Module AI.AI_A2G_Patrol
AI -- Models the process of A2G patrolling and engaging ground targets for airplanes and helicopters.
Author: FlightControl
Global(s)
Global AI_A2G_PATROL |
The AI_A2G_PATROL class implements the core functions to patrol a Zone by an AI Wrapper.Group or Wrapper.Group and automatically engage any airborne enemies that are within a certain range or within a certain zone. |
The AI_A2G_PATROL class implements the core functions to patrol a Zone by an AI Wrapper.Group or Wrapper.Group and automatically engage any airborne enemies that are within a certain range or within a certain zone.
The AI_A2G_PATROL is assigned a Wrapper.Group and this must be done before the AI_A2G_PATROL process can be started using the Start event.
The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits. Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
This cycle will continue.
During the patrol, the AI will detect enemy targets, which are reported through the Detected event.
When enemies are detected, the AI will automatically engage the enemy.
Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB. When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
1. AI_A2G_PATROL constructor
- AI_A2G_PATROL.New(): Creates a new AI_A2G_PATROL object.
2. AI_A2G_PATROL is a FSM
2.1 AI_A2G_PATROL States
- None ( Group ): The process is not started yet.
- Patrolling ( Group ): The AI is patrolling the Patrol Zone.
- Engaging ( Group ): The AI is engaging the bogeys.
- Returning ( Group ): The AI is returning to Base..
2.2 AI_A2G_PATROL Events
- **AI.AI_Patrol#AI_PATROL_ZONE.Start**: Start the process.
- **AI.AI_Patrol#AI_PATROL_ZONE.PatrolRoute**: Route the AI to a new random 3D point within the Patrol Zone.
- **AI_A2G_PATROL.Engage**: Let the AI engage the bogeys.
- **AI_A2G_PATROL.Abort**: Aborts the engagement and return patrolling in the patrol zone.
- **AI.AI_Patrol#AI_PATROL_ZONE.RTB**: Route the AI to the home base.
- **AI.AI_Patrol#AI_PATROL_ZONE.Detect**: The AI is detecting targets.
- **AI.AI_Patrol#AI_PATROL_ZONE.Detected**: The AI has detected new targets.
- **AI_A2G_PATROL.Destroy**: The AI has destroyed a bogey Wrapper.Unit.
- **AI_A2G_PATROL.Destroyed**: The AI has destroyed all bogeys Wrapper.Units assigned in the CAS task.
- Status ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
3. Set the Range of Engagement
An optional range can be set in meters, that will define when the AI will engage with the detected airborne enemy targets. The range can be beyond or smaller than the range of the Patrol Zone. The range is applied at the position of the AI. Use the method AI.AI_CAP#AI_A2G_PATROL.SetEngageRange() to define that range.
4. Set the Zone of Engagement
An optional Zone can be set, that will define when the AI will engage with the detected airborne enemy targets. Use the method AI.AI_Cap#AI_A2G_PATROL.SetEngageZone() to define that Zone.
Type(s)
Fields and Methods inherited from AI_A2G_PATROL | Description |
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Creates a new AI_A2G_PATROL object |
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OnAfter Transition Handler for Event Patrol. |
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OnAfter Transition Handler for Event PatrolRoute. |
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OnBefore Transition Handler for Event Patrol. |
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AI_A2G_PATROL:OnBeforePatrolRoute(AIPatrol, From, Event, To) |
OnBefore Transition Handler for Event PatrolRoute. |
OnEnter Transition Handler for State Patrolling. |
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OnLeave Transition Handler for State Patrolling. |
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Synchronous Event Trigger for Event Patrol. |
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Synchronous Event Trigger for Event PatrolRoute. |
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Set the Engage Range when the AI will engage with airborne enemies. |
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Asynchronous Event Trigger for Event Patrol. |
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Asynchronous Event Trigger for Event PatrolRoute. |
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Defines a new patrol route using the Process_PatrolZone parameters and settings. |
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Defines a new patrol route using the Process_PatrolZone parameters and settings. |
Fields and Methods inherited from AI_A2G_ENGAGE | Description |
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Synchronous Event Trigger for Event Abort. |
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Synchronous Event Trigger for Event Accomplish. |
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Synchronous Event Trigger for Event Destroy. |
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Synchronous Event Trigger for Event Engage. |
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Synchronous Event Trigger for Event EngageRoute. |
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Synchronous Event Trigger for Event Fired. |
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Creates a new AI_A2G_ENGAGE object |
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OnAfter Transition Handler for Event Abort. |
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OnAfter Transition Handler for Event Accomplish. |
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OnAfter Transition Handler for Event Destroy. |
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OnAfter Transition Handler for Event Engage. |
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OnAfter Transition Handler for Event EngageRoute. |
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OnAfter Transition Handler for Event Fired. |
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OnBefore Transition Handler for Event Abort. |
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OnBefore Transition Handler for Event Accomplish. |
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OnBefore Transition Handler for Event Destroy. |
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OnBefore Transition Handler for Event Engage. |
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OnBefore Transition Handler for Event EngageRoute. |
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OnBefore Transition Handler for Event Fired. |
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OnEnter Transition Handler for State Engaging. |
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OnLeave Transition Handler for State Engaging. |
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Asynchronous Event Trigger for Event Abort. |
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Asynchronous Event Trigger for Event Accomplish. |
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Asynchronous Event Trigger for Event Destroy. |
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Asynchronous Event Trigger for Event Engage. |
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Asynchronous Event Trigger for Event EngageRoute. |
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Asynchronous Event Trigger for Event Fired. |
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AI_A2G_PATROL.___Engage(AIControllable, AIGroup, Fsm, AttackSetUnit) |
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AI_A2G_PATROL.___EngageRoute(AIControllable, AIGroup, Fsm, AttackSetUnit) |
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onafter event handler for Abort event. |
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AI_A2G_PATROL:onafterDestroy(AIGroup, From, Event, To, EventData) |
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onafter event handler for Engage event. |
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AI_A2G_PATROL:onafterEngageRoute(DefenderGroup, From, Event, To, AttackSetUnit) |
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onafter event handler for Start event. |
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onbefore event handler for Engage event. |
Fields and Methods inherited from AI_A2G | Description |
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Creates a new AI_A2G process. |
Fields and Methods inherited from AI_AIR | Description |
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Creates a new AI_AIR process. |
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OnAfter Transition Handler for Event RTB. |
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Refuel Handler OnAfter for AI_AIR |
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Start Handler OnAfter for AI_AIR |
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OnAfter Transition Handler for Event Status. |
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OnAfter Transition Handler for Event Stop. |
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OnBefore Transition Handler for Event RTB. |
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Refuel Handler OnBefore for AI_AIR |
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Start Handler OnBefore for AI_AIR |
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OnBefore Transition Handler for Event Status. |
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OnBefore Transition Handler for Event Stop. |
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AI_A2G_PATROL:OnEnterReturning(Controllable, From, Event, To) |
OnEnter Transition Handler for State Returning. |
OnEnter Transition Handler for State Stopped. |
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AI_A2G_PATROL:OnLeaveReturning(Controllable, From, Event, To) |
OnLeave Transition Handler for State Returning. |
OnLeave Transition Handler for State Stopped. |
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Synchronous Event Trigger for Event RTB. |
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Refuel Trigger for AI_AIR |
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AI_A2G_PATROL:SetAltitude(PatrolFloorAltitude, PatrolCeilingAltitude) |
Sets the floor and ceiling altitude of the patrol. |
When the AI is damaged beyond a certain treshold, it is required that the AI returns to the home base. |
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Sets the disengage range, that when engaging a target beyond the specified range, the engagement will be cancelled and the plane will RTB. |
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AI_A2G_PATROL:SetFuelThreshold(FuelThresholdPercentage, OutOfFuelOrbitTime) |
When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base. |
Sets the home airbase. |
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Sets (modifies) the minimum and maximum RTB speed of the patrol. |
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Sets (modifies) the minimum and maximum speed of the patrol. |
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Set the status checking off. |
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Sets to refuel at the given tanker. |
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Start Trigger for AI_AIR |
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Synchronous Event Trigger for Event Status. |
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Synchronous Event Trigger for Event Stop. |
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Asynchronous Event Trigger for Event RTB. |
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Refuel Asynchronous Trigger for AI_AIR |
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Start Asynchronous Trigger for AI_AIR |
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Asynchronous Event Trigger for Event Status. |
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Asynchronous Event Trigger for Event Stop. |
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AI_A2G_PATROL:onafterHold(AIGroup, From, Event, To, HoldTime) |
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Defines a new patrol route using the Process_PatrolZone parameters and settings. |
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Fields and Methods inherited from FSM_CONTROLLABLE | Description |
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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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AI_A2G_PATROL:_call_handler(step, trigger, params, EventName) |
Fields and Methods inherited from FSM | Description |
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Adds an End state. |
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AI_A2G_PATROL:AddProcess(From, Event, Process, ReturnEvents) |
Set the default Process template with key ProcessName providing the ProcessClass and the process object when it is assigned to a Wrapper.Controllable by the task. |
Adds a score for the FSM to be achieved. |
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AI_A2G_PATROL:AddScoreProcess(From, Event, State, ScoreText, Score) |
Adds a score for the FSM_PROCESS to be achieved. |
Add a new transition rule to the FSM. |
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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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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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Creates a new FSM object. |
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Sets the start state of the FSM. |
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AI_A2G_PATROL:_call_handler(step, trigger, params, EventName) |
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Fields and Methods inherited from BASE | Description |
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The ID number of the class. |
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The name of the class. |
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The name of the class concatenated with the ID number of the class. |
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Clear the state of an object. |
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AI_A2G_PATROL:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
Creation of a Birth Event. |
Creation of a Crash Event. |
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Creation of a Dead Event. |
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Creation of a Remove Unit Event. |
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Creation of a Takeoff 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 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 object is completely destroyed. |
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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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Occurs when a pilot ejects from an aircraft initiator : The unit that has ejected |
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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 when an aircraft lands at an airbase, farp or ship initiator : The unit that has landed place: Object that the unit landed on. |
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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 |
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Occurs when a mission starts |
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Occurs when the pilot of an aircraft is killed. |
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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 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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Schedule a new time event. |
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AI_A2G_PATROL:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...) |
Schedule a new time event. |
Stops the Schedule. |
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Set the Class 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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AI_A2G_PATROL:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function call. |
AI_A2G_PATROL:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function logic. |
Field(s)
Function(s)
Creates a new AI_A2G_PATROL object
Defined in:
AI_A2G_PATROL
Parameters:
Wrapper.Group#GROUP AIGroup
DCS#Speed EngageMinSpeed
(optional, default = 50% of max speed) The minimum speed of the Wrapper.Group in km/h when engaging a target.
DCS#Speed EngageMaxSpeed
(optional, default = 75% of max speed) The maximum speed of the Wrapper.Group in km/h when engaging a target.
DCS#Altitude EngageFloorAltitude
(optional, default = 1000m ) The lowest altitude in meters where to execute the engagement.
DCS#Altitude EngageCeilingAltitude
(optional, default = 1500m ) The highest altitude in meters where to execute the engagement.
Core.Zone#ZONE_BASE PatrolZone
The Zone where the patrol needs to be executed.
DCS#Altitude PatrolFloorAltitude
(optional, default = 1000m ) The lowest altitude in meters where to execute the patrol.
DCS#Altitude PatrolCeilingAltitude
(optional, default = 1500m ) The highest altitude in meters where to execute the patrol.
DCS#Speed PatrolMinSpeed
(optional, default = 50% of max speed) The minimum speed of the Wrapper.Group in km/h.
DCS#Speed PatrolMaxSpeed
(optional, default = 75% of max speed) The maximum speed of the Wrapper.Group in km/h.
DCS#AltitudeType PatrolAltType
The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO.
Return value:
OnAfter Transition Handler for Event Patrol.
Defined in:
AI_A2G_PATROL
Parameters:
Wrapper.Group#GROUP AIPatrol
The Group Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
OnAfter Transition Handler for Event PatrolRoute.
Defined in:
AI_A2G_PATROL
Parameters:
Wrapper.Group#GROUP AIPatrol
The Group 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 Patrol.
Defined in:
AI_A2G_PATROL
Parameters:
Wrapper.Group#GROUP AIPatrol
The Group 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.
OnBefore Transition Handler for Event PatrolRoute.
Defined in:
AI_A2G_PATROL
Parameters:
Wrapper.Group#GROUP AIPatrol
The Group 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 Patrolling.
Defined in:
AI_A2G_PATROL
Parameters:
Wrapper.Group#GROUP AIPatrol
The Group 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 Patrolling.
Defined in:
AI_A2G_PATROL
Parameters:
Wrapper.Group#GROUP AIPatrol
The Group 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.
Synchronous Event Trigger for Event PatrolRoute.
Defined in:
AI_A2G_PATROL
Set the Engage Range when the AI will engage with airborne enemies.
Defined in:
AI_A2G_PATROL
Parameter:
#number EngageRange
The Engage Range.
Return value:
self
Asynchronous Event Trigger for Event Patrol.
Defined in:
AI_A2G_PATROL
Parameter:
#number Delay
The delay in seconds.
Asynchronous Event Trigger for Event PatrolRoute.
Defined in:
AI_A2G_PATROL
Parameter:
#number Delay
The delay in seconds.
Defined in:
AI_A2G_PATROL
Parameters:
Wrapper.Group#GROUP AIPatrol
This statis method is called from the route path within the last task at the last waaypoint of the AIPatrol. Note that this method is required, as triggers the next route when patrolling for the AIPatrol.
Fsm
Defines a new patrol route using the Process_PatrolZone parameters and settings.
Defined in:
AI_A2G_PATROL
Parameters:
Wrapper.Group#GROUP AIPatrol
The Group Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
Return value:
self
Defines a new patrol route using the Process_PatrolZone parameters and settings.
Defined in:
AI_A2G_PATROL
Parameters:
Wrapper.Group#GROUP AIPatrol
The Group managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
Field(s)
Function(s)
Synchronous Event Trigger for Event Abort.
Defined in:
Synchronous Event Trigger for Event Accomplish.
Defined in:
Synchronous Event Trigger for Event Destroy.
Defined in:
Synchronous Event Trigger for Event Engage.
Defined in:
Synchronous Event Trigger for Event EngageRoute.
Defined in:
Synchronous Event Trigger for Event Fired.
Defined in:
Creates a new AI_A2G_ENGAGE object
Defined in:
Parameters:
Wrapper.Group#GROUP AIGroup
DCS#Speed EngageMinSpeed
(optional, default = 50% of max speed) The minimum speed of the Wrapper.Group in km/h when engaging a target.
DCS#Speed EngageMaxSpeed
(optional, default = 75% of max speed) The maximum speed of the Wrapper.Group in km/h when engaging a target.
DCS#Altitude EngageFloorAltitude
(optional, default = 1000m ) The lowest altitude in meters where to execute the engagement.
DCS#Altitude EngageCeilingAltitude
(optional, default = 1500m ) The highest altitude in meters where to execute the engagement.
Return value:
OnAfter Transition Handler for Event Abort.
Defined in:
Parameters:
Wrapper.Group#GROUP AIGroup
The Group Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
OnAfter Transition Handler for Event Accomplish.
Defined in:
Parameters:
Wrapper.Group#GROUP AIGroup
The Group Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
OnAfter Transition Handler for Event Destroy.
Defined in:
Parameters:
Wrapper.Group#GROUP AIGroup
The Group Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
OnAfter Transition Handler for Event Engage.
Defined in:
Parameters:
Wrapper.Group#GROUP AIGroup
The Group Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
OnAfter Transition Handler for Event EngageRoute.
Defined in:
Parameters:
Wrapper.Group#GROUP AIGroup
The Group Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
OnAfter Transition Handler for Event Fired.
Defined in:
Parameters:
Wrapper.Group#GROUP AIGroup
The Group 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 Abort.
Defined in:
Parameters:
Wrapper.Group#GROUP AIGroup
The Group 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.
OnBefore Transition Handler for Event Accomplish.
Defined in:
Parameters:
Wrapper.Group#GROUP AIGroup
The Group 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.
OnBefore Transition Handler for Event Destroy.
Defined in:
Parameters:
Wrapper.Group#GROUP AIGroup
The Group 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.
OnBefore Transition Handler for Event Engage.
Defined in:
Parameters:
Wrapper.Group#GROUP AIGroup
The Group 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.
OnBefore Transition Handler for Event EngageRoute.
Defined in:
Parameters:
Wrapper.Group#GROUP AIGroup
The Group 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.
OnBefore Transition Handler for Event Fired.
Defined in:
Parameters:
Wrapper.Group#GROUP AIGroup
The Group 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 Engaging.
Defined in:
Parameters:
Wrapper.Group#GROUP AIGroup
The Group 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 Engaging.
Defined in:
Parameters:
Wrapper.Group#GROUP AIGroup
The Group 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.
Asynchronous Event Trigger for Event Abort.
Asynchronous Event Trigger for Event Accomplish.
Asynchronous Event Trigger for Event Destroy.
Asynchronous Event Trigger for Event Engage.
Asynchronous Event Trigger for Event EngageRoute.
Asynchronous Event Trigger for Event Fired.
onafter event handler for Abort event.
Defined in:
Parameters:
Wrapper.Group#GROUP AIGroup
The AI Group managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
Defined in:
Parameters:
Wrapper.Group#GROUP AIGroup
The Group Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
Defined in:
Parameters:
Wrapper.Group#GROUP AIGroup
The Group Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
Core.Event#EVENTDATA EventData
onafter event handler for Engage event.
Defined in:
Parameters:
Wrapper.Group#GROUP AIGroup
The AI Group managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
Defined in:
Parameters:
Wrapper.Group#GROUP DefenderGroup
The GroupGroup managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
AttackSetUnit
onafter event handler for Start event.
Defined in:
Parameters:
Wrapper.Group#GROUP AIGroup
The AI group managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
onbefore event handler for Engage event.
Defined in:
Parameters:
Wrapper.Group#GROUP AIGroup
The group Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
Field(s)
Function(s)
Creates a new AI_A2G process.
Defined in:
Parameter:
Wrapper.Group#GROUP AIGroup
The group object to receive the A2G Process.
Return value:
Field(s)
Function(s)
Defined in:
Defined in:
Creates a new AI_AIR process.
Defined in:
Parameter:
Wrapper.Group#GROUP AIGroup
The group object to receive the A2G Process.
Return value:
OnAfter Transition Handler for Event RTB.
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.
Refuel Handler OnAfter for AI_AIR
Defined in:
Parameters:
Wrapper.Controllable#CONTROLLABLE Controllable
The Controllable Object managed by the FSM.
#string From
#string Event
#string To
Start Handler OnAfter for AI_AIR
OnAfter Transition Handler for Event Status.
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.
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 RTB.
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.
Refuel Handler OnBefore for AI_AIR
Defined in:
Parameters:
Wrapper.Controllable#CONTROLLABLE Controllable
The Controllable Object managed by the FSM.
#string From
#string Event
#string To
Return value:
#boolean:
Start Handler OnBefore for AI_AIR
Defined in:
Parameters:
#string From
#string Event
#string To
Return value:
#boolean:
OnBefore Transition Handler for Event Status.
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.
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 Returning.
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.
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 Returning.
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.
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 floor and ceiling altitude of the patrol.
Defined in:
Parameters:
DCS#Altitude PatrolFloorAltitude
The lowest altitude in meters where to execute the patrol.
DCS#Altitude PatrolCeilingAltitude
The highest altitude in meters where to execute the patrol.
Return value:
self
When the AI is damaged beyond a certain treshold, it is required that the AI returns to the home base.
However, damage cannot be foreseen early on. Therefore, when the damage treshold is reached, the AI will return immediately to the home base (RTB). Note that for groups, the average damage of the complete group will be calculated. So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage treshold will be 0.25.
Defined in:
Parameter:
#number PatrolDamageThreshold
The treshold in percentage (between 0 and 1) when the AI is considered to be damaged.
Return value:
self
Sets the disengage range, that when engaging a target beyond the specified range, the engagement will be cancelled and the plane will RTB.
Defined in:
Parameter:
#number DisengageRadius
The disengage range.
Return value:
self
When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.
Therefore, with a parameter and a calculation of the distance to the home base, the fuel treshold is calculated. When the fuel treshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_AIR. Once the time is finished, the old AI will return to the base.
Defined in:
Parameters:
#number FuelThresholdPercentage
The treshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.
#number OutOfFuelOrbitTime
The amount of seconds the out of fuel AIControllable will orbit before returning to the base.
Return value:
self
Sets the home airbase.
Sets (modifies) the minimum and maximum RTB speed of the patrol.
Defined in:
Parameters:
DCS#Speed RTBMinSpeed
The minimum speed of the Wrapper.Controllable in km/h.
DCS#Speed RTBMaxSpeed
The maximum speed of the Wrapper.Controllable in km/h.
Return value:
self
Sets (modifies) the minimum and maximum speed of the patrol.
Defined in:
Parameters:
DCS#Speed PatrolMinSpeed
The minimum speed of the Wrapper.Controllable in km/h.
DCS#Speed PatrolMaxSpeed
The maximum speed of the Wrapper.Controllable in km/h.
Return value:
self
Set the status checking off.
Sets to refuel at the given tanker.
Defined in:
Parameter:
Wrapper.Group#GROUP TankerName
The group name of the tanker as defined within the Mission Editor or spawned.
Return value:
self
Asynchronous Event Trigger for Event RTB.
Refuel Asynchronous Trigger for AI_AIR
Start Asynchronous Trigger for AI_AIR
Asynchronous Event Trigger for Event Status.
Asynchronous Event Trigger for Event Stop.
Defined in:
Defines a new patrol route using the Process_PatrolZone parameters and settings.
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:
self
Defined in:
Defined in:
Field(s)
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.
Synchronous Event Trigger for Event Stop.
Defined in:
Asynchronous Event Trigger for Event Stop.
Field(s)
Function(s)
Set the default 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.
Defined in:
Returns a table of the SubFSM rules defined within the FSM.
Returns the start state of the FSM.
Defined in:
Returns a table of the transition rules defined within the FSM.
Sets the start state of the FSM.
Field(s)
Function(s)
Clear the state of an object.
Defined in:
Parameters:
Object
The object that holds the Value set by the Key.
StateName
The key that is should be cleared.
Creation of a Birth Event.
Defined in:
Parameters:
DCS#Time EventTime
The time stamp of the event.
DCS#Object Initiator
The initiating object of the event.
#string IniUnitName
The initiating unit name.
place
subplace
Creation of a Crash Event.
Defined in:
Parameters:
DCS#Time EventTime
The time stamp of the event.
DCS#Object Initiator
The initiating object of the event.
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.
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.
Log an exception which will be traced always.
Can be anywhere within the function logic.
Returns the event dispatcher
Remove all subscribed events
Trace a function call.
Must be at the beginning of the function logic.
Trace a function call level 2.
Must be at the beginning of the function logic.
Trace a function call level 3.
Must be at the beginning of the function logic.
Get the ClassID of the class instance.
Get the ClassName of the class instance.
Get the ClassName + ClassID of the class instance.
The ClassName + ClassID is formatted as '%s#%09d'.
Get the Class 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()
Defined in:
Parameters:
#BASE Child
is the Child class from which the Parent class needs to be retrieved.
FromClass
Return value:
Get a Value given a Key from the Object.
Note that if the Object is destroyed, nillified 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 Event
#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 object is completely destroyed.
initiator : The unit that is was destroyed.
Occurs when a ground unit captures either an airbase or a farp.
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.
initiator : The unit that was spawned
Occurs when any aircraft crashes into the ground and is completely destroyed.
initiator : The unit that has crashed
Occurs when an object is dead.
initiator : The unit that is dead.
Occurs when a pilot ejects from an aircraft initiator : The unit that has ejected
Occurs when any aircraft shuts down its engines.
initiator : The unit that is stopping its engines.
Occurs when any aircraft starts its engines.
initiator : The unit that is starting its engines.
Occurs whenever an object is hit by a weapon.
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.
initiator : The unit that had the failure
Occurs when an aircraft lands at an airbase, farp or ship initiator : The unit that has landed place: Object that the unit landed on.
Can be an Airbase Object, FARP, or Ships
Occurs when a new mark was added.
MarkID: ID of the mark.
Occurs when a mark text was changed.
MarkID: ID of the mark.
Occurs when a mark was removed.
MarkID: ID of the mark.
Occurs when a mission ends
Occurs when a mission starts
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. initiator : The unit that the pilot has died in.
Occurs when any player assumes direct control of a unit.
initiator : The unit that is being taken control of.
Occurs when any player relieves control of a unit to the AI.
initiator : The unit that the player left.
Occurs when an aircraft connects with a tanker and begins taking on fuel.
initiator : The unit that is receiving fuel.
Occurs when an aircraft is finished taking fuel.
initiator : The unit that was receiving fuel.
Occurs when any unit stops firing its weapon.
Event will always correspond with a shooting start event. 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. 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.
Occurs when an aircraft takes off from an airbase, farp, or ship.
initiator : The unit that tookoff place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships
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:
#number:
The ScheduleID 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:
#number:
The ScheduleID of the planned schedule.
Stops the Schedule.
Defined in:
Parameter:
#function SchedulerFunction
The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
Set the Class 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, nillified 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
TODO: Complete DCS#Event structure.
- The main event handling function... This function captures all events generated for the class.
@param #BASE self
@param DCS#Event event