Banner Image

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.

#AI_BAI_ZONE 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.

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.

HoldAndEngage

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.

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.

Route Event

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.

Engage Event

The AI will detect the targets and will only destroy the targets within the Engage Zone.

Engage Event

Every target that is destroyed, is reported< by the AI.

Engage Event

Note that the AI does not know when the Engage Zone is cleared, and therefore will keep circling in the zone.

Engage Event

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 ...

Engage Event

When the AI has accomplished the Bombing, it will fly back to the Patrol Zone.

Engage Event

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.

Engage Event

1. AI_BAI_ZONE constructor

2. AI_BAI_ZONE is a FSM

Process

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

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)

Type(s)

Fields and Methods inherited from AI_BAI_ZONE Description

AI_BAI_ZONE.AIControllable

The Wrapper.Controllable patrolling.

AI_BAI_ZONE:Abort()

Synchronous Event Trigger for Event Abort.

AI_BAI_ZONE:Accomplish()

Synchronous Event Trigger for Event Accomplish.

AI_BAI_ZONE.Accomplished

AI_BAI_ZONE:Destroy()

Synchronous Event Trigger for Event Destroy.

AI_BAI_ZONE:Engage(EngageSpeed, EngageAltitude, EngageWeaponExpend, EngageAttackQty, EngageDirection)

Synchronous Event Trigger for Event Engage.

AI_BAI_ZONE.EngageAltitude

AI_BAI_ZONE.EngageAttackQty

AI_BAI_ZONE.EngageDirection

AI_BAI_ZONE.EngageSpeed

AI_BAI_ZONE.EngageWeaponExpend

AI_BAI_ZONE.EngageZone

AI_BAI_ZONE:Fired()

Synchronous Event Trigger for Event Fired.

AI_BAI_ZONE:New(PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, EngageZone, PatrolAltType)

Creates a new AI_BAI_ZONE object

AI_BAI_ZONE:OnAfterAbort(Controllable, From, Event, To)

OnAfter Transition Handler for Event Abort.

AI_BAI_ZONE:OnAfterAccomplish(Controllable, From, Event, To)

OnAfter Transition Handler for Event Accomplish.

AI_BAI_ZONE:OnAfterDestroy(Controllable, From, Event, To)

OnAfter Transition Handler for Event Destroy.

AI_BAI_ZONE:OnAfterEngage(Controllable, From, Event, To)

OnAfter Transition Handler for Event Engage.

AI_BAI_ZONE:OnAfterFired(Controllable, From, Event, To)

OnAfter Transition Handler for Event Fired.

AI_BAI_ZONE:OnBeforeAbort(Controllable, From, Event, To)

OnBefore Transition Handler for Event Abort.

AI_BAI_ZONE:OnBeforeAccomplish(Controllable, From, Event, To)

OnBefore Transition Handler for Event Accomplish.

AI_BAI_ZONE:OnBeforeDestroy(Controllable, From, Event, To)

OnBefore Transition Handler for Event Destroy.

AI_BAI_ZONE:OnBeforeEngage(Controllable, From, Event, To)

OnBefore Transition Handler for Event Engage.

AI_BAI_ZONE:OnBeforeFired(Controllable, From, Event, To)

OnBefore Transition Handler for Event Fired.

AI_BAI_ZONE:OnEnterEngaging(Controllable, From, Event, To)

OnEnter Transition Handler for State Engaging.

AI_BAI_ZONE:OnEventDead(EventData)

AI_BAI_ZONE:OnLeaveEngaging(Controllable, From, Event, To)

OnLeave Transition Handler for State Engaging.

AI_BAI_ZONE.Search

AI_BAI_ZONE:SearchOff()

If Search is Off, the current zone coordinate will be the center of the bombing.

AI_BAI_ZONE:SearchOn()

If Search is On, BAI will search for potential targets in the zone.

AI_BAI_ZONE:SearchOnOff(Search)

Specifies whether to search for potential targets in the zone, or let the center of the zone be the bombing coordinate.

AI_BAI_ZONE:SetEngageZone(EngageZone)

Set the Engage Zone where the AI is performing BOMB.

AI_BAI_ZONE.TargetZone

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

AI_BAI_ZONE:__Abort(Delay)

Asynchronous Event Trigger for Event Abort.

AI_BAI_ZONE:__Accomplish(Delay)

Asynchronous Event Trigger for Event Accomplish.

AI_BAI_ZONE:__Destroy(Delay)

Asynchronous Event Trigger for Event Destroy.

AI_BAI_ZONE:__Engage(Delay, EngageSpeed, EngageAltitude, EngageWeaponExpend, EngageAttackQty, EngageDirection)

Asynchronous Event Trigger for Event Engage.

AI_BAI_ZONE:__Fired(Delay)

Asynchronous Event Trigger for Event Fired.

AI_BAI_ZONE:onafterAbort(Controllable, From, Event, To)

AI_BAI_ZONE:onafterAccomplish(Controllable, From, Event, To)

AI_BAI_ZONE:onafterDestroy(Controllable, From, Event, To, EventData)

AI_BAI_ZONE:onafterEngage(Controllable, From, Event, To, EngageSpeed, EngageAltitude, EngageWeaponExpend, EngageAttackQty, EngageDirection)

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

onafter State Transition for Event Start.

AI_BAI_ZONE:onafterTarget(Controllable, From, Event, To)

AI_BAI_ZONE:onbeforeEngage(Controllable, From, Event, To)

Fields and Methods inherited from AI_PATROL_ZONE Description

AI_BAI_ZONE.AIControllable

The Wrapper.Controllable patrolling.

AI_BAI_ZONE.CheckStatus

AI_BAI_ZONE:ClearDetectedUnits()

Clears the list of Wrapper.Unit#UNITs that were detected by the AI.

AI_BAI_ZONE.CoordTest

AI_BAI_ZONE:Detect()

Synchronous Event Trigger for Event Detect.

AI_BAI_ZONE.DetectActivated

AI_BAI_ZONE.DetectInterval

AI_BAI_ZONE.DetectOn

AI_BAI_ZONE.DetectZone

AI_BAI_ZONE:Detected()

Synchronous Event Trigger for Event Detected.

AI_BAI_ZONE.DetectedUnits

AI_BAI_ZONE:GetDetectedUnits()

Gets a list of Wrapper.Unit#UNITs that were detected by the AI.

AI_BAI_ZONE:ManageDamage(PatrolDamageThreshold)

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

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.

AI_BAI_ZONE:New(PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType)

Creates a new AI_PATROL_ZONE object

AI_BAI_ZONE:OnAfterDetect(Controllable, From, Event, To)

OnAfter Transition Handler for Event Detect.

AI_BAI_ZONE:OnAfterDetected(Controllable, From, Event, To)

OnAfter Transition Handler for Event Detected.

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

OnAfter Transition Handler for Event RTB.

AI_BAI_ZONE:OnAfterRoute(Controllable, From, Event, To)

OnAfter Transition Handler for Event Route.

AI_BAI_ZONE:OnAfterStart(Controllable, From, Event, To)

OnAfter Transition Handler for Event Start.

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

OnAfter Transition Handler for Event Status.

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

OnAfter Transition Handler for Event Stop.

AI_BAI_ZONE:OnBeforeDetect(Controllable, From, Event, To)

OnBefore Transition Handler for Event Detect.

AI_BAI_ZONE:OnBeforeDetected(Controllable, From, Event, To)

OnBefore Transition Handler for Event Detected.

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

OnBefore Transition Handler for Event RTB.

AI_BAI_ZONE:OnBeforeRoute(Controllable, From, Event, To)

OnBefore Transition Handler for Event Route.

AI_BAI_ZONE:OnBeforeStart(Controllable, From, Event, To)

OnBefore Transition Handler for Event Start.

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

OnBefore Transition Handler for Event Status.

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

OnBefore Transition Handler for Event Stop.

AI_BAI_ZONE:OnCrash(EventData)

AI_BAI_ZONE:OnEjection(EventData)

AI_BAI_ZONE:OnEnterPatrolling(Controllable, From, Event, To)

OnEnter Transition Handler for State Patrolling.

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

OnEnter Transition Handler for State Returning.

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

OnEnter Transition Handler for State Stopped.

AI_BAI_ZONE:OnLeavePatrolling(Controllable, From, Event, To)

OnLeave Transition Handler for State Patrolling.

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

OnLeave Transition Handler for State Returning.

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

OnLeave Transition Handler for State Stopped.

AI_BAI_ZONE:OnPilotDead(EventData)

AI_BAI_ZONE.PatrolAltType

AI_BAI_ZONE.PatrolCeilingAltitude

The highest altitude in meters where to execute the patrol.

AI_BAI_ZONE.PatrolDamageThreshold

AI_BAI_ZONE.PatrolFloorAltitude

The lowest altitude in meters where to execute the patrol.

AI_BAI_ZONE.PatrolFuelThresholdPercentage

AI_BAI_ZONE.PatrolManageDamage

AI_BAI_ZONE.PatrolMaxSpeed

The maximum speed of the Wrapper.Controllable in km/h.

AI_BAI_ZONE.PatrolMinSpeed

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

AI_BAI_ZONE.PatrolOutOfFuelOrbitTime

AI_BAI_ZONE.PatrolZone

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

AI_BAI_ZONE:RTB()

Synchronous Event Trigger for Event RTB.

AI_BAI_ZONE:Route()

Synchronous Event Trigger for Event Route.

AI_BAI_ZONE:SetAltitude(PatrolFloorAltitude, PatrolCeilingAltitude)

Sets the floor and ceiling altitude of the patrol.

AI_BAI_ZONE:SetDetectionActivated()

Activate the detection.

AI_BAI_ZONE:SetDetectionDeactivated()

Deactivate the detection.

AI_BAI_ZONE:SetDetectionOff()

Set the detection off.

AI_BAI_ZONE:SetDetectionOn()

Set the detection on.

AI_BAI_ZONE:SetDetectionZone(DetectionZone)

Set the detection zone where the AI is detecting targets.

AI_BAI_ZONE:SetRefreshTimeInterval(Seconds)

Set the interval in seconds between each detection executed by the AI.

AI_BAI_ZONE:SetSpeed(PatrolMinSpeed, PatrolMaxSpeed)

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

AI_BAI_ZONE:SetStatusOff()

Set the status checking off.

AI_BAI_ZONE:Start()

Synchronous Event Trigger for Event Start.

AI_BAI_ZONE:Status()

Synchronous Event Trigger for Event Status.

AI_BAI_ZONE:Stop()

Synchronous Event Trigger for Event Stop.

AI_BAI_ZONE._NewPatrolRoute(AIControllable, self)

AI_BAI_ZONE:__Detect(Delay)

Asynchronous Event Trigger for Event Detect.

AI_BAI_ZONE:__Detected(Delay)

Asynchronous Event Trigger for Event Detected.

AI_BAI_ZONE:__RTB(Delay)

Asynchronous Event Trigger for Event RTB.

AI_BAI_ZONE:__Route(Delay)

Asynchronous Event Trigger for Event Route.

AI_BAI_ZONE:__Start(Delay)

Asynchronous Event Trigger for Event Start.

AI_BAI_ZONE:__Status(Delay)

Asynchronous Event Trigger for Event Status.

AI_BAI_ZONE:__Stop(Delay)

Asynchronous Event Trigger for Event Stop.

AI_BAI_ZONE:onafterDead()

AI_BAI_ZONE:onafterDetect(Controllable, From, Event, To)

AI_BAI_ZONE:onafterRTB()

AI_BAI_ZONE:onafterRoute(Controllable, From, Event, To)

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

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

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

AI_BAI_ZONE:onafterStatus()

AI_BAI_ZONE:onbeforeDetect(Controllable, From, Event, To)

AI_BAI_ZONE:onbeforeStatus()

Fields and Methods inherited from FSM_CONTROLLABLE Description

AI_BAI_ZONE.Controllable

AI_BAI_ZONE:GetControllable()

Gets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

AI_BAI_ZONE:New(FSMT, Controllable)

Creates a new FSM_CONTROLLABLE object.

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

OnAfter Transition Handler for Event Stop.

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

OnBefore Transition Handler for Event Stop.

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

OnEnter Transition Handler for State Stopped.

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

OnLeave Transition Handler for State Stopped.

AI_BAI_ZONE:SetControllable(FSMControllable)

Sets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

AI_BAI_ZONE:Stop()

Synchronous Event Trigger for Event Stop.

AI_BAI_ZONE:__Stop(Delay)

Asynchronous Event Trigger for Event Stop.

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

Fields and Methods inherited from FSM Description

AI_BAI_ZONE:AddEndState(State)

Adds an End state.

AI_BAI_ZONE: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_BAI_ZONE:AddScore(State, ScoreText, Score)

Adds a score for the FSM to be achieved.

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

Adds a score for the FSM_PROCESS to be achieved.

AI_BAI_ZONE:AddTransition(From, Event, To)

Add a new transition rule to the FSM.

AI_BAI_ZONE.CallScheduler

Call scheduler.

AI_BAI_ZONE.ClassName

Name of the class.

AI_BAI_ZONE.Events

AI_BAI_ZONE:GetCurrentState()

Get current state.

AI_BAI_ZONE:GetEndStates()

Returns the End states.

AI_BAI_ZONE:GetProcess(From, Event)

AI_BAI_ZONE:GetProcesses()

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

AI_BAI_ZONE:GetScores()

Returns a table with the scores defined.

AI_BAI_ZONE:GetStartState()

Returns the start state of the FSM.

AI_BAI_ZONE:GetState()

Get current state.

AI_BAI_ZONE:GetSubs()

Returns a table with the Subs defined.

AI_BAI_ZONE:GetTransitions()

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

AI_BAI_ZONE:Is(State)

Check if FSM is in state.

AI_BAI_ZONE:LoadCallBacks(CallBackTable)

Load call backs.

AI_BAI_ZONE:New()

Creates a new FSM object.

AI_BAI_ZONE.Scores

Scores.

AI_BAI_ZONE:SetProcess(From, Event, Fsm)

AI_BAI_ZONE:SetStartState(State)

Sets the start state of the FSM.

AI_BAI_ZONE._EndStates

AI_BAI_ZONE._EventSchedules

AI_BAI_ZONE._Processes

AI_BAI_ZONE._Scores

AI_BAI_ZONE._StartState

AI_BAI_ZONE._Transitions

AI_BAI_ZONE:_add_to_map(Map, Event)

Add to map.

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

Call handler.

AI_BAI_ZONE:_create_transition(EventName)

Create transition.

AI_BAI_ZONE:_delayed_transition(EventName)

Delayed transition.

AI_BAI_ZONE:_eventmap(Events, EventStructure)

Event map.

AI_BAI_ZONE:_gosub(ParentFrom, ParentEvent)

Go sub.

AI_BAI_ZONE:_handler(EventName, ...)

Handler.

AI_BAI_ZONE:_isendstate(Current)

Is end state.

AI_BAI_ZONE:_submap(subs, sub, name)

Sub maps.

AI_BAI_ZONE:can(e)

Check if can do an event.

AI_BAI_ZONE:cannot(e)

Check if cannot do an event.

AI_BAI_ZONE.current

Current state name.

AI_BAI_ZONE.endstates

AI_BAI_ZONE:is(State, state)

Check if FSM is in state.

AI_BAI_ZONE.options

Options.

AI_BAI_ZONE.subs

Subs.

Fields and Methods inherited from BASE Description

AI_BAI_ZONE.ClassID

The ID number of the class.

AI_BAI_ZONE.ClassName

The name of the class.

AI_BAI_ZONE.ClassNameAndID

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

AI_BAI_ZONE:ClearState(Object, StateName)

Clear the state of an object.

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

Creation of a Birth Event.

AI_BAI_ZONE:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

Creation of a Crash Event.

AI_BAI_ZONE:CreateEventDead(EventTime, Initiator, IniObjectCategory)

Creation of a Dead Event.

AI_BAI_ZONE:CreateEventPlayerEnterAircraft(PlayerUnit)

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

AI_BAI_ZONE:CreateEventRemoveUnit(EventTime, Initiator)

Creation of a Remove Unit Event.

AI_BAI_ZONE:CreateEventTakeoff(EventTime, Initiator)

Creation of a Takeoff Event.

AI_BAI_ZONE:CreateEventUnitLost(EventTime, Initiator)

Creation of a Crash Event.

AI_BAI_ZONE:E(Arguments)

Log an exception which will be traced always.

AI_BAI_ZONE:EventDispatcher()

Returns the event dispatcher

AI_BAI_ZONE:EventRemoveAll()

Remove all subscribed events

AI_BAI_ZONE:F(Arguments)

Trace a function call.

AI_BAI_ZONE:F2(Arguments)

Trace a function call level 2.

AI_BAI_ZONE:F3(Arguments)

Trace a function call level 3.

AI_BAI_ZONE:GetClassID()

Get the ClassID of the class instance.

AI_BAI_ZONE:GetClassName()

Get the ClassName of the class instance.

AI_BAI_ZONE:GetClassNameAndID()

Get the ClassName + ClassID of the class instance.

AI_BAI_ZONE:GetEventPriority()

Get the Class Core.Event processing Priority.

AI_BAI_ZONE:GetParent(Child, FromClass)

This is the worker method to retrieve the Parent class.

AI_BAI_ZONE:GetState(Object, Key)

Get a Value given a Key from the Object.

AI_BAI_ZONE:HandleEvent(EventID, EventFunction)

Subscribe to a DCS Event.

AI_BAI_ZONE:I(Arguments)

Log an information which will be traced always.

AI_BAI_ZONE:Inherit(Child, Parent)

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

AI_BAI_ZONE:IsInstanceOf(ClassName)

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

AI_BAI_ZONE:IsTrace()

Enquires if tracing is on (for the class).

AI_BAI_ZONE:New()

BASE constructor.

AI_BAI_ZONE:OnEvent(EventData)

Occurs when an Event for an object is triggered.

AI_BAI_ZONE:OnEventBDA(EventData)

BDA.

AI_BAI_ZONE:OnEventBaseCaptured(EventData)

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

AI_BAI_ZONE:OnEventBirth(EventData)

Occurs when any object is spawned into the mission.

AI_BAI_ZONE:OnEventCrash(EventData)

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

AI_BAI_ZONE:OnEventDead(EventData)

Occurs when an object is dead.

AI_BAI_ZONE:OnEventDetailedFailure(EventData)

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

AI_BAI_ZONE:OnEventDiscardChairAfterEjection(EventData)

Discard chair after ejection.

AI_BAI_ZONE: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_BAI_ZONE:OnEventEngineShutdown(EventData)

Occurs when any aircraft shuts down its engines.

AI_BAI_ZONE:OnEventEngineStartup(EventData)

Occurs when any aircraft starts its engines.

AI_BAI_ZONE:OnEventHit(EventData)

Occurs whenever an object is hit by a weapon.

AI_BAI_ZONE:OnEventHumanFailure(EventData)

Occurs when any system fails on a human controlled aircraft.

AI_BAI_ZONE:OnEventKill(EventData)

Occurs on the death of a unit.

AI_BAI_ZONE: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_BAI_ZONE:OnEventLandingAfterEjection(EventData)

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

AI_BAI_ZONE:OnEventLandingQualityMark(EventData)

Landing quality mark.

AI_BAI_ZONE:OnEventMarkAdded(EventData)

Occurs when a new mark was added.

AI_BAI_ZONE:OnEventMarkChange(EventData)

Occurs when a mark text was changed.

AI_BAI_ZONE:OnEventMarkRemoved(EventData)

Occurs when a mark was removed.

AI_BAI_ZONE:OnEventMissionEnd(EventData)

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

AI_BAI_ZONE:OnEventMissionStart(EventData)

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

AI_BAI_ZONE:OnEventParatrooperLanding(EventData)

Weapon add.

AI_BAI_ZONE:OnEventPilotDead(EventData)

Occurs when the pilot of an aircraft is killed.

AI_BAI_ZONE:OnEventPlayerEnterAircraft(EventData)

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

AI_BAI_ZONE:OnEventPlayerEnterUnit(EventData)

Occurs when any player assumes direct control of a unit.

AI_BAI_ZONE:OnEventPlayerLeaveUnit(EventData)

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

AI_BAI_ZONE:OnEventRefueling(EventData)

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

AI_BAI_ZONE:OnEventRefuelingStop(EventData)

Occurs when an aircraft is finished taking fuel.

AI_BAI_ZONE:OnEventScore(EventData)

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

AI_BAI_ZONE:OnEventShootingEnd(EventData)

Occurs when any unit stops firing its weapon.

AI_BAI_ZONE:OnEventShootingStart(EventData)

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

AI_BAI_ZONE:OnEventShot(EventData)

Occurs whenever any unit in a mission fires a weapon.

AI_BAI_ZONE:OnEventTakeoff(EventData)

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

AI_BAI_ZONE:OnEventTriggerZone(EventData)

Trigger zone.

AI_BAI_ZONE:OnEventUnitLost(EventData)

Occurs when the game thinks an object is destroyed.

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

Schedule a new time event.

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

Schedule a new time event.

AI_BAI_ZONE:ScheduleStop(SchedulerID)

Stops the Schedule.

AI_BAI_ZONE.Scheduler

AI_BAI_ZONE:SetEventPriority(EventPriority)

Set the Class Core.Event processing Priority.

AI_BAI_ZONE:SetState(Object, Key, Value)

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

AI_BAI_ZONE:T(Arguments)

Trace a function logic level 1.

AI_BAI_ZONE:T2(Arguments)

Trace a function logic level 2.

AI_BAI_ZONE:T3(Arguments)

Trace a function logic level 3.

AI_BAI_ZONE:TraceAll(TraceAll)

Trace all methods in MOOSE

AI_BAI_ZONE:TraceClass(Class)

Set tracing for a class

AI_BAI_ZONE:TraceClassMethod(Class, Method)

Set tracing for a specific method of class

AI_BAI_ZONE:TraceLevel(Level)

Set trace level

AI_BAI_ZONE:TraceOff()

Set trace off.

AI_BAI_ZONE:TraceOn()

Set trace on.

AI_BAI_ZONE: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_BAI_ZONE:UnHandleEvent(EventID)

UnSubscribe to a DCS event.

AI_BAI_ZONE._

AI_BAI_ZONE:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function call.

AI_BAI_ZONE:_Serialize(Arguments)

(Internal) Serialize arguments

AI_BAI_ZONE:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function logic.

AI_BAI_ZONE.__

AI_BAI_ZONE:onEvent(event)

The main event handling function...

AI_BAI_ZONE class

Field(s)

Core.Zone#ZONE_BASE AI_BAI_ZONE.TargetZone

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

Function(s)

Synchronous Event Trigger for Event Abort.

Defined in:

AI_BAI_ZONE

Synchronous Event Trigger for Event Accomplish.

Defined in:

AI_BAI_ZONE

Synchronous Event Trigger for Event Destroy.

Defined in:

AI_BAI_ZONE

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.

Synchronous Event Trigger for Event Fired.

Defined in:

AI_BAI_ZONE

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:

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:

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:

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:

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:

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:

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:

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:

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:

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:

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:

The Controllable Object managed by the FSM.

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

Defined in:

AI_BAI_ZONE

Parameter:

OnLeave Transition Handler for State Engaging.

Defined in:

AI_BAI_ZONE

Parameters:

The Controllable Object managed by the FSM.

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

Return value:

#boolean:

Return false to cancel Transition.

If Search is Off, the current zone coordinate will be the center of the bombing.

Defined in:

AI_BAI_ZONE

Return value:

If Search is On, BAI will search for potential targets in the zone.

Defined in:

AI_BAI_ZONE

Return value:

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.

Defined in:

AI_BAI_ZONE

Parameter:

Search

Return value:

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.

Defined in:

AI_BAI_ZONE

Parameters:

The Controllable Object managed by the FSM.

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

Defined in:

AI_BAI_ZONE

Parameters:

The Controllable Object managed by the FSM.

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

Defined in:

AI_BAI_ZONE

Parameters:

The Controllable Object managed by the FSM.

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

Defined in:

AI_BAI_ZONE

Parameters:

The Controllable Object managed by the FSM.

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

#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.

#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.

onafter State Transition for Event Start.

Defined in:

AI_BAI_ZONE

Parameters:

The Controllable Object managed by the FSM.

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

Defined in:

AI_BAI_ZONE

Parameters:

The Controllable Object managed by the FSM.

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

Defined in:

AI_BAI_ZONE

Parameters:

The Controllable Object managed by the FSM.

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

Field(s)

Core.Zone#ZONE_BASE AI_BAI_ZONE.TargetZone

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

Function(s)

Clears the list of Wrapper.Unit#UNITs that were detected by the AI.

Synchronous Event Trigger for Event Detect.

Synchronous Event Trigger for Event Detected.

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.

Defined in:

Return value:

#table:

The list of Wrapper.Unit#UNITs

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:

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:

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:

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:

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:

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:

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:

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:

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:

The Controllable Object managed by the FSM.

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

OnAfter Transition Handler for Event Stop.

Defined in:

Parameters:

The Controllable Object managed by the FSM.

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

OnBefore Transition Handler for Event Detect.

Defined in:

Parameters:

The Controllable Object managed by the FSM.

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

Return value:

#boolean:

Return false to cancel Transition.

OnBefore Transition Handler for Event Detected.

Defined in:

Parameters:

The Controllable Object managed by the FSM.

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

Return value:

#boolean:

Return false to cancel Transition.

OnBefore Transition Handler for Event RTB.

Defined in:

Parameters:

The Controllable Object managed by the FSM.

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

Return value:

#boolean:

Return false to cancel Transition.

OnBefore Transition Handler for Event Route.

Defined in:

Parameters:

The Controllable Object managed by the FSM.

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

Return value:

#boolean:

Return false to cancel Transition.

OnBefore Transition Handler for Event Start.

Defined in:

Parameters:

The Controllable Object managed by the FSM.

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

Return value:

#boolean:

Return false to cancel Transition.

OnBefore Transition Handler for Event Status.

Defined in:

Parameters:

The Controllable Object managed by the FSM.

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

Return value:

#boolean:

Return false to cancel Transition.

OnBefore Transition Handler for Event Stop.

Defined in:

Parameters:

The Controllable Object managed by the FSM.

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

Return value:

#boolean:

Return false to cancel Transition.

OnEnter Transition Handler for State Patrolling.

Defined in:

Parameters:

The Controllable Object managed by the FSM.

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

OnEnter Transition Handler for State Returning.

Defined in:

Parameters:

The Controllable Object managed by the FSM.

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

OnEnter Transition Handler for State Stopped.

Defined in:

Parameters:

The Controllable Object managed by the FSM.

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

OnLeave Transition Handler for State Patrolling.

Defined in:

Parameters:

The Controllable Object managed by the FSM.

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

Return value:

#boolean:

Return false to cancel Transition.

OnLeave Transition Handler for State Returning.

Defined in:

Parameters:

The Controllable Object managed by the FSM.

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

Return value:

#boolean:

Return false to cancel Transition.

OnLeave Transition Handler for State Stopped.

Defined in:

Parameters:

The Controllable Object managed by the FSM.

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

Return value:

#boolean:

Return false to cancel Transition.

Synchronous Event Trigger for Event RTB.

Synchronous Event Trigger for Event Route.

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:

Activate the detection.

The AI will detect for targets if the Detection is switched On.

Defined in:

Return value:

Deactivate the detection.

The AI will NOT detect for targets.

Defined in:

Return value:

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!

Defined in:

Return value:

Set the detection on.

The AI will detect for targets.

Defined in:

Return value:

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:

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:

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:

Set the status checking off.

Defined in:

Return value:

Synchronous Event Trigger for Event Start.

Synchronous Event Trigger for Event Status.

Synchronous Event Trigger for Event Stop.

Defined in:

Parameters:

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.

self

Asynchronous Event Trigger for Event Detect.

Defined in:

Parameter:

#number Delay

The delay in seconds.

Asynchronous Event Trigger for Event Detected.

Defined in:

Parameter:

#number Delay

The delay in seconds.

Asynchronous Event Trigger for Event RTB.

Defined in:

Parameter:

#number Delay

The delay in seconds.

Asynchronous Event Trigger for Event Route.

Defined in:

Parameter:

#number Delay

The delay in seconds.

Asynchronous Event Trigger for Event Start.

Defined in:

Parameter:

#number Delay

The delay in seconds.

Asynchronous Event Trigger for Event Status.

Defined in:

Parameter:

#number Delay

The delay in seconds.

Asynchronous Event Trigger for Event Stop.

Defined in:

Parameter:

#number Delay

The delay in seconds.

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

Defined in:

Parameters:

The Controllable Object managed by the FSM.

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

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

Defined in:

Parameters:

The Controllable Object managed by the FSM.

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

Return value:

Field(s)

Core.Zone#ZONE_BASE AI_BAI_ZONE.TargetZone

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

Function(s)

Gets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

Creates a new FSM_CONTROLLABLE object.

Defined in:

Parameters:

#table FSMT

Finite State Machine Table

(optional) The CONTROLLABLE object that the FSM_CONTROLLABLE governs.

Return value:

OnAfter Transition Handler for Event Stop.

Defined in:

Parameters:

The Controllable Object managed by the FSM.

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

OnBefore Transition Handler for Event Stop.

Defined in:

Parameters:

The Controllable Object managed by the FSM.

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

Return value:

#boolean:

Return false to cancel Transition.

OnEnter Transition Handler for State Stopped.

Defined in:

Parameters:

The Controllable Object managed by the FSM.

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

OnLeave Transition Handler for State Stopped.

Defined in:

Parameters:

The Controllable Object managed by the FSM.

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

Return value:

#boolean:

Return false to cancel Transition.

Sets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

Defined in:

Parameter:

Return value:

Synchronous Event Trigger for Event Stop.

Asynchronous Event Trigger for Event Stop.

Defined in:

Parameter:

#number Delay

The delay in seconds.

Defined in:

Parameters:

step

trigger

params

EventName

Field(s)

Core.Zone#ZONE_BASE AI_BAI_ZONE.TargetZone

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

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)

Core.Zone#ZONE_BASE AI_BAI_ZONE.TargetZone

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

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