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Module AI.AI_A2G_SEAD

AI - Models the process of air to ground SEAD engagement for airplanes and helicopters.

This is a class used in the AI.AI_A2G_Dispatcher.


Author: FlightControl


Global(s)

Global AI_A2G_SEAD

Implements the core functions to SEAD intruders.

#AI_A2G_SEAD AI_A2G_SEAD

Implements the core functions to SEAD intruders.

Use the Engage trigger to intercept intruders.

The AI_A2G_SEAD is assigned a Wrapper.Group and this must be done before the AI_A2G_SEAD 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 threshold has been reached by the AI, or when the AI is commanded to RTB. When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.

1. AI_A2G_SEAD constructor

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_AIR_PATROL.SetEngageRange() to define that range.

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


Type(s)

Fields and Methods inherited from AI_AIR_PATROL Description

AI_A2G_SEAD.EngageRange

AI_A2G_SEAD:New(AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType)

Creates a new AI_AIR_PATROL object

AI_A2G_SEAD:OnAfterPatrol(AIPatrol, From, Event, To)

OnAfter Transition Handler for Event Patrol.

AI_A2G_SEAD:OnAfterPatrolRoute(AIPatrol, From, Event, To)

OnAfter Transition Handler for Event PatrolRoute.

AI_A2G_SEAD:OnBeforePatrol(AIPatrol, From, Event, To)

OnBefore Transition Handler for Event Patrol.

AI_A2G_SEAD:OnBeforePatrolRoute(AIPatrol, From, Event, To)

OnBefore Transition Handler for Event PatrolRoute.

AI_A2G_SEAD:OnEnterPatrolling(AIPatrol, From, Event, To)

OnEnter Transition Handler for State Patrolling.

AI_A2G_SEAD:OnLeavePatrolling(AIPatrol, From, Event, To)

OnLeave Transition Handler for State Patrolling.

AI_A2G_SEAD:Patrol()

Synchronous Event Trigger for Event Patrol.

AI_A2G_SEAD.PatrolAltType

AI_A2G_SEAD.PatrolCeilingAltitude

AI_A2G_SEAD.PatrolFloorAltitude

AI_A2G_SEAD.PatrolMaxSpeed

AI_A2G_SEAD.PatrolMinSpeed

AI_A2G_SEAD:PatrolRoute()

Synchronous Event Trigger for Event PatrolRoute.

AI_A2G_SEAD.PatrolZone

AI_A2G_SEAD.Resume(AIPatrol, Fsm)

Resumes the AIPatrol

AI_A2G_SEAD:SetEngageRange(EngageRange)

Set the Engage Range when the AI will engage with airborne enemies.

AI_A2G_SEAD:SetRaceTrackPattern(LegMin, LegMax, HeadingMin, HeadingMax, DurationMin, DurationMax, CapCoordinates)

Set race track parameters.

AI_A2G_SEAD:__Patrol(Delay)

Asynchronous Event Trigger for Event Patrol.

AI_A2G_SEAD:__PatrolRoute(Delay)

Asynchronous Event Trigger for Event PatrolRoute.

AI_A2G_SEAD.___PatrolRoute(AIPatrol, Fsm)

This static method is called from the route path within the last task at the last waypoint of the AIPatrol.

AI_A2G_SEAD:onafterPatrol(AIPatrol, From, Event, To)

Defines a new patrol route using the AI.AI_Patrol#AI_PATROL_ZONE parameters and settings.

AI_A2G_SEAD:onafterPatrolRoute(AIPatrol, From, Event, To)

Defines a new patrol route using the AI.AI_Patrol#AI_PATROL_ZONE parameters and settings.

AI_A2G_SEAD.racetrack

AI_A2G_SEAD.racetrackcapcoordinates

AI_A2G_SEAD.racetrackdurationmax

AI_A2G_SEAD.racetrackdurationmin

AI_A2G_SEAD.racetrackheadingmax

AI_A2G_SEAD.racetrackheadingmin

AI_A2G_SEAD.racetracklegmax

AI_A2G_SEAD.racetracklegmin

Fields and Methods inherited from AI_AIR Description

AI_A2G_SEAD.CheckStatus

AI_A2G_SEAD:ClearTargetDistance()

AI_A2G_SEAD.DisengageRadius

AI_A2G_SEAD.FuelThresholdPercentage

AI_A2G_SEAD:GetDispatcher()

AI_A2G_SEAD.HomeAirbase

AI_A2G_SEAD.IdleCount

AI_A2G_SEAD:New(AIGroup)

Creates a new AI_AIR process.

AI_A2G_SEAD:OnAfterRTB(Controllable, From, Event, To)

OnAfter Transition Handler for Event RTB.

AI_A2G_SEAD:OnAfterRefuel(Controllable, From, Event, To)

Refuel Handler OnAfter for AI_AIR

AI_A2G_SEAD:OnAfterStart(From, Event, To)

Start Handler OnAfter for AI_AIR

AI_A2G_SEAD:OnAfterStatus(Controllable, From, Event, To)

OnAfter Transition Handler for Event Status.

AI_A2G_SEAD:OnAfterStop(Controllable, From, Event, To)

OnAfter Transition Handler for Event Stop.

AI_A2G_SEAD:OnBeforeRTB(Controllable, From, Event, To)

OnBefore Transition Handler for Event RTB.

AI_A2G_SEAD:OnBeforeRefuel(Controllable, From, Event, To)

Refuel Handler OnBefore for AI_AIR

AI_A2G_SEAD:OnBeforeStart(From, Event, To)

Start Handler OnBefore for AI_AIR

AI_A2G_SEAD:OnBeforeStatus(Controllable, From, Event, To)

OnBefore Transition Handler for Event Status.

AI_A2G_SEAD:OnBeforeStop(Controllable, From, Event, To)

OnBefore Transition Handler for Event Stop.

AI_A2G_SEAD:OnCrash(EventData)

AI_A2G_SEAD:OnEjection(EventData)

AI_A2G_SEAD:OnEnterReturning(Controllable, From, Event, To)

OnEnter Transition Handler for State Returning.

AI_A2G_SEAD:OnEnterStopped(Controllable, From, Event, To)

OnEnter Transition Handler for State Stopped.

AI_A2G_SEAD:OnLeaveReturning(Controllable, From, Event, To)

OnLeave Transition Handler for State Returning.

AI_A2G_SEAD:OnLeaveStopped(Controllable, From, Event, To)

OnLeave Transition Handler for State Stopped.

AI_A2G_SEAD:OnPilotDead(EventData)

AI_A2G_SEAD.OutOfFuelOrbitTime

AI_A2G_SEAD.PatrolCeilingAltitude

AI_A2G_SEAD.PatrolDamageThreshold

AI_A2G_SEAD.PatrolFloorAltitude

AI_A2G_SEAD.PatrolManageDamage

AI_A2G_SEAD.PatrolMaxSpeed

AI_A2G_SEAD.PatrolMinSpeed

AI_A2G_SEAD:RTB()

Synchronous Event Trigger for Event RTB.

AI_A2G_SEAD.RTBHold(AIGroup, Fsm)

AI_A2G_SEAD.RTBMaxSpeed

AI_A2G_SEAD.RTBMinSpeed

AI_A2G_SEAD.RTBRoute(AIGroup, Fsm)

AI_A2G_SEAD.RTBSpeedMaxFactor

AI_A2G_SEAD.RTBSpeedMinFactor

AI_A2G_SEAD:Refuel()

Refuel Trigger for AI_AIR

AI_A2G_SEAD.Resume(AIGroup, Fsm)

AI_A2G_SEAD:SetAltitude(PatrolFloorAltitude, PatrolCeilingAltitude)

Sets the floor and ceiling altitude of the patrol.

AI_A2G_SEAD:SetDamageThreshold(PatrolDamageThreshold)

When the AI is damaged beyond a certain threshold, it is required that the AI returns to the home base.

AI_A2G_SEAD:SetDisengageRadius(DisengageRadius)

Sets the disengage range, that when engaging a target beyond the specified range, the engagement will be cancelled and the plane will RTB.

AI_A2G_SEAD:SetDispatcher(Dispatcher)

AI_A2G_SEAD: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.

AI_A2G_SEAD:SetHomeAirbase(HomeAirbase)

Sets the home airbase.

AI_A2G_SEAD:SetRTBSpeed(RTBMinSpeed, RTBMaxSpeed)

Sets (modifies) the minimum and maximum RTB speed of the patrol.

AI_A2G_SEAD:SetRTBSpeedFactors(MinFactor, MaxFactor)

Set the min and max factors on RTB speed.

AI_A2G_SEAD:SetSpeed(PatrolMinSpeed, PatrolMaxSpeed)

Sets (modifies) the minimum and maximum speed of the patrol.

AI_A2G_SEAD:SetStatusOff()

Set the status checking off.

AI_A2G_SEAD:SetTanker(TankerName)

Sets to refuel at the given tanker.

AI_A2G_SEAD:SetTargetDistance(Coordinate)

AI_A2G_SEAD:Start()

Start Trigger for AI_AIR

AI_A2G_SEAD:Status()

Synchronous Event Trigger for Event Status.

AI_A2G_SEAD:Stop()

Synchronous Event Trigger for Event Stop.

AI_A2G_SEAD.TankerName

AI_A2G_SEAD.TaskDelay

AI_A2G_SEAD:__RTB(Delay)

Asynchronous Event Trigger for Event RTB.

AI_A2G_SEAD:__Refuel(Delay)

Refuel Asynchronous Trigger for AI_AIR

AI_A2G_SEAD:__Start(Delay)

Start Asynchronous Trigger for AI_AIR

AI_A2G_SEAD:__Status(Delay)

Asynchronous Event Trigger for Event Status.

AI_A2G_SEAD:__Stop(Delay)

Asynchronous Event Trigger for Event Stop.

AI_A2G_SEAD:onafterDead()

AI_A2G_SEAD:onafterHold(AIGroup, From, Event, To, HoldTime)

AI_A2G_SEAD:onafterHome(AIGroup, From, Event, To)

AI_A2G_SEAD:onafterRTB(AIGroup, From, Event, To)

AI_A2G_SEAD:onafterRefuel(AIGroup, From, Event, To)

AI_A2G_SEAD:onafterReturn(Controllable, From, Event, To)

Coordinates the approriate returning action.

AI_A2G_SEAD:onafterStart(Controllable, From, Event, To)

Defines a new patrol route using the AI.AI_Patrol#AI_PATROL_ZONE parameters and settings.

AI_A2G_SEAD:onafterStatus()

AI_A2G_SEAD:onbeforeStatus()

Fields and Methods inherited from FSM_CONTROLLABLE Description

AI_A2G_SEAD.Controllable

AI_A2G_SEAD:GetControllable()

Gets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

AI_A2G_SEAD:New(FSMT, Controllable)

Creates a new FSM_CONTROLLABLE object.

AI_A2G_SEAD:OnAfterStop(Controllable, From, Event, To)

OnAfter Transition Handler for Event Stop.

AI_A2G_SEAD:OnBeforeStop(Controllable, From, Event, To)

OnBefore Transition Handler for Event Stop.

AI_A2G_SEAD:OnEnterStopped(Controllable, From, Event, To)

OnEnter Transition Handler for State Stopped.

AI_A2G_SEAD:OnLeaveStopped(Controllable, From, Event, To)

OnLeave Transition Handler for State Stopped.

AI_A2G_SEAD:SetControllable(FSMControllable)

Sets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

AI_A2G_SEAD:Stop()

Synchronous Event Trigger for Event Stop.

AI_A2G_SEAD:__Stop(Delay)

Asynchronous Event Trigger for Event Stop.

AI_A2G_SEAD:_call_handler(step, trigger, params, EventName)

Fields and Methods inherited from FSM Description

AI_A2G_SEAD:AddEndState(State)

Adds an End state.

AI_A2G_SEAD:AddProcess(From, Event, Process, ReturnEvents)

Set the default #FSM_PROCESS template with key ProcessName providing the ProcessClass and the process object when it is assigned to a Wrapper.Controllable by the task.

AI_A2G_SEAD:AddScore(State, ScoreText, Score)

Adds a score for the FSM to be achieved.

AI_A2G_SEAD:AddScoreProcess(From, Event, State, ScoreText, Score)

Adds a score for the FSM_PROCESS to be achieved.

AI_A2G_SEAD:AddTransition(From, Event, To)

Add a new transition rule to the FSM.

AI_A2G_SEAD.CallScheduler

Call scheduler.

AI_A2G_SEAD.ClassName

Name of the class.

AI_A2G_SEAD.Events

AI_A2G_SEAD:GetCurrentState()

Get current state.

AI_A2G_SEAD:GetEndStates()

Returns the End states.

AI_A2G_SEAD:GetProcess(From, Event)

AI_A2G_SEAD:GetProcesses()

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

AI_A2G_SEAD:GetScores()

Returns a table with the scores defined.

AI_A2G_SEAD:GetStartState()

Returns the start state of the FSM.

AI_A2G_SEAD:GetState()

Get current state.

AI_A2G_SEAD:GetSubs()

Returns a table with the Subs defined.

AI_A2G_SEAD:GetTransitions()

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

AI_A2G_SEAD:Is(State)

Check if FSM is in state.

AI_A2G_SEAD:LoadCallBacks(CallBackTable)

Load call backs.

AI_A2G_SEAD:New()

Creates a new FSM object.

AI_A2G_SEAD.Scores

Scores.

AI_A2G_SEAD:SetProcess(From, Event, Fsm)

AI_A2G_SEAD:SetStartState(State)

Sets the start state of the FSM.

AI_A2G_SEAD._EndStates

AI_A2G_SEAD._EventSchedules

AI_A2G_SEAD._Processes

AI_A2G_SEAD._Scores

AI_A2G_SEAD._StartState

AI_A2G_SEAD._Transitions

AI_A2G_SEAD:_add_to_map(Map, Event)

Add to map.

AI_A2G_SEAD:_call_handler(step, trigger, params, EventName)

Call handler.

AI_A2G_SEAD:_create_transition(EventName)

Create transition.

AI_A2G_SEAD:_delayed_transition(EventName)

Delayed transition.

AI_A2G_SEAD:_eventmap(Events, EventStructure)

Event map.

AI_A2G_SEAD:_gosub(ParentFrom, ParentEvent)

Go sub.

AI_A2G_SEAD:_handler(EventName, ...)

Handler.

AI_A2G_SEAD:_isendstate(Current)

Is end state.

AI_A2G_SEAD:_submap(subs, sub, name)

Sub maps.

AI_A2G_SEAD:can(e)

Check if can do an event.

AI_A2G_SEAD:cannot(e)

Check if cannot do an event.

AI_A2G_SEAD.current

Current state name.

AI_A2G_SEAD.endstates

AI_A2G_SEAD:is(State, state)

Check if FSM is in state.

AI_A2G_SEAD.options

Options.

AI_A2G_SEAD.subs

Subs.

Fields and Methods inherited from BASE Description

AI_A2G_SEAD.ClassID

The ID number of the class.

AI_A2G_SEAD.ClassName

The name of the class.

AI_A2G_SEAD.ClassNameAndID

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

AI_A2G_SEAD:ClearState(Object, StateName)

Clear the state of an object.

AI_A2G_SEAD:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace)

Creation of a Birth Event.

AI_A2G_SEAD:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

Creation of a Crash Event.

AI_A2G_SEAD:CreateEventDead(EventTime, Initiator, IniObjectCategory)

Creation of a Dead Event.

AI_A2G_SEAD:CreateEventPlayerEnterAircraft(PlayerUnit)

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

AI_A2G_SEAD:CreateEventRemoveUnit(EventTime, Initiator)

Creation of a Remove Unit Event.

AI_A2G_SEAD:CreateEventTakeoff(EventTime, Initiator)

Creation of a Takeoff Event.

AI_A2G_SEAD:CreateEventUnitLost(EventTime, Initiator)

Creation of a Crash Event.

AI_A2G_SEAD:E(Arguments)

Log an exception which will be traced always.

AI_A2G_SEAD:EventDispatcher()

Returns the event dispatcher

AI_A2G_SEAD:EventRemoveAll()

Remove all subscribed events

AI_A2G_SEAD:F(Arguments)

Trace a function call.

AI_A2G_SEAD:F2(Arguments)

Trace a function call level 2.

AI_A2G_SEAD:F3(Arguments)

Trace a function call level 3.

AI_A2G_SEAD:GetClassID()

Get the ClassID of the class instance.

AI_A2G_SEAD:GetClassName()

Get the ClassName of the class instance.

AI_A2G_SEAD:GetClassNameAndID()

Get the ClassName + ClassID of the class instance.

AI_A2G_SEAD:GetEventPriority()

Get the Class Core.Event processing Priority.

AI_A2G_SEAD:GetParent(Child, FromClass)

This is the worker method to retrieve the Parent class.

AI_A2G_SEAD:GetState(Object, Key)

Get a Value given a Key from the Object.

AI_A2G_SEAD:HandleEvent(EventID, EventFunction)

Subscribe to a DCS Event.

AI_A2G_SEAD:I(Arguments)

Log an information which will be traced always.

AI_A2G_SEAD:Inherit(Child, Parent)

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

AI_A2G_SEAD:IsInstanceOf(ClassName)

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

AI_A2G_SEAD:IsTrace()

Enquires if tracing is on (for the class).

AI_A2G_SEAD:New()

BASE constructor.

AI_A2G_SEAD:OnEvent(EventData)

Occurs when an Event for an object is triggered.

AI_A2G_SEAD:OnEventBDA(EventData)

BDA.

AI_A2G_SEAD:OnEventBaseCaptured(EventData)

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

AI_A2G_SEAD:OnEventBirth(EventData)

Occurs when any object is spawned into the mission.

AI_A2G_SEAD:OnEventCrash(EventData)

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

AI_A2G_SEAD:OnEventDead(EventData)

Occurs when an object is dead.

AI_A2G_SEAD:OnEventDetailedFailure(EventData)

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

AI_A2G_SEAD:OnEventDiscardChairAfterEjection(EventData)

Discard chair after ejection.

AI_A2G_SEAD:OnEventEjection(EventData)

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

AI_A2G_SEAD:OnEventEngineShutdown(EventData)

Occurs when any aircraft shuts down its engines.

AI_A2G_SEAD:OnEventEngineStartup(EventData)

Occurs when any aircraft starts its engines.

AI_A2G_SEAD:OnEventHit(EventData)

Occurs whenever an object is hit by a weapon.

AI_A2G_SEAD:OnEventHumanFailure(EventData)

Occurs when any system fails on a human controlled aircraft.

AI_A2G_SEAD:OnEventKill(EventData)

Occurs on the death of a unit.

AI_A2G_SEAD:OnEventLand(EventData)

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

AI_A2G_SEAD:OnEventLandingAfterEjection(EventData)

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

AI_A2G_SEAD:OnEventLandingQualityMark(EventData)

Landing quality mark.

AI_A2G_SEAD:OnEventMarkAdded(EventData)

Occurs when a new mark was added.

AI_A2G_SEAD:OnEventMarkChange(EventData)

Occurs when a mark text was changed.

AI_A2G_SEAD:OnEventMarkRemoved(EventData)

Occurs when a mark was removed.

AI_A2G_SEAD:OnEventMissionEnd(EventData)

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

AI_A2G_SEAD:OnEventMissionStart(EventData)

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

AI_A2G_SEAD:OnEventParatrooperLanding(EventData)

Weapon add.

AI_A2G_SEAD:OnEventPilotDead(EventData)

Occurs when the pilot of an aircraft is killed.

AI_A2G_SEAD:OnEventPlayerEnterAircraft(EventData)

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

AI_A2G_SEAD:OnEventPlayerEnterUnit(EventData)

Occurs when any player assumes direct control of a unit.

AI_A2G_SEAD:OnEventPlayerLeaveUnit(EventData)

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

AI_A2G_SEAD:OnEventRefueling(EventData)

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

AI_A2G_SEAD:OnEventRefuelingStop(EventData)

Occurs when an aircraft is finished taking fuel.

AI_A2G_SEAD:OnEventScore(EventData)

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

AI_A2G_SEAD:OnEventShootingEnd(EventData)

Occurs when any unit stops firing its weapon.

AI_A2G_SEAD:OnEventShootingStart(EventData)

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

AI_A2G_SEAD:OnEventShot(EventData)

Occurs whenever any unit in a mission fires a weapon.

AI_A2G_SEAD:OnEventTakeoff(EventData)

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

AI_A2G_SEAD:OnEventTriggerZone(EventData)

Trigger zone.

AI_A2G_SEAD:OnEventUnitLost(EventData)

Occurs when the game thinks an object is destroyed.

AI_A2G_SEAD:ScheduleOnce(Start, SchedulerFunction, ...)

Schedule a new time event.

AI_A2G_SEAD:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...)

Schedule a new time event.

AI_A2G_SEAD:ScheduleStop(SchedulerID)

Stops the Schedule.

AI_A2G_SEAD.Scheduler

AI_A2G_SEAD:SetEventPriority(EventPriority)

Set the Class Core.Event processing Priority.

AI_A2G_SEAD:SetState(Object, Key, Value)

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

AI_A2G_SEAD:T(Arguments)

Trace a function logic level 1.

AI_A2G_SEAD:T2(Arguments)

Trace a function logic level 2.

AI_A2G_SEAD:T3(Arguments)

Trace a function logic level 3.

AI_A2G_SEAD:TraceAll(TraceAll)

Trace all methods in MOOSE

AI_A2G_SEAD:TraceClass(Class)

Set tracing for a class

AI_A2G_SEAD:TraceClassMethod(Class, Method)

Set tracing for a specific method of class

AI_A2G_SEAD:TraceLevel(Level)

Set trace level

AI_A2G_SEAD:TraceOff()

Set trace off.

AI_A2G_SEAD:TraceOn()

Set trace on.

AI_A2G_SEAD:TraceOnOff(TraceOnOff)

Set trace on or off Note that when trace is off, no BASE.Debug statement is performed, increasing performance! When Moose is loaded statically, (as one file), tracing is switched off by default.

AI_A2G_SEAD:UnHandleEvent(EventID)

UnSubscribe to a DCS event.

AI_A2G_SEAD._

AI_A2G_SEAD:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function call.

AI_A2G_SEAD:_Serialize(Arguments)

(Internal) Serialize arguments

AI_A2G_SEAD:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function logic.

AI_A2G_SEAD.__

AI_A2G_SEAD:onEvent(event)

The main event handling function...

Field(s)

Function(s)

Evaluate the attack and create an AttackUnitTask list.

Defined in:

AI_A2G_SEAD

Parameters:

Core.Set#SET_UNIT AttackSetUnit

The set of units to attack.

Wrapper.Group#GROUP DefenderGroup

The group of defenders.

#number EngageAltitude

The altitude to engage the targets.

Return value:

self

Creates a new AI_A2G_SEAD object

Defined in:

AI_A2G_SEAD

Parameters:

DCS#Speed EngageMinSpeed

The minimum speed of the Wrapper.Group in km/h when engaging a target.

DCS#Speed EngageMaxSpeed

The maximum speed of the Wrapper.Group in km/h when engaging a target.

DCS#Altitude EngageFloorAltitude

The lowest altitude in meters where to execute the engagement.

DCS#Altitude EngageCeilingAltitude

The highest altitude in meters where to execute the engagement.

Core.Zone#ZONE_BASE PatrolZone

The Core.Zone where the patrol needs to be executed.

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.

DCS#Speed PatrolMinSpeed

The minimum speed of the Wrapper.Group in km/h.

DCS#Speed PatrolMaxSpeed

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:

Creates a new AI_A2G_SEAD object

Defined in:

AI_A2G_SEAD

Parameters:

DCS#Speed EngageMinSpeed

The minimum speed of the Wrapper.Group in km/h when engaging a target.

DCS#Speed EngageMaxSpeed

The maximum speed of the Wrapper.Group in km/h when engaging a target.

DCS#Altitude EngageFloorAltitude

The lowest altitude in meters where to execute the engagement.

DCS#Altitude EngageCeilingAltitude

The highest altitude in meters where to execute the engagement.

DCS#AltitudeType EngageAltType

The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to "RADIO".

Core.Zone#ZONE_BASE PatrolZone

The Core.Zone where the patrol needs to be executed.

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.

DCS#Speed PatrolMinSpeed

The minimum speed of the Wrapper.Group in km/h.

DCS#Speed PatrolMaxSpeed

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:

Field(s)

Function(s)

Creates a new AI_AIR_PATROL object

Defined in:

Parameters:

The AI_AIR FSM.

The AI group.

Core.Zone#ZONE_BASE PatrolZone

The Core.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:

Parameters:

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:

Parameters:

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:

Parameters:

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:

Parameters:

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:

Parameters:

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:

Parameters:

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 Patrol.

Synchronous Event Trigger for Event PatrolRoute.

Resumes the AIPatrol

Defined in:

Parameters:

Set the Engage Range when the AI will engage with airborne enemies.

Defined in:

Parameter:

#number EngageRange

The Engage Range.

Return value:

Set race track parameters.

CAP flights will perform race track patterns rather than randomly patrolling the zone.

Defined in:

Parameters:

#number LegMin

Min Length of the race track leg in meters. Default 10,000 m.

#number LegMax

Max length of the race track leg in meters. Default 15,000 m.

#number HeadingMin

Min heading of the race track in degrees. Default 0 deg, i.e. from South to North.

#number HeadingMax

Max heading of the race track in degrees. Default 180 deg, i.e. from South to North.

#number DurationMin

(Optional) Min duration before switching the orbit position. Default is keep same orbit until RTB or engage.

#number DurationMax

(Optional) Max duration before switching the orbit position. Default is keep same orbit until RTB or engage.

#table CapCoordinates

Table of coordinates of first race track point. Second point is determined by leg length and heading.

Return value:

Asynchronous Event Trigger for Event Patrol.

Defined in:

Parameter:

#number Delay

The delay in seconds.

Asynchronous Event Trigger for Event PatrolRoute.

Defined in:

Parameter:

#number Delay

The delay in seconds.

This static method is called from the route path within the last task at the last waypoint of the AIPatrol.

Note that this method is required, as triggers the next route when patrolling for the AIPatrol.

Defined in:

Parameters:

The AI group.

The FSM.

Defines a new patrol route using the AI.AI_Patrol#AI_PATROL_ZONE parameters and settings.

Defined in:

Parameters:

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:

Defines a new patrol route using the AI.AI_Patrol#AI_PATROL_ZONE parameters and settings.

Defined in:

Parameters:

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)

Creates a new AI_AIR process.

Defined in:

Parameter:

The group object to receive the A2G Process.

Return value:

OnAfter Transition Handler for Event RTB.

Defined in:

Parameters:

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:

The Controllable Object managed by the FSM.

#string From

#string Event

#string To

Start Handler OnAfter for AI_AIR

Defined in:

Parameters:

#string From

#string Event

#string To

OnAfter Transition Handler for Event Status.

Defined in:

Parameters:

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:

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:

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:

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:

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:

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:

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:

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:

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:

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.

Synchronous Event Trigger for Event RTB.

Defined in:

Refuel Trigger for AI_AIR

Defined in:

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 threshold, it is required that the AI returns to the home base.

However, damage cannot be foreseen early on. Therefore, when the damage threshold 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 threshold will be 0.25.

Defined in:

Parameter:

#number PatrolDamageThreshold

The threshold 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

Defined in:

Parameter:

Dispatcher

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 threshold is calculated. When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targeted to the AI_AIR. Once the time is finished, the old AI will return to the base.

Defined in:

Parameters:

#number FuelThresholdPercentage

The threshold 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.

Defined in:

Parameter:

Return value:

self

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

Set the min and max factors on RTB speed.

Use this, if your planes are heading back to base too fast. Default values are 0.5 and 0.6. The RTB speed is calculated as the max speed of the unit multiplied by MinFactor (lower bracket) and multiplied by MaxFactor (upper bracket). A random value in this bracket is then applied in the waypoint routing generation.

Defined in:

Parameters:

#number MinFactor

Lower bracket factor. Defaults to 0.5.

#number MaxFactor

Upper bracket factor. Defaults to 0.6.

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.

Defined in:

Return value:

self

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

Start Trigger for AI_AIR

Defined in:

Synchronous Event Trigger for Event Status.

Defined in:

Synchronous Event Trigger for Event Stop.

Defined in:

Asynchronous Event Trigger for Event RTB.

Defined in:

Parameter:

#number Delay

The delay in seconds.

Refuel Asynchronous Trigger for AI_AIR

Defined in:

Parameter:

#number Delay

Start Asynchronous Trigger for AI_AIR

Defined in:

Parameter:

#number Delay

Asynchronous Event Trigger for Event Status.

Defined in:

Parameter:

#number Delay

The delay in seconds.

Asynchronous Event Trigger for Event Stop.

Defined in:

Parameter:

#number Delay

The delay in seconds.

Coordinates the approriate returning action.

Defined in:

Parameters:

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

Defines a new patrol route using the AI.AI_Patrol#AI_PATROL_ZONE parameters and settings.

Defined in:

Parameters:

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

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

(optional) The CONTROLLABLE object that the FSM_CONTROLLABLE governs.

Return value:

OnAfter Transition Handler for Event Stop.

Defined in:

Parameters:

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:

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:

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:

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.

Defined in:

Parameter:

Return value:

Synchronous Event Trigger for Event Stop.

Asynchronous Event Trigger for Event Stop.

Defined in:

Parameter:

#number Delay

The delay in seconds.

Defined in:

Parameters:

step

trigger

params

EventName

Field(s)

Function(s)

Adds an End state.

Defined in:

Parameter:

#string State

The FSM state.

Set the default #FSM_PROCESS template with key ProcessName providing the ProcessClass and the process object when it is assigned to a Wrapper.Controllable by the task.

Defined in:

Parameters:

#table From

Can contain a string indicating the From state or a table of strings containing multiple From states.

#string Event

The Event name.

An sub-process FSM.

#table ReturnEvents

A table indicating for which returned events of the SubFSM which Event must be triggered in the FSM.

Return value:

The SubFSM.

Adds a score for the FSM to be achieved.

Defined in:

Parameters:

#string State

is the state of the process when the score needs to be given. (See the relevant state descriptions of the process).

#string ScoreText

is a text describing the score that is given according the status.

#number Score

is a number providing the score of the status.

Return value:

#FSM:

self

Adds a score for the FSM_PROCESS to be achieved.

Defined in:

Parameters:

#string From

is the From State of the main process.

#string Event

is the Event of the main process.

#string State

is the state of the process when the score needs to be given. (See the relevant state descriptions of the process).

#string ScoreText

is a text describing the score that is given according the status.

#number Score

is a number providing the score of the status.

Return value:

#FSM:

self

Add a new transition rule to the FSM.

A transition rule defines when and if the FSM can transition from a state towards another state upon a triggered event.

Defined in:

Parameters:

#table From

Can contain a string indicating the From state or a table of strings containing multiple From states.

#string Event

The Event name.

#string To

The To state.

Get current state.

Defined in:

Return value:

#string:

Current FSM state.

Returns the End states.

Defined in:

Return value:

#table:

End states.

Defined in:

Parameters:

From

Event

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

Defined in:

Return value:

#table:

Sub processes.

Returns a table with the scores defined.

Defined in:

Return value:

#table:

Scores.

Returns the start state of the FSM.

Defined in:

Return value:

#string:

A string containing the start state.

Get current state.

Defined in:

Return value:

#string:

Current FSM state.

Returns a table with the Subs defined.

Defined in:

Return value:

#table:

Sub processes.

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

Defined in:

Return value:

#table:

Transitions.

Check if FSM is in state.

Defined in:

Parameter:

#string State

State name.

Return value:

#boolean:

If true, FSM is in this state.

Load call backs.

Defined in:

Parameter:

#table CallBackTable

Table of call backs.

Creates a new FSM object.

Defined in:

Return value:

#FSM:

Defined in:

Parameters:

From

Event

Fsm

Sets the start state of the FSM.

Defined in:

Parameter:

#string State

A string defining the start state.

Add to map.

Defined in:

Parameters:

#table Map

Map.

#table Event

Event table.

Call handler.

Defined in:

Parameters:

#string step

Step "onafter", "onbefore", "onenter", "onleave".

#string trigger

Trigger.

#table params

Parameters.

#string EventName

Event name.

Return value:

Value.

Create transition.

Defined in:

Parameter:

#string EventName

Event name.

Return value:

#function:

Function.

Delayed transition.

Defined in:

Parameter:

#string EventName

Event name.

Return value:

#function:

Function.

Event map.

Defined in:

Parameters:

#table Events

Events.

#table EventStructure

Event structure.

Go sub.

Defined in:

Parameters:

#string ParentFrom

Parent from state.

#string ParentEvent

Parent event name.

Return value:

#table:

Subs.

Handler.

Defined in:

Parameters:

#string EventName

Event name.

...

Arguments.

Is end state.

Defined in:

Parameter:

#string Current

Current state name.

Return values:

#table:

FSM parent.

#string:

Event name.

Sub maps.

Defined in:

Parameters:

#table subs

Subs.

#table sub

Sub.

#string name

Name.

Check if can do an event.

Defined in:

Parameter:

#string e

Event name.

Return values:

#boolean:

If true, FSM can do the event.

#string:

To state.

Check if cannot do an event.

Defined in:

Parameter:

#string e

Event name.

Return value:

#boolean:

If true, FSM cannot do the event.

Check if FSM is in state.

Defined in:

Parameters:

#string State

State name.

state

Return value:

#boolean:

If true, FSM is in this state.

Field(s)

Function(s)

Clear the state of an object.

Defined in:

Parameters:

Object

The object that holds the Value set by the Key.

StateName

The key that is should be cleared.

Creation of a Birth Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

#string IniUnitName

The initiating unit name.

place

subplace

Creation of a Crash Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

IniObjectCategory

Creation of a Dead Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

IniObjectCategory

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

Defined in:

Parameter:

Wrapper.Unit#UNIT PlayerUnit

The aircraft unit the player entered.

Creation of a Remove Unit Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a Takeoff Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a Crash Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Log an exception which will be traced always.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Returns the event dispatcher

Defined in:

Return value:

Remove all subscribed events

Defined in:

Return value:

Trace a function call.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function call level 2.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function call level 3.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Get the ClassID of the class instance.

Defined in:

Return value:

#string:

The ClassID of the class instance.

Get the ClassName of the class instance.

Defined in:

Return value:

#string:

The ClassName of the class instance.

Get the ClassName + ClassID of the class instance.

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

Defined in:

Return value:

#string:

The ClassName + ClassID of the class instance.

Get the Class Core.Event processing Priority.

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

Defined in:

Return value:

#number:

The Core.Event processing Priority.

This is the worker method to retrieve the Parent class.

Note that the Parent class must be passed to call the parent class method.

self:GetParent(self):ParentMethod()

Defined in:

Parameters:

#BASE Child

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

#BASE FromClass

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

Return value:

Get a Value given a Key from the Object.

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

Defined in:

Parameters:

Object

The object that holds the Value set by the Key.

Key

The key that is used to retrieve the value. Note that the key can be a #string, but it can also be any other type!

Return value:

The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.

Subscribe to a DCS Event.

Defined in:

Parameters:

Event ID.

#function EventFunction

(optional) The function to be called when the event occurs for the unit.

Return value:

Log an information which will be traced always.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

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

Defined in:

Parameters:

Child

is the Child class that inherits.

#BASE Parent

is the Parent class that the Child inherits from.

Return value:

Child

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

Examples:

  • ZONE:New( 'some zone' ):IsInstanceOf( ZONE ) will return true

  • ZONE:New( 'some zone' ):IsInstanceOf( 'ZONE' ) will return true

  • ZONE:New( 'some zone' ):IsInstanceOf( 'zone' ) will return true

  • ZONE:New( 'some zone' ):IsInstanceOf( 'BASE' ) will return true

  • ZONE:New( 'some zone' ):IsInstanceOf( 'GROUP' ) will return false

Defined in:

Parameter:

ClassName

is the name of the class or the class itself to run the check against

Return value:

#boolean:

Enquires if tracing is on (for the class).

Defined in:

Return value:

#boolean:

BASE constructor.

This is an example how to use the BASE:New() constructor in a new class definition when inheriting from BASE.

function EVENT:New()
  local self = BASE:Inherit( self, BASE:New() ) -- #EVENT
  return self
end

Defined in:

Return value:

Occurs when an Event for an object is triggered.

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

Defined in:

Parameter:

The EventData structure.

BDA.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs when any object is spawned into the mission.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs when an object is dead.

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

Defined in:

Parameter:

The EventData structure.

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

Will update this page when new information become available.

  • initiator: The unit that had the failure.

Defined in:

Parameter:

The EventData structure.

Discard chair after ejection.

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

Defined in:

Parameter:

The EventData structure.

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

initiator : The unit that has ejected

Defined in:

Parameter:

The EventData structure.

Occurs when any aircraft shuts down its engines.

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

Defined in:

Parameter:

The EventData structure.

Occurs when any aircraft starts its engines.

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

Defined in:

Parameter:

The EventData structure.

Occurs whenever an object is hit by a weapon.

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

Defined in:

Parameter:

The EventData structure.

Occurs when any system fails on a human controlled aircraft.

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

Defined in:

Parameter:

The EventData structure.

Occurs on the death of a unit.

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

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

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

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

  • initiator: Static object representing the ejected pilot. Place : Aircraft that the pilot ejected from.
  • place: may not return as a valid object if the aircraft has crashed into the ground and no longer exists.
  • subplace: is always 0 for unknown reasons.

Defined in:

Parameter:

The EventData structure.

Landing quality mark.

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

Defined in:

Parameter:

The EventData structure.

Occurs when a new mark was added.

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

Defined in:

Parameter:

The EventData structure.

Occurs when a mark text was changed.

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

Defined in:

Parameter:

The EventData structure.

Occurs when a mark was removed.

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

Defined in:

Parameter:

The EventData structure.

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

Defined in:

Parameter:

The EventData structure.

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

Defined in:

Parameter:

The EventData structure.

Weapon add.

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

Defined in:

Parameter:

The EventData structure.

Occurs when the pilot of an aircraft is killed.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs when any player assumes direct control of a unit.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs when an aircraft is finished taking fuel.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs when any unit stops firing its weapon.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs whenever any unit in a mission fires a weapon.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Trigger zone.

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

Defined in:

Parameter:

The EventData structure.

Occurs when the game thinks an object is destroyed.

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

  • initiator: The unit that is was destroyed.

Defined in:

Parameter:

The EventData structure.

Schedule a new time event.

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

Defined in:

Parameters:

#number Start

Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.

#function SchedulerFunction

The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.

#table ...

Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.

Return value:

#string:

The Schedule ID of the planned schedule.

Schedule a new time event.

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

Defined in:

Parameters:

#number Start

Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.

#number Repeat

Specifies the interval in seconds when the scheduler will call the event function.

#number RandomizeFactor

Specifies a randomization factor between 0 and 1 to randomize the Repeat.

#number Stop

Specifies the amount of seconds when the scheduler will be stopped.

#function SchedulerFunction

The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.

#table ...

Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.

Return value:

#string:

The Schedule ID of the planned schedule.

Stops the Schedule.

Defined in:

Parameter:

#string SchedulerID

(Optional) Scheduler ID to be stopped. If nil, all pending schedules are stopped.

Set the Class Core.Event processing Priority.

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

Defined in:

Parameter:

#number EventPriority

The Core.Event processing Priority.

Return value:

self

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

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

Defined in:

Parameters:

Object

The object that will hold the Value set by the Key.

Key

The key that is used as a reference of the value. Note that the key can be a #string, but it can also be any other type!

Value

The value to is stored in the object.

Return value:

The Value set.

Trace a function logic level 1.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function logic level 2.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function logic level 3.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace all methods in MOOSE

Defined in:

Parameter:

#boolean TraceAll

true = trace all methods in MOOSE.

Set tracing for a class

Defined in:

Parameter:

#string Class

Class name.

Set tracing for a specific method of class

Defined in:

Parameters:

#string Class

Class name.

#string Method

Method.

Set trace level

Defined in:

Parameter:

#number Level

Set trace off.

Defined in:

Usage:

-- Switch the tracing Off
BASE:TraceOff()

Set trace on.

Defined in:

Usage:

-- Switch the tracing On
BASE:TraceOn()

Set trace on or off Note that when trace is off, no BASE.Debug statement is performed, increasing performance! When Moose is loaded statically, (as one file), tracing is switched off by default.

So tracing must be switched on manually in your mission if you are using Moose statically. When moose is loading dynamically (for moose class development), tracing is switched on by default.

Defined in:

Parameter:

#boolean TraceOnOff

Switch the tracing on or off.

Usage:


  -- Switch the tracing On
  BASE:TraceOnOff( true )

  -- Switch the tracing Off
  BASE:TraceOnOff( false )

UnSubscribe to a DCS event.

Defined in:

Parameter:

Event ID.

Return value:

Trace a function call.

This function is private.

Defined in:

Parameters:

Arguments

A #table or any field.

DebugInfoCurrentParam

DebugInfoFromParam

(Internal) Serialize arguments

Defined in:

Parameter:

#table Arguments

Return value:

#string:

Text

Trace a function logic.

Defined in:

Parameters:

Arguments

A #table or any field.

DebugInfoCurrentParam

DebugInfoFromParam

The main event handling function...

This function captures all events generated for the class.

Defined in:

Parameter:

DCS#Event event