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Module AI.AI_Air_Dispatcher

AI - Create an automated AIR defense system with reconnaissance units, coordinating SEAD, BAI and CAP operations.


Features:

  • Setup quickly an AIR defense system for a coalition.
  • Setup multiple defense zones to defend specific coordinates in your battlefield.
  • Setup (SEAD) Suppression of Air Defense squadrons, to gain control in the air of enemy grounds.
  • Setup (CAS) Controlled Air Support squadrons, to attack close by enemy ground units near friendly installations.
  • Setup (BAI) Battleground Air Interdiction squadrons to attack remote enemy ground units and targets.
  • Define and use a detection network controlled by recce.
  • Define AIR defense squadrons at airbases, FARPs and carriers.
  • Enable airbases for AIR defenses.
  • Add different planes and helicopter templates to squadrons.
  • Assign squadrons to execute a specific engagement type depending on threat level of the detected ground enemy unit composition.
  • Add multiple squadrons to different airbases, FARPs or carriers.
  • Define different ranges to engage upon.
  • Establish an automatic in air refuel process for planes using refuel tankers.
  • Setup default settings for all squadrons and AIR defenses.
  • Setup specific settings for specific squadrons.

Missions:

AI_A2A_Dispatcher


YouTube Channel:

DCS WORLD - MOOSE - AIR GCICAP - Build an automatic AIR Defense System


QUICK START GUIDE

The following class is available to model an AIR defense system.

AI_AIR_DISPATCHER is the main AIR defense class that models the AIR defense system.

Before you start using the AI_AIR_DISPATCHER, ask yourself the following questions.

1. Which coalition am I modeling an AIR defense system for? blue or red?

One AI_AIR_DISPATCHER object can create a defense system for one coalition, which is blue or red. If you want to create a mutual defense system, for both blue and red, then you need to create two AI_AIR_DISPATCHER objects, each governing their defense system for one coalition.

2. Which type of detection will I setup? Grouping based per AREA, per TYPE or per UNIT? (Later others will follow).

The MOOSE framework leverages the Functional.Detection classes to perform the reconnaissance, detecting enemy units and reporting them to the head quarters. Several types of Functional.Detection classes exist, and the most common characteristics of these classes is that they:

  • Perform detections from multiple recce as one co-operating entity.
  • Communicate with a Tasking.CommandCenter, which consolidates each detection.
  • Groups detections based on a method (per area, per type or per unit).
  • Communicates detections.

3. Which recce units can be used as part of the detection system? Only ground based, or also airborne?

Depending on the type of mission you want to achieve, different types of units can be engaged to perform ground enemy targets reconnaissance. Ground recce (FAC) are very useful units to determine the position of enemy ground targets when they spread out over the battlefield at strategic positions. Using their varying detection technology, and especially those ground units which have spotting technology, can be extremely effective at detecting targets at great range. The terrain elevation characteristics are a big tool in making ground recce to be more effective. Unfortunately, they lack sometimes the visibility to detect targets at greater range, or when scenery is preventing line of sight. If you succeed to position recce at higher level terrain providing a broad and far overview of the lower terrain in the distance, then the recce will be very effective at detecting approaching enemy targets. Therefore, always use the terrain very carefully!

Airborne recce (AFAC) are also very effective. The are capable of patrolling at a functional detection altitude, having an overview of the whole battlefield. However, airborne recce can be vulnerable to air to ground attacks, so you need air superiority to make them effective. Airborne recce will also have varying ground detection technology, which plays a big role in the effectiveness of the reconnaissance. Certain helicopter or plane types have ground searching radars or advanced ground scanning technology, and are very effective compared to air units having only visual detection capabilities. For example, for the red coalition, the Mi-28N and the Su-34; and for the blue side, the reaper, are such effective airborne recce units.

Typically, don't want these recce units to engage with the enemy, you want to keep them at position. Therefore, it is a good practice to set the ROE for these recce to hold weapons, and make them invisible from the enemy.

It is not possible to perform a recce function as a player (unit).

4. How do the defenses decide when and where to engage on approaching enemy units?

The AIR dispatcher needs you to setup (various) defense coordinates, which are strategic positions in the battle field to be defended. Any ground based enemy approaching within the proximity of such a defense point, may trigger for a defensive action by friendly air units.

There are 2 important parameters that play a role in the defensive decision making: defensiveness and reactivity.

The AIR dispatcher provides various parameters to setup the defensiveness, which models the decision when a defender will engage with the approaching enemy. Defensiveness is calculated by a probability distribution model when to trigger a defense action, depending on the distance of the enemy unit from the defense coordinates, and a defensiveness factor.

The other parameter considered for defensive action is where the enemy is located, thus the distance from a defense coordinate, which we call the reactive distance. By default, the reactive distance is set to 60km, but can be changed by the mission designer using the available method explained further below. The combination of the defensiveness and reactivity results in a model that, the closer the attacker is to the defense point, the higher the probability will be that a defense action will be launched!

5. Are defense coordinates and defense reactivity the only parameters?

No, depending on the target type, and the threat level of the target, the probability of defense will be higher. In other words, when a SAM-10 radar emitter is detected, its probability for defense will be much higher than when a BMP-1 vehicle is detected, even when both enemies are at the same distance from a defense coordinate. This will ensure optimal defenses, SEAD tasks will be launched much more quicker against engaging radar emitters, to ensure air superiority. Approaching main battle tanks will be engaged much faster, than a group of approaching trucks.

6. Which Squadrons will I create and which name will I give each Squadron?

The AIR defense system works with Squadrons. Each Squadron must be given a unique name, that forms the key to the squadron. Several options and activities can be set per Squadron. A free format name can be given, but always ensure that the name is meaningful for your mission, and remember that squadron names are used for communication to the players of your mission.

There are mainly 3 types of defenses: SEAD, CAS and BAI.

Suppression of Air Defenses (SEAD) are effective against radar emitters. Close Air Support (CAS) is launched when the enemy is close near friendly units. Battleground Air Interdiction (BAI) tasks are launched when there are no friendlies around.

Depending on the defense type, different payloads will be needed. See further points on squadron definition.

7. Where will the Squadrons be located? On Airbases? On Carrier Ships? On FARPs?

Squadrons are placed at the home base on an airfield, carrier or farp. Carefully plan where each Squadron will be located as part of the defense system required for mission effective defenses. If the home base of the squadron is too far from assumed enemy positions, then the defenses will be too late. The home bases must be behind enemy lines, you want to prevent your home bases to be engaged by enemies! Depending on the units applied for defenses, the home base can be further or closer to the enemies. Any airbase, farp or carrier can act as the launching platform for AIR defenses. Carefully plan which airbases will take part in the coalition. Color each airbase in the color of the coalition, using the mission editor, or your air units will not return for landing at the airbase!

8. Which helicopter or plane models will I assign for each Squadron? Do I need one plane model or more plane models per squadron?

Per Squadron, one or multiple helicopter or plane models can be allocated as Templates. These are late activated groups with one airplane or helicopter that start with a specific name, called the template prefix. The AIR defense system will select from the given templates a random template to spawn a new plane (group).

A squadron will perform specific task types (SEAD, CAS or BAI). So, squadrons will require specific templates for the task types it will perform. A squadron executing SEAD defenses, will require a payload with long range anti-radar seeking missiles.

9. Which payloads, skills and skins will these plane models have?

Per Squadron, even if you have one plane model, you can still allocate multiple templates of one plane model, each having different payloads, skills and skins. The AIR defense system will select from the given templates a random template to spawn a new plane (group).

10. How to squadrons engage in a defensive action?

There are two ways how squadrons engage and execute your AIR defenses. Squadrons can start the defense directly from the airbase, farp or carrier. When a squadron launches a defensive group, that group will start directly from the airbase. The other way is to launch early on in the mission a patrolling mechanism. Squadrons will launch air units to patrol in specific zone(s), so that when ground enemy targets are detected, that the airborne AIR defenses can come immediately into action.

11. For each Squadron doing a patrol, which zone types will I create?

Per zone, evaluate whether you want:

  • simple trigger zones
  • polygon zones
  • moving zones

Depending on the type of zone selected, a different Core.Zone object needs to be created from a ZONE_ class.

12. Are moving defense coordinates possible?

Yes, different COORDINATE types are possible to be used. The COORDINATE_UNIT will help you to specify a defense coordinate that is attached to a moving unit.

13. How much defense coordinates do I need to create?

It depends, but the idea is to define only the necessary defense points that drive your mission. If you define too much defense points, the performance of your mission may decrease. Per defense point defined, all the possible enemies are evaluated. Note that each defense coordinate has a reach depending on the size of the defense radius. The default defense radius is about 60km, and depending on the defense reactivity, defenses will be launched when the enemy is at close or greater distance from the defense coordinate.

14. For each Squadron doing patrols, what are the time intervals and patrol amounts to be performed?

For each patrol:

  • How many patrol you want to have airborne at the same time?
  • How frequent you want the defense mechanism to check whether to start a new patrol?

other considerations:

  • How far is the patrol area from the engagement "hot zone". You want to ensure that the enemy is reached on time!
  • How safe is the patrol area taking into account air superiority. Is it well defended, are there nearby A2A bases?

15. For each Squadron, which takeoff method will I use?

For each Squadron, evaluate which takeoff method will be used:

  • Straight from the air
  • From the runway
  • From a parking spot with running engines
  • From a parking spot with cold engines

The default takeoff method is straight in the air. This takeoff method is the most useful if you want to avoid airplane clutter at airbases! But it is the least realistic one!

16. For each Squadron, which landing method will I use?

For each Squadron, evaluate which landing method will be used:

  • Despawn near the airbase when returning
  • Despawn after landing on the runway
  • Despawn after engine shutdown after landing

The default landing method is despawn when near the airbase when returning. This landing method is the most useful if you want to avoid airplane clutter at airbases! But it is the least realistic one!

19. For each Squadron, which defense overhead will I use?

For each Squadron, depending on the helicopter or airplane type (modern, old) and payload, which overhead is required to provide any defense?

In other words, if X enemy ground units are detected, how many Y defense helicopters or airplanes need to engage (per squadron)? The Y is dependent on the type of airplane (era), payload, fuel levels, skills etc. But the most important factor is the payload, which is the amount of AIR weapons the defense can carry to attack the enemy ground units. For example, a Ka-50 can carry 16 vikrs, that means, that it potentially can destroy at least 8 ground units without a reload of ammunition. That means, that one defender can destroy more enemy ground units. Thus, the overhead is a factor that will calculate dynamically how many Y defenses will be required based on X attackers detected.

*The default overhead is 1. A smaller value than 1, like 0.25 will decrease the overhead to a 1 / 4 ratio, meaning, one defender for each 4 detected ground enemy units. *

19. For each Squadron, which grouping will I use?

When multiple targets are detected, how will defenses be grouped when multiple defense air units are spawned for multiple enemy ground units? Per one, two, three, four?

The default grouping is 1. That means, that each spawned defender will act individually. But you can specify a number between 1 and 4, so that the defenders will act as a group.


Author: FlightControl rework of GCICAP + introduction of new concepts (squadrons).

Global(s)

Global AI_AIR_DISPATCHER

Create an automated AIR defense system based on a detection network of reconnaissance vehicles and air units, coordinating SEAD, BAI and CAP operations.

#AI_AIR_DISPATCHER AI_AIR_DISPATCHER

Create an automated AIR defense system based on a detection network of reconnaissance vehicles and air units, coordinating SEAD, BAI and CAP operations.


When your mission is in the need to take control of the AI to automate and setup a process of air to ground defenses, this is the module you need. The defense system work through the definition of defense coordinates, which are points in your friendly area within the battle field, that your mission need to have defended. Multiple defense coordinates can be setup. Defense coordinates can be strategic or tactical positions or references to strategic units or scenery. The AIR dispatcher will evaluate every x seconds the tactical situation around each defense coordinate. When a defense coordinate is under threat, it will communicate through the command center that defensive actions need to be taken and will launch groups of air units for defense. The level of threat to the defense coordinate varies upon the strength and types of the enemy units, the distance to the defense point, and the defensiveness parameters. Defensive actions are taken through probability, but the closer and the more threat the enemy poses to the defense coordinate, the faster it will be attacked by friendly AIR units.

Please study carefully the underlying explanations how to setup and use this module, as it has many features. It also requires a little study to ensure that you get a good understanding of the defense mechanisms, to ensure a strong defense for your missions.


USAGE GUIDE

1. AI_AIR_DISPATCHER constructor:

The AI_AIR_DISPATCHER.New() method creates a new AI_AIR_DISPATCHER instance.

1.1. Define the reconnaissance network:

As part of the AI_AIR_DISPATCHER :New() constructor, a reconnaissance network must be given as the first parameter. A reconnaissance network is provided by passing a Functional.Detection object. The most effective reconnaissance for the AIR dispatcher would be to use the Functional.Detection#DETECTION_AREAS object.

A reconnaissance network, is used to detect enemy ground targets, potentially group them into areas, and to understand the position, level of threat of the enemy.

As explained in the introduction, depending on the type of mission you want to achieve, different types of units can be applied to detect ground enemy targets. Ground based units are very useful to act as a reconnaissance, but they lack sometimes the visibility to detect targets at greater range. Recce are very useful to acquire the position of enemy ground targets when spread out over the battlefield at strategic positions. Ground units also have varying detectors, and especially the ground units which have laser guiding missiles can be extremely effective at detecting targets at great range. The terrain elevation characteristics are a big tool in making ground recce to be more effective. If you succeed to position recce at higher level terrain providing a broad and far overview of the lower terrain in the distance, then the recce will be very effective at detecting approaching enemy targets. Therefore, always use the terrain very carefully!

Beside ground level units to use for reconnaissance, air units are also very effective. The are capable of patrolling at great speed covering a large terrain. However, airborne recce can be vulnerable to air to ground attacks, and you need air superiority to make then effective. Also the instruments available at the air units play a big role in the effectiveness of the reconnaissance. Air units which have ground detection capabilities will be much more effective than air units with only visual detection capabilities. For the red coalition, the Mi-28N and for the blue side, the reaper are such effective reconnaissance airborne units.

Reconnaissance networks are dynamically constructed, that is, they form part of the Functional.Detection instance that is given as the first parameter to the AIR dispatcher. By defining in a smart way the names or name prefixes of the reconnaissance groups, these groups will be automatically added or removed to or from the reconnaissance network, when these groups are spawned in or destroyed during the ongoing battle. By spawning in dynamically additional recce, you can ensure that there is sufficient reconnaissance coverage so the defense mechanism is continuously alerted of new enemy ground targets.

The following example defense a new reconnaissance network using a Functional.Detection#DETECTION_AREAS object.

   -- Define a SET_GROUP object that builds a collection of groups that define the recce network.
   -- Here we build the network with all the groups that have a name starting with CCCP Recce.
   DetectionSetGroup = SET_GROUP:New() -- Defene a set of group objects, caled DetectionSetGroup.

   DetectionSetGroup:FilterPrefixes( { "CCCP Recce" } ) -- The DetectionSetGroup will search for groups that start with the name "CCCP Recce".

   -- This command will start the dynamic filtering, so when groups spawn in or are destroyed, 
   -- which have a group name starting with "CCCP Recce", then these will be automatically added or removed from the set.
   DetectionSetGroup:FilterStart() 

   -- This command defines the reconnaissance network.
   -- It will group any detected ground enemy targets within a radius of 1km.
   -- It uses the DetectionSetGroup, which defines the set of reconnaissance groups to detect for enemy ground targets.
   Detection = DETECTION_AREAS:New( DetectionSetGroup, 1000 )

   -- Setup the A2A dispatcher, and initialize it.
   AIRDispatcher = AI_AIR_DISPATCHER:New( Detection )

The above example creates a SET_GROUP instance, and stores this in the variable (object) DetectionSetGroup. DetectionSetGroup is then being configured to filter all active groups with a group name starting with "CCCP Recce" to be included in the set. DetectionSetGroup is then calling FilterStart(), which is starting the dynamic filtering or inclusion of these groups. Note that any destroy or new spawn of a group having a name, starting with the above prefix, will be removed or added to the set.

Then a new detection object is created from the class DETECTION_AREAS. A grouping radius of 1000 meters (1km) is chosen.

The Detection object is then passed to the AI_AIR_DISPATCHER.New() method to indicate the reconnaissance network configuration and setup the AIR defense detection mechanism.

1.2. Setup the AIR dispatcher for both a red and blue coalition.

Following the above described procedure, you'll need to create for each coalition an separate detection network, and a separate AIR dispatcher. Ensure that while doing so, that you name the objects differently both for red and blue coalition.

For example like this for the red coalition:

   DetectionRed = DETECTION_AREAS:New( DetectionSetGroupRed, 1000 )
   AIRDispatcherRed = AI_AIR_DISPATCHER:New( DetectionRed )

And for the blue coalition:

   DetectionBlue = DETECTION_AREAS:New( DetectionSetGroupBlue, 1000 )
   AIRDispatcherBlue = AI_AIR_DISPATCHER:New( DetectionBlue )

Note: Also the SET_GROUP objects should be created for each coalition separately, containing each red and blue recce respectively!

1.3. Define the enemy ground target grouping radius, in case you use DETECTION_AREAS:

The target grouping radius is a property of the DETECTION_AREAS class, that was passed to the AI_AIR_DISPATCHER:New() method, but can be changed. The grouping radius should not be too small, but also depends on the types of ground forces and the way you want your mission to evolve. A large radius will mean large groups of enemy ground targets, while making smaller groups will result in a more fragmented defense system. Typically I suggest a grouping radius of 1km. This is the right balance to create efficient defenses.

Note that detected targets are constantly re-grouped, that is, when certain detected enemy ground units are moving further than the group radius, then these units will become a separate area being detected. This may result in additional defenses being started by the dispatcher! So don't make this value too small! Again, I advise about 1km or 1000 meters.

2. Setup (a) Defense Coordinate(s).

As explained above, defense coordinates are the center of your defense operations. The more threat to the defense coordinate, the higher it is likely a defensive action will be launched.

Find below an example how to add defense coordinates:

   -- Add defense coordinates.
   AIRDispatcher:AddDefenseCoordinate( "HQ", GROUP:FindByName( "HQ" ):GetCoordinate() )

In this example, the coordinate of a group called "HQ" is retrieved, using :GetCoordinate() This returns a COORDINATE object, pointing to the first unit within the GROUP object.

The method AI_AIR_DISPATCHER.AddDefenseCoordinate() adds a new defense coordinate to the AIRDispatcher object. The first parameter is the key of the defense coordinate, the second the coordinate itself.

Later, a COORDINATE_UNIT will be added to the framework, which can be used to assign "moving" coordinates to an AIR dispatcher.

REMEMBER!

  • Defense coordinates are the center of the AIR dispatcher defense system!
  • You can define more defense coordinates to defend a larger area.
  • Detected enemy ground targets are not immediately engaged, but are engaged with a reactivity or probability calculation!

But, there is more to it ...

2.1. The Defense Radius.

The defense radius defines the maximum radius that a defense will be initiated around each defense coordinate. So even when there are targets further away than the defense radius, then these targets won't be engaged upon. By default, the defense radius is set to 100km (100.000 meters), but can be changed using the AI_AIR_DISPATCHER.SetDefenseRadius() method. Note that the defense radius influences the defense reactivity also! The larger the defense radius, the more reactive the defenses will be.

For example:

   AIRDispatcher:SetDefenseRadius( 30000 )

This defines an AIR dispatcher which will engage on enemy ground targets within 30km radius around the defense coordinate. Note that the defense radius applies to all defense coordinates defined within the AIR dispatcher.

2.2. The Defense Reactivity.

There are 5 levels that can be configured to tweak the defense reactivity. As explained above, the threat to a defense coordinate is also determined by the distance of the enemy ground target to the defense coordinate. If you want to have a low defense reactivity, that is, the probability that an AIR defense will engage to the enemy ground target, then use the AI_AIR_DISPATCHER.SetDefenseReactivityLow() method. For medium and high reactivity, use the methods AI_AIR_DISPATCHER.SetDefenseReactivityMedium() and AI_AIR_DISPATCHER.SetDefenseReactivityHigh() respectively.

Note that the reactivity of defenses is always in relation to the Defense Radius! the shorter the distance, the less reactive the defenses will be in terms of distance to enemy ground targets!

For example:

   AIRDispatcher:SetDefenseReactivityHigh()

This defines an AIR dispatcher with high defense reactivity.

3. Squadrons.

The AIR dispatcher works with Squadrons, that need to be defined using the different methods available.

Use the method AI_AIR_DISPATCHER.SetSquadron() to setup a new squadron active at an airfield, farp or carrier, while defining which helicopter or plane templates are being used by the squadron and how many resources are available.

Multiple squadrons can be defined within one AIR dispatcher, each having specific defense tasks and defense parameter settings!

Squadrons:

  • Have name (string) that is the identifier or key of the squadron.
  • Have specific helicopter or plane templates.
  • Are located at one airbase, farp or carrier.
  • Optionally have a limited set of resources. The default is that squadrons have unlimited resources.

The name of the squadron given acts as the squadron key in all AIRDispatcher:SetSquadron...() or AIRDispatcher:GetSquadron...() methods.

Additionally, squadrons have specific configuration options to:

  • Control how new helicopters or aircraft are taking off from the airfield, farp or carrier (in the air, cold, hot, at the runway).
  • Control how returning helicopters or aircraft are landing at the airfield, farp or carrier (in the air near the airbase, after landing, after engine shutdown).
  • Control the grouping of new helicopters or aircraft spawned at the airfield, farp or carrier. If there is more than one helicopter or aircraft to be spawned, these may be grouped.
  • Control the overhead or defensive strength of the squadron. Depending on the types of helicopters, planes, amount of resources and payload (weapon configuration) chosen, the mission designer can choose to increase or reduce the amount of planes spawned.

The method AI_AIR_DISPATCHER.SetSquadron() defines for you a new squadron. The provided parameters are the squadron name, airbase name and a list of template prefixes, and a number that indicates the amount of resources.

For example, this defines 3 new squadrons:

   AIRDispatcher:SetSquadron( "Maykop SEAD", AIRBASE.Caucasus.Maykop_Khanskaya, { "CCCP KA-50" }, 10 )
   AIRDispatcher:SetSquadron( "Maykop CAS", "CAS", { "CCCP KA-50" }, 10 )
   AIRDispatcher:SetSquadron( "Maykop BAI", "BAI", { "CCCP KA-50" }, 10 )

The latter 2 will depart from FARPs, which bare the name "CAS" and "BAI".

3.1. Squadrons Tasking.

Squadrons can be commanded to execute 3 types of tasks, as explained above:

  • SEAD: Suppression of Air Defenses, which are ground targets that have medium or long range radar emitters.
  • CAS : Close Air Support, when there are enemy ground targets close to friendly units.
  • BAI : Battlefield Air Interdiction, which are targets further away from the frond-line.

You need to configure each squadron which task types you want it to perform. Read on ...

3.2. Squadrons enemy ground target engagement types.

There are two ways how targets can be engaged: directly on call from the airfield, farp or carrier, or through a patrol.

Patrols are extremely handy, as these will airborne your helicopters or airplanes in advance. They will patrol in defined zones outlined, and will engage with the targets once commanded. If the patrol zone is close enough to the enemy ground targets, then the time required to engage is heavily minimized!

However; patrols come with a side effect: since your resources are airborne, they will be vulnerable to incoming air attacks from the enemy.

The mission designer needs to carefully balance the need for patrols or the need for engagement on call from the airfields.

3.3. Squadron on call engagement.

So to make squadrons engage targets from the airfields, use the following methods:

Note that for the tasks, specific helicopter or airplane templates are required to be used, which you can configure using your mission editor. Especially the payload (weapons configuration) is important to get right.

For example, the following will define for the squadrons different tasks:

   AIRDispatcher:SetSquadron( "Maykop SEAD", AIRBASE.Caucasus.Maykop_Khanskaya, { "CCCP KA-50 SEAD" }, 10 )
   AIRDispatcher:SetSquadronSead( "Maykop SEAD", 120, 250 )

   AIRDispatcher:SetSquadron( "Maykop CAS", "CAS", { "CCCP KA-50 CAS" }, 10 )
   AIRDispatcher:SetSquadronCas( "Maykop CAS", 120, 250 )

   AIRDispatcher:SetSquadron( "Maykop BAI", "BAI", { "CCCP KA-50 BAI" }, 10 )
   AIRDispatcher:SetSquadronBai( "Maykop BAI", 120, 250 )

3.4. Squadron on patrol engagement.

Squadrons can be setup to patrol in the air near the engagement hot zone. When needed, the AIR defense units will be close to the battle area, and can engage quickly.

So to make squadrons engage targets from a patrol zone, use the following methods:

Because a patrol requires more parameters, the following methods must be used to fine-tune the patrols for each squadron.

Here an example to setup patrols of various task types:

   AIRDispatcher:SetSquadron( "Maykop SEAD", AIRBASE.Caucasus.Maykop_Khanskaya, { "CCCP KA-50 SEAD" }, 10 )
   AIRDispatcher:SetSquadronSeadPatrol( "Maykop SEAD", PatrolZone, 300, 500, 50, 80, 250, 300 )
   AIRDispatcher:SetSquadronPatrolInterval( "Maykop SEAD", 2, 30, 60, 1, "SEAD" )

   AIRDispatcher:SetSquadron( "Maykop CAS", "CAS", { "CCCP KA-50 CAS" }, 10 )
   AIRDispatcher:SetSquadronCasPatrol( "Maykop CAS", PatrolZone, 600, 700, 50, 80, 250, 300 )
   AIRDispatcher:SetSquadronPatrolInterval( "Maykop CAS", 2, 30, 60, 1, "CAS" )

   AIRDispatcher:SetSquadron( "Maykop BAI", "BAI", { "CCCP KA-50 BAI" }, 10 )
   AIRDispatcher:SetSquadronBaiPatrol( "Maykop BAI", PatrolZone, 800, 900, 50, 80, 250, 300 )
   AIRDispatcher:SetSquadronPatrolInterval( "Maykop BAI", 2, 30, 60, 1, "BAI" )

3.5. Set squadron take-off methods

Use the various SetSquadronTakeoff... methods to control how squadrons are taking-off from the home airfield, FARP or ship.

The default landing method is to spawn new aircraft directly in the air.

Use these methods to fine-tune for specific airfields that are known to create bottlenecks, or have reduced airbase efficiency. The more and the longer aircraft need to taxi at an airfield, the more risk there is that:

  • aircraft will stop waiting for each other or for a landing aircraft before takeoff.
  • aircraft may get into a "dead-lock" situation, where two aircraft are blocking each other.
  • aircraft may collide at the airbase.
  • aircraft may be awaiting the landing of a plane currently in the air, but never lands ...

Currently within the DCS engine, the airfield traffic coordination is erroneous and contains a lot of bugs. If you experience while testing problems with aircraft take-off or landing, please use one of the above methods as a solution to workaround these issues!

This example sets the default takeoff method to be from the runway. And for a couple of squadrons overrides this default method.

 -- Setup the Takeoff methods

 -- The default takeoff
 A2ADispatcher:SetDefaultTakeOffFromRunway()

 -- The individual takeoff per squadron
 A2ADispatcher:SetSquadronTakeoff( "Mineralnye", AI_AIR_DISPATCHER.Takeoff.Air )
 A2ADispatcher:SetSquadronTakeoffInAir( "Sochi" )
 A2ADispatcher:SetSquadronTakeoffFromRunway( "Mozdok" )
 A2ADispatcher:SetSquadronTakeoffFromParkingCold( "Maykop" )
 A2ADispatcher:SetSquadronTakeoffFromParkingHot( "Novo" )  

3.5.1. Set Squadron takeoff altitude when spawning new aircraft in the air.

In the case of the AI_AIR_DISPATCHER.SetSquadronTakeoffInAir() there is also an other parameter that can be applied. That is modifying or setting the altitude from where planes spawn in the air. Use the method AI_AIR_DISPATCHER.SetSquadronTakeoffInAirAltitude() to set the altitude for a specific squadron. The default takeoff altitude can be modified or set using the method AI_AIR_DISPATCHER.SetSquadronTakeoffInAirAltitude(). As part of the method AI_AIR_DISPATCHER.SetSquadronTakeoffInAir() a parameter can be specified to set the takeoff altitude. If this parameter is not specified, then the default altitude will be used for the squadron.

3.5.2. Set Squadron takeoff interval.

The different types of available airfields have different amounts of available launching platforms:

  • Airbases typically have a lot of platforms.
  • FARPs have 4 platforms.
  • Ships have 2 to 4 platforms.

Depending on the demand of requested takeoffs by the AIR dispatcher, an airfield can become overloaded. Too many aircraft need to be taken off at the same time, which will result in clutter as described above. In order to better control this behaviour, a takeoff scheduler is implemented, which can be used to control how many aircraft are ordered for takeoff between specific time intervals. The takeoff intervals can be specified per squadron, which make sense, as each squadron have a "home" airfield.

For this purpose, the method AI_AIR_DISPATCHER.SetSquadronTakeOffInterval() can be used to specify the takeoff intervals of aircraft groups per squadron to avoid cluttering of aircraft at airbases. This is especially useful for FARPs and ships. Each takeoff dispatch is queued by the dispatcher and when the interval time has been reached, a new group will be spawned or activated for takeoff.

The interval needs to be estimated, and depends on the time needed for the aircraft group to actually depart from the launch platform, and the way how the aircraft are starting up. Cold starts take the longest duration, hot starts a few seconds, and runway takeoff also a few seconds for FARPs and ships.

See the underlying example:

 -- Imagine a squadron launched from a FARP, with a grouping of 4.
 -- Aircraft will cold start from the FARP, and thus, a maximum of 4 aircraft can be launched at the same time.
 -- Additionally, depending on the group composition of the aircraft, defending units will be ordered for takeoff together.
 -- It takes about 3 to 4 minutes to takeoff helicopters from FARPs in cold start.
 A2ADispatcher:SetSquadronTakeOffInterval( "Mineralnye", 60 * 4 )

3.6. Set squadron landing methods

In analogy with takeoff, the landing methods are to control how squadrons land at the airfield:

You can use these methods to minimize the airbase coordination overhead and to increase the airbase efficiency. When there are lots of aircraft returning for landing, at the same airbase, the takeoff process will be halted, which can cause a complete failure of the A2A defense system, as no new CAP or GCI planes can takeoff. Note that the method AI_AIR_DISPATCHER.SetSquadronLandingNearAirbase() will only work for returning aircraft, not for damaged or out of fuel aircraft. Damaged or out-of-fuel aircraft are returning to the nearest friendly airbase and will land, and are out of control from ground control.

This example defines the default landing method to be at the runway. And for a couple of squadrons overrides this default method.

 -- Setup the Landing methods

 -- The default landing method
 A2ADispatcher:SetDefaultLandingAtRunway()

 -- The individual landing per squadron
 A2ADispatcher:SetSquadronLandingAtRunway( "Mineralnye" )
 A2ADispatcher:SetSquadronLandingNearAirbase( "Sochi" )
 A2ADispatcher:SetSquadronLandingAtEngineShutdown( "Mozdok" )
 A2ADispatcher:SetSquadronLandingNearAirbase( "Maykop" )
 A2ADispatcher:SetSquadronLanding( "Novo", AI_AIR_DISPATCHER.Landing.AtRunway )

3.7. Set squadron grouping.

Use the method AI_AIR_DISPATCHER.SetSquadronGrouping() to set the grouping of aircraft when spawned in.

In the case of on call engagement, the AI_AIR_DISPATCHER.SetSquadronGrouping() method has additional behaviour. When there aren't enough patrol flights airborne, a on call will be initiated for the remaining targets to be engaged. Depending on the grouping parameter, the spawned flights for on call aircraft are grouped into this setting.
For example with a group setting of 2, if 3 targets are detected and cannot be engaged by the available patrols or any airborne flight, an additional on call flight needs to be started.

The grouping value is set for a Squadron, and can be dynamically adjusted during mission execution, so to adjust the defense flights grouping when the tactical situation changes.

3.8. Set the squadron overhead to balance the effectiveness of the AIR defenses.

The effectiveness can be set with the overhead parameter. This is a number that is used to calculate the amount of Units that dispatching command will allocate to GCI in surplus of detected amount of units. The default value of the overhead parameter is 1.0, which means equal balance.

However, depending on the (type of) aircraft (strength and payload) in the squadron and the amount of resources available, this parameter can be changed.

The AI_AIR_DISPATCHER.SetSquadronOverhead() method can be used to tweak the defense strength, taking into account the plane types of the squadron.

For example, a A-10C with full long-distance AIR missiles payload, may still be less effective than a Su-23 with short range AIR missiles... So in this case, one may want to use the AI_AIR_DISPATCHER.SetOverhead() method to allocate more defending planes as the amount of detected attacking ground units. The overhead must be given as a decimal value with 1 as the neutral value, which means that overhead values:

  • Higher than 1.0, for example 1.5, will increase the defense unit amounts. For 4 attacking ground units detected, 6 aircraft will be spawned.
  • Lower than 1, for example 0.75, will decrease the defense unit amounts. For 4 attacking ground units detected, only 3 aircraft will be spawned.

The amount of defending units is calculated by multiplying the amount of detected attacking ground units as part of the detected group multiplied by the overhead parameter, and rounded up to the smallest integer.

Typically, for AIR defenses, values small than 1 will be used. Here are some good values for a couple of aircraft to support CAS operations:

  • A-10C: 0.15
  • Su-34: 0.15
  • A-10A: 0.25
  • SU-25T: 0.10

So generically, the amount of missiles that an aircraft can take will determine its attacking effectiveness. The longer the range of the missiles, the less risk that the defender may be destroyed by the enemy, thus, the less aircraft needs to be activated in a defense.

The overhead value is set for a Squadron, and can be dynamically adjusted during mission execution, so to adjust the defense overhead when the tactical situation changes.

3.8. Set the squadron engage limit.

To limit the amount of aircraft to defend against a large group of intruders, an engage limit can be defined per squadron. This limit will avoid an extensive amount of aircraft to engage with the enemy if the attacking ground forces are enormous.

Use the method AI_AIR_DISPATCHER.SetSquadronEngageLimit() to limit the amount of aircraft that will engage with the enemy, per squadron.

4. Set the fuel threshold.

When aircraft get out of fuel to a certain %, which is by default 15% (0.15), there are two possible actions that can be taken: - The aircraft will go RTB, and will be replaced with a new aircraft if possible. - The aircraft will refuel at a tanker, if a tanker has been specified for the squadron.

Use the method AI_AIR_DISPATCHER.SetSquadronFuelThreshold() to set the squadron fuel threshold of the aircraft for all squadrons.

6. Other configuration options

6.1. Set a tactical display panel.

Every 30 seconds, a tactical display panel can be shown that illustrates what the status is of the different groups controlled by AI_AIR_DISPATCHER. Use the method AI_AIR_DISPATCHER.SetTacticalDisplay() to switch on the tactical display panel. The default will not show this panel. Note that there may be some performance impact if this panel is shown.

10. Default settings.

Default settings configure the standard behaviour of the squadrons. This section a good overview of the different parameters that setup the behaviour of ALL the squadrons by default. Note that default behaviour can be tweaked, and thus, this will change the behaviour of all the squadrons. Unless there is a specific behaviour set for a specific squadron, the default configured behaviour will be followed.

10.1. Default takeoff behaviour.

The default takeoff behaviour is set to in the air, which means that new spawned aircraft will be spawned directly in the air above the airbase by default.

The default takeoff method can be set for ALL squadrons that don't have an individual takeoff method configured.

10.2. Default landing behaviour.

The default landing behaviour is set to near the airbase, which means that returning airplanes will be despawned directly in the air by default.

The default landing method can be set for ALL squadrons that don't have an individual landing method configured.

10.3. Default overhead.

The default overhead is set to 0.25. That essentially means that for each 4 ground enemies there will be 1 aircraft dispatched.

The default overhead value can be set for ALL squadrons that don't have an individual overhead value configured.

Use the AI_AIR_DISPATCHER.SetDefaultOverhead() method can be used to set the default overhead or defense strength for ALL squadrons.

10.4. Default grouping.

The default grouping is set to one airplane. That essentially means that there won't be any grouping applied by default.

The default grouping value can be set for ALL squadrons that don't have an individual grouping value configured.

Use the method AI_AIR_DISPATCHER.SetDefaultGrouping() to set the default grouping of spawned airplanes for all squadrons.

10.5. Default RTB fuel threshold.

When an airplane gets out of fuel to a certain %, which is 15% (0.15), it will go RTB, and will be replaced with a new airplane when applicable.

Use the method AI_AIR_DISPATCHER.SetDefaultFuelThreshold() to set the default fuel threshold of spawned airplanes for all squadrons.

10.6. Default RTB damage threshold.

When an airplane is damaged to a certain %, which is 40% (0.40), it will go RTB, and will be replaced with a new airplane when applicable.

Use the method AI_AIR_DISPATCHER.SetDefaultDamageThreshold() to set the default damage threshold of spawned airplanes for all squadrons.

10.7. Default settings for patrol.

10.7.1. Default patrol time Interval.

Patrol dispatching is time event driven, and will evaluate in random time intervals if a new patrol needs to be dispatched.

The default patrol time interval is between 180 and 600 seconds.

Use the method AI_AIR_DISPATCHER.SetDefaultPatrolTimeInterval() to set the default patrol time interval of dispatched aircraft for ALL squadrons.

Note that you can still change the patrol limit and patrol time intervals for each patrol individually using the AI_AIR_DISPATCHER.SetSquadronPatrolTimeInterval() method.

10.7.2. Default patrol limit.

Multiple patrol can be airborne at the same time for one squadron, which is controlled by the patrol limit. The default patrol limit is 1 patrol per squadron to be airborne at the same time. Note that the default patrol limit is used when a squadron patrol is defined, and cannot be changed afterwards. So, ensure that you set the default patrol limit before you define or setup the squadron patrol.

Use the method AI_AIR_DISPATCHER.SetDefaultPatrolTimeInterval() to set the default patrol time interval of dispatched aircraft patrols for all squadrons.
Note that you can still change the patrol limit and patrol time intervals for each patrol individually using the AI_AIR_DISPATCHER.SetSquadronPatrolTimeInterval() method.

10.7.3. Default tanker for refuelling when executing CAP.

Instead of sending CAP to RTB when out of fuel, you can let CAP refuel in mid air using a tanker. This greatly increases the efficiency of your CAP operations.

In the mission editor, setup a group with task Refuelling. A tanker unit of the correct coalition will be automatically selected. Then, use the method AI_AIR_DISPATCHER.SetDefaultTanker() to set the tanker for the dispatcher. Use the method AI_AIR_DISPATCHER.SetDefaultFuelThreshold() to set the % left in the defender airplane tanks when a refuel action is needed.

When the tanker specified is alive and in the air, the tanker will be used for refuelling.

For example, the following setup will set the default refuel tanker to "Tanker":

 -- Define the CAP
 A2ADispatcher:SetSquadron( "Sochi", AIRBASE.Caucasus.Sochi_Adler, { "SQ CCCP SU-34" }, 20 )
 A2ADispatcher:SetSquadronCap( "Sochi", ZONE:New( "PatrolZone" ), 4000, 8000, 600, 800, 1000, 1300 )
 A2ADispatcher:SetSquadronCapInterval("Sochi", 2, 30, 600, 1 ) 
 A2ADispatcher:SetSquadronGci( "Sochi", 900, 1200 )

 -- Set the default tanker for refuelling to "Tanker", when the default fuel threshold has reached 90% fuel left.
 A2ADispatcher:SetDefaultFuelThreshold( 0.9 )
 A2ADispatcher:SetDefaultTanker( "Tanker" )

10.8. Default settings for GCI.

10.8.1. Optimal intercept point calculation.

When intruders are detected, the intrusion path of the attackers can be monitored by the EWR.
Although defender planes might be on standby at the airbase, it can still take some time to get the defenses up in the air if there aren't any defenses airborne. This time can easily take 2 to 3 minutes, and even then the defenders still need to fly towards the target, which takes also time.

Therefore, an optimal intercept point is calculated which takes a couple of parameters:

  • The average bearing of the intruders for an amount of seconds.
  • The average speed of the intruders for an amount of seconds.
  • An assumed time it takes to get planes operational at the airbase.

The intercept point will determine:

  • If there are any friendlies close to engage the target. These can be defenders performing CAP or defenders in RTB.
  • The optimal airbase from where defenders will takeoff for GCI.

Use the method AI_AIR_DISPATCHER.SetIntercept() to modify the assumed intercept delay time to calculate a valid interception.

10.8.2. Default Disengage Radius.

The radius to disengage any target when the distance of the defender to the home base is larger than the specified meters. The default Disengage Radius is 300km (300000 meters). Note that the Disengage Radius is applicable to ALL squadrons!

Use the method AI_AIR_DISPATCHER.SetDisengageRadius() to modify the default Disengage Radius to another distance setting.

11. Airbase capture:

Different squadrons can be located at one airbase. If the airbase gets captured, that is, when there is an enemy unit near the airbase, and there aren't anymore friendlies at the airbase, the airbase will change coalition ownership. As a result, the GCI and CAP will stop! However, the squadron will still stay alive. Any airplane that is airborne will continue its operations until all airborne airplanes of the squadron will be destroyed. This to keep consistency of air operations not to confuse the players.

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_DISPATCHER Description

AI_AIR_DISPATCHER:AddDefenderToSquadron(Squadron, Defender, Size)

AI_AIR_DISPATCHER:AddDefenseCoordinate(DefenseCoordinateName, DefenseCoordinate)

AI_AIR_DISPATCHER:ClearDefenderTask(Defender)

AI_AIR_DISPATCHER:ClearDefenderTaskTarget(Defender)

AI_AIR_DISPATCHER:CountDefenders(AttackerDetection, DefenderCount, DefenderTaskType)

AI_AIR_DISPATCHER:CountDefendersEngaged(AttackerDetection, AttackerCount)

AI_AIR_DISPATCHER:CountPatrolAirborne(SquadronName, DefenseTaskType)

AI_AIR_DISPATCHER:Defend()

Defend Trigger for AI_AIR_DISPATCHER

AI_AIR_DISPATCHER.DefenderDefault

AI_AIR_DISPATCHER.DefenderPatrolIndex

AI_AIR_DISPATCHER.DefenderSpawns

AI_AIR_DISPATCHER.DefenderSquadrons

AI_AIR_DISPATCHER.DefenderTasks

AI_AIR_DISPATCHER.Defenders

AI_AIR_DISPATCHER.DefenseApproach

AI_AIR_DISPATCHER.DefenseCoordinates

AI_AIR_DISPATCHER.DefenseLimit

AI_AIR_DISPATCHER.DefenseQueue

AI_AIR_DISPATCHER.DefenseRadius

AI_AIR_DISPATCHER.DefenseReactivity

AI_AIR_DISPATCHER.Detection

AI_AIR_DISPATCHER.DisengageRadius

AI_AIR_DISPATCHER:Engage()

Engage Trigger for AI_AIR_DISPATCHER

AI_AIR_DISPATCHER:GetDefaultLanding()

Gets the default method at which flights will land and despawn as part of the defense system.

AI_AIR_DISPATCHER:GetDefaultTakeoff()

Gets the default method at which new flights will spawn and take-off as part of the defense system.

AI_AIR_DISPATCHER:GetDefenderFriendliesNearBy(DetectedItem)

Calculates which defender friendlies are nearby the area, to help protect the area.

AI_AIR_DISPATCHER:GetDefenderTask(Defender)

AI_AIR_DISPATCHER:GetDefenderTaskFsm(Defender)

AI_AIR_DISPATCHER:GetDefenderTaskSquadronName(Defender)

AI_AIR_DISPATCHER:GetDefenderTaskTarget(Defender)

AI_AIR_DISPATCHER:GetDefenderTasks()

AI_AIR_DISPATCHER:GetFriendliesNearBy(DetectedItem)

Calculates which friendlies are nearby the area.

AI_AIR_DISPATCHER:GetPlayerFriendliesNearBy(DetectedItem)

Calculates which HUMAN friendlies are nearby the area.

AI_AIR_DISPATCHER:GetSquadron(SquadronName)

Get the AI.AI_Air_Squadron object from the Squadron Name given.

AI_AIR_DISPATCHER:GetSquadronFromDefender(Defender)

AI_AIR_DISPATCHER:GetSquadronLanding(SquadronName)

Gets the method at which flights will land and despawn as part of the defense system.

AI_AIR_DISPATCHER:GetSquadronOverhead(SquadronName)

Gets the overhead of planes as part of the defense system, in comparison with the attackers.

AI_AIR_DISPATCHER:GetSquadronTakeoff(SquadronName)

Gets the method at which new flights will spawn and take-off as part of the defense system.

AI_AIR_DISPATCHER:IsSquadronVisible(SquadronName)

Check if the Squadron is visible before startup of the dispatcher.

AI_AIR_DISPATCHER.Landing

Defnes Landing location.

AI_AIR_DISPATCHER:Lock(DetectedItemIndex)

Locks the DefenseItem from being defended.

AI_AIR_DISPATCHER:New(Detection)

AI_AIR_DISPATCHER constructor.

AI_AIR_DISPATCHER:OnAfterAssign(From, Event, To, Task, TaskUnit, PlayerName)

OnAfter Transition Handler for Event Assign.

AI_AIR_DISPATCHER:OnAfterDefend(From, Event, To)

Defend Handler OnAfter for AI_AIR_DISPATCHER

AI_AIR_DISPATCHER:OnAfterEngage(From, Event, To)

Engage Handler OnAfter for AI_AIR_DISPATCHER

AI_AIR_DISPATCHER:OnAfterPatrol(From, Event, To)

Patrol Handler OnAfter for AI_AIR_DISPATCHER

AI_AIR_DISPATCHER:OnBeforeDefend(From, Event, To)

Defend Handler OnBefore for AI_AIR_DISPATCHER

AI_AIR_DISPATCHER:OnBeforeEngage(From, Event, To)

Engage Handler OnBefore for AI_AIR_DISPATCHER

AI_AIR_DISPATCHER:OnBeforePatrol(From, Event, To)

Patrol Handler OnBefore for AI_AIR_DISPATCHER

AI_AIR_DISPATCHER:OnEventBaseCaptured(EventData)

AI_AIR_DISPATCHER:OnEventCrashOrDead(EventData)

AI_AIR_DISPATCHER:OnEventEngineShutdown(EventData)

AI_AIR_DISPATCHER:OnEventLand(EventData)

AI_AIR_DISPATCHER:Patrol()

Patrol Trigger for AI_AIR_DISPATCHER

AI_AIR_DISPATCHER:RemoveDefenderFromSquadron(Squadron, Defender)

AI_AIR_DISPATCHER:ResourceActivate(DefenderSquadron, DefendersNeeded)

AI_AIR_DISPATCHER:ResourcePark(DefenderSquadron)

AI_AIR_DISPATCHER:ResourceQueue(Patrol, DefenderSquadron, DefendersNeeded, Defense, DefenseTaskType, AttackerDetection, SquadronName)

AI_AIR_DISPATCHER:SetBorderZone(BorderZone)

Define a border area to simulate a cold war scenario.

AI_AIR_DISPATCHER:SetDefaultDamageThreshold(DamageThreshold)

Set the default damage threshold when defenders will RTB.

AI_AIR_DISPATCHER:SetDefaultEngageLimit(EngageLimit)

Set the default engage limit for squadrons, which will be used to determine how many air units will engage at the same time with the enemy.

AI_AIR_DISPATCHER:SetDefaultFuelThreshold(FuelThreshold)

Set the default fuel threshold when defenders will RTB or Refuel in the air.

AI_AIR_DISPATCHER:SetDefaultGrouping(Grouping)

Sets the default grouping of new airplanes spawned.

AI_AIR_DISPATCHER:SetDefaultLanding(Landing)

Defines the default method at which flights will land and despawn as part of the defense system.

AI_AIR_DISPATCHER:SetDefaultLandingAtEngineShutdown()

Sets flights by default to land and despawn at engine shutdown, as part of the defense system.

AI_AIR_DISPATCHER:SetDefaultLandingAtRunway()

Sets flights by default to land and despawn at the runway, as part of the defense system.

AI_AIR_DISPATCHER:SetDefaultLandingNearAirbase()

Sets flights by default to land and despawn near the airbase in the air, as part of the defense system.

AI_AIR_DISPATCHER:SetDefaultOverhead(Overhead)

Defines the default amount of extra planes that will take-off as part of the defense system.

AI_AIR_DISPATCHER:SetDefaultPatrolLimit(PatrolLimit)

Set the default Patrol limit for squadrons, which will be used to determine how many Patrol can be airborne at the same time for the squadron.

AI_AIR_DISPATCHER:SetDefaultPatrolTimeInterval(PatrolMinSeconds, PatrolMaxSeconds)

Set the default Patrol time interval for squadrons, which will be used to determine a random Patrol timing.

AI_AIR_DISPATCHER:SetDefaultTakeoff(Takeoff)

Defines the default method at which new flights will spawn and take-off as part of the defense system.

AI_AIR_DISPATCHER:SetDefaultTakeoffFromParkingCold()

Sets flights to by default take-off from the airbase at a cold location, as part of the defense system.

AI_AIR_DISPATCHER:SetDefaultTakeoffFromParkingHot()

Sets flights by default to take-off from the airbase at a hot location, as part of the defense system.

AI_AIR_DISPATCHER:SetDefaultTakeoffFromRunway()

Sets flights by default to take-off from the runway, as part of the defense system.

AI_AIR_DISPATCHER:SetDefaultTakeoffInAir()

Sets flights to default take-off in the air, as part of the defense system.

AI_AIR_DISPATCHER:SetDefaultTakeoffInAirAltitude(TakeoffAltitude)

Defines the default altitude where airplanes will spawn in the air and take-off as part of the defense system, when the take-off in the air method has been selected.

AI_AIR_DISPATCHER:SetDefaultTanker(TankerName)

Set the default tanker where defenders will Refuel in the air.

AI_AIR_DISPATCHER:SetDefenderTask(SquadronName, Defender, Type, Fsm, Target, Size)

AI_AIR_DISPATCHER:SetDefenderTaskTarget(AIGroup, Defender, AttackerDetection)

AI_AIR_DISPATCHER:SetDefenseApproach(DefenseApproach)

Sets the method of the tactical approach of the defenses.

AI_AIR_DISPATCHER:SetDefenseLimit(DefenseLimit)

Sets maximum zones to be engaged at one time by defenders.

AI_AIR_DISPATCHER:SetDefenseRadius(DefenseRadius)

Define the defense radius to check if a target can be engaged by a squadron group for SEAD, CAS or BAI for defense.

AI_AIR_DISPATCHER:SetDefenseReactivityHigh()

AI_AIR_DISPATCHER:SetDefenseReactivityLow()

AI_AIR_DISPATCHER:SetDefenseReactivityMedium()

AI_AIR_DISPATCHER:SetDisengageRadius(DisengageRadius)

Define the radius to disengage any target when the distance to the home base is larger than the specified meters.

AI_AIR_DISPATCHER:SetIntercept(InterceptDelay)

AI_AIR_DISPATCHER:SetSquadron(SquadronName, AirbaseName, TemplatePrefixes, ResourceCount)

This is the main method to define Squadrons programmatically.

AI_AIR_DISPATCHER:SetSquadron2(Squadron)

This is the new method to define Squadrons programmatically.

AI_AIR_DISPATCHER:SetSquadronEngageLimit(SquadronName, EngageLimit, DefenseTaskType)

Set the squadron engage limit for a specific task type.

AI_AIR_DISPATCHER:SetSquadronEngageProbability(SquadronName, EngageProbability)

Sets the engage probability if the squadron will engage on a detected target.

AI_AIR_DISPATCHER:SetSquadronFuelThreshold(SquadronName, FuelThreshold)

Set the fuel threshold for the squadron when defenders will RTB or Refuel in the air.

AI_AIR_DISPATCHER:SetSquadronGrouping(SquadronName, Grouping)

Sets the grouping of new airplanes spawned.

AI_AIR_DISPATCHER:SetSquadronLanding(SquadronName, Landing)

Defines the method at which flights will land and despawn as part of the defense system.

AI_AIR_DISPATCHER:SetSquadronLandingAtEngineShutdown(SquadronName)

Sets flights to land and despawn at engine shutdown, as part of the defense system.

AI_AIR_DISPATCHER:SetSquadronLandingAtRunway(SquadronName)

Sets flights to land and despawn at the runway, as part of the defense system.

AI_AIR_DISPATCHER:SetSquadronLandingNearAirbase(SquadronName)

Sets flights to land and despawn near the airbase in the air, as part of the defense system.

AI_AIR_DISPATCHER:SetSquadronOverhead(SquadronName, Overhead)

Defines the amount of extra planes that will take-off as part of the defense system.

AI_AIR_DISPATCHER:SetSquadronPatrolInterval(SquadronName, PatrolLimit, LowInterval, HighInterval, Probability, DefenseTaskType)

Set the squadron patrol parameters for a specific task type.

AI_AIR_DISPATCHER:SetSquadronRadioFrequency(SquadronName, RadioFrequency, RadioModulation, RadioPower, Language)

Set the frequency of communication and the mode of communication for voice overs.

AI_AIR_DISPATCHER:SetSquadronTakeoff(SquadronName, Takeoff)

Defines the method at which new flights will spawn and take-off as part of the defense system.

AI_AIR_DISPATCHER:SetSquadronTakeoffFromParkingCold(SquadronName)

Sets flights to take-off from the airbase at a cold location, as part of the defense system.

AI_AIR_DISPATCHER:SetSquadronTakeoffFromParkingHot(SquadronName)

Sets flights to take-off from the airbase at a hot location, as part of the defense system.

AI_AIR_DISPATCHER:SetSquadronTakeoffFromRunway(SquadronName)

Sets flights to take-off from the runway, as part of the defense system.

AI_AIR_DISPATCHER:SetSquadronTakeoffInAir(SquadronName, TakeoffAltitude)

Sets flights to take-off in the air, as part of the defense system.

AI_AIR_DISPATCHER:SetSquadronTakeoffInAirAltitude(SquadronName, TakeoffAltitude)

Defines the default altitude where airplanes will spawn in the air and take-off as part of the defense system, when the take-off in the air method has been selected.

AI_AIR_DISPATCHER:SetSquadronTakeoffInterval(SquadronName, TakeoffInterval)

AI_AIR_DISPATCHER:SetSquadronTanker(SquadronName, TankerName)

Set the squadron tanker where defenders will Refuel in the air.

AI_AIR_DISPATCHER:SetTacticalDisplay(TacticalDisplay)

Display a tactical report every 30 seconds about which aircraft are: * Patrolling * Engaging * Returning * Damaged * Out of Fuel * ...

AI_AIR_DISPATCHER:ShowTacticalDisplay(Detection)

Shows the tactical display.

AI_AIR_DISPATCHER.TacticalDisplay

AI_AIR_DISPATCHER.Takeoff

AI_AIR_DISPATCHER.TakeoffScheduleID

AI_AIR_DISPATCHER:Unlock(DetectedItemIndex)

Unlocks the DefenseItem from being defended.

AI_AIR_DISPATCHER._DefenseApproach

AI_AIR_DISPATCHER:__Defend(Delay)

Defend Asynchronous Trigger for AI_AIR_DISPATCHER

AI_AIR_DISPATCHER:__Engage(Delay)

Engage Asynchronous Trigger for AI_AIR_DISPATCHER

AI_AIR_DISPATCHER:__Patrol(Delay)

Patrol Asynchronous Trigger for AI_AIR_DISPATCHER

AI_AIR_DISPATCHER:onafterStart(From, Event, To)

Fields and Methods inherited from DETECTION_MANAGER Description

AI_AIR_DISPATCHER.CC

The command center that is used to communicate with the players.

AI_AIR_DISPATCHER.Detection

The DETECTION_BASE object that is used to report the detected objects.

AI_AIR_DISPATCHER:GetCommandCenter()

Get the command center to communicate actions to the players.

AI_AIR_DISPATCHER:GetReportDisplayTime()

Get the reporting message display time.

AI_AIR_DISPATCHER:MessageToPlayers(Squadron, Message, SoundFile, SoundDuration, SoundPath, DefenderGroup)

Send an information message to the players reporting to the command center.

AI_AIR_DISPATCHER:New(SetGroup, Detection)

FAC constructor.

AI_AIR_DISPATCHER:OnAfterAborted(From, Event, To, Task)

Aborted Handler OnAfter for DETECTION_MANAGER

AI_AIR_DISPATCHER:OnAfterCancelled(From, Event, To, Task)

Cancelled Handler OnAfter for DETECTION_MANAGER

AI_AIR_DISPATCHER:OnAfterFailed(From, Event, To, Task)

Failed Handler OnAfter for DETECTION_MANAGER

AI_AIR_DISPATCHER:OnAfterStart(From, Event, To)

Start Handler OnAfter for DETECTION_MANAGER

AI_AIR_DISPATCHER:OnAfterStop(From, Event, To)

Stop Handler OnAfter for DETECTION_MANAGER

AI_AIR_DISPATCHER:OnAfterSuccess(From, Event, To, Task)

Success Handler OnAfter for DETECTION_MANAGER

AI_AIR_DISPATCHER:OnBeforeStart(From, Event, To)

Start Handler OnBefore for DETECTION_MANAGER

AI_AIR_DISPATCHER:OnBeforeStop(From, Event, To)

Stop Handler OnBefore for DETECTION_MANAGER

AI_AIR_DISPATCHER:ProcessDetected(Detection)

Reports the detected items to the Core.Set#SET_GROUP.

AI_AIR_DISPATCHER:SetCommandCenter(CommandCenter)

Set a command center to communicate actions to the players reporting to the command center.

AI_AIR_DISPATCHER.SetGroup

The groups to which the FAC will report to.

AI_AIR_DISPATCHER:SetRefreshTimeInterval(RefreshTimeInterval)

Set the reporting time interval.

AI_AIR_DISPATCHER:SetReportDisplayTime(ReportDisplayTime)

Set the reporting message display time.

AI_AIR_DISPATCHER:SetTacticalMenu(DispatcherMainMenuText, DispatcherMenuText)

Set a command center to communicate actions to the players reporting to the command center.

AI_AIR_DISPATCHER:Start()

Start Trigger for DETECTION_MANAGER

AI_AIR_DISPATCHER:Stop()

Stop Trigger for DETECTION_MANAGER

AI_AIR_DISPATCHER._RefreshTimeInterval

AI_AIR_DISPATCHER._ReportDisplayTime

AI_AIR_DISPATCHER:__Start(Delay)

Start Asynchronous Trigger for DETECTION_MANAGER

AI_AIR_DISPATCHER:__Stop(Delay)

Stop Asynchronous Trigger for DETECTION_MANAGER

AI_AIR_DISPATCHER:onafterReport(From, Event, To)

AI_AIR_DISPATCHER:onafterStart(From, Event, To)

Fields and Methods inherited from FSM Description

AI_AIR_DISPATCHER:AddEndState(State)

Adds an End state.

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

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

AI_AIR_DISPATCHER:AddScore(State, ScoreText, Score)

Adds a score for the FSM to be achieved.

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

Adds a score for the FSM_PROCESS to be achieved.

AI_AIR_DISPATCHER:AddTransition(From, Event, To)

Add a new transition rule to the FSM.

AI_AIR_DISPATCHER.CallScheduler

Call scheduler.

AI_AIR_DISPATCHER.ClassName

Name of the class.

AI_AIR_DISPATCHER.Events

AI_AIR_DISPATCHER:GetCurrentState()

Get current state.

AI_AIR_DISPATCHER:GetEndStates()

Returns the End states.

AI_AIR_DISPATCHER:GetProcess(From, Event)

AI_AIR_DISPATCHER:GetProcesses()

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

AI_AIR_DISPATCHER:GetScores()

Returns a table with the scores defined.

AI_AIR_DISPATCHER:GetStartState()

Returns the start state of the FSM.

AI_AIR_DISPATCHER:GetState()

Get current state.

AI_AIR_DISPATCHER:GetSubs()

Returns a table with the Subs defined.

AI_AIR_DISPATCHER:GetTransitions()

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

AI_AIR_DISPATCHER:Is(State)

Check if FSM is in state.

AI_AIR_DISPATCHER:LoadCallBacks(CallBackTable)

Load call backs.

AI_AIR_DISPATCHER:New()

Creates a new FSM object.

AI_AIR_DISPATCHER.Scores

Scores.

AI_AIR_DISPATCHER:SetProcess(From, Event, Fsm)

AI_AIR_DISPATCHER:SetStartState(State)

Sets the start state of the FSM.

AI_AIR_DISPATCHER._EndStates

AI_AIR_DISPATCHER._EventSchedules

AI_AIR_DISPATCHER._Processes

AI_AIR_DISPATCHER._Scores

AI_AIR_DISPATCHER._StartState

AI_AIR_DISPATCHER._Transitions

AI_AIR_DISPATCHER:_add_to_map(Map, Event)

Add to map.

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

Call handler.

AI_AIR_DISPATCHER:_create_transition(EventName)

Create transition.

AI_AIR_DISPATCHER:_delayed_transition(EventName)

Delayed transition.

AI_AIR_DISPATCHER:_eventmap(Events, EventStructure)

Event map.

AI_AIR_DISPATCHER:_gosub(ParentFrom, ParentEvent)

Go sub.

AI_AIR_DISPATCHER:_handler(EventName, ...)

Handler.

AI_AIR_DISPATCHER:_isendstate(Current)

Is end state.

AI_AIR_DISPATCHER:_submap(subs, sub, name)

Sub maps.

AI_AIR_DISPATCHER:can(e)

Check if can do an event.

AI_AIR_DISPATCHER:cannot(e)

Check if cannot do an event.

AI_AIR_DISPATCHER.current

Current state name.

AI_AIR_DISPATCHER.endstates

AI_AIR_DISPATCHER:is(State, state)

Check if FSM is in state.

AI_AIR_DISPATCHER.options

Options.

AI_AIR_DISPATCHER.subs

Subs.

Fields and Methods inherited from BASE Description

AI_AIR_DISPATCHER.ClassID

The ID number of the class.

AI_AIR_DISPATCHER.ClassName

The name of the class.

AI_AIR_DISPATCHER.ClassNameAndID

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

AI_AIR_DISPATCHER:ClearState(Object, StateName)

Clear the state of an object.

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

Creation of a Birth Event.

AI_AIR_DISPATCHER:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

Creation of a Crash Event.

AI_AIR_DISPATCHER:CreateEventDead(EventTime, Initiator, IniObjectCategory)

Creation of a Dead Event.

AI_AIR_DISPATCHER:CreateEventPlayerEnterAircraft(PlayerUnit)

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

AI_AIR_DISPATCHER:CreateEventRemoveUnit(EventTime, Initiator)

Creation of a Remove Unit Event.

AI_AIR_DISPATCHER:CreateEventTakeoff(EventTime, Initiator)

Creation of a Takeoff Event.

AI_AIR_DISPATCHER:CreateEventUnitLost(EventTime, Initiator)

Creation of a Crash Event.

AI_AIR_DISPATCHER:E(Arguments)

Log an exception which will be traced always.

AI_AIR_DISPATCHER:EventDispatcher()

Returns the event dispatcher

AI_AIR_DISPATCHER:EventRemoveAll()

Remove all subscribed events

AI_AIR_DISPATCHER:F(Arguments)

Trace a function call.

AI_AIR_DISPATCHER:F2(Arguments)

Trace a function call level 2.

AI_AIR_DISPATCHER:F3(Arguments)

Trace a function call level 3.

AI_AIR_DISPATCHER:GetClassID()

Get the ClassID of the class instance.

AI_AIR_DISPATCHER:GetClassName()

Get the ClassName of the class instance.

AI_AIR_DISPATCHER:GetClassNameAndID()

Get the ClassName + ClassID of the class instance.

AI_AIR_DISPATCHER:GetEventPriority()

Get the Class Core.Event processing Priority.

AI_AIR_DISPATCHER:GetParent(Child, FromClass)

This is the worker method to retrieve the Parent class.

AI_AIR_DISPATCHER:GetState(Object, Key)

Get a Value given a Key from the Object.

AI_AIR_DISPATCHER:HandleEvent(EventID, EventFunction)

Subscribe to a DCS Event.

AI_AIR_DISPATCHER:I(Arguments)

Log an information which will be traced always.

AI_AIR_DISPATCHER:Inherit(Child, Parent)

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

AI_AIR_DISPATCHER:IsInstanceOf(ClassName)

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

AI_AIR_DISPATCHER:IsTrace()

Enquires if tracing is on (for the class).

AI_AIR_DISPATCHER:New()

BASE constructor.

AI_AIR_DISPATCHER:OnEvent(EventData)

Occurs when an Event for an object is triggered.

AI_AIR_DISPATCHER:OnEventBDA(EventData)

BDA.

AI_AIR_DISPATCHER:OnEventBaseCaptured(EventData)

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

AI_AIR_DISPATCHER:OnEventBirth(EventData)

Occurs when any object is spawned into the mission.

AI_AIR_DISPATCHER:OnEventCrash(EventData)

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

AI_AIR_DISPATCHER:OnEventDead(EventData)

Occurs when an object is dead.

AI_AIR_DISPATCHER:OnEventDetailedFailure(EventData)

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

AI_AIR_DISPATCHER:OnEventDiscardChairAfterEjection(EventData)

Discard chair after ejection.

AI_AIR_DISPATCHER:OnEventEjection(EventData)

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

AI_AIR_DISPATCHER:OnEventEngineShutdown(EventData)

Occurs when any aircraft shuts down its engines.

AI_AIR_DISPATCHER:OnEventEngineStartup(EventData)

Occurs when any aircraft starts its engines.

AI_AIR_DISPATCHER:OnEventHit(EventData)

Occurs whenever an object is hit by a weapon.

AI_AIR_DISPATCHER:OnEventHumanFailure(EventData)

Occurs when any system fails on a human controlled aircraft.

AI_AIR_DISPATCHER:OnEventKill(EventData)

Occurs on the death of a unit.

AI_AIR_DISPATCHER:OnEventLand(EventData)

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

AI_AIR_DISPATCHER:OnEventLandingAfterEjection(EventData)

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

AI_AIR_DISPATCHER:OnEventLandingQualityMark(EventData)

Landing quality mark.

AI_AIR_DISPATCHER:OnEventMarkAdded(EventData)

Occurs when a new mark was added.

AI_AIR_DISPATCHER:OnEventMarkChange(EventData)

Occurs when a mark text was changed.

AI_AIR_DISPATCHER:OnEventMarkRemoved(EventData)

Occurs when a mark was removed.

AI_AIR_DISPATCHER:OnEventMissionEnd(EventData)

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

AI_AIR_DISPATCHER:OnEventMissionStart(EventData)

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

AI_AIR_DISPATCHER:OnEventParatrooperLanding(EventData)

Weapon add.

AI_AIR_DISPATCHER:OnEventPilotDead(EventData)

Occurs when the pilot of an aircraft is killed.

AI_AIR_DISPATCHER:OnEventPlayerEnterAircraft(EventData)

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

AI_AIR_DISPATCHER:OnEventPlayerEnterUnit(EventData)

Occurs when any player assumes direct control of a unit.

AI_AIR_DISPATCHER:OnEventPlayerLeaveUnit(EventData)

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

AI_AIR_DISPATCHER:OnEventRefueling(EventData)

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

AI_AIR_DISPATCHER:OnEventRefuelingStop(EventData)

Occurs when an aircraft is finished taking fuel.

AI_AIR_DISPATCHER:OnEventScore(EventData)

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

AI_AIR_DISPATCHER:OnEventShootingEnd(EventData)

Occurs when any unit stops firing its weapon.

AI_AIR_DISPATCHER:OnEventShootingStart(EventData)

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

AI_AIR_DISPATCHER:OnEventShot(EventData)

Occurs whenever any unit in a mission fires a weapon.

AI_AIR_DISPATCHER:OnEventTakeoff(EventData)

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

AI_AIR_DISPATCHER:OnEventTriggerZone(EventData)

Trigger zone.

AI_AIR_DISPATCHER:OnEventUnitLost(EventData)

Occurs when the game thinks an object is destroyed.

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

Schedule a new time event.

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

Schedule a new time event.

AI_AIR_DISPATCHER:ScheduleStop(SchedulerID)

Stops the Schedule.

AI_AIR_DISPATCHER.Scheduler

AI_AIR_DISPATCHER:SetEventPriority(EventPriority)

Set the Class Core.Event processing Priority.

AI_AIR_DISPATCHER:SetState(Object, Key, Value)

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

AI_AIR_DISPATCHER:T(Arguments)

Trace a function logic level 1.

AI_AIR_DISPATCHER:T2(Arguments)

Trace a function logic level 2.

AI_AIR_DISPATCHER:T3(Arguments)

Trace a function logic level 3.

AI_AIR_DISPATCHER:TraceAll(TraceAll)

Trace all methods in MOOSE

AI_AIR_DISPATCHER:TraceClass(Class)

Set tracing for a class

AI_AIR_DISPATCHER:TraceClassMethod(Class, Method)

Set tracing for a specific method of class

AI_AIR_DISPATCHER:TraceLevel(Level)

Set trace level

AI_AIR_DISPATCHER:TraceOff()

Set trace off.

AI_AIR_DISPATCHER:TraceOn()

Set trace on.

AI_AIR_DISPATCHER:TraceOnOff(TraceOnOff)

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

AI_AIR_DISPATCHER:UnHandleEvent(EventID)

UnSubscribe to a DCS event.

AI_AIR_DISPATCHER._

AI_AIR_DISPATCHER:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function call.

AI_AIR_DISPATCHER:_Serialize(Arguments)

(Internal) Serialize arguments

AI_AIR_DISPATCHER:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function logic.

AI_AIR_DISPATCHER.__

AI_AIR_DISPATCHER:onEvent(event)

The main event handling function...

Fields and Methods inherited from AI_AIR_DISPATCHER.DefenseApproach Description

AI_AIR_DISPATCHER.DefenseApproach.Distance

AI_AIR_DISPATCHER.DefenseApproach.Random

Fields and Methods inherited from AI_AIR_DISPATCHER.Squadron Description

AI_AIR_DISPATCHER.Squadron.Airbase

The home airbase.

AI_AIR_DISPATCHER.Squadron.AirbaseName

The name of the home airbase.

AI_AIR_DISPATCHER.Squadron.Captured

true if the squadron is captured.

AI_AIR_DISPATCHER.Squadron.Name

The Squadron name.

AI_AIR_DISPATCHER.Squadron.Overhead

The overhead for the squadron.

AI_AIR_DISPATCHER.Squadron.ResourceCount

The number of resources available.

AI_AIR_DISPATCHER.Squadron.Spawn

The spawning object.

AI_AIR_DISPATCHER.Squadron.TemplatePrefixes

The list of template prefixes.

AI_AIR_DISPATCHER class.

Field(s)

#table AI_AIR_DISPATCHER.DefenderDefault

The Defender Default Settings over all Squadrons.

#table AI_AIR_DISPATCHER.DefenderSquadrons

The Defender Squadrons.

#table AI_AIR_DISPATCHER.DefenderTasks

The Defenders Tasks.

Function(s)

Defined in:

AI_AIR_DISPATCHER

Parameters:

Defender

Size

Defined in:

AI_AIR_DISPATCHER

Parameters:

#string DefenseCoordinateName

The name of the coordinate to be defended by AIR defenses.

Core.Point#COORDINATE DefenseCoordinate

The coordinate to be defended by AIR defenses.

Defined in:

AI_AIR_DISPATCHER

Parameter:

Defender

Defined in:

AI_AIR_DISPATCHER

Parameter:

Defender

Defined in:

AI_AIR_DISPATCHER

Parameters:

AttackerDetection

DefenderCount

DefenderTaskType

Defined in:

AI_AIR_DISPATCHER

Parameters:

AttackerDetection

AttackerCount

Defined in:

AI_AIR_DISPATCHER

Parameters:

SquadronName

DefenseTaskType

Defend Trigger for AI_AIR_DISPATCHER

Defined in:

AI_AIR_DISPATCHER

Engage Trigger for AI_AIR_DISPATCHER

Defined in:

AI_AIR_DISPATCHER

Gets the default method at which flights will land and despawn as part of the defense system.

Defined in:

AI_AIR_DISPATCHER

Return value:

#number:

Landing The landing method which can be NearAirbase, AtRunway, AtEngineShutdown

Usage:



  local AIRDispatcher = AI_AIR_DISPATCHER:New( ... )
  
  -- Let new flights by default despawn near the airbase when returning.
  local LandingMethod = AIRDispatcher:GetDefaultLanding( AI_AIR_Dispatcher.Landing.NearAirbase )
  if LandingMethod == AI_AIR_Dispatcher.Landing.NearAirbase then
   ...
  end

Gets the default method at which new flights will spawn and take-off as part of the defense system.

Defined in:

AI_AIR_DISPATCHER

Return value:

#number:

Takeoff From the airbase hot, from the airbase cold, in the air, from the runway.

Usage:



  local AIRDispatcher = AI_AIR_DISPATCHER:New( ... )
  
  -- Let new flights by default take-off in the air.
  local TakeoffMethod = AIRDispatcher:GetDefaultTakeoff()
  if TakeOffMethod == , AI_AIR_Dispatcher.Takeoff.InAir then
    ...
  end
  

Calculates which defender friendlies are nearby the area, to help protect the area.

Defined in:

AI_AIR_DISPATCHER

Parameter:

DetectedItem

Return value:

#table:

A list of the defender friendlies nearby, sorted by distance.

Defined in:

AI_AIR_DISPATCHER

Parameter:

Defender

Defined in:

AI_AIR_DISPATCHER

Parameter:

Defender

Defined in:

AI_AIR_DISPATCHER

Parameter:

Defender

Defined in:

AI_AIR_DISPATCHER

Parameter:

Defender

Defined in:

AI_AIR_DISPATCHER

Calculates which friendlies are nearby the area.

Defined in:

AI_AIR_DISPATCHER

Parameter:

DetectedItem

The detected item.

Return value:

#number, Core.Report#REPORT:

The amount of friendlies and a text string explaining which friendlies of which type.

Calculates which HUMAN friendlies are nearby the area.

Defined in:

AI_AIR_DISPATCHER

Parameter:

DetectedItem

The detected item.

Return value:

#number, Core.Report#REPORT:

The amount of friendlies and a text string explaining which friendlies of which type.

Get the AI.AI_Air_Squadron object from the Squadron Name given.

Defined in:

AI_AIR_DISPATCHER

Parameter:

#string SquadronName

The Squadron Name to search the Squadron object.

Return value:

The Squadron object.

Defined in:

AI_AIR_DISPATCHER

Parameter:

Return value:

Gets the method at which flights will land and despawn as part of the defense system.

Defined in:

AI_AIR_DISPATCHER

Parameter:

#string SquadronName

The name of the squadron.

Return value:

#number:

Landing The landing method which can be NearAirbase, AtRunway, AtEngineShutdown

Usage:



  local AIRDispatcher = AI_AIR_DISPATCHER:New( ... )
  
  -- Let new flights despawn near the airbase when returning.
  local LandingMethod = AIRDispatcher:GetSquadronLanding( "SquadronName", AI_AIR_Dispatcher.Landing.NearAirbase )
  if LandingMethod == AI_AIR_Dispatcher.Landing.NearAirbase then
   ...
  end

Gets the overhead of planes as part of the defense system, in comparison with the attackers.

Defined in:

AI_AIR_DISPATCHER

Parameter:

#string SquadronName

The name of the squadron.

Return values:

#number:

The % of Units that dispatching command will allocate to intercept in surplus of detected amount of units. The default overhead is 1, so equal balance. The AI_AIR_DISPATCHER.SetOverhead() method can be used to tweak the defense strength, taking into account the plane types of the squadron. For example, a MIG-31 with full long-distance AIR missiles payload, may still be less effective than a F-15C with short missiles... So in this case, one may want to use the Overhead method to allocate more defending planes as the amount of detected attacking planes. The overhead must be given as a decimal value with 1 as the neutral value, which means that Overhead values:

  • Higher than 1, will increase the defense unit amounts.
  • Lower than 1, will decrease the defense unit amounts.

The amount of defending units is calculated by multiplying the amount of detected attacking planes as part of the detected group multiplied by the Overhead and rounded up to the smallest integer.

The Overhead value set for a Squadron, can be programmatically adjusted (by using this SetOverhead method), to adjust the defense overhead during mission execution.

See example below.

Usage:



  local AIRDispatcher = AI_AIR_DISPATCHER:New( ... )
  
  -- An overhead of 1,5 with 1 planes detected, will allocate 2 planes ( 1 * 1,5 ) = 1,5 => rounded up gives 2.
  -- An overhead of 1,5 with 2 planes detected, will allocate 3 planes ( 2 * 1,5 ) = 3 =>  rounded up gives 3.
  -- An overhead of 1,5 with 3 planes detected, will allocate 5 planes ( 3 * 1,5 ) = 4,5 => rounded up gives 5 planes.
  -- An overhead of 1,5 with 4 planes detected, will allocate 6 planes ( 4 * 1,5 ) = 6  => rounded up gives 6 planes.
  
  local SquadronOverhead = AIRDispatcher:GetSquadronOverhead( "SquadronName" )

Gets the method at which new flights will spawn and take-off as part of the defense system.

Defined in:

AI_AIR_DISPATCHER

Parameter:

#string SquadronName

The name of the squadron.

Return value:

#number:

Takeoff From the airbase hot, from the airbase cold, in the air, from the runway.

Usage:



  local AIRDispatcher = AI_AIR_DISPATCHER:New( ... )
  
  -- Let new flights take-off in the air.
  local TakeoffMethod = AIRDispatcher:GetSquadronTakeoff( "SquadronName" )
  if TakeOffMethod == , AI_AIR_Dispatcher.Takeoff.InAir then
    ...
  end
  

Check if the Squadron is visible before startup of the dispatcher.

Defined in:

AI_AIR_DISPATCHER

Parameter:

#string SquadronName

The squadron name.

Return value:

#boolean:

true if visible.

Usage:


       -- Set the Squadron visible before startup of dispatcher.
       local IsVisible = AIRDispatcher:IsSquadronVisible( "Mineralnye" )
       

Locks the DefenseItem from being defended.

Defined in:

AI_AIR_DISPATCHER

Parameter:

#string DetectedItemIndex

The index of the detected item.

AI_AIR_DISPATCHER constructor.

This is defining the AIR DISPATCHER for one coalition. The Dispatcher works with a Functional.Detection#DETECTION_BASE object that is taking of the detection of targets using the EWR units. The Detection object is polymorphic, depending on the type of detection object chosen, the detection will work differently.

Defined in:

AI_AIR_DISPATCHER

Parameter:

The DETECTION object that will detects targets using the the Early Warning Radar network.

Return value:

Usage:


    -- Setup the Detection, using DETECTION_AREAS.
    -- First define the SET of GROUPs that are defining the EWR network.
    -- Here with prefixes DF CCCP AWACS, DF CCCP EWR.
    DetectionSetGroup = SET_GROUP:New()
    DetectionSetGroup:FilterPrefixes( { "DF CCCP AWACS", "DF CCCP EWR" } )
    DetectionSetGroup:FilterStart()

    -- Define the DETECTION_AREAS, using the DetectionSetGroup, with a 30km grouping radius.
    Detection = DETECTION_AREAS:New( DetectionSetGroup, 30000 )

    -- Now Setup the AIR dispatcher, and initialize it using the Detection object.
    AIRDispatcher = AI_AIR_DISPATCHER:New( Detection )

OnAfter Transition Handler for Event Assign.

Defined in:

AI_AIR_DISPATCHER

Parameters:

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

#string PlayerName

Defend Handler OnAfter for AI_AIR_DISPATCHER

Defined in:

AI_AIR_DISPATCHER

Parameters:

#string From

#string Event

#string To

Engage Handler OnAfter for AI_AIR_DISPATCHER

Defined in:

AI_AIR_DISPATCHER

Parameters:

#string From

#string Event

#string To

Patrol Handler OnAfter for AI_AIR_DISPATCHER

Defined in:

AI_AIR_DISPATCHER

Parameters:

#string From

#string Event

#string To

Defend Handler OnBefore for AI_AIR_DISPATCHER

Defined in:

AI_AIR_DISPATCHER

Parameters:

#string From

#string Event

#string To

Return value:

#boolean:

Engage Handler OnBefore for AI_AIR_DISPATCHER

Defined in:

AI_AIR_DISPATCHER

Parameters:

#string From

#string Event

#string To

Return value:

#boolean:

Patrol Handler OnBefore for AI_AIR_DISPATCHER

Defined in:

AI_AIR_DISPATCHER

Parameters:

#string From

#string Event

#string To

Return value:

#boolean:

Defined in:

AI_AIR_DISPATCHER

Parameter:

Defined in:

AI_AIR_DISPATCHER

Parameter:

Defined in:

AI_AIR_DISPATCHER

Parameter:

Defined in:

AI_AIR_DISPATCHER

Parameter:

Patrol Trigger for AI_AIR_DISPATCHER

Defined in:

AI_AIR_DISPATCHER

Defined in:

AI_AIR_DISPATCHER

Parameters:

DefenderSquadron

DefendersNeeded

Defined in:

AI_AIR_DISPATCHER

Parameter:

DefenderSquadron

Defined in:

AI_AIR_DISPATCHER

Parameters:

Patrol

DefenderSquadron

DefendersNeeded

Defense

DefenseTaskType

AttackerDetection

SquadronName

Define a border area to simulate a cold war scenario.

A cold war is one where Patrol aircraft patrol their territory but will not attack enemy aircraft or launch GCI aircraft unless enemy aircraft enter their territory. In other words the EWR may detect an enemy aircraft but will only send aircraft to attack it if it crosses the border. A hot war is one where Patrol aircraft will intercept any detected enemy aircraft and GCI aircraft will launch against detected enemy aircraft without regard for territory. In other words if the ground radar can detect the enemy aircraft then it will send Patrol and GCI aircraft to attack it. If it's a cold war then the borders of red and blue territory need to be defined using a Core.Zone object derived from Core.Zone#ZONE_BASE. This method needs to be used for this. If a hot war is chosen then no borders actually need to be defined using the helicopter units other than it makes it easier sometimes for the mission maker to envisage where the red and blue territories roughly are. In a hot war the borders are effectively defined by the ground based radar coverage of a coalition. Set the noborders parameter to 1

Defined in:

AI_AIR_DISPATCHER

Parameter:

Core.Zone#ZONE_BASE BorderZone

An object derived from ZONE_BASE, or a list of objects derived from ZONE_BASE.

Return value:

Usage:


  -- Now Setup the AIR dispatcher, and initialize it using the Detection object.
  AIRDispatcher = AI_AIR_DISPATCHER:New( Detection )  
  
  -- Set one ZONE_POLYGON object as the border for the AIR dispatcher.
  local BorderZone = ZONE_POLYGON( "CCCP Border", GROUP:FindByName( "CCCP Border" ) ) -- The GROUP object is a late activate helicopter unit.
  AIRDispatcher:SetBorderZone( BorderZone )
  
or
  
  -- Set two ZONE_POLYGON objects as the border for the AIR dispatcher.
  local BorderZone1 = ZONE_POLYGON( "CCCP Border1", GROUP:FindByName( "CCCP Border1" ) ) -- The GROUP object is a late activate helicopter unit.
  local BorderZone2 = ZONE_POLYGON( "CCCP Border2", GROUP:FindByName( "CCCP Border2" ) ) -- The GROUP object is a late activate helicopter unit.
  AIRDispatcher:SetBorderZone( { BorderZone1, BorderZone2 } )
  
  

Set the default damage threshold when defenders will RTB.

The default damage threshold is by default set to 40%, which means that when the airplane is 40% damaged, it will go RTB.

Defined in:

AI_AIR_DISPATCHER

Parameter:

#number DamageThreshold

A decimal number between 0 and 1, that expresses the % of the damage threshold before going RTB.

Return value:

Usage:


  -- Now Setup the AIR dispatcher, and initialize it using the Detection object.
  AIRDispatcher = AI_AIR_DISPATCHER:New( Detection )  
  
  -- Now Setup the default damage threshold.
  AIRDispatcher:SetDefaultDamageThreshold( 0.90 ) -- Go RTB when the airplane 90% damaged.
  

Set the default engage limit for squadrons, which will be used to determine how many air units will engage at the same time with the enemy.

The default eatrol limit is 1, which means one eatrol group maximum per squadron.

Defined in:

AI_AIR_DISPATCHER

Parameter:

#number EngageLimit

The maximum engages that can be done at the same time per squadron.

Return value:

Usage:


  -- Now Setup the AIR dispatcher, and initialize it using the Detection object.
  AIRDispatcher = AI_AIR_DISPATCHER:New( Detection )  
  
  -- Now Setup the default Patrol limit.
  AIRDispatcher:SetDefaultEngageLimit( 2 ) -- Maximum 2 engagements with the enemy per squadron.
  

Set the default fuel threshold when defenders will RTB or Refuel in the air.

The fuel threshold is by default set to 15%, which means that an airplane will stay in the air until 15% of its fuel has been consumed.

Defined in:

AI_AIR_DISPATCHER

Parameter:

#number FuelThreshold

A decimal number between 0 and 1, that expresses the % of the threshold of fuel remaining in the tank when the plane will go RTB or Refuel.

Return value:

Usage:


  -- Now Setup the AIR dispatcher, and initialize it using the Detection object.
  AIRDispatcher = AI_AIR_DISPATCHER:New( Detection )  
  
  -- Now Setup the default fuel threshold.
  AIRDispatcher:SetDefaultFuelThreshold( 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
  

Sets the default grouping of new airplanes spawned.

Grouping will trigger how new airplanes will be grouped if more than one airplane is spawned for defense.

Defined in:

AI_AIR_DISPATCHER

Parameter:

#number Grouping

The level of grouping that will be applied of the Patrol or GCI defenders.

Return value:

Usage:



  local AIRDispatcher = AI_AIR_DISPATCHER:New( ... )
  
  -- Set a grouping by default per 2 airplanes.
  AIRDispatcher:SetDefaultGrouping( 2 )

Defines the default method at which flights will land and despawn as part of the defense system.

Defined in:

AI_AIR_DISPATCHER

Parameter:

#number Landing

The landing method which can be NearAirbase, AtRunway, AtEngineShutdown

Return value:

Usage:



  local AIRDispatcher = AI_AIR_DISPATCHER:New( ... )
  
  -- Let new flights by default despawn near the airbase when returning.
  AIRDispatcher:SetDefaultLanding( AI_AIR_Dispatcher.Landing.NearAirbase )
  
  -- Let new flights by default despawn after landing land at the runway.
  AIRDispatcher:SetDefaultLanding( AI_AIR_Dispatcher.Landing.AtRunway )
  
  -- Let new flights by default despawn after landing and parking, and after engine shutdown.
  AIRDispatcher:SetDefaultLanding( AI_AIR_Dispatcher.Landing.AtEngineShutdown )

Sets flights by default to land and despawn at engine shutdown, as part of the defense system.

Defined in:

AI_AIR_DISPATCHER

Return value:

Usage:



  local AIRDispatcher = AI_AIR_DISPATCHER:New( ... )
  
  -- Let flights by default land and despawn at engine shutdown.
  AIRDispatcher:SetDefaultLandingAtEngineShutdown()
  

Sets flights by default to land and despawn at the runway, as part of the defense system.

Defined in:

AI_AIR_DISPATCHER

Return value:

Usage:



  local AIRDispatcher = AI_AIR_DISPATCHER:New( ... )
  
  -- Let flights by default land at the runway and despawn.
  AIRDispatcher:SetDefaultLandingAtRunway()
  

Sets flights by default to land and despawn near the airbase in the air, as part of the defense system.

Defined in:

AI_AIR_DISPATCHER

Return value:

Usage:



  local AIRDispatcher = AI_AIR_DISPATCHER:New( ... )
  
  -- Let flights by default to land near the airbase and despawn.
  AIRDispatcher:SetDefaultLandingNearAirbase()
  

Defines the default amount of extra planes that will take-off as part of the defense system.

Defined in:

AI_AIR_DISPATCHER

Parameter:

#number Overhead

The % of Units that dispatching command will allocate to intercept in surplus of detected amount of units. The default overhead is 1, so equal balance. The AI_AIR_DISPATCHER.SetOverhead() method can be used to tweak the defense strength, taking into account the plane types of the squadron. For example, a MIG-31 with full long-distance AIR missiles payload, may still be less effective than a F-15C with short missiles... So in this case, one may want to use the Overhead method to allocate more defending planes as the amount of detected attacking planes. The overhead must be given as a decimal value with 1 as the neutral value, which means that Overhead values:

  • Higher than 1, will increase the defense unit amounts.
  • Lower than 1, will decrease the defense unit amounts.

The amount of defending units is calculated by multiplying the amount of detected attacking planes as part of the detected group multiplied by the Overhead and rounded up to the smallest integer.

The Overhead value set for a Squadron, can be programmatically adjusted (by using this SetOverhead method), to adjust the defense overhead during mission execution.

See example below.

Return value:

Usage:



  local AIRDispatcher = AI_AIR_DISPATCHER:New( ... )
  
  -- An overhead of 1,5 with 1 planes detected, will allocate 2 planes ( 1 * 1,5 ) = 1,5 => rounded up gives 2.
  -- An overhead of 1,5 with 2 planes detected, will allocate 3 planes ( 2 * 1,5 ) = 3 =>  rounded up gives 3.
  -- An overhead of 1,5 with 3 planes detected, will allocate 5 planes ( 3 * 1,5 ) = 4,5 => rounded up gives 5 planes.
  -- An overhead of 1,5 with 4 planes detected, will allocate 6 planes ( 4 * 1,5 ) = 6  => rounded up gives 6 planes.
  
  AIRDispatcher:SetDefaultOverhead( 1.5 )

Set the default Patrol limit for squadrons, which will be used to determine how many Patrol can be airborne at the same time for the squadron.

The default Patrol limit is 1 Patrol, which means one Patrol group being spawned.

Defined in:

AI_AIR_DISPATCHER

Parameter:

#number PatrolLimit

The maximum amount of Patrol that can be airborne at the same time for the squadron.

Return value:

Usage:


  -- Now Setup the AIR dispatcher, and initialize it using the Detection object.
  AIRDispatcher = AI_AIR_DISPATCHER:New( Detection )  
  
  -- Now Setup the default Patrol limit.
  AIRDispatcher:SetDefaultPatrolLimit( 2 ) -- Maximum 2 Patrol per squadron.
  

Set the default Patrol time interval for squadrons, which will be used to determine a random Patrol timing.

The default Patrol time interval is between 180 and 600 seconds.

Defined in:

AI_AIR_DISPATCHER

Parameters:

#number PatrolMinSeconds

The minimum amount of seconds for the random time interval.

#number PatrolMaxSeconds

The maximum amount of seconds for the random time interval.

Return value:

Usage:


  -- Now Setup the AIR dispatcher, and initialize it using the Detection object.
  AIRDispatcher = AI_AIR_DISPATCHER:New( Detection )  
  
  -- Now Setup the default Patrol time interval.
  AIRDispatcher:SetDefaultPatrolTimeInterval( 300, 1200 ) -- Between 300 and 1200 seconds.
  

Defines the default method at which new flights will spawn and take-off as part of the defense system.

Defined in:

AI_AIR_DISPATCHER

Parameter:

#number Takeoff

From the airbase hot, from the airbase cold, in the air, from the runway.

Return value:

Usage:



  local AIRDispatcher = AI_AIR_DISPATCHER:New( ... )
  
  -- Let new flights by default take-off in the air.
  AIRDispatcher:SetDefaultTakeoff( AI_AIR_Dispatcher.Takeoff.Air )
  
  -- Let new flights by default take-off from the runway.
  AIRDispatcher:SetDefaultTakeoff( AI_AIR_Dispatcher.Takeoff.Runway )
  
  -- Let new flights by default take-off from the airbase hot.
  AIRDispatcher:SetDefaultTakeoff( AI_AIR_Dispatcher.Takeoff.Hot )

  -- Let new flights by default take-off from the airbase cold.
  AIRDispatcher:SetDefaultTakeoff( AI_AIR_Dispatcher.Takeoff.Cold )

Sets flights to by default take-off from the airbase at a cold location, as part of the defense system.

Defined in:

AI_AIR_DISPATCHER

Return value:

Usage:



  local AIRDispatcher = AI_AIR_DISPATCHER:New( ... )
  
  -- Let new flights take-off from a cold parking spot.
  AIRDispatcher:SetDefaultTakeoffFromParkingCold()
  

Sets flights by default to take-off from the airbase at a hot location, as part of the defense system.

Defined in:

AI_AIR_DISPATCHER

Return value:

Usage:



  local AIRDispatcher = AI_AIR_DISPATCHER:New( ... )
  
  -- Let new flights by default take-off at a hot parking spot.
  AIRDispatcher:SetDefaultTakeoffFromParkingHot()
  

Sets flights by default to take-off from the runway, as part of the defense system.

Defined in:

AI_AIR_DISPATCHER

Return value:

Usage:



  local AIRDispatcher = AI_AIR_DISPATCHER:New( ... )
  
  -- Let new flights by default take-off from the runway.
  AIRDispatcher:SetDefaultTakeoffFromRunway()
  

Sets flights to default take-off in the air, as part of the defense system.

Defined in:

AI_AIR_DISPATCHER

Return value:

Usage:



  local AIRDispatcher = AI_AIR_DISPATCHER:New( ... )
  
  -- Let new flights by default take-off in the air.
  AIRDispatcher:SetDefaultTakeoffInAir()
  

Defines the default altitude where airplanes will spawn in the air and take-off as part of the defense system, when the take-off in the air method has been selected.

Defined in:

AI_AIR_DISPATCHER

Parameter:

#number TakeoffAltitude

The altitude in meters above the ground.

Return value:

Usage:



  local AIRDispatcher = AI_AIR_DISPATCHER:New( ... )
  
  -- Set the default takeoff altitude when taking off in the air.
  AIRDispatcher:SetDefaultTakeoffInAirAltitude( 2000 )  -- This makes planes start at 2000 meters above the ground.

Set the default tanker where defenders will Refuel in the air.

Defined in:

AI_AIR_DISPATCHER

Parameter:

#string TankerName

A string defining the group name of the Tanker as defined within the Mission Editor.

Return value:

Usage:


  -- Now Setup the AIR dispatcher, and initialize it using the Detection object.
  AIRDispatcher = AI_AIR_DISPATCHER:New( Detection )  
  
  -- Now Setup the default fuel threshold.
  AIRDispatcher:SetDefaultFuelThreshold( 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
  
  -- Now Setup the default tanker.
  AIRDispatcher:SetDefaultTanker( "Tanker" ) -- The group name of the tanker is "Tanker" in the Mission Editor.

Defined in:

AI_AIR_DISPATCHER

Parameters:

SquadronName

Defender

Type

Fsm

Target

Size

Defined in:

AI_AIR_DISPATCHER

Parameters:

Defender

AttackerDetection

Sets the method of the tactical approach of the defenses.

Defined in:

AI_AIR_DISPATCHER

Parameter:

#number DefenseApproach

Use the structure AI_AIR_DISPATCHER.DefenseApproach to set the defense approach. The default defense approach is AI_AIR_DISPATCHER.DefenseApproach.Random.

Sets maximum zones to be engaged at one time by defenders.

Defined in:

AI_AIR_DISPATCHER

Parameter:

#number DefenseLimit

The maximum amount of detected items to be engaged at the same time.

Define the defense radius to check if a target can be engaged by a squadron group for SEAD, CAS or BAI for defense.

When targets are detected that are still really far off, you don't want the AI_AIR_DISPATCHER to launch defenders, as they might need to travel too far. You want it to wait until a certain defend radius is reached, which is calculated as: 1. the distance of the closest airbase to target, being smaller than the Defend Radius. 2. the distance to any defense reference point.

The default defense radius is defined as 400000 or 40km. Override the default defense radius when the era of the warfare is early, or, when you don't want to let the AI_AIR_DISPATCHER react immediately when a certain border or area is not being crossed.

Use the method AI_AIR_DISPATCHER.SetDefendRadius() to set a specific defend radius for all squadrons, the Defense Radius is defined for ALL squadrons which are operational.

Defined in:

AI_AIR_DISPATCHER

Parameter:

#number DefenseRadius

(Optional, Default = 200000) The defense radius to engage detected targets from the nearest capable and available squadron airbase.

Return value:

Usage:


  -- Now Setup the AIR dispatcher, and initialize it using the Detection object.
  AIRDispatcher = AI_AIR_DISPATCHER:New( Detection ) 
  
  -- Set 100km as the radius to defend from detected targets from the nearest airbase.
  AIRDispatcher:SetDefendRadius( 100000 )
  
  -- Set 200km as the radius to defend.
  AIRDispatcher:SetDefendRadius() -- 200000 is the default value.
  

Defined in:

AI_AIR_DISPATCHER

Defined in:

AI_AIR_DISPATCHER

Defined in:

AI_AIR_DISPATCHER

Define the radius to disengage any target when the distance to the home base is larger than the specified meters.

Defined in:

AI_AIR_DISPATCHER

Parameter:

#number DisengageRadius

(Optional, Default = 300000) The radius to disengage a target when too far from the home base.

Return value:

Usage:


  -- Set 50km as the Disengage Radius.
  AIRDispatcher:SetDisengageRadius( 50000 )
  
  -- Set 100km as the Disengage Radius.
  AIRDispatcher:SetDisngageRadius() -- 300000 is the default value.
  

Defined in:

AI_AIR_DISPATCHER

Parameter:

InterceptDelay

This is the main method to define Squadrons programmatically.

Squadrons:

  • Have a name or key that is the identifier or key of the squadron.
  • Have specific plane types defined by templates.
  • Are located at one specific airbase. Multiple squadrons can be located at one airbase through.
  • Optionally have a limited set of resources. The default is that squadrons have unlimited resources.

The name of the squadron given acts as the squadron key in the AI_AIR_DISPATCHER:Squadron...() methods.

Additionally, squadrons have specific configuration options to:

  • Control how new aircraft are taking off from the airfield (in the air, cold, hot, at the runway).
  • Control how returning aircraft are landing at the airfield (in the air near the airbase, after landing, after engine shutdown).
  • Control the grouping of new aircraft spawned at the airfield. If there is more than one aircraft to be spawned, these may be grouped.
  • Control the overhead or defensive strength of the squadron. Depending on the types of planes and amount of resources, the mission designer can choose to increase or reduce the amount of planes spawned.

For performance and bug workaround reasons within DCS, squadrons have different methods to spawn new aircraft or land returning or damaged aircraft.

Defined in:

AI_AIR_DISPATCHER

Parameters:

#string SquadronName

A string (text) that defines the squadron identifier or the key of the Squadron. It can be any name, for example "104th Squadron" or "SQ SQUADRON1", whatever. As long as you remember that this name becomes the identifier of your squadron you have defined. You need to use this name in other methods too!

#string AirbaseName

The airbase name where you want to have the squadron located. You need to specify here EXACTLY the name of the airbase as you see it in the mission editor. Examples are "Batumi" or "Tbilisi-Lochini". EXACTLY the airbase name, between quotes "". To ease the airbase naming when using the LDT editor and IntelliSense, the Wrapper.Airbase#AIRBASE class contains enumerations of the airbases of each map.

#string TemplatePrefixes

A string or an array of strings specifying the prefix names of the templates (not going to explain what is templates here again). Examples are { "104th", "105th" } or "104th" or "Template 1" or "BLUE PLANES". Just remember that your template (groups late activated) need to start with the prefix you have specified in your code. If you have only one prefix name for a squadron, you don't need to use the { }, otherwise you need to use the brackets.

#number ResourceCount

(optional) A number that specifies how many resources are in stock of the squadron. If not specified, the squadron will have infinite resources available.

Return value:

Usages:

  •   -- Now Setup the AIR dispatcher, and initialize it using the Detection object.
      AIRDispatcher = AI_AIR_DISPATCHER:New( Detection )  
      
  •   -- This will create squadron "Squadron1" at "Batumi" airbase, and will use plane types "SQ1" and has 40 planes in stock...  
      AIRDispatcher:SetSquadron( "Squadron1", "Batumi", "SQ1", 40 )
      
  •   -- This will create squadron "Sq 1" at "Batumi" airbase, and will use plane types "Mig-29" and "Su-27" and has 20 planes in stock...
      -- Note that in this implementation, the AIR dispatcher will select a random plane type when a new plane (group) needs to be spawned for defenses.
      -- Note the usage of the {} for the airplane templates list.
      AIRDispatcher:SetSquadron( "Sq 1", "Batumi", { "Mig-29", "Su-27" }, 40 )
      
  •   -- This will create 2 squadrons "104th" and "23th" at "Batumi" airbase, and will use plane types "Mig-29" and "Su-27" respectively and each squadron has 10 planes in stock...
      AIRDispatcher:SetSquadron( "104th", "Batumi", "Mig-29", 10 )
      AIRDispatcher:SetSquadron( "23th", "Batumi", "Su-27", 10 )
      
  •   -- This is an example like the previous, but now with infinite resources.
      -- The ResourceCount parameter is not given in the SetSquadron method.
      AIRDispatcher:SetSquadron( "104th", "Batumi", "Mig-29" )
      AIRDispatcher:SetSquadron( "23th", "Batumi", "Su-27" )
      
      

This is the new method to define Squadrons programmatically.

Define a squadron using the AI_AIR_SQUADRON class.

Squadrons:

  • Have a name or key that is the identifier or key of the squadron.
  • Have specific plane types defined by templates.
  • Are located at one specific airbase. Multiple squadrons can be located at one airbase through.
  • Optionally have a limited set of resources. The default is that squadrons have unlimited resources.

The name of the squadron given acts as the squadron key in the AI_AIR_DISPATCHER:Squadron...() methods.

Additionally, squadrons have specific configuration options to:

  • Control how new aircraft are taking off from the airfield (in the air, cold, hot, at the runway).
  • Control how returning aircraft are landing at the airfield (in the air near the airbase, after landing, after engine shutdown).
  • Control the grouping of new aircraft spawned at the airfield. If there is more than one aircraft to be spawned, these may be grouped.
  • Control the overhead or defensive strength of the squadron. Depending on the types of planes and amount of resources, the mission designer can choose to increase or reduce the amount of planes spawned.

For performance and bug workaround reasons within DCS, squadrons have different methods to spawn new aircraft or land returning or damaged aircraft.

Defined in:

AI_AIR_DISPATCHER

Parameter:

The Air Squadron to be set active for the Air Dispatcher.

Return value:

Usages:

  •   -- Now Setup the AIR dispatcher, and initialize it using the Detection object.
      AIRDispatcher = AI_AIR_DISPATCHER:New( Detection )  
      
  •   -- This will create squadron "Squadron1" at "Batumi" airbase, and will use plane types "SQ1" and has 40 planes in stock...  
      AIRDispatcher:SetSquadron( "Squadron1", "Batumi", "SQ1", 40 )
      
  •   -- This will create squadron "Sq 1" at "Batumi" airbase, and will use plane types "Mig-29" and "Su-27" and has 20 planes in stock...
      -- Note that in this implementation, the AIR dispatcher will select a random plane type when a new plane (group) needs to be spawned for defenses.
      -- Note the usage of the {} for the airplane templates list.
      AIRDispatcher:SetSquadron( "Sq 1", "Batumi", { "Mig-29", "Su-27" }, 40 )
      
  •   -- This will create 2 squadrons "104th" and "23th" at "Batumi" airbase, and will use plane types "Mig-29" and "Su-27" respectively and each squadron has 10 planes in stock...
      AIRDispatcher:SetSquadron( "104th", "Batumi", "Mig-29", 10 )
      AIRDispatcher:SetSquadron( "23th", "Batumi", "Su-27", 10 )
      
  •   -- This is an example like the previous, but now with infinite resources.
      -- The ResourceCount parameter is not given in the SetSquadron method.
      AIRDispatcher:SetSquadron( "104th", "Batumi", "Mig-29" )
      AIRDispatcher:SetSquadron( "23th", "Batumi", "Su-27" )
      
      

Set the squadron engage limit for a specific task type.

Mission designers should not use this method, instead use the below methods. This method is used by the below methods.

Defined in:

AI_AIR_DISPATCHER

Parameters:

#string SquadronName

The squadron name.

#number EngageLimit

The maximum amount of groups to engage with the enemy for this squadron.

#string DefenseTaskType

Should contain "SEAD", "CAS" or "BAI".

Return value:

Usage:


       -- Patrol Squadron execution.
       PatrolZoneEast = ZONE_POLYGON:New( "Patrol Zone East", GROUP:FindByName( "Patrol Zone East" ) )
       AIRDispatcher:SetSquadronEngageLimit( "Mineralnye", 2, "SEAD" ) -- Engage maximum 2 groups with the enemy for SEAD defense.

Sets the engage probability if the squadron will engage on a detected target.

This can be configured per squadron, to ensure that each squadron as a specific defensive probability setting.

Defined in:

AI_AIR_DISPATCHER

Parameters:

#string SquadronName

The name of the squadron.

#number EngageProbability

The probability when the squadron will consider to engage the detected target.

Return value:

Usage:



  local AIRDispatcher = AI_AIR_DISPATCHER:New( ... )
  
  -- Set an defense probability for squadron SquadronName of 50%.
  -- This will result that this squadron has 50% chance to engage on a detected target.
  AIRDispatcher:SetSquadronEngageProbability( "SquadronName", 0.5 )

Set the fuel threshold for the squadron when defenders will RTB or Refuel in the air.

The fuel threshold is by default set to 15%, which means that an airplane will stay in the air until 15% of its fuel has been consumed.

Defined in:

AI_AIR_DISPATCHER

Parameters:

#string SquadronName

The name of the squadron.

#number FuelThreshold

A decimal number between 0 and 1, that expresses the % of the threshold of fuel remaining in the tank when the plane will go RTB or Refuel.

Return value:

Usage:


  -- Now Setup the AIR dispatcher, and initialize it using the Detection object.
  AIRDispatcher = AI_AIR_DISPATCHER:New( Detection )  
  
  -- Now Setup the default fuel threshold.
  AIRDispatcher:SetSquadronRefuelThreshold( "SquadronName", 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
  

Sets the grouping of new airplanes spawned.

Grouping will trigger how new airplanes will be grouped if more than one airplane is spawned for defense.

Defined in:

AI_AIR_DISPATCHER

Parameters:

#string SquadronName

The name of the squadron.

#number Grouping

The level of grouping that will be applied of the Patrol or GCI defenders.

Return value:

Usage:



  local AIRDispatcher = AI_AIR_DISPATCHER:New( ... )
  
  -- Set a grouping per 2 airplanes.
  AIRDispatcher:SetSquadronGrouping( "SquadronName", 2 )

Defines the method at which flights will land and despawn as part of the defense system.

Defined in:

AI_AIR_DISPATCHER

Parameters:

#string SquadronName

The name of the squadron.

#number Landing

The landing method which can be NearAirbase, AtRunway, AtEngineShutdown

Return value:

Usage:



  local AIRDispatcher = AI_AIR_DISPATCHER:New( ... )
  
  -- Let new flights despawn near the airbase when returning.
  AIRDispatcher:SetSquadronLanding( "SquadronName", AI_AIR_Dispatcher.Landing.NearAirbase )
  
  -- Let new flights despawn after landing land at the runway.
  AIRDispatcher:SetSquadronLanding( "SquadronName", AI_AIR_Dispatcher.Landing.AtRunway )
  
  -- Let new flights despawn after landing and parking, and after engine shutdown.
  AIRDispatcher:SetSquadronLanding( "SquadronName", AI_AIR_Dispatcher.Landing.AtEngineShutdown )

Sets flights to land and despawn at engine shutdown, as part of the defense system.

Defined in:

AI_AIR_DISPATCHER

Parameter:

#string SquadronName

The name of the squadron.

Return value:

Usage:



  local AIRDispatcher = AI_AIR_DISPATCHER:New( ... )
  
  -- Let flights land and despawn at engine shutdown.
  AIRDispatcher:SetSquadronLandingAtEngineShutdown( "SquadronName" )
  

Sets flights to land and despawn at the runway, as part of the defense system.

Defined in:

AI_AIR_DISPATCHER

Parameter:

#string SquadronName

The name of the squadron.

Return value:

Usage:



  local AIRDispatcher = AI_AIR_DISPATCHER:New( ... )
  
  -- Let flights land at the runway and despawn.
  AIRDispatcher:SetSquadronLandingAtRunway( "SquadronName" )
  

Sets flights to land and despawn near the airbase in the air, as part of the defense system.

Defined in:

AI_AIR_DISPATCHER

Parameter:

#string SquadronName

The name of the squadron.

Return value:

Usage:



  local AIRDispatcher = AI_AIR_DISPATCHER:New( ... )
  
  -- Let flights to land near the airbase and despawn.
  AIRDispatcher:SetSquadronLandingNearAirbase( "SquadronName" )
  

Defines the amount of extra planes that will take-off as part of the defense system.

Defined in:

AI_AIR_DISPATCHER

Parameters:

#string SquadronName

The name of the squadron.

#number Overhead

The % of Units that dispatching command will allocate to intercept in surplus of detected amount of units. The default overhead is 1, so equal balance. The AI_AIR_DISPATCHER.SetOverhead() method can be used to tweak the defense strength, taking into account the plane types of the squadron. For example, a MIG-31 with full long-distance AIR missiles payload, may still be less effective than a F-15C with short missiles... So in this case, one may want to use the Overhead method to allocate more defending planes as the amount of detected attacking planes. The overhead must be given as a decimal value with 1 as the neutral value, which means that Overhead values:

  • Higher than 1, will increase the defense unit amounts.
  • Lower than 1, will decrease the defense unit amounts.

The amount of defending units is calculated by multiplying the amount of detected attacking planes as part of the detected group multiplied by the Overhead and rounded up to the smallest integer.

The Overhead value set for a Squadron, can be programmatically adjusted (by using this SetOverhead method), to adjust the defense overhead during mission execution.

See example below.

Return value:

Usage:



  local AIRDispatcher = AI_AIR_DISPATCHER:New( ... )
  
  -- An overhead of 1,5 with 1 planes detected, will allocate 2 planes ( 1 * 1,5 ) = 1,5 => rounded up gives 2.
  -- An overhead of 1,5 with 2 planes detected, will allocate 3 planes ( 2 * 1,5 ) = 3 =>  rounded up gives 3.
  -- An overhead of 1,5 with 3 planes detected, will allocate 5 planes ( 3 * 1,5 ) = 4,5 => rounded up gives 5 planes.
  -- An overhead of 1,5 with 4 planes detected, will allocate 6 planes ( 4 * 1,5 ) = 6  => rounded up gives 6 planes.
  
  AIRDispatcher:SetSquadronOverhead( "SquadronName", 1.5 )

Set the squadron patrol parameters for a specific task type.

Mission designers should not use this method, instead use the below methods. This method is used by the below methods.

Defined in:

AI_AIR_DISPATCHER

Parameters:

#string SquadronName

The squadron name.

#number PatrolLimit

(optional) The maximum amount of Patrol groups to be spawned. Note that a Patrol is a group, so can consist out of 1 to 4 airplanes. The default is 1 Patrol group.

#number LowInterval

(optional) The minimum time boundary in seconds when a new Patrol will be spawned. The default is 180 seconds.

#number HighInterval

(optional) The maximum time boundary in seconds when a new Patrol will be spawned. The default is 600 seconds.

#number Probability

Is not in use, you can skip this parameter.

#string DefenseTaskType

Should contain "SEAD", "CAS" or "BAI".

Return value:

Usage:


       -- Patrol Squadron execution.
       PatrolZoneEast = ZONE_POLYGON:New( "Patrol Zone East", GROUP:FindByName( "Patrol Zone East" ) )
       AIRDispatcher:SetSquadronSeadPatrol( "Mineralnye", PatrolZoneEast, 4000, 10000, 500, 600, 800, 900 )
       AIRDispatcher:SetSquadronPatrolInterval( "Mineralnye", 2, 30, 60, 1, "SEAD" )

Set the frequency of communication and the mode of communication for voice overs.

Defined in:

AI_AIR_DISPATCHER

Parameters:

#string SquadronName

The name of the squadron.

#number RadioFrequency

The frequency of communication.

#number RadioModulation

The modulation of communication.

#number RadioPower

The power in Watts of communication.

Language

Defines the method at which new flights will spawn and take-off as part of the defense system.

Defined in:

AI_AIR_DISPATCHER

Parameters:

#string SquadronName

The name of the squadron.

#number Takeoff

From the airbase hot, from the airbase cold, in the air, from the runway.

Return value:

Usage:



  local AIRDispatcher = AI_AIR_DISPATCHER:New( ... )
  
  -- Let new flights take-off in the air.
  AIRDispatcher:SetSquadronTakeoff( "SquadronName", AI_AIR_Dispatcher.Takeoff.Air )
  
  -- Let new flights take-off from the runway.
  AIRDispatcher:SetSquadronTakeoff( "SquadronName", AI_AIR_Dispatcher.Takeoff.Runway )
  
  -- Let new flights take-off from the airbase hot.
  AIRDispatcher:SetSquadronTakeoff( "SquadronName", AI_AIR_Dispatcher.Takeoff.Hot )

  -- Let new flights take-off from the airbase cold.
  AIRDispatcher:SetSquadronTakeoff( "SquadronName", AI_AIR_Dispatcher.Takeoff.Cold )

Sets flights to take-off from the airbase at a cold location, as part of the defense system.

Defined in:

AI_AIR_DISPATCHER

Parameter:

#string SquadronName

The name of the squadron.

Return value:

Usage:



  local AIRDispatcher = AI_AIR_DISPATCHER:New( ... )
  
  -- Let new flights take-off from a cold parking spot.
  AIRDispatcher:SetSquadronTakeoffFromParkingCold( "SquadronName" )
  

Sets flights to take-off from the airbase at a hot location, as part of the defense system.

Defined in:

AI_AIR_DISPATCHER

Parameter:

#string SquadronName

The name of the squadron.

Return value:

Usage:



  local AIRDispatcher = AI_AIR_DISPATCHER:New( ... )
  
  -- Let new flights take-off in the air.
  AIRDispatcher:SetSquadronTakeoffFromParkingHot( "SquadronName" )
  

Sets flights to take-off from the runway, as part of the defense system.

Defined in:

AI_AIR_DISPATCHER

Parameter:

#string SquadronName

The name of the squadron.

Return value:

Usage:



  local AIRDispatcher = AI_AIR_DISPATCHER:New( ... )
  
  -- Let new flights take-off from the runway.
  AIRDispatcher:SetSquadronTakeoffFromRunway( "SquadronName" )
  

Sets flights to take-off in the air, as part of the defense system.

Defined in:

AI_AIR_DISPATCHER

Parameters:

#string SquadronName

The name of the squadron.

#number TakeoffAltitude

(optional) The altitude in meters above the ground. If not given, the default takeoff altitude will be used.

Return value:

Usage:



  local AIRDispatcher = AI_AIR_DISPATCHER:New( ... )
  
  -- Let new flights take-off in the air.
  AIRDispatcher:SetSquadronTakeoffInAir( "SquadronName" )
  

Defines the default altitude where airplanes will spawn in the air and take-off as part of the defense system, when the take-off in the air method has been selected.

Defined in:

AI_AIR_DISPATCHER

Parameters:

#string SquadronName

The name of the squadron.

#number TakeoffAltitude

The altitude in meters above the ground.

Return value:

Usage:



  local AIRDispatcher = AI_AIR_DISPATCHER:New( ... )
  
  -- Set the default takeoff altitude when taking off in the air.
  AIRDispatcher:SetSquadronTakeoffInAirAltitude( "SquadronName", 2000 ) -- This makes planes start at 2000 meters above the ground.
  

Defined in:

AI_AIR_DISPATCHER

Parameters:

#string SquadronName

The squadron name.

#number TakeoffInterval

Only Takeoff new units each specified interval in seconds in 10 seconds steps.

Usage:


       -- Set the Squadron Takeoff interval every 60 seconds for squadron "SQ50", which is good for a FARP cold start.
       AIRDispatcher:SetSquadronTakeoffInterval( "SQ50", 60 )
       

Set the squadron tanker where defenders will Refuel in the air.

Defined in:

AI_AIR_DISPATCHER

Parameters:

#string SquadronName

The name of the squadron.

#string TankerName

A string defining the group name of the Tanker as defined within the Mission Editor.

Return value:

Usage:


  -- Now Setup the AIR dispatcher, and initialize it using the Detection object.
  AIRDispatcher = AI_AIR_DISPATCHER:New( Detection )  
  
  -- Now Setup the squadron fuel threshold.
  AIRDispatcher:SetSquadronRefuelThreshold( "SquadronName", 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
  
  -- Now Setup the squadron tanker.
  AIRDispatcher:SetSquadronTanker( "SquadronName", "Tanker" ) -- The group name of the tanker is "Tanker" in the Mission Editor.

Display a tactical report every 30 seconds about which aircraft are: * Patrolling * Engaging * Returning * Damaged * Out of Fuel * ...

Defined in:

AI_AIR_DISPATCHER

Parameter:

#boolean TacticalDisplay

Provide a value of true to display every 30 seconds a tactical overview.

Return value:

Usage:


  -- Now Setup the AIR dispatcher, and initialize it using the Detection object.
  AIRDispatcher = AI_AIR_DISPATCHER:New( Detection )  
  
  -- Now Setup the Tactical Display for debug mode.
  AIRDispatcher:SetTacticalDisplay( true )
  

Shows the tactical display.

Defined in:

AI_AIR_DISPATCHER

Parameter:

Detection

Unlocks the DefenseItem from being defended.

Defined in:

AI_AIR_DISPATCHER

Parameter:

#string DetectedItemIndex

The index of the detected item.

Defend Asynchronous Trigger for AI_AIR_DISPATCHER

Defined in:

AI_AIR_DISPATCHER

Parameter:

#number Delay

Engage Asynchronous Trigger for AI_AIR_DISPATCHER

Defined in:

AI_AIR_DISPATCHER

Parameter:

#number Delay

Patrol Asynchronous Trigger for AI_AIR_DISPATCHER

Defined in:

AI_AIR_DISPATCHER

Parameter:

#number Delay

Defined in:

AI_AIR_DISPATCHER

Parameters:

From

Event

To

Field(s)

#table AI_AIR_DISPATCHER.DefenderDefault

The Defender Default Settings over all Squadrons.

#table AI_AIR_DISPATCHER.DefenderSquadrons

The Defender Squadrons.

#table AI_AIR_DISPATCHER.DefenderTasks

The Defenders Tasks.

Function(s)

Get the command center to communicate actions to the players.

Get the reporting message display time.

Defined in:

Return value:

#number:

ReportDisplayTime The display time in seconds when a report needs to be done.

Send an information message to the players reporting to the command center.

Defined in:

Parameters:

#table Squadron

The squadron table.

#string Message

The message to be sent.

#string SoundFile

The name of the sound file .wav or .ogg.

#number SoundDuration

The duration of the sound.

#string SoundPath

The path pointing to the folder in the mission file.

Wrapper.Group#GROUP DefenderGroup

The defender group sending the message.

Return value:

Aborted Handler OnAfter for DETECTION_MANAGER

Defined in:

Parameters:

#string From

#string Event

#string To

Cancelled Handler OnAfter for DETECTION_MANAGER

Defined in:

Parameters:

#string From

#string Event

#string To

Failed Handler OnAfter for DETECTION_MANAGER

Defined in:

Parameters:

#string From

#string Event

#string To

Start Handler OnAfter for DETECTION_MANAGER

Defined in:

Parameters:

#string From

#string Event

#string To

Stop Handler OnAfter for DETECTION_MANAGER

Defined in:

Parameters:

#string From

#string Event

#string To

Success Handler OnAfter for DETECTION_MANAGER

Defined in:

Parameters:

#string From

#string Event

#string To

Start Handler OnBefore for DETECTION_MANAGER

Defined in:

Parameters:

#string From

#string Event

#string To

Return value:

#boolean:

Stop Handler OnBefore for DETECTION_MANAGER

Defined in:

Parameters:

#string From

#string Event

#string To

Return value:

#boolean:

Set a command center to communicate actions to the players reporting to the command center.

Defined in:

Parameter:

The command center.

Return value:

Set the reporting time interval.

Defined in:

Parameter:

#number RefreshTimeInterval

The interval in seconds when a report needs to be done.

Return value:

Set the reporting message display time.

Defined in:

Parameter:

#number ReportDisplayTime

The display time in seconds when a report needs to be done.

Return value:

Set a command center to communicate actions to the players reporting to the command center.

Defined in:

Parameters:

DispatcherMainMenuText

DispatcherMenuText

Return value:

Start Trigger for DETECTION_MANAGER

Stop Trigger for DETECTION_MANAGER

Start Asynchronous Trigger for DETECTION_MANAGER

Defined in:

Parameter:

#number Delay

Stop Asynchronous Trigger for DETECTION_MANAGER

Defined in:

Parameter:

#number Delay

Field(s)

#table AI_AIR_DISPATCHER.DefenderDefault

The Defender Default Settings over all Squadrons.

#table AI_AIR_DISPATCHER.DefenderSquadrons

The Defender Squadrons.

#table AI_AIR_DISPATCHER.DefenderTasks

The Defenders Tasks.

Function(s)

Adds an End state.

Defined in:

Parameter:

#string State

The FSM state.

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

Defined in:

Parameters:

#table From

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

#string Event

The Event name.

An sub-process FSM.

#table ReturnEvents

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

Return value:

The SubFSM.

Adds a score for the FSM to be achieved.

Defined in:

Parameters:

#string State

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

#string ScoreText

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

#number Score

is a number providing the score of the status.

Return value:

#FSM:

self

Adds a score for the FSM_PROCESS to be achieved.

Defined in:

Parameters:

#string From

is the From State of the main process.

#string Event

is the Event of the main process.

#string State

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

#string ScoreText

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

#number Score

is a number providing the score of the status.

Return value:

#FSM:

self

Add a new transition rule to the FSM.

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

Defined in:

Parameters:

#table From

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

#string Event

The Event name.

#string To

The To state.

Get current state.

Defined in:

Return value:

#string:

Current FSM state.

Returns the End states.

Defined in:

Return value:

#table:

End states.

Defined in:

Parameters:

From

Event

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

Defined in:

Return value:

#table:

Sub processes.

Returns a table with the scores defined.

Defined in:

Return value:

#table:

Scores.

Returns the start state of the FSM.

Defined in:

Return value:

#string:

A string containing the start state.

Get current state.

Defined in:

Return value:

#string:

Current FSM state.

Returns a table with the Subs defined.

Defined in:

Return value:

#table:

Sub processes.

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

Defined in:

Return value:

#table:

Transitions.

Check if FSM is in state.

Defined in:

Parameter:

#string State

State name.

Return value:

#boolean:

If true, FSM is in this state.

Load call backs.

Defined in:

Parameter:

#table CallBackTable

Table of call backs.

Creates a new FSM object.

Defined in:

Return value:

#FSM:

Defined in:

Parameters:

From

Event

Fsm

Sets the start state of the FSM.

Defined in:

Parameter:

#string State

A string defining the start state.

Add to map.

Defined in:

Parameters:

#table Map

Map.

#table Event

Event table.

Call handler.

Defined in:

Parameters:

#string step

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

#string trigger

Trigger.

#table params

Parameters.

#string EventName

Event name.

Return value:

Value.

Create transition.

Defined in:

Parameter:

#string EventName

Event name.

Return value:

#function:

Function.

Delayed transition.

Defined in:

Parameter:

#string EventName

Event name.

Return value:

#function:

Function.

Event map.

Defined in:

Parameters:

#table Events

Events.

#table EventStructure

Event structure.

Go sub.

Defined in:

Parameters:

#string ParentFrom

Parent from state.

#string ParentEvent

Parent event name.

Return value:

#table:

Subs.

Handler.

Defined in:

Parameters:

#string EventName

Event name.

...

Arguments.

Is end state.

Defined in:

Parameter:

#string Current

Current state name.

Return values:

#table:

FSM parent.

#string:

Event name.

Sub maps.

Defined in:

Parameters:

#table subs

Subs.

#table sub

Sub.

#string name

Name.

Check if can do an event.

Defined in:

Parameter:

#string e

Event name.

Return values:

#boolean:

If true, FSM can do the event.

#string:

To state.

Check if cannot do an event.

Defined in:

Parameter:

#string e

Event name.

Return value:

#boolean:

If true, FSM cannot do the event.

Check if FSM is in state.

Defined in:

Parameters:

#string State

State name.

state

Return value:

#boolean:

If true, FSM is in this state.

Field(s)

#table AI_AIR_DISPATCHER.DefenderDefault

The Defender Default Settings over all Squadrons.

#table AI_AIR_DISPATCHER.DefenderSquadrons

The Defender Squadrons.

#table AI_AIR_DISPATCHER.DefenderTasks

The Defenders Tasks.

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

Defense approach types

Field(s)

Function(s)

Definition of a Squadron.

Field(s)

#string AI_AIR_DISPATCHER.Squadron.AirbaseName

The name of the home airbase.

#boolean AI_AIR_DISPATCHER.Squadron.Captured

true if the squadron is captured.

#string AI_AIR_DISPATCHER.Squadron.Name

The Squadron name.

#number AI_AIR_DISPATCHER.Squadron.Overhead

The overhead for the squadron.

#number AI_AIR_DISPATCHER.Squadron.ResourceCount

The number of resources available.

#list<#string> AI_AIR_DISPATCHER.Squadron.TemplatePrefixes

The list of template prefixes.

Function(s)