DISPATCHER.PickupOuterRadius

The outer radius in meters around the cargo coordinate to pickup the cargo.

AI_CARGO_DISPATCHER.PickupZoneSet

The set of pickup zones, which are used to where the cargo can be picked up by the carriers. If nil, then cargo can be picked up everywhere.

AI_CARGO_DISPATCHER.SetCargo

AI_CARGO_DISPATCHER.SetCarrier

AI_CARGO_DISPATCHER:SetDeployHeight(MaxHeight, MinHeight)

Set the height or randomizes the height in meters to fly and deploy the cargo.

AI_CARGO_DISPATCHER:SetDeployRadius(OuterRadius, InnerRadius)

Sets or randomizes the deploy location for the carrier around the cargo coordinate in a radius defined an outer and an optional inner radius.

AI_CARGO_DISPATCHER:SetDeploySpeed(MaxSpeed, MinSpeed)

Sets or randomizes the speed in km/h to deploy the cargo.

AI_CARGO_DISPATCHER:SetHomeZone(HomeZone)

Set the home zone.

AI_CARGO_DISPATCHER:SetMonitorTimeInterval(MonitorTimeInterval)

Set the monitor time interval.

AI_CARGO_DISPATCHER:SetPickupHeight(MaxHeight, MinHeight)

Set the height or randomizes the height in meters to fly and pickup the cargo.

AI_CARGO_DISPATCHER:SetPickupRadius(OuterRadius, InnerRadius)

Sets or randomizes the pickup location for the carrier around the cargo coordinate in a radius defined an outer and optional inner radius.

AI_CARGO_DISPATCHER:SetPickupSpeed(MaxSpeed, MinSpeed)

Set the speed or randomizes the speed in km/h to pickup the cargo.

AI_CARGO_DISPATCHER:Start()

Start Trigger for AI_CARGO_DISPATCHER

AI_CARGO_DISPATCHER:Stop()

Stop Trigger for AI_CARGO_DISPATCHER

AI_CARGO_DISPATCHER:__Start(Delay)

Start Asynchronous Trigger for AI_CARGO_DISPATCHER

AI_CARGO_DISPATCHER:__Stop(Delay)

Stop Asynchronous Trigger for AI_CARGO_DISPATCHER

AI_CARGO_DISPATCHER:onafterMonitor()

The Start trigger event, which actually takes action at the specified time interval.

AI_CARGO_DISPATCHER:onafterStart(From, Event, To)

AI_CARGO_DISPATCHER:onafterTransport(From, Event, To, Carrier, Cargo)

Make a Carrier run for a cargo deploy action after the cargo has been loaded, by default.

Fields and Methods inherited from FSM Description

AI_CARGO_DISPATCHER:AddEndState(State)

Adds an End state.

AI_CARGO_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.

AI_CARGO_DISPATCHER:AddScore(State, ScoreText, Score)

Adds a score for the FSM to be achieved.

AI_CARGO_DISPATCHER:AddScoreProcess(From, Event, State, ScoreText, Score)

Adds a score for the FSM_PROCESS to be achieved.

AI_CARGO_DISPATCHER:AddTransition(From, Event, To)

Add a new transition rule to the FSM.

AI_CARGO_DISPATCHER.CallScheduler

Call scheduler.

AI_CARGO_DISPATCHER.ClassName

Name of the class.

AI_CARGO_DISPATCHER.Events

AI_CARGO_DISPATCHER:GetCurrentState()

Get current state.

AI_CARGO_DISPATCHER:GetEndStates()

Returns the End states.

AI_CARGO_DISPATCHER:GetProcess(From, Event)

AI_CARGO_DISPATCHER:GetProcesses()

Returns a table of the SubFSM rules defined within the FSM.

AI_CARGO_DISPATCHER:GetScores()

Returns a table with the scores defined.

AI_CARGO_DISPATCHER:GetStartState()

Returns the start state of the FSM.

AI_CARGO_DISPATCHER:GetState()

Get current state.

AI_CARGO_DISPATCHER:GetSubs()

Returns a table with the Subs defined.

AI_CARGO_DISPATCHER:GetTransitions()

Returns a table of the transition rules defined within the FSM.

AI_CARGO_DISPATCHER:Is(State)

Check if FSM is in state.

AI_CARGO_DISPATCHER:LoadCallBacks(CallBackTable)

Load call backs.

AI_CARGO_DISPATCHER:New()

Creates a new FSM object.

AI_CARGO_DISPATCHER.Scores

Scores.

AI_CARGO_DISPATCHER:SetProcess(From, Event, Fsm)

AI_CARGO_DISPATCHER:SetStartState(State)

Sets the start state of the FSM.

AI_CARGO_DISPATCHER._EndStates

AI_CARGO_DISPATCHER._EventSchedules

AI_CARGO_DISPATCHER._Processes

AI_CARGO_DISPATCHER._Scores

AI_CARGO_DISPATCHER._StartState

AI_CARGO_DISPATCHER._Transitions

AI_CARGO_DISPATCHER:_add_to_map(Map, Event)

Add to map.

AI_CARGO_DISPATCHER:_call_handler(step, trigger, params, EventName)

Call handler.

AI_CARGO_DISPATCHER:_create_transition(EventName)

Create transition.

AI_CARGO_DISPATCHER:_delayed_transition(EventName)

Delayed transition.

AI_CARGO_DISPATCHER:_eventmap(Events, EventStructure)

Event map.

AI_CARGO_DISPATCHER:_gosub(ParentFrom, ParentEvent)

Go sub.

AI_CARGO_DISPATCHER:_handler(EventName, ...)

Handler.

AI_CARGO_DISPATCHER:_isendstate(Current)

Is end state.

AI_CARGO_DISPATCHER:_submap(subs, sub, name)

Sub maps.

AI_CARGO_DISPATCHER:can(e)

Check if can do an event.

AI_CARGO_DISPATCHER:cannot(e)

Check if cannot do an event.

AI_CARGO_DISPATCHER.current

Current state name.

AI_CARGO_DISPATCHER.endstates

AI_CARGO_DISPATCHER:is(State, state)

Check if FSM is in state.

AI_CARGO_DISPATCHER.options

Options.

AI_CARGO_DISPATCHER.subs

Subs.

Fields and Methods inherited from BASE Description

AI_CARGO_DISPATCHER.ClassID

The ID number of the class.

AI_CARGO_DISPATCHER.ClassName

The name of the class.

AI_CARGO_DISPATCHER.ClassNameAndID

The name of the class concatenated with the ID number of the class.

AI_CARGO_DISPATCHER:ClearState(Object, StateName)

Clear the state of an object.

AI_CARGO_DISPATCHER:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace)

Creation of a Birth Event.

AI_CARGO_DISPATCHER:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

Creation of a Crash Event.

AI_CARGO_DISPATCHER:CreateEventDead(EventTime, Initiator, IniObjectCategory)

Creation of a Dead Event.

AI_CARGO_DISPATCHER:CreateEventPlayerEnterAircraft(PlayerUnit)

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

AI_CARGO_DISPATCHER:CreateEventRemoveUnit(EventTime, Initiator)

Creation of a Remove Unit Event.

AI_CARGO_DISPATCHER:CreateEventTakeoff(EventTime, Initiator)

Creation of a Takeoff Event.

AI_CARGO_DISPATCHER:CreateEventUnitLost(EventTime, Initiator)

Creation of a Crash Event.

AI_CARGO_DISPATCHER:E(Arguments)

Log an exception which will be traced always.

AI_CARGO_DISPATCHER:EventDispatcher()

Returns the event dispatcher

AI_CARGO_DISPATCHER:EventRemoveAll()

Remove all subscribed events

AI_CARGO_DISPATCHER:F(Arguments)

Trace a function call.

AI_CARGO_DISPATCHER:F2(Arguments)

Trace a function call level 2.

AI_CARGO_DISPATCHER:F3(Arguments)

Trace a function call level 3.

AI_CARGO_DISPATCHER:GetClassID()

Get the ClassID of the class instance.

AI_CARGO_DISPATCHER:GetClassName()

Get the ClassName of the class instance.

AI_CARGO_DISPATCHER:GetClassNameAndID()

Get the ClassName + ClassID of the class instance.

AI_CARGO_DISPATCHER:GetEventPriority()

Get the Class Core.Event processing Priority.

AI_CARGO_DISPATCHER:GetParent(Child, FromClass)

This is the worker method to retrieve the Parent class.

AI_CARGO_DISPATCHER:GetState(Object, Key)

Get a Value given a Key from the Object.

AI_CARGO_DISPATCHER:HandleEvent(EventID, EventFunction)

Subscribe to a DCS Event.

AI_CARGO_DISPATCHER:I(Arguments)

Log an information which will be traced always.

AI_CARGO_DISPATCHER:Inherit(Child, Parent)

This is the worker method to inherit from a parent class.

AI_CARGO_DISPATCHER:IsInstanceOf(ClassName)

This is the worker method to check if an object is an (sub)instance of a class.

AI_CARGO_DISPATCHER:IsTrace()

Enquires if tracing is on (for the class).

AI_CARGO_DISPATCHER:New()

BASE constructor.

AI_CARGO_DISPATCHER:OnEvent(EventData)

Occurs when an Event for an object is triggered.

AI_CARGO_DISPATCHER:OnEventBDA(EventData)

BDA.

AI_CARGO_DISPATCHER:OnEventBaseCaptured(EventData)

Occurs when a ground unit captures either an airbase or a farp.

AI_CARGO_DISPATCHER:OnEventBirth(EventData)

Occurs when any object is spawned into the mission.

AI_CARGO_DISPATCHER:OnEventCrash(EventData)

Occurs when any aircraft crashes into the ground and is completely destroyed.

AI_CARGO_DISPATCHER:OnEventDead(EventData)

Occurs when an object is dead.

AI_CARGO_DISPATCHER:OnEventDetailedFailure(EventData)

Unknown precisely what creates this event, likely tied into newer damage model.

AI_CARGO_DISPATCHER:OnEventDiscardChairAfterEjection(EventData)

Discard chair after ejection.

AI_CARGO_DISPATCHER:OnEventEjection(EventData)

Occurs when a pilot ejects from an aircraft Have a look at the class Core.Event#EVENT as these are just the prototypes.

AI_CARGO_DISPATCHER:OnEventEngineShutdown(EventData)

Occurs when any aircraft shuts down its engines.

AI_CARGO_DISPATCHER:OnEventEngineStartup(EventData)

Occurs when any aircraft starts its engines.

AI_CARGO_DISPATCHER:OnEventHit(EventData)

Occurs whenever an object is hit by a weapon.

AI_CARGO_DISPATCHER:OnEventHumanFailure(EventData)

Occurs when any system fails on a human controlled aircraft.

AI_CARGO_DISPATCHER:OnEventKill(EventData)

Occurs on the death of a unit.

AI_CARGO_DISPATCHER:OnEventLand(EventData)

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.

AI_CARGO_DISPATCHER:OnEventLandingAfterEjection(EventData)

Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up.

AI_CARGO_DISPATCHER:OnEventLandingQualityMark(EventData)

Landing quality mark.

AI_CARGO_DISPATCHER:OnEventMarkAdded(EventData)

Occurs when a new mark was added.

AI_CARGO_DISPATCHER:OnEventMarkChange(EventData)

Occurs when a mark text was changed.

AI_CARGO_DISPATCHER:OnEventMarkRemoved(EventData)

Occurs when a mark was removed.

AI_CARGO_DISPATCHER:OnEventMissionEnd(EventData)

Occurs when a mission ends Have a look at the class Core.Event#EVENT as these are just the prototypes.

AI_CARGO_DISPATCHER:OnEventMissionStart(EventData)

Occurs when a mission starts Have a look at the class Core.Event#EVENT as these are just the prototypes.

AI_CARGO_DISPATCHER:OnEventParatrooperLanding(EventData)

Weapon add.

AI_CARGO_DISPATCHER:OnEventPilotDead(EventData)

Occurs when the pilot of an aircraft is killed.

AI_CARGO_DISPATCHER:OnEventPlayerEnterAircraft(EventData)

Occurs when a player enters a slot and takes control of an aircraft.

AI_CARGO_DISPATCHER:OnEventPlayerEnterUnit(EventData)

Occurs when any player assumes direct control of a unit.

AI_CARGO_DISPATCHER:OnEventPlayerLeaveUnit(EventData)

Occurs when any player relieves control of a unit to the AI.

AI_CARGO_DISPATCHER:OnEventRefueling(EventData)

Occurs when an aircraft connects with a tanker and begins taking on fuel.

AI_CARGO_DISPATCHER:OnEventRefuelingStop(EventData)

Occurs when an aircraft is finished taking fuel.

AI_CARGO_DISPATCHER:OnEventScore(EventData)

Occurs when any modification to the "Score" as seen on the debrief menu would occur.

AI_CARGO_DISPATCHER:OnEventShootingEnd(EventData)

Occurs when any unit stops firing its weapon.

AI_CARGO_DISPATCHER:OnEventShootingStart(EventData)

Occurs when any unit begins firing a weapon that has a high rate of fire.

AI_CARGO_DISPATCHER:OnEventShot(EventData)

Occurs whenever any unit in a mission fires a weapon.

AI_CARGO_DISPATCHER:OnEventTakeoff(EventData)

Occurs when an aircraft takes off from an airbase, farp, or ship.

AI_CARGO_DISPATCHER:OnEventTriggerZone(EventData)

Trigger zone.

AI_CARGO_DISPATCHER:OnEventUnitLost(EventData)

Occurs when the game thinks an object is destroyed.

AI_CARGO_DISPATCHER:ScheduleOnce(Start, SchedulerFunction, ...)

Schedule a new time event.

AI_CARGO_DISPATCHER:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...)

Schedule a new time event.

AI_CARGO_DISPATCHER:ScheduleStop(SchedulerID)

Stops the Schedule.

AI_CARGO_DISPATCHER.Scheduler

AI_CARGO_DISPATCHER:SetEventPriority(EventPriority)

Set the Class Core.Event processing Priority.

AI_CARGO_DISPATCHER:SetState(Object, Key, Value)

Set a state or property of the Object given a Key and a Value.

AI_CARGO_DISPATCHER:T(Arguments)

Trace a function logic level 1.

AI_CARGO_DISPATCHER:T2(Arguments)

Trace a function logic level 2.

AI_CARGO_DISPATCHER:T3(Arguments)

Trace a function logic level 3.

AI_CARGO_DISPATCHER:TraceAll(TraceAll)

Trace all methods in MOOSE

AI_CARGO_DISPATCHER:TraceClass(Class)

Set tracing for a class

AI_CARGO_DISPATCHER:TraceClassMethod(Class, Method)

Set tracing for a specific method of class

AI_CARGO_DISPATCHER:TraceLevel(Level)

Set trace level

AI_CARGO_DISPATCHER:TraceOff()

Set trace off.

AI_CARGO_DISPATCHER:TraceOn()

Set trace on.

AI_CARGO_DISPATCHER:TraceOnOff(TraceOnOff)

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.

AI_CARGO_DISPATCHER:UnHandleEvent(EventID)

UnSubscribe to a DCS event.

AI_CARGO_DISPATCHER._

AI_CARGO_DISPATCHER:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function call.

AI_CARGO_DISPATCHER:_Serialize(Arguments)

(Internal) Serialize arguments

AI_CARGO_DISPATCHER:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function logic.

AI_CARGO_DISPATCHER.__

AI_CARGO_DISPATCHER:onEvent(event)

The main event handling function...

Field(s)

#table AI_CARGO_DISPATCHER.AI_Cargo

List of AI_Cargo

Core.Set#SET_CARGO AI_CARGO_DISPATCHER.CargoSet

The set of Cargo.Cargo#CARGO objects, which can be CARGO_GROUP, CARGO_CRATE, CARGO_SLINGLOAD objects.

Core.Set#SET_GROUP AI_CARGO_DISPATCHER.CarrierSet

The set of Wrapper.Group#GROUP objects of carriers that will transport the cargo.

#number AI_CARGO_DISPATCHER.DeployInnerRadius

The inner radius in meters around the cargo coordinate to deploy the cargo.

#number AI_CARGO_DISPATCHER.DeployMaxHeight

The maximum height to fly to the cargo deploy location.

#number AI_CARGO_DISPATCHER.DeployMaxSpeed

The maximum speed to move to the cargo deploy location.

#number AI_CARGO_DISPATCHER.DeployMinHeight

The minimum height to fly to the cargo deploy location.

#number AI_CARGO_DISPATCHER.DeployMinSpeed

The minimum speed to move to the cargo deploy location.

#number AI_CARGO_DISPATCHER.DeployOuterRadius

The outer radius in meters around the cargo coordinate to deploy the cargo.

Core.Zone#SET_ZONE AI_CARGO_DISPATCHER.DeployZoneSet

The set of deploy zones, which are used to where the cargo will be deployed by the carriers.

Core.Zone#ZONE_BASE AI_CARGO_DISPATCHER.HomeZone

The home zone where the carriers will return when there is no more cargo to pickup.

#number AI_CARGO_DISPATCHER.MonitorTimeInterval

The interval in seconds when the cargo dispatcher will search for new cargo to be picked up.

#number AI_CARGO_DISPATCHER.PickupInnerRadius

The inner radius in meters around the cargo coordinate to pickup the cargo.

#number AI_CARGO_DISPATCHER.PickupMaxHeight

The maximum height to fly to the cargo pickup location.

#number AI_CARGO_DISPATCHER.PickupMaxSpeed

The maximum speed to move to the cargo pickup location.

#number AI_CARGO_DISPATCHER.PickupMinHeight

The minimum height to fly to the cargo pickup location.

#number AI_CARGO_DISPATCHER.PickupMinSpeed

The minimum speed to move to the cargo pickup location.

#number AI_CARGO_DISPATCHER.PickupOuterRadius

The outer radius in meters around the cargo coordinate to pickup the cargo.

Core.Zone#SET_ZONE AI_CARGO_DISPATCHER.PickupZoneSet

The set of pickup zones, which are used to where the cargo can be picked up by the carriers. If nil, then cargo can be picked up everywhere.

Function(s)

Creates a new AI_CARGO_DISPATCHER object.

Defined in:

AI_CARGO_DISPATCHER

Parameters:

Core.Set#SET_GROUP CarrierSet

The set of Wrapper.Group#GROUP objects of carriers that will transport the cargo.

The set of Cargo.Cargo#CARGO objects, which can be CARGO_GROUP, CARGO_CRATE, CARGO_SLINGLOAD objects.

Core.Set#SET_ZONE PickupZoneSet

(optional) The set of pickup zones, which are used to where the cargo can be picked up by the carriers. If nil, then cargo can be picked up everywhere.

Core.Set#SET_ZONE DeployZoneSet

The set of deploy zones, which are used to where the cargo will be deployed by the carriers.

Return value:

Usages:

  • 
         -- An AI dispatcher object for a helicopter squadron, moving infantry from pickup zones to deploy zones.
    
         local SetCargoInfantry = SET_CARGO:New():FilterTypes( "Infantry" ):FilterStart()
         local SetHelicopter = SET_GROUP:New():FilterPrefixes( "Helicopter" ):FilterStart()
         local SetPickupZones = SET_ZONE:New():FilterPrefixes( "Pickup" ):FilterStart()
         local SetDeployZones = SET_ZONE:New():FilterPrefixes( "Deploy" ):FilterStart()
         
         AICargoDispatcherHelicopter = AI_CARGO_DISPATCHER_HELICOPTER:New( SetHelicopter, SetCargoInfantry, SetPickupZones, SetDeployZones ) 
         AICargoDispatcherHelicopter:Start()
    
  • 
         -- An AI dispatcher object for a vehicle squadron, moving infantry from pickup zones to deploy zones.
    
         local SetCargoInfantry = SET_CARGO:New():FilterTypes( "Infantry" ):FilterStart()
         local SetAPC = SET_GROUP:New():FilterPrefixes( "APC" ):FilterStart()
         local SetDeployZones = SET_ZONE:New():FilterPrefixes( "Deploy" ):FilterStart()
         
         AICargoDispatcherAPC = AI_CARGO_DISPATCHER_APC:New( SetAPC, SetCargoInfantry, nil, SetDeployZones ) 
         AICargoDispatcherAPC:Start()
    
  • 
         -- An AI dispatcher object for an airplane squadron, moving infantry and vehicles from pickup airbases to deploy airbases.
      
         local CargoInfantrySet = SET_CARGO:New():FilterTypes( "Infantry" ):FilterStart()
         local AirplanesSet = SET_GROUP:New():FilterPrefixes( "Airplane" ):FilterStart()
         local PickupZoneSet = SET_ZONE:New()
         local DeployZoneSet = SET_ZONE:New()
         
         PickupZoneSet:AddZone( ZONE_AIRBASE:New( AIRBASE.Caucasus.Gudauta ) )
         DeployZoneSet:AddZone( ZONE_AIRBASE:New( AIRBASE.Caucasus.Sochi_Adler ) )
         DeployZoneSet:AddZone( ZONE_AIRBASE:New( AIRBASE.Caucasus.Maykop_Khanskaya ) )
         DeployZoneSet:AddZone( ZONE_AIRBASE:New( AIRBASE.Caucasus.Mineralnye_Vody ) )
         DeployZoneSet:AddZone( ZONE_AIRBASE:New( AIRBASE.Caucasus.Vaziani ) )
         
         AICargoDispatcherAirplanes = AI_CARGO_DISPATCHER_AIRPLANE:New( AirplanesSet, CargoInfantrySet, PickupZoneSet, DeployZoneSet ) 
         AICargoDispatcherAirplanes:Start()
    

Deploy event handler OnAfter for AI_CARGO_DISPATCHER.

Use this event handler to tailor the event when a CarrierGroup is routed to a deploy coordinate, to Unload all cargo objects in each CarrierUnit. You can use this event handler to post messages to players, or provide status updates etc.

Defined in:

AI_CARGO_DISPATCHER

Parameters:

#string From

A string that contains the "from state name" when the event was triggered.

#string Event

A string that contains the "event name" when the event was triggered.

#string To

A string that contains the "to state name" when the event was triggered.

Wrapper.Group#GROUP CarrierGroup

The group object that contains the CarrierUnits.

The deploy coordinate.

#number Speed

The velocity in meters per second on which the CarrierGroup is routed towards the deploy Coordinate.

#number Height

Height in meters to move to the deploy coordinate.

Core.Zone#ZONE DeployZone

The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.

Deployed event handler OnAfter for AI_CARGO_DISPATCHER.

Use this event handler to tailor the event when a carrier has deployed all cargo objects from the CarrierGroup. You can use this event handler to post messages to players, or provide status updates etc.

Defined in:

AI_CARGO_DISPATCHER

Parameters:

#string From

A string that contains the "from state name" when the event was triggered.

#string Event

A string that contains the "event name" when the event was triggered.

#string To

A string that contains the "to state name" when the event was triggered.

Wrapper.Group#GROUP CarrierGroup

The group object that contains the CarrierUnits.

Core.Zone#ZONE DeployZone

The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.

Home event handler OnAfter for AI_CARGO_DISPATCHER.

Use this event handler to tailor the event when a CarrierGroup is returning to the HomeZone, after it has deployed all cargo objects from the CarrierGroup. You can use this event handler to post messages to players, or provide status updates etc. If there is no HomeZone is specified, the CarrierGroup will stay at the current location after having deployed all cargo.

Defined in:

AI_CARGO_DISPATCHER

Parameters:

#string From

A string that contains the "from state name" when the event was triggered.

#string Event

A string that contains the "event name" when the event was triggered.

#string To

A string that contains the "to state name" when the event was triggered.

Wrapper.Group#GROUP CarrierGroup

The group object that contains the CarrierUnits.

The home coordinate the Carrier will arrive and stop it's activities.

#number Speed

The velocity in meters per second on which the CarrierGroup is routed towards the home Coordinate.

#number Height

Height in meters to move to the home coordinate.

Core.Zone#ZONE HomeZone

The zone wherein the carrier will return when all cargo has been transported. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.

Load event handler OnAfter for AI_CARGO_DISPATCHER.

Use this event handler to tailor the event when a CarrierGroup has initiated the loading or boarding of cargo within reporting or near range. You can use this event handler to post messages to players, or provide status updates etc.

Defined in:

AI_CARGO_DISPATCHER

Parameters:

#string From

A string that contains the "from state name" when the event was triggered.

#string Event

A string that contains the "event name" when the event was triggered.

#string To

A string that contains the "to state name" when the event was triggered.

Wrapper.Group#GROUP CarrierGroup

The group object that contains the CarrierUnits.

(optional) The zone from where the cargo is picked up. Note that the zone is optional and may not be provided, but for AI_CARGO_DISPATCHER_AIRBASE there will always be a PickupZone, as the pickup location is an airbase zone.

Loaded event handler OnAfter for AI_CARGO_DISPATCHER.

Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup has loaded a cargo object. You can use this event handler to post messages to players, or provide status updates etc. Note that if more cargo objects were loading or boarding into the CarrierUnit, then this event can be triggered multiple times for each different Cargo/CarrierUnit. A CarrierUnit can be part of the larger CarrierGroup.

Defined in:

AI_CARGO_DISPATCHER

Parameters:

#string From

A string that contains the "from state name" when the event was triggered.

#string Event

A string that contains the "event name" when the event was triggered.

#string To

A string that contains the "to state name" when the event was triggered.

Wrapper.Group#GROUP CarrierGroup

The group object that contains the CarrierUnits.

The cargo object.

Wrapper.Unit#UNIT CarrierUnit

The carrier unit that is executing the cargo loading operation.

(optional) The zone from where the cargo is picked up. Note that the zone is optional and may not be provided, but for AI_CARGO_DISPATCHER_AIRBASE there will always be a PickupZone, as the pickup location is an airbase zone.

Loading event handler OnAfter for AI_CARGO_DISPATCHER.

Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup is in the process of loading or boarding of a cargo object. You can use this event handler to post messages to players, or provide status updates etc. Note that this event is triggered repeatedly until all cargo (units) have been boarded into the carrier.

Defined in:

AI_CARGO_DISPATCHER

Parameters:

#string From

A string that contains the "from state name" when the event was triggered.

#string Event

A string that contains the "event name" when the event was triggered.

#string To

A string that contains the "to state name" when the event was triggered.

Wrapper.Group#GROUP CarrierGroup

The group object that contains the CarrierUnits.

The cargo object.

Wrapper.Unit#UNIT CarrierUnit

The carrier unit that is executing the cargo loading operation.

(optional) The zone from where the cargo is picked up. Note that the zone is optional and may not be provided, but for AI_CARGO_DISPATCHER_AIRBASE there will always be a PickupZone, as the pickup location is an airbase zone.

PickedUp event handler OnAfter for AI_CARGO_DISPATCHER.

Use this event handler to tailor the event when a carrier has picked up all cargo objects into the CarrierGroup. You can use this event handler to post messages to players, or provide status updates etc.

Defined in:

AI_CARGO_DISPATCHER

Parameters:

#string From

A string that contains the "from state name" when the event was triggered.

#string Event

A string that contains the "event name" when the event was triggered.

#string To

A string that contains the "to state name" when the event was triggered.

Wrapper.Group#GROUP CarrierGroup

The group object that contains the CarrierUnits.

(optional) The zone from where the cargo is picked up. Note that the zone is optional and may not be provided, but for AI_CARGO_DISPATCHER_AIRBASE there will always be a PickupZone, as the pickup location is an airbase zone.

Pickup event handler OnAfter for AI_CARGO_DISPATCHER.

Use this event handler to tailor the event when a CarrierGroup is routed towards a new pickup Coordinate and a specified Speed. You can use this event handler to post messages to players, or provide status updates etc.

Defined in:

AI_CARGO_DISPATCHER

Parameters:

#string From

A string that contains the "from state name" when the event was triggered.

#string Event

A string that contains the "event name" when the event was triggered.

#string To

A string that contains the "to state name" when the event was triggered.

Wrapper.Group#GROUP CarrierGroup

The group object that contains the CarrierUnits.

The coordinate of the pickup location.

#number Speed

The velocity in meters per second on which the CarrierGroup is routed towards the pickup Coordinate.

#number Height

Height in meters to move to the pickup coordinate.

(optional) The zone from where the cargo is picked up. Note that the zone is optional and may not be provided, but for AI_CARGO_DISPATCHER_AIRBASE there will always be a PickupZone, as the pickup location is an airbase zone.

Unload event handler OnAfter for AI_CARGO_DISPATCHER.

Use this event handler to tailor the event when a CarrierGroup has initiated the unloading or unboarding of cargo. You can use this event handler to post messages to players, or provide status updates etc.

Defined in:

AI_CARGO_DISPATCHER

Parameters:

#string From

A string that contains the "from state name" when the event was triggered.

#string Event

A string that contains the "event name" when the event was triggered.

#string To

A string that contains the "to state name" when the event was triggered.

Wrapper.Group#GROUP CarrierGroup

The group object that contains the CarrierUnits.

Core.Zone#ZONE DeployZone

The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.

Unloaded event handler OnAfter for AI_CARGO_DISPATCHER.

Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup has unloaded a cargo object. You can use this event handler to post messages to players, or provide status updates etc. Note that if more cargo objects were unloading or unboarding from the CarrierUnit, then this event can be triggered multiple times for each different Cargo/CarrierUnit. A CarrierUnit can be part of the larger CarrierGroup.

Defined in:

AI_CARGO_DISPATCHER

Parameters:

#string From

A string that contains the "from state name" when the event was triggered.

#string Event

A string that contains the "event name" when the event was triggered.

#string To

A string that contains the "to state name" when the event was triggered.

Wrapper.Group#GROUP CarrierGroup

The group object that contains the CarrierUnits.

The cargo object.

Wrapper.Unit#UNIT CarrierUnit

The carrier unit that is executing the cargo unloading operation.

Core.Zone#ZONE DeployZone

The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.

UnLoading event handler OnAfter for AI_CARGO_DISPATCHER.

Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup is in the process of unloading or unboarding of a cargo object. You can use this event handler to post messages to players, or provide status updates etc. Note that this event is triggered repeatedly until all cargo (units) have been unboarded from the CarrierUnit.

Defined in:

AI_CARGO_DISPATCHER

Parameters:

#string From

A string that contains the "from state name" when the event was triggered.

#string Event

A string that contains the "event name" when the event was triggered.

#string To

A string that contains the "to state name" when the event was triggered.

Wrapper.Group#GROUP CarrierGroup

The group object that contains the CarrierUnits.

The cargo object.

Wrapper.Unit#UNIT CarrierUnit

The carrier unit that is executing the cargo unloading operation.

Core.Zone#ZONE DeployZone

The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.

Set the height or randomizes the height in meters to fly and deploy the cargo.

The default height is 200 meters.

Defined in:

AI_CARGO_DISPATCHER

Parameters:

#number MaxHeight

(optional) The maximum height to fly to the cargo deploy location.

#number MinHeight

(optional) The minimum height to fly to the cargo deploy location.

Return value:

Usage:


-- Create a new cargo dispatcher
AICargoDispatcherHelicopter = AI_CARGO_DISPATCHER_HELICOPTER:New( SetHelicopter, SetCargoInfantry, SetPickupZones, SetDeployZones ) 

-- Set the minimum deploy fly height to be 50 meters and the maximum height to be 200 meters.
AICargoDispatcherHelicopter:SetDeployHeight( 200, 50 )

Sets or randomizes the deploy location for the carrier around the cargo coordinate in a radius defined an outer and an optional inner radius.

This radius is influencing the location where the carrier will land to deploy the cargo. There is an aspect that is very important to remember and take into account:

  • Take care of the potential cargo position and possible reasons to crash the carrier. This is especially important for locations which are crowded with other objects, like in the middle of villages or cities. So, for the best operation of cargo operations, always ensure that the cargo is located at open spaces.

The default radius is 0, so the center. In case of a polygon zone, a random location will be selected as the center in the zone.

Defined in:

AI_CARGO_DISPATCHER

Parameters:

#number OuterRadius

The outer radius in meters around the cargo coordinate.

#number InnerRadius

(optional) The inner radius in meters around the cargo coordinate.

Return value:

Usage:


-- Create a new cargo dispatcher
AICargoDispatcherHelicopter = AI_CARGO_DISPATCHER_HELICOPTER:New( SetHelicopter, SetCargoInfantry, SetPickupZones, SetDeployZones ) 

-- Set the carrier to land within a band around the cargo coordinate between 500 and 300 meters!
AICargoDispatcherHelicopter:SetDeployRadius( 500, 300 )

Sets or randomizes the speed in km/h to deploy the cargo.

Defined in:

AI_CARGO_DISPATCHER

Parameters:

#number MaxSpeed

The maximum speed to move to the cargo deploy location.

#number MinSpeed

(optional) The minimum speed to move to the cargo deploy location.

Return value:

Usage:


-- Create a new cargo dispatcher
AICargoDispatcherHelicopter = AI_CARGO_DISPATCHER_HELICOPTER:New( SetHelicopter, SetCargoInfantry, SetPickupZones, SetDeployZones ) 

-- Set the minimum deploy speed to be 100 km/h and the maximum speed to be 200 km/h.
AICargoDispatcherHelicopter:SetDeploySpeed( 200, 100 )

Set the home zone.

When there is nothing anymore to pickup, the carriers will go to a random coordinate in this zone. They will await here new orders.

Defined in:

AI_CARGO_DISPATCHER

Parameter:

The home zone where the carriers will return when there is no more cargo to pickup.

Return value:

Usage:


-- Create a new cargo dispatcher
AICargoDispatcherHelicopter = AI_CARGO_DISPATCHER_HELICOPTER:New( SetHelicopter, SetCargoInfantry, SetPickupZones, SetDeployZones ) 

-- Set the home coordinate
local HomeZone = ZONE:New( "Home" )
AICargoDispatcherHelicopter:SetHomeZone( HomeZone )

Set the monitor time interval.

Defined in:

AI_CARGO_DISPATCHER

Parameter:

#number MonitorTimeInterval

The interval in seconds when the cargo dispatcher will search for new cargo to be picked up.

Return value:

Set the height or randomizes the height in meters to fly and pickup the cargo.

The default height is 200 meters.

Defined in:

AI_CARGO_DISPATCHER

Parameters:

#number MaxHeight

(optional) The maximum height to fly to the cargo pickup location.

#number MinHeight

(optional) The minimum height to fly to the cargo pickup location.

Return value:

Usage:


-- Create a new cargo dispatcher
AICargoDispatcherHelicopter = AI_CARGO_DISPATCHER_HELICOPTER:New( SetHelicopter, SetCargoInfantry, SetPickupZones, SetDeployZones ) 

-- Set the minimum pickup fly height to be 50 meters and the maximum height to be 200 meters.
AICargoDispatcherHelicopter:SetPickupHeight( 200, 50 )

Sets or randomizes the pickup location for the carrier around the cargo coordinate in a radius defined an outer and optional inner radius.

This radius is influencing the location where the carrier will land to pickup the cargo. There are two aspects that are very important to remember and take into account:

  • Ensure that the outer and inner radius are within reporting radius set by the cargo. For example, if the cargo has a reporting radius of 400 meters, and the outer and inner radius is set to 500 and 450 respectively, then no cargo will be loaded!!!
  • Also take care of the potential cargo position and possible reasons to crash the carrier. This is especially important for locations which are crowded with other objects, like in the middle of villages or cities. So, for the best operation of cargo operations, always ensure that the cargo is located at open spaces.

The default radius is 0, so the center. In case of a polygon zone, a random location will be selected as the center in the zone.

Defined in:

AI_CARGO_DISPATCHER

Parameters:

#number OuterRadius

The outer radius in meters around the cargo coordinate.

#number InnerRadius

(optional) The inner radius in meters around the cargo coordinate.

Return value:

Usage:


-- Create a new cargo dispatcher
AICargoDispatcherHelicopter = AI_CARGO_DISPATCHER_HELICOPTER:New( SetHelicopter, SetCargoInfantry, SetPickupZones, SetDeployZones ) 

-- Set the carrier to land within a band around the cargo coordinate between 500 and 300 meters!
AICargoDispatcherHelicopter:SetPickupRadius( 500, 300 )

Set the speed or randomizes the speed in km/h to pickup the cargo.

Defined in:

AI_CARGO_DISPATCHER

Parameters:

#number MaxSpeed

(optional) The maximum speed to move to the cargo pickup location.

#number MinSpeed

The minimum speed to move to the cargo pickup location.

Return value:

Usage:


-- Create a new cargo dispatcher
AICargoDispatcherHelicopter = AI_CARGO_DISPATCHER_HELICOPTER:New( SetHelicopter, SetCargoInfantry, SetPickupZones, SetDeployZones ) 

-- Set the minimum pickup speed to be 100 km/h and the maximum speed to be 200 km/h.
AICargoDispatcherHelicopter:SetPickupSpeed( 200, 100 )

Start Trigger for AI_CARGO_DISPATCHER

Defined in:

AI_CARGO_DISPATCHER

Stop Trigger for AI_CARGO_DISPATCHER

Defined in:

AI_CARGO_DISPATCHER

Start Asynchronous Trigger for AI_CARGO_DISPATCHER

Defined in:

AI_CARGO_DISPATCHER

Parameter:

#number Delay

Stop Asynchronous Trigger for AI_CARGO_DISPATCHER

Defined in:

AI_CARGO_DISPATCHER

Parameter:

#number Delay

The Start trigger event, which actually takes action at the specified time interval.

Defined in:

AI_CARGO_DISPATCHER

Defined in:

AI_CARGO_DISPATCHER

Parameters:

From

Event

To

Make a Carrier run for a cargo deploy action after the cargo has been loaded, by default.

Defined in:

AI_CARGO_DISPATCHER

Parameters:

From

Event

To

Return value:

Field(s)

#table AI_CARGO_DISPATCHER.AI_Cargo

List of AI_Cargo

Core.Set#SET_CARGO AI_CARGO_DISPATCHER.CargoSet

The set of Cargo.Cargo#CARGO objects, which can be CARGO_GROUP, CARGO_CRATE, CARGO_SLINGLOAD objects.

Core.Set#SET_GROUP AI_CARGO_DISPATCHER.CarrierSet

The set of Wrapper.Group#GROUP objects of carriers that will transport the cargo.

#number AI_CARGO_DISPATCHER.DeployInnerRadius

The inner radius in meters around the cargo coordinate to deploy the cargo.

#number AI_CARGO_DISPATCHER.DeployMaxHeight

The maximum height to fly to the cargo deploy location.

#number AI_CARGO_DISPATCHER.DeployMaxSpeed

The maximum speed to move to the cargo deploy location.

#number AI_CARGO_DISPATCHER.DeployMinHeight

The minimum height to fly to the cargo deploy location.

#number AI_CARGO_DISPATCHER.DeployMinSpeed

The minimum speed to move to the cargo deploy location.

#number AI_CARGO_DISPATCHER.DeployOuterRadius

The outer radius in meters around the cargo coordinate to deploy the cargo.

Core.Zone#SET_ZONE AI_CARGO_DISPATCHER.DeployZoneSet

The set of deploy zones, which are used to where the cargo will be deployed by the carriers.

Core.Zone#ZONE_BASE AI_CARGO_DISPATCHER.HomeZone

The home zone where the carriers will return when there is no more cargo to pickup.

#number AI_CARGO_DISPATCHER.MonitorTimeInterval

The interval in seconds when the cargo dispatcher will search for new cargo to be picked up.

#number AI_CARGO_DISPATCHER.PickupInnerRadius

The inner radius in meters around the cargo coordinate to pickup the cargo.

#number AI_CARGO_DISPATCHER.PickupMaxHeight

The maximum height to fly to the cargo pickup location.

#number AI_CARGO_DISPATCHER.PickupMaxSpeed

The maximum speed to move to the cargo pickup location.

#number AI_CARGO_DISPATCHER.PickupMinHeight

The minimum height to fly to the cargo pickup location.

#number AI_CARGO_DISPATCHER.PickupMinSpeed

The minimum speed to move to the cargo pickup location.

#number AI_CARGO_DISPATCHER.PickupOuterRadius

The outer radius in meters around the cargo coordinate to pickup the cargo.

Core.Zone#SET_ZONE AI_CARGO_DISPATCHER.PickupZoneSet

The set of pickup zones, which are used to where the cargo can be picked up by the carriers. If nil, then cargo can be picked up everywhere.

Function(s)

Adds an End state.

Defined in:

Parameter:

#string State

The FSM 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.

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.

Defined in:

Return value:

#string:

Current FSM state.

Returns the End states.

Defined in:

Return value:

#table:

End states.

Defined in:

Parameters:

From

Event

Returns a table of the SubFSM rules defined within the FSM.

Defined in:

Return value:

#table:

Sub processes.

Returns a table with the scores defined.

Defined in:

Return value:

#table:

Scores.

Returns the start state of the FSM.

Defined in:

Return value:

#string:

A string containing the start state.

Get current state.

Defined in:

Return value:

#string:

Current FSM state.

Returns a table with the Subs defined.

Defined in:

Return value:

#table:

Sub processes.

Returns a table of the transition rules defined within the FSM.

Defined in:

Return value:

#table:

Transitions.

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.

Defined in:

Parameter:

#table CallBackTable

Table of call backs.

Creates a new FSM object.

Defined in:

Return value:

#FSM:

Defined in:

Parameters:

From

Event

Fsm

Sets the start state of the FSM.

Defined in:

Parameter:

#string State

A string defining the start state.

Add to map.

Defined in:

Parameters:

#table Map

Map.

#table Event

Event table.

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.

Defined in:

Parameters:

#table Events

Events.

#table EventStructure

Event structure.

Go sub.

Defined in:

Parameters:

#string ParentFrom

Parent from state.

#string ParentEvent

Parent event name.

Return value:

#table:

Subs.

Handler.

Defined in:

Parameters:

#string EventName

Event name.

...

Arguments.

Is end state.

Defined in:

Parameter:

#string Current

Current state name.

Return values:

#table:

FSM parent.

#string:

Event name.

Sub maps.

Defined in:

Parameters:

#table subs

Subs.

#table sub

Sub.

#string name

Name.

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)

#table AI_CARGO_DISPATCHER.AI_Cargo

List of AI_Cargo

Core.Set#SET_CARGO AI_CARGO_DISPATCHER.CargoSet

The set of Cargo.Cargo#CARGO objects, which can be CARGO_GROUP, CARGO_CRATE, CARGO_SLINGLOAD objects.

Core.Set#SET_GROUP AI_CARGO_DISPATCHER.CarrierSet

The set of Wrapper.Group#GROUP objects of carriers that will transport the cargo.

#number AI_CARGO_DISPATCHER.DeployInnerRadius

The inner radius in meters around the cargo coordinate to deploy the cargo.

#number AI_CARGO_DISPATCHER.DeployMaxHeight

The maximum height to fly to the cargo deploy location.

#number AI_CARGO_DISPATCHER.DeployMaxSpeed

The maximum speed to move to the cargo deploy location.

#number AI_CARGO_DISPATCHER.DeployMinHeight

The minimum height to fly to the cargo deploy location.

#number AI_CARGO_DISPATCHER.DeployMinSpeed

The minimum speed to move to the cargo deploy location.

#number AI_CARGO_DISPATCHER.DeployOuterRadius

The outer radius in meters around the cargo coordinate to deploy the cargo.

Core.Zone#SET_ZONE AI_CARGO_DISPATCHER.DeployZoneSet

The set of deploy zones, which are used to where the cargo will be deployed by the carriers.

Core.Zone#ZONE_BASE AI_CARGO_DISPATCHER.HomeZone

The home zone where the carriers will return when there is no more cargo to pickup.

#number AI_CARGO_DISPATCHER.MonitorTimeInterval

The interval in seconds when the cargo dispatcher will search for new cargo to be picked up.

#number AI_CARGO_DISPATCHER.PickupInnerRadius

The inner radius in meters around the cargo coordinate to pickup the cargo.

#number AI_CARGO_DISPATCHER.PickupMaxHeight

The maximum height to fly to the cargo pickup location.

#number AI_CARGO_DISPATCHER.PickupMaxSpeed

The maximum speed to move to the cargo pickup location.

#number AI_CARGO_DISPATCHER.PickupMinHeight

The minimum height to fly to the cargo pickup location.

#number AI_CARGO_DISPATCHER.PickupMinSpeed

The minimum speed to move to the cargo pickup location.

#number AI_CARGO_DISPATCHER.PickupOuterRadius

The outer radius in meters around the cargo coordinate to pickup the cargo.

Core.Zone#SET_ZONE AI_CARGO_DISPATCHER.PickupZoneSet

The set of pickup zones, which are used to where the cargo can be picked up by the carriers. If nil, then cargo can be picked up everywhere.

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_PLAYER_ENTER_AIRCRAFT event.

Defined in:

Parameter:

Wrapper.Unit#UNIT PlayerUnit

The aircraft unit the player entered.

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.

Defined in:

Parameter:

Arguments

A #table or any field.

Returns the event dispatcher

Defined in:

Return value:

Remove all subscribed events

Defined in:

Return value:

Trace a function call.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function call level 2.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function call level 3.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Get the ClassID of the class instance.

Defined in:

Return value:

#string:

The ClassID of the class instance.

Get the ClassName of the class instance.

Defined in:

Return value:

#string:

The ClassName of the class instance.

Get the ClassName + ClassID of the class instance.

The ClassName + ClassID is formatted as '%s#%09d'.

Defined in:

Return value:

#string:

The ClassName + ClassID of the class instance.

Get the Class Core.Event processing Priority.

The Event processing Priority is a number from 1 to 10, reflecting the order of the classes subscribed to the Event to be processed.

Defined in:

Return value:

#number:

The Core.Event processing Priority.

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()

Defined in:

Parameters:

#BASE Child

This is the Child class from which the Parent class needs to be retrieved.

#BASE FromClass

(Optional) The class from which to get the parent.

Return value:

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:

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.

Defined in:

Parameter:

Arguments

A #table or any field.

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).

Defined in:

Return value:

#boolean:

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

Defined in:

Return value:

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.

Defined in:

Parameter:

The EventData structure.

BDA.

Have a look at the class Core.Event#EVENT as these are just the prototypes.

Defined in:

Parameter:

The EventData structure.

Occurs when a ground unit captures either an airbase or a farp.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that captured the base place: The airbase that was captured, can be a FARP or Airbase. When calling place:getCoalition() the faction will already be the new owning faction.

Defined in:

Parameter:

The EventData structure.

Occurs when any object is spawned into the mission.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that was spawned

Defined in:

Parameter:

The EventData structure.

Occurs when any aircraft crashes into the ground and is completely destroyed.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that has crashed

Defined in:

Parameter:

The EventData structure.

Occurs when an object is dead.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is dead.

Defined in:

Parameter:

The EventData structure.

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.

Defined in:

Parameter:

The EventData structure.

Discard chair after ejection.

Have a look at the class Core.Event#EVENT as these are just the prototypes.

Defined in:

Parameter:

The EventData structure.

Occurs when a pilot ejects from an aircraft Have a look at the class Core.Event#EVENT as these are just the prototypes.

initiator : The unit that has ejected

Defined in:

Parameter:

The EventData structure.

Occurs when any aircraft shuts down its engines.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is stopping its engines.

Defined in:

Parameter:

The EventData structure.

Occurs when any aircraft starts its engines.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is starting its engines.

Defined in:

Parameter:

The EventData structure.

Occurs whenever an object is hit by a weapon.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit object the fired the weapon weapon: Weapon object that hit the target target: The Object that was hit.

Defined in:

Parameter:

The EventData structure.

Occurs when any system fails on a human controlled aircraft.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that had the failure

Defined in:

Parameter:

The EventData structure.

Occurs on the death of a unit.

Contains more and different information. Similar to unit_lost it will occur for aircraft before the aircraft crash event occurs. Have a look at the class Core.Event#EVENT as these are just the prototypes.

  • initiator: The unit that killed the target
  • target: Target Object
  • weapon: Weapon Object

Defined in:

Parameter:

The EventData structure.

Occurs when an aircraft lands at an airbase, farp or ship Have a look at the class Core.Event#EVENT as these are just the prototypes.

initiator : The unit that has landed place: Object that the unit landed on. Can be an Airbase Object, FARP, or Ships

Defined in:

Parameter:

The EventData structure.

Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up.

Event does not occur if the pilot lands in the water and sub combs to Davey Jones Locker. Have a look at the class Core.Event#EVENT as these are just the prototypes.

  • 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.

Defined in:

Parameter:

The EventData structure.

Landing quality mark.

Have a look at the class Core.Event#EVENT as these are just the prototypes.

Defined in:

Parameter:

The EventData structure.

Occurs when a new mark was added.

Have a look at the class Core.Event#EVENT as these are just the prototypes. MarkID: ID of the mark.

Defined in:

Parameter:

The EventData structure.

Occurs when a mark text was changed.

Have a look at the class Core.Event#EVENT as these are just the prototypes. MarkID: ID of the mark.

Defined in:

Parameter:

The EventData structure.

Occurs when a mark was removed.

Have a look at the class Core.Event#EVENT as these are just the prototypes. MarkID: ID of the mark.

Defined in:

Parameter:

The EventData structure.

Occurs when a mission ends Have a look at the class Core.Event#EVENT as these are just the prototypes.

Defined in:

Parameter:

The EventData structure.

Occurs when a mission starts Have a look at the class Core.Event#EVENT as these are just the prototypes.

Defined in:

Parameter:

The EventData structure.

Weapon add.

Fires when entering a mission per pylon with the name of the weapon (double pylons not counted, infinite wep reload not counted. Have a look at the class Core.Event#EVENT as these are just the prototypes.

Defined in:

Parameter:

The EventData structure.

Occurs when the pilot of an aircraft is killed.

Can occur either if the player is alive and crashes or if a weapon kills the pilot without completely destroying the plane. Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that the pilot has died in.

Defined in:

Parameter:

The EventData structure.

Occurs when a player enters a slot and takes control of an aircraft.

Have a look at the class Core.Event#EVENT as these are just the prototypes. NOTE: This is a workaround of a long standing DCS bug with the PLAYER_ENTER_UNIT event. initiator : The unit that is being taken control of.

Defined in:

Parameter:

The EventData structure.

Occurs when any player assumes direct control of a unit.

Note - not Mulitplayer safe. Use PlayerEnterAircraft. Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is being taken control of.

Defined in:

Parameter:

The EventData structure.

Occurs when any player relieves control of a unit to the AI.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that the player left.

Defined in:

Parameter:

The EventData structure.

Occurs when an aircraft connects with a tanker and begins taking on fuel.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is receiving fuel.

Defined in:

Parameter:

The EventData structure.

Occurs when an aircraft is finished taking fuel.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that was receiving fuel.

Defined in:

Parameter:

The EventData structure.

Occurs when any modification to the "Score" as seen on the debrief menu would occur.

There is no information on what values the score was changed to. Event is likely similar to player_comment in this regard. Have a look at the class Core.Event#EVENT as these are just the prototypes.

Defined in:

Parameter:

The EventData structure.

Occurs when any unit stops firing its weapon.

Event will always correspond with a shooting start event. Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that was doing the shooting.

Defined in:

Parameter:

The EventData structure.

Occurs when any unit begins firing a weapon that has a high rate of fire.

Most common with aircraft cannons (GAU-8), autocannons, and machine guns. Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is doing the shooting. target: The unit that is being targeted.

Defined in:

Parameter:

The EventData structure.

Occurs whenever any unit in a mission fires a weapon.

But not any machine gun or autocannon based weapon, those are handled by EVENT.ShootingStart. Have a look at the class Core.Event#EVENT as these are just the prototypes.

Defined in:

Parameter:

The EventData structure.

Occurs when an aircraft takes off from an airbase, farp, or ship.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that tookoff place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships

Defined in:

Parameter:

The EventData structure.

Trigger zone.

Have a look at the class Core.Event#EVENT as these are just the prototypes.

Defined in:

Parameter:

The EventData structure.

Occurs when the game thinks an object is destroyed.

Have a look at the class Core.Event#EVENT as these are just the prototypes.

  • initiator: The unit that is was destroyed.

Defined in:

Parameter:

The EventData structure.

Schedule a new time event.

Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.

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.

Defined in:

Parameter:

#number EventPriority

The Core.Event processing Priority.

Return value:

self

Set a state or property of the Object given a Key and a Value.

Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.

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.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function logic level 2.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function logic level 3.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace all methods in MOOSE

Defined in:

Parameter:

#boolean TraceAll

true = trace all methods in MOOSE.

Set tracing for a class

Defined in:

Parameter:

#string Class

Class name.

Set tracing for a specific method of class

Defined in:

Parameters:

#string Class

Class name.

#string Method

Method.

Set trace level

Defined in:

Parameter:

#number Level

Set trace off.

Defined in:

Usage:

-- Switch the tracing Off
BASE:TraceOff()

Set trace on.

Defined in:

Usage:

-- Switch the tracing On
BASE:TraceOn()

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.

Defined in:

Parameter:

Event ID.

Return value:

Trace a function call.

This function is private.

Defined in:

Parameters:

Arguments

A #table or any field.

DebugInfoCurrentParam

DebugInfoFromParam

(Internal) Serialize arguments

Defined in:

Parameter:

#table Arguments

Return value:

#string:

Text

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.

Defined in:

Parameter:

DCS#Event event