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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:

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_Helicopter 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 to SLING)
  • 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 or SLING 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.

#CARGO CARGO

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:

The above cargo classes are used by the AI_CARGO_ classes to allow AI groups to transport cargo:

The above cargo classes are also used by the TASK_CARGO_ classes to allow human players to transport cargo as part of a tasking:

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

#table CARGOS

Global CARGO_PACKAGE

#table CARGO_PACKAGE

@type CARGO_PACKAGE @extends #CARGO_REPRESENTABLE

Global CARGO_REPORTABLE

#table CARGO_REPORTABLE

@type CARGO_REPORTABLE @extends #CARGO

Global CARGO_REPRESENTABLE

Models CARGO that is representable by a Unit.

#CARGO_REPRESENTABLE CARGO_REPRESENTABLE

Models CARGO that is representable by a Unit.

Type(s)

Fields and Methods inherited from CARGO Description

CARGO:Board(ToCarrier, NearRadius)

Boards the cargo to a Carrier.

CARGO:CanBoard()

Check if the cargo can be Boarded.

CARGO:CanLoad()

Check if the cargo can be Loaded.

CARGO:CanSlingload()

Check if the cargo can be Slingloaded.

CARGO:CanUnboard()

Check if the cargo can be Unboarded.

CARGO:CanUnload()

Check if the cargo can be Unloaded.

CARGO.CargoCarrier

CARGO.CargoLimit

CARGO.CargoObject

CARGO.CargoScheduler

CARGO.Containable

CARGO.Deployed

CARGO:Destroy()

Destroy the cargo.

CARGO:FindByName(CargoName)

Find a CARGO in the _DATABASE.

CARGO:Flare(FlareColor)

Signal a flare at the position of the CARGO.

CARGO:FlareGreen()

Signal a green flare at the position of the CARGO.

CARGO:FlareRed()

Signal a red flare at the position of the CARGO.

CARGO:FlareWhite()

Signal a white flare at the position of the CARGO.

CARGO:FlareYellow()

Signal a yellow flare at the position of the CARGO.

CARGO:GetCoalition()

Get the coalition of the Cargo.

CARGO:GetCoordinate()

Get the current coordinates of the Cargo.

CARGO:GetCount()

Get the amount of Cargo.

CARGO:GetHeading()

Get the heading of the cargo.

CARGO:GetLoadRadius()

Get the Load radius, which is the radius till when the Cargo can be loaded.

CARGO:GetName()

Get the name of the Cargo.

CARGO:GetObject()

Get the current active object representing or being the Cargo.

CARGO:GetObjectName()

Get the object name of the Cargo.

CARGO:GetPointVec2()

Get the current PointVec2 of the cargo.

CARGO:GetTransportationMethod()

Get the transportation method of the Cargo.

CARGO:GetType()

Get the type of the Cargo.

CARGO:GetVolume()

Get the volume of the cargo.

CARGO:GetWeight()

Get the weight of the cargo.

CARGO:GetX()

Get the x position of the cargo.

CARGO:GetY()

Get the y position of the cargo.

CARGO:IsAlive()

Check if cargo is alive.

CARGO:IsBoarding()

Check if cargo is boarding.

CARGO:IsDeployed()

Is the cargo deployed

CARGO:IsDestroyed()

Check if cargo is destroyed.

CARGO:IsInLoadRadius(Coordinate)

Check if Cargo is in the LoadRadius for the Cargo to be Boarded or Loaded.

CARGO:IsInReportRadius(Coordinate)

Check if the Cargo can report itself to be Boarded or Loaded.

CARGO:IsInZone(Zone)

Check if Cargo is the given Core.Zone.

CARGO:IsLoaded()

Check if cargo is loaded.

CARGO:IsLoadedInCarrier(Carrier)

Check if cargo is loaded.

CARGO:IsNear(Coordinate, NearRadius)

Check if CargoCarrier is near the coordinate within NearRadius.

CARGO:IsUnLoaded()

Check if cargo is unloaded.

CARGO:IsUnboarding()

Check if cargo is unboarding.

CARGO:Load(ToCarrier)

Loads the cargo to a Carrier.

CARGO.LoadRadius

CARGO:MessageToGroup(Message, CarrierGroup, Name)

Send a CC message to a Wrapper.Group.

CARGO.Moveable

CARGO.Name

CARGO:New(Type, Name, Weight, LoadRadius, NearRadius)

CARGO Constructor.

CARGO:OnEnterBoarding(Controllable, NearRadius)

CARGO:OnEnterLoaded(Controllable)

CARGO:OnEnterUnBoarding(Controllable)

CARGO:OnEnterUnLoaded(Controllable)

CARGO:OnLeaveBoarding(Controllable)

CARGO:OnLeaveLoaded(Controllable)

CARGO:OnLeaveUnBoarding(Controllable)

CARGO:OnLeaveUnLoaded(Controllable)

CARGO:Report(Action, CarrierGroup, ReportText)

Report to a Carrier Group.

CARGO:ReportFlare(FlareColor)

Report to a Carrier Group with a Flaring signal.

CARGO.ReportFlareColor

CARGO:ReportReset(Action, CarrierGroup)

Reset the reporting for a Carrier Group.

CARGO:ReportResetAll(CarrierGroup)

Reset all the reporting for a Carrier Group.

CARGO:ReportSmoke(SmokeColor)

Report to a Carrier Group with a Smoking signal.

CARGO.ReportSmokeColor

CARGO.Representable

CARGO:RespawnOnDestroyed(RespawnDestroyed)

Respawn the cargo when destroyed

CARGO:SetDeployed(Deployed)

Set the cargo as deployed.

CARGO:SetLoadRadius(LoadRadius)

Set the Load radius, which is the radius till when the Cargo can be loaded.

CARGO:SetVolume(Volume)

Set the volume of the cargo.

CARGO:SetWeight(Weight)

Set the weight of the cargo.

CARGO.Slingloadable

CARGO:Smoke(SmokeColor, Radius)

Smoke the CARGO.

CARGO:SmokeBlue()

Smoke the CARGO Blue.

CARGO:SmokeGreen()

Smoke the CARGO Green.

CARGO:SmokeOrange()

Smoke the CARGO Orange.

CARGO:SmokeRed()

Smoke the CARGO Red.

CARGO:SmokeWhite()

Smoke the CARGO White.

CARGO:Spawn(PointVec2)

Template method to spawn a new representation of the CARGO in the simulator.

CARGO.Type

CARGO:UnBoard(ToPointVec2)

UnBoards the cargo to a Carrier.

CARGO:UnLoad(ToPointVec2)

UnLoads the cargo to a Carrier.

CARGO.Volume

CARGO.Weight

CARGO:__Board(DelaySeconds, ToCarrier, NearRadius)

Boards the cargo to a Carrier.

CARGO:__Load(DelaySeconds, ToCarrier)

Loads the cargo to a Carrier.

CARGO:__UnBoard(DelaySeconds, ToPointVec2)

UnBoards the cargo to a Carrier.

CARGO:__UnLoad(DelaySeconds, ToPointVec2)

UnLoads the cargo to a Carrier.

CARGO:onenterDestroyed()

Fields and Methods inherited from CARGO_PACKAGE Description

CARGO_PACKAGE.CargoCarrier

CARGO_PACKAGE.CargoInAir

Fields and Methods inherited from CARGO_REPRESENTABLE Description

CARGO_REPRESENTABLE:Destroy()

CARGO_REPRESENTABLE Destructor.

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.

CARGO_REPRESENTABLE:RouteTo(ToPointVec2, Speed)

Route a cargo unit to a PointVec2.

Field(s)

#boolean CARGO.Moveable

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:

The Carrier that will hold the cargo.

#number NearRadius

The radius when the cargo will board the Carrier (to avoid collision).

Check if the cargo can be Boarded.

Defined in:

CARGO

Check if the cargo can be Loaded.

Defined in:

CARGO

Check if the cargo can be Slingloaded.

Defined in:

CARGO

Check if the cargo can be Unboarded.

Defined in:

CARGO

Check if the cargo can be Unloaded.

Defined in:

CARGO

Destroy the cargo.

Defined in:

CARGO

Find a CARGO in the _DATABASE.

Defined in:

CARGO

Parameter:

#string CargoName

The Cargo Name.

Return value:

self

Signal a flare at the position of the CARGO.

Defined in:

CARGO

Parameter:

Signal a green flare at the position of the CARGO.

Defined in:

CARGO

Signal a red flare at the position of the CARGO.

Defined in:

CARGO

Signal a white flare at the position of the CARGO.

Defined in:

CARGO

Signal a yellow flare at the position of the CARGO.

Defined in:

CARGO

Get the coalition of the Cargo.

Defined in:

CARGO

Return value:

Coalition

Get the current coordinates of the Cargo.

Defined in:

CARGO

Return value:

The coordinates of the Cargo.

Get the amount of Cargo.

Defined in:

CARGO

Return value:

#number:

The amount of Cargo.

Get the heading of the cargo.

Defined in:

CARGO

Return value:

#number:

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.

Defined in:

CARGO

Return value:

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.

Get the x position of the cargo.

Defined in:

CARGO

Return value:

#number:

Get the y position of the cargo.

Defined in:

CARGO

Return value:

#number:

Check if cargo is alive.

Defined in:

CARGO

Return value:

#boolean:

true if unloaded

Check if cargo is boarding.

Defined in:

CARGO

Return value:

#boolean:

true if boarding

Is the cargo deployed

Defined in:

CARGO

Return value:

#boolean:

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:

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:

Return value:

#boolean:

true if the Cargo can report itself.

Check if Cargo is the given Core.Zone.

Defined in:

CARGO

Parameter:

Return value:

#boolean:

true if cargo is in the Zone, false if cargo is not in the Zone.

Check if cargo is loaded.

Defined in:

CARGO

Return value:

#boolean:

true if loaded

Check if cargo is loaded.

Defined in:

CARGO

Parameter:

Return value:

#boolean:

true if loaded

Check if CargoCarrier is near the coordinate within NearRadius.

Defined in:

CARGO

Parameters:

#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:

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:

#number NearRadius

The radius when the cargo will board the Carrier (to avoid collision).

Defined in:

CARGO

Parameter:

Defined in:

CARGO

Parameter:

Return value:

#boolean:

Defined in:

CARGO

Parameter:

Return value:

#boolean:

Defined in:

CARGO

Parameter:

Return value:

#boolean:

Defined in:

CARGO

Parameter:

Return value:

#boolean:

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:

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:

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.

Defined in:

CARGO

Parameter:

#number Volume

The volume in kg.

Return value:

Set the weight of the cargo.

Defined in:

CARGO

Parameter:

#number Weight

The weight in kg.

Return value:

Smoke the CARGO.

Defined in:

CARGO

Parameters:

The color of the smoke.

#number Radius

The radius of randomization around the center of the Cargo.

Smoke the CARGO Blue.

Defined in:

CARGO

Smoke the CARGO Green.

Defined in:

CARGO

Smoke the CARGO Orange.

Defined in:

CARGO

Smoke the CARGO Red.

Defined in:

CARGO

Smoke the CARGO White.

Defined in:

CARGO

Template method to spawn a new representation of the CARGO in the simulator.

Defined in:

CARGO

Parameter:

PointVec2

Return value:

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.

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.

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)

Function(s)

CARGO_REPRESENTABLE Destructor.

Defined in:

CARGO_REPRESENTABLE

Return value:

Send a message to a Wrapper.Group through a communication channel near the cargo.

Defined in:

CARGO_REPRESENTABLE

Parameters:

#string Message

#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:

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

Return value: