Module AI.AI_BAI
AI - Peform Battlefield Area Interdiction (BAI) within an engagement zone.
Features:
- Hold and standby within a patrol zone.
- Engage upon command the assigned targets within an engagement zone.
- Loop the zone until all targets are eliminated.
- Trigger different events upon the results achieved.
- After combat, return to the patrol zone and hold.
- RTB when commanded or after out of fuel.
Demo Missions
YouTube Playlist
Author: FlightControl
Contributions:
- Gunterlund: Test case revision.
Global(s)
Global AI_BAI_ZONE |
Implements the core functions to provide BattleGround Air Interdiction in an Engage Core.Zone by an AIR Wrapper.Controllable or Wrapper.Group. |
Implements the core functions to provide BattleGround Air Interdiction in an Engage Core.Zone by an AIR Wrapper.Controllable or Wrapper.Group.
The AI_BAI_ZONE runs a process. It holds an AI in a Patrol Zone and when the AI is commanded to engage, it will fly to an Engage Zone.
The AI_BAI_ZONE is assigned a Wrapper.Group and this must be done before the AI_BAI_ZONE process can be started through the Start event.
Upon started, The AI will Route itself towards the random 3D point within a patrol zone, using a random speed within the given altitude and speed limits. Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits. This cycle will continue until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
When the AI is commanded to provide BattleGround Air Interdiction (through the event Engage), the AI will fly towards the Engage Zone. Any target that is detected in the Engage Zone will be reported and will be destroyed by the AI.
The AI will detect the targets and will only destroy the targets within the Engage Zone.
Every target that is destroyed, is reported< by the AI.
Note that the AI does not know when the Engage Zone is cleared, and therefore will keep circling in the zone.
Until it is notified through the event Accomplish, which is to be triggered by an observing party:
- a FAC
- a timed event
- a menu option selected by a human
- a condition
- others ...
When the AI has accomplished the Bombing, it will fly back to the Patrol Zone.
It will keep patrolling there, until it is notified to RTB or move to another BOMB Zone. It can be notified to go RTB through the RTB event.
When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
1. AI_BAI_ZONE constructor
- AI_BAI_ZONE.New(): Creates a new AI_BAI_ZONE object.
2. AI_BAI_ZONE is a FSM
2.1. AI_BAI_ZONE States
- None ( Group ): The process is not started yet.
- Patrolling ( Group ): The AI is patrolling the Patrol Zone.
- Engaging ( Group ): The AI is engaging the targets in the Engage Zone, executing BOMB.
- Returning ( Group ): The AI is returning to Base..
2.2. AI_BAI_ZONE Events
- **AI.AI_Patrol#AI_PATROL_ZONE.Start**: Start the process.
- **AI.AI_Patrol#AI_PATROL_ZONE.Route**: Route the AI to a new random 3D point within the Patrol Zone.
- **AI_BAI_ZONE.Engage**: Engage the AI to provide BOMB in the Engage Zone, destroying any target it finds.
- **AI_BAI_ZONE.Abort**: Aborts the engagement and return patrolling in the patrol zone.
- **AI.AI_Patrol#AI_PATROL_ZONE.RTB**: Route the AI to the home base.
- **AI.AI_Patrol#AI_PATROL_ZONE.Detect**: The AI is detecting targets.
- **AI.AI_Patrol#AI_PATROL_ZONE.Detected**: The AI has detected new targets.
- **AI_BAI_ZONE.Destroy**: The AI has destroyed a target Wrapper.Unit.
- **AI_BAI_ZONE.Destroyed**: The AI has destroyed all target Wrapper.Units assigned in the BOMB task.
- Status: The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.
3. Modify the Engage Zone behaviour to pinpoint a map object or scenery object
Use the method AI_BAI_ZONE.SearchOff() to specify that the EngageZone is not to be searched for potential targets (UNITs), but that the center of the zone is the point where a map object is to be destroyed (like a bridge).
Example:
-- Tell the BAI not to search for potential targets in the BAIEngagementZone, but rather use the center of the BAIEngagementZone as the bombing location.
AIBAIZone:SearchOff()
Searching can be switched back on with the method AI_BAI_ZONE.SearchOn(). Use the method AI_BAI_ZONE.SearchOnOff() to flexibily switch searching on or off.
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
Global _NewEngageRoute(AIControllable) |
@param Wrapper.Controllable#CONTROLLABLE AIControllable
Parameter:
AIControllable
Type(s)
Fields and Methods inherited from AI_BAI_ZONE | Description |
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The Wrapper.Controllable patrolling. |
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Synchronous Event Trigger for Event Abort. |
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Synchronous Event Trigger for Event Accomplish. |
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Synchronous Event Trigger for Event Destroy. |
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Synchronous Event Trigger for Event Engage. |
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Synchronous Event Trigger for Event Fired. |
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Creates a new AI_BAI_ZONE object |
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OnAfter Transition Handler for Event Abort. |
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AI_BAI_ZONE:OnAfterAccomplish(Controllable, From, Event, To) |
OnAfter Transition Handler for Event Accomplish. |
OnAfter Transition Handler for Event Destroy. |
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OnAfter Transition Handler for Event Engage. |
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OnAfter Transition Handler for Event Fired. |
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OnBefore Transition Handler for Event Abort. |
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AI_BAI_ZONE:OnBeforeAccomplish(Controllable, From, Event, To) |
OnBefore Transition Handler for Event Accomplish. |
OnBefore Transition Handler for Event Destroy. |
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OnBefore Transition Handler for Event Engage. |
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OnBefore Transition Handler for Event Fired. |
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OnEnter Transition Handler for State Engaging. |
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OnLeave Transition Handler for State Engaging. |
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If Search is Off, the current zone coordinate will be the center of the bombing. |
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If Search is On, BAI will search for potential targets in the zone. |
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Specifies whether to search for potential targets in the zone, or let the center of the zone be the bombing coordinate. |
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Set the Engage Zone where the AI is performing BOMB. |
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The Core.Zone where the patrol needs to be executed. |
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Asynchronous Event Trigger for Event Abort. |
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Asynchronous Event Trigger for Event Accomplish. |
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Asynchronous Event Trigger for Event Destroy. |
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Asynchronous Event Trigger for Event Engage. |
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Asynchronous Event Trigger for Event Fired. |
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AI_BAI_ZONE:onafterAccomplish(Controllable, From, Event, To) |
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AI_BAI_ZONE:onafterDestroy(Controllable, From, Event, To, EventData) |
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onafter State Transition for Event Start. |
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Fields and Methods inherited from AI_PATROL_ZONE | Description |
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The Wrapper.Controllable patrolling. |
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Clears the list of Wrapper.Unit#UNITs that were detected by the AI. |
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Synchronous Event Trigger for Event Detect. |
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Synchronous Event Trigger for Event Detected. |
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Gets a list of Wrapper.Unit#UNITs that were detected by the AI. |
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When the AI is damaged beyond a certain threshold, it is required that the AI returns to the home base. |
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AI_BAI_ZONE:ManageFuel(PatrolFuelThresholdPercentage, PatrolOutOfFuelOrbitTime) |
When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base. |
Creates a new AI_PATROL_ZONE object |
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OnAfter Transition Handler for Event Detect. |
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OnAfter Transition Handler for Event Detected. |
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OnAfter Transition Handler for Event RTB. |
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OnAfter Transition Handler for Event Route. |
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OnAfter Transition Handler for Event Start. |
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OnAfter Transition Handler for Event Status. |
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OnAfter Transition Handler for Event Stop. |
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OnBefore Transition Handler for Event Detect. |
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OnBefore Transition Handler for Event Detected. |
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OnBefore Transition Handler for Event RTB. |
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OnBefore Transition Handler for Event Route. |
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OnBefore Transition Handler for Event Start. |
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OnBefore Transition Handler for Event Status. |
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OnBefore Transition Handler for Event Stop. |
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AI_BAI_ZONE:OnEnterPatrolling(Controllable, From, Event, To) |
OnEnter Transition Handler for State Patrolling. |
OnEnter Transition Handler for State Returning. |
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OnEnter Transition Handler for State Stopped. |
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AI_BAI_ZONE:OnLeavePatrolling(Controllable, From, Event, To) |
OnLeave Transition Handler for State Patrolling. |
OnLeave Transition Handler for State Returning. |
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OnLeave Transition Handler for State Stopped. |
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The highest altitude in meters where to execute the patrol. |
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The lowest altitude in meters where to execute the patrol. |
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The maximum speed of the Wrapper.Controllable in km/h. |
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The minimum speed of the Wrapper.Controllable in km/h. |
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The Core.Zone where the patrol needs to be executed. |
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Synchronous Event Trigger for Event RTB. |
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Synchronous Event Trigger for Event Route. |
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AI_BAI_ZONE:SetAltitude(PatrolFloorAltitude, PatrolCeilingAltitude) |
Sets the floor and ceiling altitude of the patrol. |
Activate the detection. |
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Deactivate the detection. |
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Set the detection off. |
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Set the detection on. |
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Set the detection zone where the AI is detecting targets. |
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Set the interval in seconds between each detection executed by the AI. |
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Sets (modifies) the minimum and maximum speed of the patrol. |
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Set the status checking off. |
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Synchronous Event Trigger for Event Start. |
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Synchronous Event Trigger for Event Status. |
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Synchronous Event Trigger for Event Stop. |
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Asynchronous Event Trigger for Event Detect. |
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Asynchronous Event Trigger for Event Detected. |
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Asynchronous Event Trigger for Event RTB. |
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Asynchronous Event Trigger for Event Route. |
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Asynchronous Event Trigger for Event Start. |
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Asynchronous Event Trigger for Event Status. |
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Asynchronous Event Trigger for Event Stop. |
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Defines a new patrol route using the #AI_PATROL_ZONE parameters and settings. |
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Defines a new patrol route using the #AI_PATROL_ZONE parameters and settings. |
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Fields and Methods inherited from FSM_CONTROLLABLE | Description |
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Gets the CONTROLLABLE object that the FSM_CONTROLLABLE governs. |
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Creates a new FSM_CONTROLLABLE object. |
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OnAfter Transition Handler for Event Stop. |
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OnBefore Transition Handler for Event Stop. |
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OnEnter Transition Handler for State Stopped. |
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OnLeave Transition Handler for State Stopped. |
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Sets the CONTROLLABLE object that the FSM_CONTROLLABLE governs. |
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Synchronous Event Trigger for Event Stop. |
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Asynchronous Event Trigger for Event Stop. |
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AI_BAI_ZONE class
Field(s)
Function(s)
Synchronous Event Trigger for Event Engage.
Defined in:
AI_BAI_ZONE
Parameters:
#number EngageSpeed
(optional) The speed the Group will hold when engaging to the target zone.
DCS#Distance EngageAltitude
(optional) Desired altitude to perform the unit engagement.
DCS#AI.Task.WeaponExpend EngageWeaponExpend
(optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion. Use the structure DCS#AI.Task.WeaponExpend to define the amount of weapons to be release at each attack.
#number EngageAttackQty
(optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
DCS#Azimuth EngageDirection
(optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
Creates a new AI_BAI_ZONE object
Defined in:
AI_BAI_ZONE
Parameters:
Core.Zone#ZONE_BASE PatrolZone
The Core.Zone where the patrol needs to be executed.
DCS#Altitude PatrolFloorAltitude
The lowest altitude in meters where to execute the patrol.
DCS#Altitude PatrolCeilingAltitude
The highest altitude in meters where to execute the patrol.
DCS#Speed PatrolMinSpeed
The minimum speed of the Wrapper.Controllable in km/h.
DCS#Speed PatrolMaxSpeed
The maximum speed of the Wrapper.Controllable in km/h.
Core.Zone#ZONE_BASE EngageZone
The zone where the engage will happen.
DCS#AltitudeType PatrolAltType
The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
Return value:
self
OnAfter Transition Handler for Event Abort.
Defined in:
AI_BAI_ZONE
Parameters:
Wrapper.Controllable#CONTROLLABLE Controllable
The Controllable Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
OnAfter Transition Handler for Event Accomplish.
Defined in:
AI_BAI_ZONE
Parameters:
Wrapper.Controllable#CONTROLLABLE Controllable
The Controllable Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
OnAfter Transition Handler for Event Destroy.
Defined in:
AI_BAI_ZONE
Parameters:
Wrapper.Controllable#CONTROLLABLE Controllable
The Controllable Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
OnAfter Transition Handler for Event Engage.
Defined in:
AI_BAI_ZONE
Parameters:
Wrapper.Controllable#CONTROLLABLE Controllable
The Controllable Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
OnAfter Transition Handler for Event Fired.
Defined in:
AI_BAI_ZONE
Parameters:
Wrapper.Controllable#CONTROLLABLE Controllable
The Controllable Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
OnBefore Transition Handler for Event Abort.
Defined in:
AI_BAI_ZONE
Parameters:
Wrapper.Controllable#CONTROLLABLE Controllable
The Controllable Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
Return value:
#boolean:
Return false to cancel Transition.
OnBefore Transition Handler for Event Accomplish.
Defined in:
AI_BAI_ZONE
Parameters:
Wrapper.Controllable#CONTROLLABLE Controllable
The Controllable Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
Return value:
#boolean:
Return false to cancel Transition.
OnBefore Transition Handler for Event Destroy.
Defined in:
AI_BAI_ZONE
Parameters:
Wrapper.Controllable#CONTROLLABLE Controllable
The Controllable Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
Return value:
#boolean:
Return false to cancel Transition.
OnBefore Transition Handler for Event Engage.
Defined in:
AI_BAI_ZONE
Parameters:
Wrapper.Controllable#CONTROLLABLE Controllable
The Controllable Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
OnBefore Transition Handler for Event Fired.
Defined in:
AI_BAI_ZONE
Parameters:
Wrapper.Controllable#CONTROLLABLE Controllable
The Controllable Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
Return value:
#boolean:
Return false to cancel Transition.
OnEnter Transition Handler for State Engaging.
Defined in:
AI_BAI_ZONE
Parameters:
Wrapper.Controllable#CONTROLLABLE Controllable
The Controllable Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
@param #AI_BAI_ZONE self @param Core.Event#EVENTDATA EventData
Defined in:
AI_BAI_ZONE
Parameter:
EventData
OnLeave Transition Handler for State Engaging.
Defined in:
AI_BAI_ZONE
Parameters:
Wrapper.Controllable#CONTROLLABLE Controllable
The Controllable Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
Return value:
#boolean:
Return false to cancel Transition.
If Search is Off, the current zone coordinate will be the center of the bombing.
If Search is On, BAI will search for potential targets in the zone.
Specifies whether to search for potential targets in the zone, or let the center of the zone be the bombing coordinate.
AI_BAI_ZONE will search for potential targets by default.
Set the Engage Zone where the AI is performing BOMB.
Note that if the EngageZone is changed, the AI needs to re-detect targets.
Defined in:
AI_BAI_ZONE
Parameter:
Core.Zone#ZONE EngageZone
The zone where the AI is performing BOMB.
Return value:
self
Asynchronous Event Trigger for Event Abort.
Defined in:
AI_BAI_ZONE
Parameter:
#number Delay
The delay in seconds.
Asynchronous Event Trigger for Event Accomplish.
Defined in:
AI_BAI_ZONE
Parameter:
#number Delay
The delay in seconds.
Asynchronous Event Trigger for Event Destroy.
Defined in:
AI_BAI_ZONE
Parameter:
#number Delay
The delay in seconds.
Asynchronous Event Trigger for Event Engage.
Defined in:
AI_BAI_ZONE
Parameters:
#number Delay
The delay in seconds.
#number EngageSpeed
(optional) The speed the Group will hold when engaging to the target zone.
DCS#Distance EngageAltitude
(optional) Desired altitude to perform the unit engagement.
DCS#AI.Task.WeaponExpend EngageWeaponExpend
(optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion. Use the structure DCS#AI.Task.WeaponExpend to define the amount of weapons to be release at each attack.
#number EngageAttackQty
(optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
DCS#Azimuth EngageDirection
(optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
Asynchronous Event Trigger for Event Fired.
Defined in:
AI_BAI_ZONE
Parameter:
#number Delay
The delay in seconds.
@param #AI_BAI_ZONE self @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. @param #string From The From State string. @param #string Event The Event string. @param #string To The To State string.
Defined in:
AI_BAI_ZONE
Parameters:
Controllable
From
Event
To
@param #AI_BAI_ZONE self @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. @param #string From The From State string. @param #string Event The Event string. @param #string To The To State string.
Defined in:
AI_BAI_ZONE
Parameters:
Controllable
From
Event
To
@param #AI_BAI_ZONE self @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. @param #string From The From State string. @param #string Event The Event string. @param #string To The To State string. @param Core.Event#EVENTDATA EventData
Defined in:
AI_BAI_ZONE
Parameters:
Controllable
From
Event
To
EventData
@param #AI_BAI_ZONE self @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. @param #string From The From State string. @param #string Event The Event string. @param #string To The To State string. @param #number EngageSpeed (optional) The speed the Group will hold when engaging to the target zone. @param DCS#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement. @param DCS#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion. @param #number EngageAttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo. @param DCS#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
Defined in:
AI_BAI_ZONE
Parameters:
Controllable
From
Event
To
EngageSpeed
EngageAltitude
EngageWeaponExpend
EngageAttackQty
EngageDirection
onafter State Transition for Event Start.
Defined in:
AI_BAI_ZONE
Parameters:
Wrapper.Controllable#CONTROLLABLE Controllable
The Controllable Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
@param #AI_BAI_ZONE self @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. @param #string From The From State string. @param #string Event The Event string. @param #string To The To State string.
Defined in:
AI_BAI_ZONE
Parameters:
Controllable
From
Event
To
@param #AI_BAI_ZONE self @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. @param #string From The From State string. @param #string Event The Event string. @param #string To The To State string.
Defined in:
AI_BAI_ZONE
Parameters:
Controllable
From
Event
To
Field(s)
Function(s)
Clears the list of Wrapper.Unit#UNITs that were detected by the AI.
Defined in:
Synchronous Event Trigger for Event Detect.
Defined in:
Synchronous Event Trigger for Event Detected.
Defined in:
Gets a list of Wrapper.Unit#UNITs that were detected by the AI.
No filtering is applied, so, ANY detected UNIT can be in this list. It is up to the mission designer to use the Wrapper.Unit class and methods to filter the targets.
When the AI is damaged beyond a certain threshold, it is required that the AI returns to the home base.
However, damage cannot be foreseen early on. Therefore, when the damage threshold is reached, the AI will return immediately to the home base (RTB). Note that for groups, the average damage of the complete group will be calculated. So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage threshold will be 0.25.
Defined in:
Parameter:
#number PatrolDamageThreshold
The threshold in percentage (between 0 and 1) when the AI is considered to be damaged.
Return value:
self
When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.
Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated. When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targeted to the AI_PATROL_ZONE. Once the time is finished, the old AI will return to the base.
Defined in:
Parameters:
#number PatrolFuelThresholdPercentage
The threshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.
#number PatrolOutOfFuelOrbitTime
The amount of seconds the out of fuel AIControllable will orbit before returning to the base.
Return value:
self
Creates a new AI_PATROL_ZONE object
Defined in:
Parameters:
Core.Zone#ZONE_BASE PatrolZone
The Core.Zone where the patrol needs to be executed.
DCS#Altitude PatrolFloorAltitude
The lowest altitude in meters where to execute the patrol.
DCS#Altitude PatrolCeilingAltitude
The highest altitude in meters where to execute the patrol.
DCS#Speed PatrolMinSpeed
The minimum speed of the Wrapper.Controllable in km/h.
DCS#Speed PatrolMaxSpeed
The maximum speed of the Wrapper.Controllable in km/h.
DCS#AltitudeType PatrolAltType
The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
Return value:
self
Usage:
-- Define a new AI_PATROL_ZONE Object. This PatrolArea will patrol an AIControllable within PatrolZone between 3000 and 6000 meters, with a variying speed between 600 and 900 km/h.
PatrolZone = ZONE:New( 'PatrolZone' )
PatrolSpawn = SPAWN:New( 'Patrol Group' )
PatrolArea = AI_PATROL_ZONE:New( PatrolZone, 3000, 6000, 600, 900 )
OnAfter Transition Handler for Event Detect.
Defined in:
Parameters:
Wrapper.Controllable#CONTROLLABLE Controllable
The Controllable Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
OnAfter Transition Handler for Event Detected.
Defined in:
Parameters:
Wrapper.Controllable#CONTROLLABLE Controllable
The Controllable Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
OnAfter Transition Handler for Event RTB.
Defined in:
Parameters:
Wrapper.Controllable#CONTROLLABLE Controllable
The Controllable Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
OnAfter Transition Handler for Event Route.
Defined in:
Parameters:
Wrapper.Controllable#CONTROLLABLE Controllable
The Controllable Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
OnAfter Transition Handler for Event Start.
Defined in:
Parameters:
Wrapper.Controllable#CONTROLLABLE Controllable
The Controllable Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
OnAfter Transition Handler for Event Status.
Defined in:
Parameters:
Wrapper.Controllable#CONTROLLABLE Controllable
The Controllable Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
OnAfter Transition Handler for Event Stop.
Defined in:
Parameters:
Wrapper.Controllable#CONTROLLABLE Controllable
The Controllable Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
OnBefore Transition Handler for Event Detect.
Defined in:
Parameters:
Wrapper.Controllable#CONTROLLABLE Controllable
The Controllable Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
Return value:
#boolean:
Return false to cancel Transition.
OnBefore Transition Handler for Event Detected.
Defined in:
Parameters:
Wrapper.Controllable#CONTROLLABLE Controllable
The Controllable Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
Return value:
#boolean:
Return false to cancel Transition.
OnBefore Transition Handler for Event RTB.
Defined in:
Parameters:
Wrapper.Controllable#CONTROLLABLE Controllable
The Controllable Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
Return value:
#boolean:
Return false to cancel Transition.
OnBefore Transition Handler for Event Route.
Defined in:
Parameters:
Wrapper.Controllable#CONTROLLABLE Controllable
The Controllable Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
Return value:
#boolean:
Return false to cancel Transition.
OnBefore Transition Handler for Event Start.
Defined in:
Parameters:
Wrapper.Controllable#CONTROLLABLE Controllable
The Controllable Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
Return value:
#boolean:
Return false to cancel Transition.
OnBefore Transition Handler for Event Status.
Defined in:
Parameters:
Wrapper.Controllable#CONTROLLABLE Controllable
The Controllable Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
Return value:
#boolean:
Return false to cancel Transition.
OnBefore Transition Handler for Event Stop.
Defined in:
Parameters:
Wrapper.Controllable#CONTROLLABLE Controllable
The Controllable Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
Return value:
#boolean:
Return false to cancel Transition.
@param #AI_PATROL_ZONE self @param Core.Event#EVENTDATA EventData
@param #AI_PATROL_ZONE self @param Core.Event#EVENTDATA EventData
OnEnter Transition Handler for State Patrolling.
Defined in:
Parameters:
Wrapper.Controllable#CONTROLLABLE Controllable
The Controllable Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
OnEnter Transition Handler for State Returning.
Defined in:
Parameters:
Wrapper.Controllable#CONTROLLABLE Controllable
The Controllable Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
OnEnter Transition Handler for State Stopped.
Defined in:
Parameters:
Wrapper.Controllable#CONTROLLABLE Controllable
The Controllable Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
OnLeave Transition Handler for State Patrolling.
Defined in:
Parameters:
Wrapper.Controllable#CONTROLLABLE Controllable
The Controllable Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
Return value:
#boolean:
Return false to cancel Transition.
OnLeave Transition Handler for State Returning.
Defined in:
Parameters:
Wrapper.Controllable#CONTROLLABLE Controllable
The Controllable Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
Return value:
#boolean:
Return false to cancel Transition.
OnLeave Transition Handler for State Stopped.
Defined in:
Parameters:
Wrapper.Controllable#CONTROLLABLE Controllable
The Controllable Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
Return value:
#boolean:
Return false to cancel Transition.
@param #AI_PATROL_ZONE self @param Core.Event#EVENTDATA EventData
Synchronous Event Trigger for Event Route.
Defined in:
Sets the floor and ceiling altitude of the patrol.
Defined in:
Parameters:
DCS#Altitude PatrolFloorAltitude
The lowest altitude in meters where to execute the patrol.
DCS#Altitude PatrolCeilingAltitude
The highest altitude in meters where to execute the patrol.
Return value:
self
Activate the detection.
The AI will detect for targets if the Detection is switched On.
Deactivate the detection.
The AI will NOT detect for targets.
Set the detection off.
The AI will NOT detect for targets. However, the list of already detected targets will be kept and can be enquired!
Set the detection on.
The AI will detect for targets.
Set the detection zone where the AI is detecting targets.
Defined in:
Parameter:
Core.Zone#ZONE DetectionZone
The zone where to detect targets.
Return value:
self
Set the interval in seconds between each detection executed by the AI.
The list of already detected targets will be kept and updated. Newly detected targets will be added, but already detected targets that were not detected in this cycle, will NOT be removed! The default interval is 30 seconds.
Defined in:
Parameter:
#number Seconds
The interval in seconds.
Return value:
self
Sets (modifies) the minimum and maximum speed of the patrol.
Defined in:
Parameters:
DCS#Speed PatrolMinSpeed
The minimum speed of the Wrapper.Controllable in km/h.
DCS#Speed PatrolMaxSpeed
The maximum speed of the Wrapper.Controllable in km/h.
Return value:
self
Set the status checking off.
Synchronous Event Trigger for Event Start.
Defined in:
Synchronous Event Trigger for Event Status.
Defined in:
Synchronous Event Trigger for Event Stop.
Defined in:
@param Wrapper.Controllable#CONTROLLABLE AIControllable This static method is called from the route path within the last task at the last waypoint of the Controllable. Note that this method is required, as triggers the next route when patrolling for the Controllable.
Asynchronous Event Trigger for Event Detect.
Asynchronous Event Trigger for Event Detected.
Asynchronous Event Trigger for Event RTB.
Asynchronous Event Trigger for Event Route.
Asynchronous Event Trigger for Event Start.
Asynchronous Event Trigger for Event Status.
Asynchronous Event Trigger for Event Stop.
@param #AI_PATROL_ZONE self @param Wrapper.Controllable#CONTROLLABLE Controllable
Defines a new patrol route using the #AI_PATROL_ZONE parameters and settings.
Defined in:
Parameters:
Wrapper.Controllable#CONTROLLABLE Controllable
The Controllable Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
Defines a new patrol route using the #AI_PATROL_ZONE parameters and settings.
Defined in:
Parameters:
Wrapper.Controllable#CONTROLLABLE Controllable
The Controllable Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
Return value:
self
@param #AI_PATROL_ZONE self @param Wrapper.Controllable#CONTROLLABLE Controllable+
Field(s)
Function(s)
Gets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.
Creates a new FSM_CONTROLLABLE object.
Defined in:
Parameters:
#table FSMT
Finite State Machine Table
Wrapper.Controllable#CONTROLLABLE Controllable
(optional) The CONTROLLABLE object that the FSM_CONTROLLABLE governs.
Return value:
OnAfter Transition Handler for Event Stop.
Defined in:
Parameters:
Wrapper.Controllable#CONTROLLABLE Controllable
The Controllable Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
OnBefore Transition Handler for Event Stop.
Defined in:
Parameters:
Wrapper.Controllable#CONTROLLABLE Controllable
The Controllable Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
Return value:
#boolean:
Return false to cancel Transition.
OnEnter Transition Handler for State Stopped.
Defined in:
Parameters:
Wrapper.Controllable#CONTROLLABLE Controllable
The Controllable Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
OnLeave Transition Handler for State Stopped.
Defined in:
Parameters:
Wrapper.Controllable#CONTROLLABLE Controllable
The Controllable Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
Return value:
#boolean:
Return false to cancel Transition.
Sets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.
Asynchronous Event Trigger for Event Stop.