Module Cargo.Cargo
Cargo - Management of CARGO logistics, that can be transported from and to transportation carriers.
1) MOOSE Cargo System.
Those who have used the mission editor, know that the DCS mission editor provides cargo facilities.
However, these are merely static objects. Wouldn't it be nice if cargo could bring a new dynamism into your simulations? Where various objects of various types could be treated also as cargo?
This is what MOOSE brings to you, a complete new cargo object model that used the cargo capabilities of DCS world, but enhances it.
MOOSE Cargo introduces also a new concept, called a "carrier". These can be:
- Helicopters
- Planes
- Ground Vehicles
- Ships
With the MOOSE Cargo system, you can:
- Take full control of the cargo as objects within your script (see below).
- Board/Unboard infantry into carriers. Also other objects can be boarded, like mortars.
- Load/Unload dcs world cargo objects into carriers.
- Load/Unload other static objects into carriers (like tires etc).
- Slingload cargo objects.
- Board units one by one...
2) MOOSE Cargo Objects.
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.
There are 4 types of MOOSE cargo objects possible, each represented by its own class:
- Cargo.CargoGroup#CARGO_GROUP: A MOOSE cargo that is represented by a DCS world GROUP object.
- Cargo.CargoCrate#CARGO_CRATE: A MOOSE cargo that is represented by a DCS world cargo object (static object).
- Cargo.CargoUnit#CARGO_UNIT: A MOOSE cargo that is represented by a DCS world unit object or static object.
- Cargo.CargoSlingload#CARGO_SLINGLOAD: A MOOSE cargo that is represented by a DCS world cargo object (static object), that can be slingloaded.
Note that a CARGO crate is not meant to be slingloaded (it can, but it is not meant to be handled like that. Instead, a CARGO_CRATE is able to load itself into the bays of a carrier.
Each of these MOOSE cargo objects behave in its own way, and have methods to be handled.
local InfantryGroup = GROUP:FindByName( "Infantry" )
local InfantryCargo = CARGO_GROUP:New( InfantryGroup, "Engineers", "Infantry Engineers", 2000 )
local CargoCarrier = UNIT:FindByName( "Carrier" )
-- This call will make the Cargo run to the CargoCarrier.
-- Upon arrival at the CargoCarrier, the Cargo will be Loaded into the Carrier.
-- This process is now fully automated.
InfantryCargo:Board( CargoCarrier, 25 )
The above would create a MOOSE cargo object called InfantryCargo
, and using that object,
you can board the cargo into the carrier CargoCarrier
.
Simple, isn't it? Told you, and this is only the beginning.
The boarding, unboarding, loading, unloading of cargo is however something that is not meant to be coded manually by mission designers. It would be too low-level and not end-user friendly to deal with cargo handling complexity. Things can become really complex if you want to make cargo being handled and behave in multiple scenarios.
3) Cargo Handling Classes, the main engines for mission designers!
For this reason, the MOOSE Cargo System is heavily used by 3 important cargo handling class hierarchies within MOOSE, that make cargo come "alive" within your mission in a full automatic manner!
3.1) AI Cargo handlers.
- AI.AI_Cargo_APC will create for you the capability to make an APC group handle cargo.
- AI.AI_Cargo_Helicopter will create for you the capability to make a Helicopter group handle cargo.
3.2) AI Cargo transportation dispatchers.
There are also dispatchers that make AI work together to transport cargo automatically!!!
- AI.AI_Cargo_Dispatcher_APC derived classes will create for your dynamic cargo handlers controlled by AI ground vehicle groups (APCs) to transport cargo between sites.
- AI.AI_Cargo_Dispatcher_Helicopters derived classes will create for your dynamic cargo handlers controlled by AI helicopter groups to transport cargo between sites.
3.3) Cargo transportation tasking.
And there is cargo transportation tasking for human players.
- Tasking.Task_CARGO derived classes will create for you cargo transportation tasks, that allow human players to interact with MOOSE cargo objects to complete tasks.
Please refer to the documentation reflected within these modules to understand the detailed capabilities.
4) Cargo SETs.
To make life a bit more easy, MOOSE cargo objects can be grouped into a Core.Set#SET_CARGO. This is a collection of MOOSE cargo objects.
This would work as follows:
-- Define the cargo set.
local CargoSetWorkmaterials = SET_CARGO:New():FilterTypes( "Workmaterials" ):FilterStart()
-- Now add cargo the cargo set.
local EngineerCargoGroup = CARGO_GROUP:New( GROUP:FindByName( "Engineers" ), "Workmaterials", "Engineers", 250 )
local ConcreteCargo = CARGO_SLINGLOAD:New( STATIC:FindByName( "Concrete" ), "Workmaterials", "Concrete", 150, 50 )
local CrateCargo = CARGO_CRATE:New( STATIC:FindByName( "Crate" ), "Workmaterials", "Crate", 150, 50 )
local EnginesCargo = CARGO_CRATE:New( STATIC:FindByName( "Engines" ), "Workmaterials", "Engines", 150, 50 )
local MetalCargo = CARGO_CRATE:New( STATIC:FindByName( "Metal" ), "Workmaterials", "Metal", 150, 50 )
This is a very powerful concept!
Instead of having to deal with multiple MOOSE cargo objects yourself, the cargo set capability will group cargo objects into one set.
The key is the cargo type name given at each cargo declaration!
In the above example, the cargo type name is "Workmaterials"
. Each cargo object declared is given that type name. (the 2nd parameter).
What happens now is that the cargo set CargoSetWorkmaterials
will be added with each cargo object dynamically when the cargo object is created.
In other words, the cargo set CargoSetWorkmaterials
will incorporate any "Workmaterials"
dynamically into its set.
The cargo sets are extremely important for the AI cargo transportation dispatchers and the cargo transporation tasking.
5) Declare cargo directly in the mission editor!
But I am not finished! There is something more, that is even more great! Imagine the mission designers having to code all these lines every time it wants to embed cargo within a mission.
-- Now add cargo the cargo set.
local EngineerCargoGroup = CARGO_GROUP:New( GROUP:FindByName( "Engineers" ), "Workmaterials", "Engineers", 250 )
local ConcreteCargo = CARGO_SLINGLOAD:New( STATIC:FindByName( "Concrete" ), "Workmaterials", "Concrete", 150, 50 )
local CrateCargo = CARGO_CRATE:New( STATIC:FindByName( "Crate" ), "Workmaterials", "Crate", 150, 50 )
local EnginesCargo = CARGO_CRATE:New( STATIC:FindByName( "Engines" ), "Workmaterials", "Engines", 150, 50 )
local MetalCargo = CARGO_CRATE:New( STATIC:FindByName( "Metal" ), "Workmaterials", "Metal", 150, 50 )
This would be extremely tiring and a huge overload. However, the MOOSE framework allows to declare MOOSE cargo objects within the mission editor!!!
So, at mission startup, MOOSE will search for objects following a special naming convention, and will create for you dynamically cargo objects at mission start!!! -- These cargo objects can then be automatically incorporated within cargo set(s)!!! In other words, your mission will be reduced to about a few lines of code, providing you with a full dynamic cargo handling mission!
5.1) Use #CARGO tags in the mission editor:
MOOSE can create automatically cargo objects, if the name of the cargo contains the #CARGO tag. When a mission starts, MOOSE will scan all group and static objects it found for the presence of the #CARGO tag. When found, MOOSE will declare the object as cargo (create in the background a CARGO_ object, like CARGO_GROUP, CARGO_CRATE or CARGO_SLINGLOAD. The creation of these CARGO_ objects will allow to be filtered and automatically added in SET_CARGO objects. In other words, with very minimal code as explained in the above code section, you are able to create vast amounts of cargo objects just from within the editor.
What I talk about is this:
-- BEFORE THIS SCRIPT STARTS, MOOSE WILL ALREADY HAVE SCANNED FOR OBJECTS WITH THE #CARGO TAG IN THE NAME.
-- FOR EACH OF THESE OBJECT, MOOSE WILL HAVE CREATED CARGO_ OBJECTS LIKE CARGO_GROUP, CARGO_CRATE AND CARGO_SLINGLOAD.
HQ = GROUP:FindByName( "HQ", "Bravo" )
CommandCenter = COMMANDCENTER
:New( HQ, "Lima" )
Mission = MISSION
:New( CommandCenter, "Operation Cargo Fun", "Tactical", "Transport Cargo", coalition.side.RED )
TransportGroups = SET_GROUP:New():FilterCoalitions( "blue" ):FilterPrefixes( "Transport" ):FilterStart()
TaskDispatcher = TASK_CARGO_DISPATCHER:New( Mission, TransportGroups )
-- This is the most important now. You setup a new SET_CARGO filtering the relevant type.
-- The actual cargo objects are now created by MOOSE in the background.
-- Each cargo is setup in the Mission Editor using the #CARGO tag in the group name.
-- This allows a truly dynamic setup.
local CargoSetWorkmaterials = SET_CARGO:New():FilterTypes( "Workmaterials" ):FilterStart()
local WorkplaceTask = TaskDispatcher:AddTransportTask( "Build a Workplace", CargoSetWorkmaterials, "Transport the workers, engineers and the equipment near the Workplace." )
TaskDispatcher:SetTransportDeployZone( WorkplaceTask, ZONE:New( "Workplace" ) )
The above code example has the CargoSetWorkmaterials
, which is a SET_CARGO collection and will include the CARGO_ objects of the type "Workmaterials".
And there is NO cargo object actually declared within the script! However, if you would open the mission, there would be hundreds of cargo objects...
The #CARGO tag even allows for several options to be specified, which are important to learn.
5.2) The #CARGO tag to create CARGO_GROUP objects:
You can also use the #CARGO tag on group objects of the mission editor.
For example, the following #CARGO naming in the group name of the object, will create a CARGO_GROUP object when the mission starts.
Infantry #CARGO(T=Workmaterials,RR=500,NR=25)
This will create a CARGO_GROUP object:
- with the group name
Infantry #CARGO
- is of type
Workmaterials
- will report when a carrier is within 500 meters
- will board to carriers when the carrier is within 500 meters from the cargo object
- will disappear when the cargo is within 25 meters from the carrier during boarding
So the overall syntax of the #CARGO naming tag and arguments are:
GroupName #CARGO(T=CargoTypeName,RR=Range,NR=Range)
- T= Provide a text that contains the type name of the cargo object. This type name can be used to filter cargo within a SET_CARGO object.
- RR= Provide the minimal range in meters when the report to the carrier, and board to the carrier. Note that this option is optional, so can be omitted. The default value of the RR is 250 meters.
- NR= Provide the maximum range in meters when the cargo units will be boarded within the carrier during boarding. Note that this option is optional, so can be omitted. The default value of the RR is 10 meters.
5.2) The #CARGO tag to create CARGO_CRATE or CARGO_SLINGLOAD objects:
You can also use the #CARGO tag on static objects, including static cargo objects of the mission editor.
For example, the following #CARGO naming in the static name of the object, will create a CARGO_CRATE object when the mission starts.
Static #CARGO(T=Workmaterials,C=CRATE,RR=500,NR=25)
This will create a CARGO_CRATE object:
- with the group name
Static #CARGO
- is of type
Workmaterials
- is of category
CRATE
(as opposed toSLING
) - will report when a carrier is within 500 meters
- will board to carriers when the carrier is within 500 meters from the cargo object
- will disappear when the cargo is within 25 meters from the carrier during boarding
So the overall syntax of the #CARGO naming tag and arguments are:
StaticName #CARGO(T=CargoTypeName,C=Category,RR=Range,NR=Range)
- T= Provide a text that contains the type name of the cargo object. This type name can be used to filter cargo within a SET_CARGO object.
- C= Provide either
CRATE
orSLING
to have this static created as a CARGO_CRATE or CARGO_SLINGLOAD respectively. - RR= Provide the minimal range in meters when the report to the carrier, and board to the carrier. Note that this option is optional, so can be omitted. The default value of the RR is 250 meters.
- NR= Provide the maximum range in meters when the cargo units will be boarded within the carrier during boarding. Note that this option is optional, so can be omitted. The default value of the RR is 10 meters.
Developer Note
Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE Therefore, this class is considered to be deprecated
Author: FlightControl
Contributions:
Global(s)
Global CARGO |
Defines the core functions that defines a cargo object within MOOSE. |
Defines the core functions that defines a cargo object within MOOSE.
A cargo is a logical object defined that is available for transport, and has a life status within a simulation.
CARGO is not meant to be used directly by mission designers, but provides a base class for concrete cargo implementation classes to handle:
- Cargo group objects, implemented by the Cargo.CargoGroup#CARGO_GROUP class.
- Cargo Unit objects, implemented by the Cargo.CargoUnit#CARGO_UNIT class.
- Cargo Crate objects, implemented by the Cargo.CargoCrate#CARGO_CRATE class.
- Cargo Sling Load objects, implemented by the Cargo.CargoSlingload#CARGO_SLINGLOAD class.
The above cargo classes are used by the AI_CARGO_ classes to allow AI groups to transport cargo:
- AI Armoured Personnel Carriers to transport cargo and engage in battles, using the AI.AI_Cargo_APC#AI_CARGO_APC class.
- AI Helicopters to transport cargo, using the AI.AI_Cargo_Helicopter#AI_CARGO_HELICOPTER class.
- AI Planes to transport cargo, using the AI.AI_Cargo_Plane#AI_CARGO_PLANE class.
- AI Ships is planned.
The above cargo classes are also used by the TASK_CARGO_ classes to allow human players to transport cargo as part of a tasking:
- Tasking.Task_Cargo_Transport#TASK_CARGO_TRANSPORT to transport cargo by human players.
- Tasking.Task_Cargo_Transport#TASK_CARGO_CSAR to transport downed pilots by human players.
The CARGO is a state machine: it manages the different events and states of the cargo. All derived classes from CARGO follow the same state machine, expose the same cargo event functions, and provide the same cargo states.
CARGO Events:
- CARGO.Board( ToCarrier ): Boards the cargo to a carrier.
- CARGO.Load( ToCarrier ): Loads the cargo into a carrier, regardless of its position.
- CARGO.UnBoard( ToPointVec2 ): UnBoard the cargo from a carrier. This will trigger a movement of the cargo to the option ToPointVec2.
- CARGO.UnLoad( ToPointVec2 ): UnLoads the cargo from a carrier.
- CARGO.Destroyed( Controllable ): The cargo is dead. The cargo process will be ended.
Global CARGOS |
Global CARGO_PACKAGE |
Global CARGO_REPORTABLE |
Global CARGO_REPRESENTABLE |
Models CARGO that is representable by a Unit. |
Type(s)
Fields and Methods inherited from CARGO | Description |
---|---|
Boards the cargo to a Carrier. |
|
Check if the cargo can be Boarded. |
|
Check if the cargo can be Loaded. |
|
Check if the cargo can be Slingloaded. |
|
Check if the cargo can be Unboarded. |
|
Check if the cargo can be Unloaded. |
|
The alive DCS object carrying the cargo. This value can be nil, meaning, that the cargo is not contained anywhere... |
|
The alive DCS object representing the cargo. This value can be nil, meaning, that the cargo is not represented anywhere... |
|
This flag defines if the cargo can be contained within a DCS Unit. |
|
Destroy the cargo. |
|
Find a CARGO in the _DATABASE. |
|
Signal a flare at the position of the CARGO. |
|
Signal a green flare at the position of the CARGO. |
|
Signal a red flare at the position of the CARGO. |
|
Signal a white flare at the position of the CARGO. |
|
Signal a yellow flare at the position of the CARGO. |
|
Get the coalition of the Cargo. |
|
Get the current coordinates of the Cargo. |
|
Get the amount of Cargo. |
|
Get the heading of the cargo. |
|
Get the Load radius, which is the radius till when the Cargo can be loaded. |
|
Get the name of the Cargo. |
|
Get the current active object representing or being the Cargo. |
|
Get the object name of the Cargo. |
|
Get the current PointVec2 of the cargo. |
|
Get the transportation method of the Cargo. |
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Get the type of the Cargo. |
|
Get the volume of the cargo. |
|
Get the weight of the cargo. |
|
Get the x position of the cargo. |
|
Get the y position of the cargo. |
|
Check if cargo is alive. |
|
Check if cargo is boarding. |
|
Is the cargo deployed |
|
Check if cargo is destroyed. |
|
Check if Cargo is in the LoadRadius for the Cargo to be Boarded or Loaded. |
|
Check if the Cargo can report itself to be Boarded or Loaded. |
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Check if Cargo is the given Core.Zone. |
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Check if cargo is loaded. |
|
Check if cargo is loaded. |
|
Check if CargoCarrier is near the coordinate within NearRadius. |
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Check if cargo is unloaded. |
|
Check if cargo is unboarding. |
|
Loads the cargo to a Carrier. |
|
Send a CC message to a Wrapper.Group. |
|
This flag defines if the cargo is moveable. |
|
A string defining the name of the cargo. The name is the unique identifier of the cargo. |
|
(optional) A number defining the radius in meters when the cargo is near to a Carrier, so that it can be loaded. |
|
CARGO Constructor. |
|
Report to a Carrier Group. |
|
Report to a Carrier Group with a Flaring signal. |
|
Reset the reporting for a Carrier Group. |
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Reset all the reporting for a Carrier Group. |
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Report to a Carrier Group with a Smoking signal. |
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This flag defines if the cargo can be represented by a DCS Unit. |
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Respawn the cargo when destroyed |
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Set the cargo as deployed. |
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Set the Load radius, which is the radius till when the Cargo can be loaded. |
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Set the volume of the cargo. |
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Set the weight of the cargo. |
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This flag defines if the cargo can be slingloaded. |
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Smoke the CARGO. |
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Smoke the CARGO Blue. |
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Smoke the CARGO Green. |
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Smoke the CARGO Orange. |
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Smoke the CARGO Red. |
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Smoke the CARGO White. |
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Template method to spawn a new representation of the CARGO in the simulator. |
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A string defining the type of the cargo. eg. Engineers, Equipment, Screwdrivers. |
|
UnBoards the cargo to a Carrier. |
|
UnLoads the cargo to a Carrier. |
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A number defining the weight of the cargo. The weight is expressed in kg. |
|
Boards the cargo to a Carrier. |
|
Loads the cargo to a Carrier. |
|
UnBoards the cargo to a Carrier. |
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UnLoads the cargo to a Carrier. |
|
Fields and Methods inherited from FSM_PROCESS | Description |
---|---|
Assign the process to a Wrapper.Unit and activate the process. |
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Creates a new FSM_PROCESS object based on this FSM_PROCESS. |
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Gets the mission of the process. |
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Gets the mission of the process. |
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Gets the task of the process. |
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Send a message of the Tasking.Task to the Group of the Unit. |
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Creates a new FSM_PROCESS object. |
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Removes an FSM_PROCESS object. |
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Sets the task of the process. |
|
StateMachine callback function for a FSM_PROCESS |
Fields and Methods inherited from FSM_CONTROLLABLE | Description |
---|---|
Gets the CONTROLLABLE object that the FSM_CONTROLLABLE governs. |
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Creates a new FSM_CONTROLLABLE object. |
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OnAfter Transition Handler for Event Stop. |
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OnBefore Transition Handler for Event Stop. |
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OnEnter Transition Handler for State Stopped. |
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OnLeave Transition Handler for State Stopped. |
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Sets the CONTROLLABLE object that the FSM_CONTROLLABLE governs. |
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Synchronous Event Trigger for Event Stop. |
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Asynchronous Event Trigger for Event Stop. |
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Fields and Methods inherited from FSM | Description |
---|---|
Adds an End state. |
|
Set the default #FSM_PROCESS template with key ProcessName providing the ProcessClass and the process object when it is assigned to a Wrapper.Controllable by the task. |
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Adds a score for the FSM to be achieved. |
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Adds a score for the FSM_PROCESS to be achieved. |
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Add a new transition rule to the FSM. |
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Call scheduler. |
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Name of the class. |
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Get current state. |
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Returns the End states. |
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Returns a table of the SubFSM rules defined within the FSM. |
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Returns a table with the scores defined. |
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Returns the start state of the FSM. |
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Get current state. |
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Returns a table with the Subs defined. |
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Returns a table of the transition rules defined within the FSM. |
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Check if FSM is in state. |
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Load call backs. |
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Creates a new FSM object. |
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Scores. |
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Sets the start state of the FSM. |
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Add to map. |
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Call handler. |
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Create transition. |
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Delayed transition. |
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Event map. |
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Go sub. |
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Handler. |
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Is end state. |
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Sub maps. |
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Check if can do an event. |
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Check if cannot do an event. |
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Current state name. |
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Check if FSM is in state. |
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Options. |
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Subs. |
Fields and Methods inherited from BASE | Description |
---|---|
The ID number of the class. |
|
The name of the class. |
|
The name of the class concatenated with the ID number of the class. |
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Clear the state of an object. |
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CARGO:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
Creation of a Birth Event. |
CARGO:CreateEventCrash(EventTime, Initiator, IniObjectCategory) |
Creation of a Crash Event. |
CARGO:CreateEventDead(EventTime, Initiator, IniObjectCategory) |
Creation of a Dead Event. |
Creation of a |
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Creation of a Remove Unit Event. |
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Creation of a Takeoff Event. |
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Creation of a Crash Event. |
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Log an exception which will be traced always. |
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Returns the event dispatcher |
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Remove all subscribed events |
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Trace a function call. |
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Trace a function call level 2. |
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Trace a function call level 3. |
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Get the ClassID of the class instance. |
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Get the ClassName of the class instance. |
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Get the ClassName + ClassID of the class instance. |
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Get the Class Core.Event processing Priority. |
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This is the worker method to retrieve the Parent class. |
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Get a Value given a Key from the Object. |
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Subscribe to a DCS Event. |
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Log an information which will be traced always. |
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This is the worker method to inherit from a parent class. |
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This is the worker method to check if an object is an (sub)instance of a class. |
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Enquires if tracing is on (for the class). |
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BASE constructor. |
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Occurs when an Event for an object is triggered. |
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BDA. |
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Occurs when a ground unit captures either an airbase or a farp. |
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Occurs when any object is spawned into the mission. |
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Occurs when any aircraft crashes into the ground and is completely destroyed. |
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Occurs when an object is dead. |
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Unknown precisely what creates this event, likely tied into newer damage model. |
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Discard chair after ejection. |
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Occurs when a pilot ejects from an aircraft Have a look at the class Core.Event#EVENT as these are just the prototypes. |
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Occurs when any aircraft shuts down its engines. |
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Occurs when any aircraft starts its engines. |
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Occurs whenever an object is hit by a weapon. |
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Occurs when any system fails on a human controlled aircraft. |
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Occurs on the death of a unit. |
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Occurs when an aircraft lands at an airbase, farp or ship Have a look at the class Core.Event#EVENT as these are just the prototypes. |
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Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up. |
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Landing quality mark. |
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Occurs when a new mark was added. |
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Occurs when a mark text was changed. |
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Occurs when a mark was removed. |
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Occurs when a mission ends Have a look at the class Core.Event#EVENT as these are just the prototypes. |
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Occurs when a mission starts Have a look at the class Core.Event#EVENT as these are just the prototypes. |
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Weapon add. |
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Occurs when the pilot of an aircraft is killed. |
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Occurs when a player enters a slot and takes control of an aircraft. |
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Occurs when any player assumes direct control of a unit. |
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Occurs when any player relieves control of a unit to the AI. |
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Occurs when an aircraft connects with a tanker and begins taking on fuel. |
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Occurs when an aircraft is finished taking fuel. |
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Occurs when any modification to the "Score" as seen on the debrief menu would occur. |
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Occurs when any unit stops firing its weapon. |
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Occurs when any unit begins firing a weapon that has a high rate of fire. |
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Occurs whenever any unit in a mission fires a weapon. |
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Occurs when an aircraft takes off from an airbase, farp, or ship. |
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Trigger zone. |
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Occurs when the game thinks an object is destroyed. |
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Schedule a new time event. |
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CARGO:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...) |
Schedule a new time event. |
Stops the Schedule. |
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Set the Class Core.Event processing Priority. |
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Set a state or property of the Object given a Key and a Value. |
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Trace a function logic level 1. |
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Trace a function logic level 2. |
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Trace a function logic level 3. |
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Trace all methods in MOOSE |
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Set tracing for a class |
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Set tracing for a specific method of class |
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Set trace level |
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Set trace off. |
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Set trace on. |
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Set trace on or off Note that when trace is off, no BASE.Debug statement is performed, increasing performance! When Moose is loaded statically, (as one file), tracing is switched off by default. |
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UnSubscribe to a DCS event. |
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CARGO:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function call. |
CARGO:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function logic. |
The main event handling function... |
Fields and Methods inherited from CARGO_PACKAGE | Description |
---|---|
Check if CargoCarrier is near the Cargo to be Loaded. |
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CARGO_PACKAGE:New(CargoCarrier, Type, Name, Weight, LoadRadius, NearRadius) |
CARGO_PACKAGE Constructor. |
CARGO_PACKAGE:onafterLoad(Event, From, To, CargoCarrier, Speed, LoadDistance, Angle) |
Load Event. |
Board Event. |
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Boarded Event. |
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UnBoard Event. |
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CARGO_PACKAGE:onafterUnBoarded(Event, From, To, CargoCarrier, Speed) |
UnBoarded Event. |
CARGO_PACKAGE:onafterUnLoad(Event, From, To, CargoCarrier, Speed, Distance, Angle) |
UnLoad Event. |
Fields and Methods inherited from CARGO_REPORTABLE | Description |
---|---|
Send a CC message to a Wrapper.Group. |
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CARGO_REPORTABLE:New(Type, Name, Weight, LoadRadius, NearRadius) |
CARGO_REPORTABLE Constructor. |
Fields and Methods inherited from CARGO_REPRESENTABLE | Description |
---|---|
CARGO_REPRESENTABLE Destructor. |
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CARGO_REPRESENTABLE:MessageToGroup(Message, TaskGroup, Name) |
Send a message to a Wrapper.Group through a communication channel near the cargo. |
CARGO_REPRESENTABLE:New(CargoObject, Type, Name, LoadRadius, NearRadius) |
CARGO_REPRESENTABLE Constructor. |
Route a cargo unit to a PointVec2. |
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Field(s)
The alive DCS object carrying the cargo. This value can be nil, meaning, that the cargo is not contained anywhere...
The alive DCS object representing the cargo. This value can be nil, meaning, that the cargo is not represented anywhere...
This flag defines if the cargo can be contained within a DCS Unit.
This flag defines if the cargo is moveable.
A string defining the name of the cargo. The name is the unique identifier of the cargo.
(optional) A number defining the radius in meters when the cargo is near to a Carrier, so that it can be loaded.
This flag defines if the cargo can be represented by a DCS Unit.
This flag defines if the cargo can be slingloaded.
A string defining the type of the cargo. eg. Engineers, Equipment, Screwdrivers.
A number defining the weight of the cargo. The weight is expressed in kg.
Function(s)
Boards the cargo to a Carrier.
The event will create a movement (= running or driving) of the cargo to the Carrier. The cargo must be in the UnLoaded state.
Defined in:
CARGO
Parameters:
Wrapper.Controllable#CONTROLLABLE ToCarrier
The Carrier that will hold the cargo.
#number NearRadius
The radius when the cargo will board the Carrier (to avoid collision).
Find a CARGO in the _DATABASE.
Signal a flare at the position of the CARGO.
Get the current coordinates of the Cargo.
Get the amount of Cargo.
Defined in:
CARGO
Return value:
#number:
The amount of Cargo.
Get the Load radius, which is the radius till when the Cargo can be loaded.
Defined in:
CARGO
Return value:
#number:
The radius till Cargo can be loaded.
Get the name of the Cargo.
Defined in:
CARGO
Return value:
#string:
The name of the Cargo.
Get the current active object representing or being the Cargo.
Defined in:
CARGO
Return value:
The object representing or being the Cargo.
Get the object name of the Cargo.
Defined in:
CARGO
Return value:
#string:
The object name of the Cargo.
Get the current PointVec2 of the cargo.
Get the transportation method of the Cargo.
Defined in:
CARGO
Return value:
#string:
The transportation method of the Cargo.
Get the type of the Cargo.
Defined in:
CARGO
Return value:
#string:
The type of the Cargo.
Get the volume of the cargo.
Defined in:
CARGO
Return value:
#number:
Volume The volume in kg.
Get the weight of the cargo.
Defined in:
CARGO
Return value:
#number:
Weight The weight in kg.
Check if cargo is boarding.
Defined in:
CARGO
Return value:
#boolean:
true if boarding
Check if cargo is destroyed.
Defined in:
CARGO
Return value:
#boolean:
true if destroyed
Check if Cargo is in the LoadRadius for the Cargo to be Boarded or Loaded.
Defined in:
CARGO
Parameter:
Core.Point#COORDINATE Coordinate
Return value:
#boolean:
true if the CargoGroup is within the loading radius.
Check if the Cargo can report itself to be Boarded or Loaded.
Defined in:
CARGO
Parameter:
Core.Point#COORDINATE Coordinate
Return value:
#boolean:
true if the Cargo can report itself.
Check if Cargo is the given Core.Zone.
Defined in:
CARGO
Parameter:
Core.Zone#ZONE_BASE Zone
Return value:
#boolean:
true if cargo is in the Zone, false if cargo is not in the Zone.
Check if cargo is loaded.
Check if CargoCarrier is near the coordinate within NearRadius.
Defined in:
CARGO
Parameters:
Core.Point#COORDINATE Coordinate
#number NearRadius
The radius when the cargo will board the Carrier (to avoid collision).
Return value:
#boolean:
Check if cargo is unloaded.
Defined in:
CARGO
Return value:
#boolean:
true if unloaded
Check if cargo is unboarding.
Defined in:
CARGO
Return value:
#boolean:
true if unboarding
Loads the cargo to a Carrier.
The event will load the cargo into the Carrier regardless of its position. There will be no movement simulated of the cargo loading. The cargo must be in the UnLoaded state.
Defined in:
CARGO
Parameter:
Wrapper.Controllable#CONTROLLABLE ToCarrier
The Carrier that will hold the cargo.
Send a CC message to a Wrapper.Group.
Defined in:
CARGO
Parameters:
#string Message
Wrapper.Group#GROUP CarrierGroup
The Carrier Group.
#string Name
(optional) The name of the Group used as a prefix for the message to the Group. If not provided, there will be nothing shown.
CARGO Constructor.
This class is an abstract class and should not be instantiated.
Defined in:
CARGO
Parameters:
#string Type
#string Name
#number Weight
#number LoadRadius
(optional)
#number NearRadius
(optional)
Return value:
Defined in:
CARGO
Parameters:
Wrapper.Controllable#CONTROLLABLE Controllable
#number NearRadius
The radius when the cargo will board the Carrier (to avoid collision).
Report to a Carrier Group.
Defined in:
CARGO
Parameters:
#string Action
The string describing the action for the cargo.
Wrapper.Group#GROUP CarrierGroup
The Carrier Group to send the report to.
ReportText
Return value:
Report to a Carrier Group with a Flaring signal.
Defined in:
CARGO
Parameter:
Utils#UTILS.FlareColor FlareColor
the color of the flare.
Return value:
Reset the reporting for a Carrier Group.
Defined in:
CARGO
Parameters:
#string Action
The string describing the action for the cargo.
Wrapper.Group#GROUP CarrierGroup
The Carrier Group to send the report to.
Return value:
Reset all the reporting for a Carrier Group.
Defined in:
CARGO
Parameter:
Wrapper.Group#GROUP CarrierGroup
The Carrier Group to send the report to.
Return value:
Report to a Carrier Group with a Smoking signal.
Defined in:
CARGO
Parameter:
Utils#UTILS.SmokeColor SmokeColor
the color of the smoke.
Return value:
Respawn the cargo when destroyed
Defined in:
CARGO
Parameter:
#boolean RespawnDestroyed
Set the cargo as deployed.
Defined in:
CARGO
Parameter:
#boolean Deployed
true if the cargo is to be deployed. false or nil otherwise.
Set the Load radius, which is the radius till when the Cargo can be loaded.
Defined in:
CARGO
Parameter:
#number LoadRadius
The radius till Cargo can be loaded.
Return value:
Set the volume of the cargo.
Set the weight of the cargo.
Smoke the CARGO.
Defined in:
CARGO
Parameters:
Utilities.Utils#SMOKECOLOR SmokeColor
The color of the smoke.
#number Radius
The radius of randomization around the center of the Cargo.
Template method to spawn a new representation of the CARGO in the simulator.
UnBoards the cargo to a Carrier.
The event will create a movement (= running or driving) of the cargo from the Carrier. The cargo must be in the Loaded state.
Defined in:
CARGO
Parameter:
Core.Point#POINT_VEC2 ToPointVec2
(optional) @{Core.Point#POINT_VEC2) to where the cargo should run after onboarding. If not provided, the cargo will run to 60 meters behind the Carrier location.
UnLoads the cargo to a Carrier.
The event will unload the cargo from the Carrier. There will be no movement simulated of the cargo loading. The cargo must be in the Loaded state.
Defined in:
CARGO
Parameter:
Core.Point#POINT_VEC2 ToPointVec2
(optional) @{Core.Point#POINT_VEC2) to where the cargo will be placed after unloading. If not provided, the cargo will be placed 60 meters behind the Carrier location.
Boards the cargo to a Carrier.
The event will create a movement (= running or driving) of the cargo to the Carrier. The cargo must be in the UnLoaded state.
Defined in:
CARGO
Parameters:
#number DelaySeconds
The amount of seconds to delay the action.
Wrapper.Controllable#CONTROLLABLE ToCarrier
The Carrier that will hold the cargo.
#number NearRadius
The radius when the cargo will board the Carrier (to avoid collision).
Loads the cargo to a Carrier.
The event will load the cargo into the Carrier regardless of its position. There will be no movement simulated of the cargo loading. The cargo must be in the UnLoaded state.
Defined in:
CARGO
Parameters:
#number DelaySeconds
The amount of seconds to delay the action.
Wrapper.Controllable#CONTROLLABLE ToCarrier
The Carrier that will hold the cargo.
UnBoards the cargo to a Carrier.
The event will create a movement (= running or driving) of the cargo from the Carrier. The cargo must be in the Loaded state.
Defined in:
CARGO
Parameters:
#number DelaySeconds
The amount of seconds to delay the action.
Core.Point#POINT_VEC2 ToPointVec2
(optional) @{Core.Point#POINT_VEC2) to where the cargo should run after onboarding. If not provided, the cargo will run to 60 meters behind the Carrier location.
UnLoads the cargo to a Carrier.
The event will unload the cargo from the Carrier. There will be no movement simulated of the cargo loading. The cargo must be in the Loaded state.
Defined in:
CARGO
Parameters:
#number DelaySeconds
The amount of seconds to delay the action.
Core.Point#POINT_VEC2 ToPointVec2
(optional) @{Core.Point#POINT_VEC2) to where the cargo will be placed after unloading. If not provided, the cargo will be placed 60 meters behind the Carrier location.
Defined in:
CARGO
Field(s)
The alive DCS object carrying the cargo. This value can be nil, meaning, that the cargo is not contained anywhere...
The alive DCS object representing the cargo. This value can be nil, meaning, that the cargo is not represented anywhere...
This flag defines if the cargo can be contained within a DCS Unit.
This flag defines if the cargo is moveable.
A string defining the name of the cargo. The name is the unique identifier of the cargo.
(optional) A number defining the radius in meters when the cargo is near to a Carrier, so that it can be loaded.
This flag defines if the cargo can be represented by a DCS Unit.
This flag defines if the cargo can be slingloaded.
A string defining the type of the cargo. eg. Engineers, Equipment, Screwdrivers.
A number defining the weight of the cargo. The weight is expressed in kg.
Function(s)
Assign the process to a Wrapper.Unit and activate the process.
Creates a new FSM_PROCESS object based on this FSM_PROCESS.
Gets the mission of the process.
Gets the mission of the process.
Gets the task of the process.
Send a message of the Tasking.Task to the Group of the Unit.
Creates a new FSM_PROCESS object.
Removes an FSM_PROCESS object.
Sets the task of the process.
StateMachine callback function for a FSM_PROCESS
Defined in:
Parameters:
Wrapper.Controllable#CONTROLLABLE ProcessUnit
#string Event
#string From
#string To
Task
Field(s)
The alive DCS object carrying the cargo. This value can be nil, meaning, that the cargo is not contained anywhere...
The alive DCS object representing the cargo. This value can be nil, meaning, that the cargo is not represented anywhere...
This flag defines if the cargo can be contained within a DCS Unit.
This flag defines if the cargo is moveable.
A string defining the name of the cargo. The name is the unique identifier of the cargo.
(optional) A number defining the radius in meters when the cargo is near to a Carrier, so that it can be loaded.
This flag defines if the cargo can be represented by a DCS Unit.
This flag defines if the cargo can be slingloaded.
A string defining the type of the cargo. eg. Engineers, Equipment, Screwdrivers.
A number defining the weight of the cargo. The weight is expressed in kg.
Function(s)
Gets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.
Creates a new FSM_CONTROLLABLE object.
Defined in:
Parameters:
#table FSMT
Finite State Machine Table
Wrapper.Controllable#CONTROLLABLE Controllable
(optional) The CONTROLLABLE object that the FSM_CONTROLLABLE governs.
Return value:
OnAfter Transition Handler for Event Stop.
Defined in:
Parameters:
Wrapper.Controllable#CONTROLLABLE Controllable
The Controllable Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
OnBefore Transition Handler for Event Stop.
Defined in:
Parameters:
Wrapper.Controllable#CONTROLLABLE Controllable
The Controllable Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
Return value:
#boolean:
Return false to cancel Transition.
OnEnter Transition Handler for State Stopped.
Defined in:
Parameters:
Wrapper.Controllable#CONTROLLABLE Controllable
The Controllable Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
OnLeave Transition Handler for State Stopped.
Defined in:
Parameters:
Wrapper.Controllable#CONTROLLABLE Controllable
The Controllable Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
Return value:
#boolean:
Return false to cancel Transition.
Sets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.
Asynchronous Event Trigger for Event Stop.
Field(s)
The alive DCS object carrying the cargo. This value can be nil, meaning, that the cargo is not contained anywhere...
The alive DCS object representing the cargo. This value can be nil, meaning, that the cargo is not represented anywhere...
This flag defines if the cargo can be contained within a DCS Unit.
This flag defines if the cargo is moveable.
A string defining the name of the cargo. The name is the unique identifier of the cargo.
(optional) A number defining the radius in meters when the cargo is near to a Carrier, so that it can be loaded.
This flag defines if the cargo can be represented by a DCS Unit.
This flag defines if the cargo can be slingloaded.
A string defining the type of the cargo. eg. Engineers, Equipment, Screwdrivers.
A number defining the weight of the cargo. The weight is expressed in kg.
Function(s)
Adds an End state.
Set the default #FSM_PROCESS template with key ProcessName providing the ProcessClass and the process object when it is assigned to a Wrapper.Controllable by the task.
Defined in:
Parameters:
#table From
Can contain a string indicating the From state or a table of strings containing multiple From states.
#string Event
The Event name.
Core.Fsm#FSM_PROCESS Process
An sub-process FSM.
#table ReturnEvents
A table indicating for which returned events of the SubFSM which Event must be triggered in the FSM.
Return value:
The SubFSM.
Adds a score for the FSM to be achieved.
Defined in:
Parameters:
#string State
is the state of the process when the score needs to be given. (See the relevant state descriptions of the process).
#string ScoreText
is a text describing the score that is given according the status.
#number Score
is a number providing the score of the status.
Return value:
#FSM:
self
Adds a score for the FSM_PROCESS to be achieved.
Defined in:
Parameters:
#string From
is the From State of the main process.
#string Event
is the Event of the main process.
#string State
is the state of the process when the score needs to be given. (See the relevant state descriptions of the process).
#string ScoreText
is a text describing the score that is given according the status.
#number Score
is a number providing the score of the status.
Return value:
#FSM:
self
Add a new transition rule to the FSM.
A transition rule defines when and if the FSM can transition from a state towards another state upon a triggered event.
Defined in:
Parameters:
#table From
Can contain a string indicating the From state or a table of strings containing multiple From states.
#string Event
The Event name.
#string To
The To state.
Get current state.
Returns the End states.
Returns a table of the SubFSM rules defined within the FSM.
Returns a table with the scores defined.
Returns the start state of the FSM.
Get current state.
Returns a table with the Subs defined.
Returns a table of the transition rules defined within the FSM.
Check if FSM is in state.
Defined in:
Parameter:
#string State
State name.
Return value:
#boolean:
If true, FSM is in this state.
Load call backs.
Sets the start state of the FSM.
Add to map.
Call handler.
Defined in:
Parameters:
#string step
Step "onafter", "onbefore", "onenter", "onleave".
#string trigger
Trigger.
#table params
Parameters.
#string EventName
Event name.
Return value:
Value.
Create transition.
Defined in:
Parameter:
#string EventName
Event name.
Return value:
#function:
Function.
Delayed transition.
Defined in:
Parameter:
#string EventName
Event name.
Return value:
#function:
Function.
Event map.
Go sub.
Defined in:
Parameters:
#string ParentFrom
Parent from state.
#string ParentEvent
Parent event name.
Return value:
#table:
Subs.
Handler.
Is end state.
Defined in:
Parameter:
#string Current
Current state name.
Return values:
#table:
FSM parent.
#string:
Event name.
Sub maps.
Check if can do an event.
Defined in:
Parameter:
#string e
Event name.
Return values:
#boolean:
If true, FSM can do the event.
#string:
To state.
Check if cannot do an event.
Defined in:
Parameter:
#string e
Event name.
Return value:
#boolean:
If true, FSM cannot do the event.
Check if FSM is in state.
Defined in:
Parameters:
#string State
State name.
state
Return value:
#boolean:
If true, FSM is in this state.
Field(s)
The alive DCS object carrying the cargo. This value can be nil, meaning, that the cargo is not contained anywhere...
The alive DCS object representing the cargo. This value can be nil, meaning, that the cargo is not represented anywhere...
This flag defines if the cargo can be contained within a DCS Unit.
This flag defines if the cargo is moveable.
A string defining the name of the cargo. The name is the unique identifier of the cargo.
(optional) A number defining the radius in meters when the cargo is near to a Carrier, so that it can be loaded.
This flag defines if the cargo can be represented by a DCS Unit.
This flag defines if the cargo can be slingloaded.
A string defining the type of the cargo. eg. Engineers, Equipment, Screwdrivers.
A number defining the weight of the cargo. The weight is expressed in kg.
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.
Creation of a Remove Unit Event.
Defined in:
Parameters:
DCS#Time EventTime
The time stamp of the event.
DCS#Object Initiator
The initiating object of the event.
Creation of a Takeoff Event.
Defined in:
Parameters:
DCS#Time EventTime
The time stamp of the event.
DCS#Object Initiator
The initiating object of the event.
Creation of a Crash Event.
Defined in:
Parameters:
DCS#Time EventTime
The time stamp of the event.
DCS#Object Initiator
The initiating object of the event.
Log an exception which will be traced always.
Can be anywhere within the function logic.
Returns the event dispatcher
Trace a function call.
Must be at the beginning of the function logic.
Trace a function call level 2.
Must be at the beginning of the function logic.
Trace a function call level 3.
Must be at the beginning of the function logic.
Get the ClassID of the class instance.
Get the ClassName of the class instance.
Get the ClassName + ClassID of the class instance.
The ClassName + ClassID is formatted as '%s#%09d'.
Get the Class Core.Event processing Priority.
The Event processing Priority is a number from 1 to 10, reflecting the order of the classes subscribed to the Event to be processed.
This is the worker method to retrieve the Parent class.
Note that the Parent class must be passed to call the parent class method.
self:GetParent(self):ParentMethod()
Get a Value given a Key from the Object.
Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.
Defined in:
Parameters:
Object
The object that holds the Value set by the Key.
Key
The key that is used to retrieve the value. Note that the key can be a #string, but it can also be any other type!
Return value:
The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.
Subscribe to a DCS Event.
Defined in:
Parameters:
Core.Event#EVENTS EventID
Event ID.
#function EventFunction
(optional) The function to be called when the event occurs for the unit.
Return value:
Log an information which will be traced always.
Can be anywhere within the function logic.
This is the worker method to inherit from a parent class.
Defined in:
Parameters:
Child
is the Child class that inherits.
#BASE Parent
is the Parent class that the Child inherits from.
Return value:
Child
This is the worker method to check if an object is an (sub)instance of a class.
Examples:
ZONE:New( 'some zone' ):IsInstanceOf( ZONE ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'ZONE' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'zone' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'BASE' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'GROUP' ) will return false
Defined in:
Parameter:
ClassName
is the name of the class or the class itself to run the check against
Return value:
#boolean:
Enquires if tracing is on (for the class).
BASE constructor.
This is an example how to use the BASE:New() constructor in a new class definition when inheriting from BASE.
function EVENT:New()
local self = BASE:Inherit( self, BASE:New() ) -- #EVENT
return self
end
Occurs when an Event for an object is triggered.
Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that triggered the event.
Occurs when a ground unit captures either an airbase or a farp.
Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that captured the base place: The airbase that was captured, can be a FARP or Airbase. When calling place:getCoalition() the faction will already be the new owning faction.
Occurs when any object is spawned into the mission.
Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that was spawned
Occurs when any aircraft crashes into the ground and is completely destroyed.
Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that has crashed
Occurs when an object is dead.
Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is dead.
Unknown precisely what creates this event, likely tied into newer damage model.
Will update this page when new information become available.
- initiator: The unit that had the failure.
Discard chair after ejection.
Have a look at the class Core.Event#EVENT as these are just the prototypes.
Occurs when a pilot ejects from an aircraft Have a look at the class Core.Event#EVENT as these are just the prototypes.
initiator : The unit that has ejected
Occurs when any aircraft shuts down its engines.
Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is stopping its engines.
Occurs when any aircraft starts its engines.
Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is starting its engines.
Occurs whenever an object is hit by a weapon.
Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit object the fired the weapon weapon: Weapon object that hit the target target: The Object that was hit.
Occurs when any system fails on a human controlled aircraft.
Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that had the failure
Occurs on the death of a unit.
Contains more and different information. Similar to unit_lost it will occur for aircraft before the aircraft crash event occurs. Have a look at the class Core.Event#EVENT as these are just the prototypes.
- initiator: The unit that killed the target
- target: Target Object
- weapon: Weapon Object
Occurs when an aircraft lands at an airbase, farp or ship Have a look at the class Core.Event#EVENT as these are just the prototypes.
initiator : The unit that has landed place: Object that the unit landed on. Can be an Airbase Object, FARP, or Ships
Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up.
Event does not occur if the pilot lands in the water and sub combs to Davey Jones Locker. Have a look at the class Core.Event#EVENT as these are just the prototypes.
- initiator: Static object representing the ejected pilot. Place : Aircraft that the pilot ejected from.
- place: may not return as a valid object if the aircraft has crashed into the ground and no longer exists.
- subplace: is always 0 for unknown reasons.
Occurs when a new mark was added.
Have a look at the class Core.Event#EVENT as these are just the prototypes. MarkID: ID of the mark.
Occurs when a mark text was changed.
Have a look at the class Core.Event#EVENT as these are just the prototypes. MarkID: ID of the mark.
Occurs when a mark was removed.
Have a look at the class Core.Event#EVENT as these are just the prototypes. MarkID: ID of the mark.
Occurs when a mission ends Have a look at the class Core.Event#EVENT as these are just the prototypes.
Occurs when a mission starts Have a look at the class Core.Event#EVENT as these are just the prototypes.
Weapon add.
Fires when entering a mission per pylon with the name of the weapon (double pylons not counted, infinite wep reload not counted. Have a look at the class Core.Event#EVENT as these are just the prototypes.
Occurs when the pilot of an aircraft is killed.
Can occur either if the player is alive and crashes or if a weapon kills the pilot without completely destroying the plane. Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that the pilot has died in.
Occurs when a player enters a slot and takes control of an aircraft.
Have a look at the class Core.Event#EVENT as these are just the prototypes. NOTE: This is a workaround of a long standing DCS bug with the PLAYER_ENTER_UNIT event. initiator : The unit that is being taken control of.
Occurs when any player assumes direct control of a unit.
Note - not Mulitplayer safe. Use PlayerEnterAircraft. Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is being taken control of.
Occurs when any player relieves control of a unit to the AI.
Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that the player left.
Occurs when an aircraft connects with a tanker and begins taking on fuel.
Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is receiving fuel.
Occurs when an aircraft is finished taking fuel.
Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that was receiving fuel.
Occurs when any modification to the "Score" as seen on the debrief menu would occur.
There is no information on what values the score was changed to. Event is likely similar to player_comment in this regard. Have a look at the class Core.Event#EVENT as these are just the prototypes.
Occurs when any unit stops firing its weapon.
Event will always correspond with a shooting start event. Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that was doing the shooting.
Occurs when any unit begins firing a weapon that has a high rate of fire.
Most common with aircraft cannons (GAU-8), autocannons, and machine guns. Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is doing the shooting. target: The unit that is being targeted.
Occurs whenever any unit in a mission fires a weapon.
But not any machine gun or autocannon based weapon, those are handled by EVENT.ShootingStart. Have a look at the class Core.Event#EVENT as these are just the prototypes.
Occurs when an aircraft takes off from an airbase, farp, or ship.
Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that tookoff place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships
Occurs when the game thinks an object is destroyed.
Have a look at the class Core.Event#EVENT as these are just the prototypes.
- initiator: The unit that is was destroyed.
Schedule a new time event.
Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.
Defined in:
Parameters:
#number Start
Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.
#function SchedulerFunction
The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
#table ...
Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
Return value:
#string:
The Schedule ID of the planned schedule.
Schedule a new time event.
Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.
Defined in:
Parameters:
#number Start
Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.
#number Repeat
Specifies the interval in seconds when the scheduler will call the event function.
#number RandomizeFactor
Specifies a randomization factor between 0 and 1 to randomize the Repeat.
#number Stop
Specifies the amount of seconds when the scheduler will be stopped.
#function SchedulerFunction
The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
#table ...
Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
Return value:
#string:
The Schedule ID of the planned schedule.
Stops the Schedule.
Defined in:
Parameter:
#string SchedulerID
(Optional) Scheduler ID to be stopped. If nil, all pending schedules are stopped.
Set the Class Core.Event processing Priority.
The Event processing Priority is a number from 1 to 10, reflecting the order of the classes subscribed to the Event to be processed.
Set a state or property of the Object given a Key and a Value.
Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.
Defined in:
Parameters:
Object
The object that will hold the Value set by the Key.
Key
The key that is used as a reference of the value. Note that the key can be a #string, but it can also be any other type!
Value
The value to is stored in the object.
Return value:
The Value set.
Trace a function logic level 1.
Can be anywhere within the function logic.
Trace a function logic level 2.
Can be anywhere within the function logic.
Trace a function logic level 3.
Can be anywhere within the function logic.
Trace all methods in MOOSE
Set tracing for a class
Set tracing for a specific method of class
Set trace off.
Set trace on.
Set trace on or off Note that when trace is off, no BASE.Debug statement is performed, increasing performance! When Moose is loaded statically, (as one file), tracing is switched off by default.
So tracing must be switched on manually in your mission if you are using Moose statically. When moose is loading dynamically (for moose class development), tracing is switched on by default.
Defined in:
Parameter:
#boolean TraceOnOff
Switch the tracing on or off.
Usage:
-- Switch the tracing On
BASE:TraceOnOff( true )
-- Switch the tracing Off
BASE:TraceOnOff( false )
UnSubscribe to a DCS event.
Trace a function call.
This function is private.
Defined in:
Parameters:
Arguments
A #table or any field.
DebugInfoCurrentParam
DebugInfoFromParam
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.
Field(s)
Function(s)
Check if CargoCarrier is near the Cargo to be Loaded.
CARGO_PACKAGE Constructor.
Defined in:
CARGO_PACKAGE
Parameters:
Wrapper.Unit#UNIT CargoCarrier
The UNIT carrying the package.
#string Type
#string Name
#number Weight
#number LoadRadius
(optional)
#number NearRadius
(optional)
Return value:
Load Event.
Defined in:
CARGO_PACKAGE
Parameters:
#string Event
#string From
#string To
Wrapper.Unit#UNIT CargoCarrier
#number Speed
#number LoadDistance
#number Angle
Board Event.
Defined in:
CARGO_PACKAGE
Parameters:
#string Event
#string From
#string To
Wrapper.Unit#UNIT CargoCarrier
#number Speed
#number BoardDistance
#number Angle
LoadDistance
Boarded Event.
Defined in:
CARGO_PACKAGE
Parameters:
#string Event
#string From
#string To
Wrapper.Unit#UNIT CargoCarrier
#number Speed
#number BoardDistance
#number LoadDistance
#number Angle
UnBoard Event.
Defined in:
CARGO_PACKAGE
Parameters:
#string Event
#string From
#string To
Wrapper.Unit#UNIT CargoCarrier
#number Speed
#number UnLoadDistance
#number UnBoardDistance
#number Radius
#number Angle
UnBoarded Event.
Defined in:
CARGO_PACKAGE
Parameters:
#string Event
#string From
#string To
Wrapper.Unit#UNIT CargoCarrier
#number Speed
UnLoad Event.
Defined in:
CARGO_PACKAGE
Parameters:
#string Event
#string From
#string To
Wrapper.Unit#UNIT CargoCarrier
#number Speed
#number Distance
#number Angle
Field(s)
Function(s)
Send a CC message to a Wrapper.Group.
Defined in:
CARGO_REPORTABLE
Parameters:
#string Message
Wrapper.Group#GROUP TaskGroup
#string Name
(optional) The name of the Group used as a prefix for the message to the Group. If not provided, there will be nothing shown.
CARGO_REPORTABLE Constructor.
Defined in:
CARGO_REPORTABLE
Parameters:
#string Type
#string Name
#number Weight
#number LoadRadius
(optional)
#number NearRadius
(optional)
Return value:
Field(s)
Function(s)
CARGO_REPRESENTABLE Destructor.
Send a message to a Wrapper.Group through a communication channel near the cargo.
Defined in:
CARGO_REPRESENTABLE
Parameters:
#string Message
Wrapper.Group#GROUP TaskGroup
#string Name
(optional) The name of the Group used as a prefix for the message to the Group. If not provided, there will be nothing shown.
CARGO_REPRESENTABLE Constructor.
Defined in:
CARGO_REPRESENTABLE
Parameters:
Wrapper.Positionable#POSITIONABLE CargoObject
The cargo object.
#string Type
Type name
#string Name
Name.
#number LoadRadius
(optional) Radius in meters.
#number NearRadius
(optional) Radius in meters when the cargo is loaded into the carrier.
Return value:
Route a cargo unit to a PointVec2.
Defined in:
CARGO_REPRESENTABLE
Parameters:
Core.Point#POINT_VEC2 ToPointVec2
#number Speed