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Module AI.AI_Balancer

AI -- Balance player slots with AI to create an engaging simulation environment, independent of the amount of players.

Features:

  • Automatically spawn AI as a replacement of free player slots for a coalition.
  • Make the AI to perform tasks.
  • Define a maximum amount of AI to be active at the same time.
  • Configure the behaviour of AI when a human joins a slot for which an AI is active.

Demo Missions


YouTube Playlist


Author: FlightControl

Contributions:

  • Dutch_Baron: Working together with James has resulted in the creation of the AI_BALANCER class. James has shared his ideas on balancing AI with air units, and together we made a first design which you can use now :-)

Global(s)

Global AI_BALANCER

Monitors and manages as many replacement AI groups as there are CLIENTS in a SET_CLIENT collection, which are not occupied by human players.

#AI_BALANCER AI_BALANCER

Monitors and manages as many replacement AI groups as there are CLIENTS in a SET_CLIENT collection, which are not occupied by human players.

In other words, use AI_BALANCER to simulate human behaviour by spawning in replacement AI in multi player missions.

The parent class Core.Fsm#FSM_SET manages the functionality to control the Finite State Machine (FSM). The mission designer can tailor the behaviour of the AI_BALANCER, by defining event and state transition methods. An explanation about state and event transition methods can be found in the FSM module documentation.

The mission designer can tailor the AI_BALANCER behaviour, by implementing a state or event handling method for the following:

1. AI_BALANCER construction

Create a new AI_BALANCER object with the AI_BALANCER.New() method:

2. AI_BALANCER is a FSM

Process

2.1. AI_BALANCER States

  • Monitoring ( Set ): Monitoring the Set if all AI is spawned for the Clients.
  • Spawning ( Set, ClientName ): There is a new AI group spawned with ClientName as the name of reference.
  • Spawned ( Set, AIGroup ): A new AI has been spawned. You can handle this event to customize the AI behaviour with other AI FSMs or own processes.
  • Destroying ( Set, AIGroup ): The AI is being destroyed.
  • Returning ( Set, AIGroup ): The AI is returning to the airbase specified by the ReturnToAirbase methods. Handle this state to customize the return behaviour of the AI, if any.

2.2. AI_BALANCER Events

  • Monitor ( Set ): Every 10 seconds, the Monitor event is triggered to monitor the Set.
  • Spawn ( Set, ClientName ): Triggers when there is a new AI group to be spawned with ClientName as the name of reference.
  • Spawned ( Set, AIGroup ): Triggers when a new AI has been spawned. You can handle this event to customize the AI behaviour with other AI FSMs or own processes.
  • Destroy ( Set, AIGroup ): The AI is being destroyed.
  • Return ( Set, AIGroup ): The AI is returning to the airbase specified by the ReturnToAirbase methods.

3. AI_BALANCER spawn interval for replacement AI

Use the method AI_BALANCER.InitSpawnInterval() to set the earliest and latest interval in seconds that is waited until a new replacement AI is spawned.

4. AI_BALANCER returns AI to Airbases

By default, When a human player joins a slot that is AI_BALANCED, the AI group will be destroyed by default. However, there are 2 additional options that you can use to customize the destroy behaviour. When a human player joins a slot, you can configure to let the AI return to:

Note that when AI returns to an airbase, the AI_BALANCER will trigger the Return event and the AI will return, otherwise the AI_BALANCER will trigger a Destroy event, and the AI will be destroyed.

Type(s)

Fields and Methods inherited from FSM_SET Description

AI_BALANCER:Get()

Gets the SET_BASE object that the FSM_SET governs.

AI_BALANCER:New(FSMT, Set_SET_BASE, FSMSet)

Creates a new FSM_SET object.

AI_BALANCER.Set

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

Fields and Methods inherited from FSM Description

AI_BALANCER:AddEndState(State)

Adds an End state.

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

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

AI_BALANCER:AddScore(State, ScoreText, Score)

Adds a score for the FSM to be achieved.

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

Adds a score for the FSM_PROCESS to be achieved.

AI_BALANCER:AddTransition(From, Event, To)

Add a new transition rule to the FSM.

AI_BALANCER.CallScheduler

AI_BALANCER.Events

AI_BALANCER:GetCurrentState()

AI_BALANCER:GetEndStates()

Returns the End states.

AI_BALANCER:GetProcess(From, Event)

AI_BALANCER:GetProcesses()

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

AI_BALANCER:GetScores()

Returns a table with the scores defined.

AI_BALANCER:GetStartState()

Returns the start state of the FSM.

AI_BALANCER:GetState()

AI_BALANCER:GetSubs()

Returns a table with the Subs defined.

AI_BALANCER:GetTransitions()

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

AI_BALANCER:Is(State)

AI_BALANCER:LoadCallBacks(CallBackTable)

AI_BALANCER:New()

Creates a new FSM object.

AI_BALANCER.Scores

AI_BALANCER:SetProcess(From, Event, Fsm)

AI_BALANCER:SetStartState(State)

Sets the start state of the FSM.

AI_BALANCER._EndStates

AI_BALANCER._EventSchedules

AI_BALANCER._Processes

AI_BALANCER._Scores

AI_BALANCER._StartState

AI_BALANCER._Transitions

AI_BALANCER:_add_to_map(Map, Event)

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

AI_BALANCER:_create_transition(EventName)

AI_BALANCER:_delayed_transition(EventName)

AI_BALANCER:_eventmap(Events, EventStructure)

AI_BALANCER:_gosub(ParentFrom, ParentEvent)

AI_BALANCER:_handler(EventName, ...)

AI_BALANCER:_isendstate(Current)

AI_BALANCER:_submap(subs, sub, name)

AI_BALANCER:can(e)

AI_BALANCER:cannot(e)

AI_BALANCER.current

AI_BALANCER.endstates

AI_BALANCER:is(state)

AI_BALANCER.options

AI_BALANCER.subs

Fields and Methods inherited from BASE Description

AI_BALANCER.ClassID

The ID number of the class.

AI_BALANCER.ClassName

The name of the class.

AI_BALANCER.ClassNameAndID

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

AI_BALANCER:ClearState(Object, StateName)

Clear the state of an object.

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

Creation of a Birth Event.

AI_BALANCER:CreateEventCrash(EventTime, Initiator)

Creation of a Crash Event.

AI_BALANCER:CreateEventDead(EventTime, Initiator)

Creation of a Dead Event.

AI_BALANCER:CreateEventRemoveUnit(EventTime, Initiator)

Creation of a Remove Unit Event.

AI_BALANCER:CreateEventTakeoff(EventTime, Initiator)

Creation of a Takeoff Event.

AI_BALANCER:E(Arguments)

Log an exception which will be traced always.

AI_BALANCER:EventDispatcher()

Returns the event dispatcher

AI_BALANCER:EventRemoveAll()

Remove all subscribed events

AI_BALANCER:F(Arguments)

Trace a function call.

AI_BALANCER:F2(Arguments)

Trace a function call level 2.

AI_BALANCER:F3(Arguments)

Trace a function call level 3.

AI_BALANCER:GetClassID()

Get the ClassID of the class instance.

AI_BALANCER:GetClassName()

Get the ClassName of the class instance.

AI_BALANCER:GetClassNameAndID()

Get the ClassName + ClassID of the class instance.

AI_BALANCER:GetEventPriority()

Get the Class Event processing Priority.

AI_BALANCER:GetParent(Child, FromClass)

This is the worker method to retrieve the Parent class.

AI_BALANCER:GetState(Object, Key)

Get a Value given a Key from the Object.

AI_BALANCER:HandleEvent(Event, EventFunction)

Subscribe to a DCS Event.

AI_BALANCER:I(Arguments)

Log an information which will be traced always.

AI_BALANCER:Inherit(Child, Parent)

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

AI_BALANCER:IsInstanceOf(ClassName)

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

AI_BALANCER:IsTrace()

Enquires if tracing is on (for the class).

AI_BALANCER:New()

BASE constructor.

AI_BALANCER:OnEvent(EventData)

Occurs when an object is completely destroyed.

AI_BALANCER:OnEventBaseCaptured(EventData)

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

AI_BALANCER:OnEventBirth(EventData)

Occurs when any object is spawned into the mission.

AI_BALANCER:OnEventCrash(EventData)

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

AI_BALANCER:OnEventDead(EventData)

Occurs when an object is dead.

AI_BALANCER:OnEventEjection(EventData)

Occurs when a pilot ejects from an aircraft initiator : The unit that has ejected

AI_BALANCER:OnEventEngineShutdown(EventData)

Occurs when any aircraft shuts down its engines.

AI_BALANCER:OnEventEngineStartup(EventData)

Occurs when any aircraft starts its engines.

AI_BALANCER:OnEventHit(EventData)

Occurs whenever an object is hit by a weapon.

AI_BALANCER:OnEventHumanFailure(EventData)

Occurs when any system fails on a human controlled aircraft.

AI_BALANCER:OnEventLand(EventData)

Occurs when an aircraft lands at an airbase, farp or ship initiator : The unit that has landed place: Object that the unit landed on.

AI_BALANCER:OnEventMarkAdded(EventData)

Occurs when a new mark was added.

AI_BALANCER:OnEventMarkChange(EventData)

Occurs when a mark text was changed.

AI_BALANCER:OnEventMarkRemoved(EventData)

Occurs when a mark was removed.

AI_BALANCER:OnEventMissionEnd(EventData)

Occurs when a mission ends

AI_BALANCER:OnEventMissionStart(EventData)

Occurs when a mission starts

AI_BALANCER:OnEventPilotDead(EventData)

Occurs when the pilot of an aircraft is killed.

AI_BALANCER:OnEventPlayerEnterUnit(EventData)

Occurs when any player assumes direct control of a unit.

AI_BALANCER:OnEventPlayerLeaveUnit(EventData)

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

AI_BALANCER:OnEventRefueling(EventData)

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

AI_BALANCER:OnEventRefuelingStop(EventData)

Occurs when an aircraft is finished taking fuel.

AI_BALANCER:OnEventShootingEnd(EventData)

Occurs when any unit stops firing its weapon.

AI_BALANCER:OnEventShootingStart(EventData)

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

AI_BALANCER:OnEventShot(EventData)

Occurs whenever any unit in a mission fires a weapon.

AI_BALANCER:OnEventTakeoff(EventData)

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

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

Schedule a new time event.

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

Schedule a new time event.

AI_BALANCER:ScheduleStop(SchedulerFunction)

Stops the Schedule.

AI_BALANCER.Scheduler

AI_BALANCER:SetEventPriority(EventPriority)

Set the Class Event processing Priority.

AI_BALANCER:SetState(Object, Key, Value)

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

AI_BALANCER:T(Arguments)

Trace a function logic level 1.

AI_BALANCER:T2(Arguments)

Trace a function logic level 2.

AI_BALANCER:T3(Arguments)

Trace a function logic level 3.

AI_BALANCER:TraceAll(TraceAll)

Trace all methods in MOOSE

AI_BALANCER:TraceClass(Class)

Set tracing for a class

AI_BALANCER:TraceClassMethod(Class, Method)

Set tracing for a specific method of class

AI_BALANCER:TraceLevel(Level)

Set trace level

AI_BALANCER:TraceOff()

Set trace off.

AI_BALANCER:TraceOn()

Set trace on.

AI_BALANCER: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_BALANCER:UnHandleEvent(Event)

UnSubscribe to a DCS event.

AI_BALANCER._

AI_BALANCER:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function call.

AI_BALANCER:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function logic.

AI_BALANCER.__

AI_BALANCER:onEvent(event)

Field(s)

Function(s)

Sets the earliest to the latest interval in seconds how long AI_BALANCER will wait to spawn a new AI.

Provide 2 identical seconds if the interval should be a fixed amount of seconds.

Defined in:

AI_BALANCER

Parameters:

#number Earliest

The earliest a new AI can be spawned in seconds.

#number Latest

The latest a new AI can be spawned in seconds.

Return value:

self

Creates a new AI_BALANCER object

Defined in:

AI_BALANCER

Parameters:

A SET_CLIENT object that will contain the CLIENT objects to be monitored if they are alive or not (joined by a player).

The default Spawn object to spawn new AI Groups when needed.

Return value:

Returns the AI to the home Wrapper.Airbase#AIRBASE.

Defined in:

AI_BALANCER

Parameter:

DCS#Distance ReturnThresholdRange

If there is an enemy Wrapper.Client#CLIENT within the ReturnThresholdRange given in meters, the AI will not return to the nearest Wrapper.Airbase#AIRBASE.

Returns the AI to the nearest friendly Wrapper.Airbase#AIRBASE.

Defined in:

AI_BALANCER

Parameters:

DCS#Distance ReturnThresholdRange

If there is an enemy Wrapper.Client#CLIENT within the ReturnThresholdRange given in meters, the AI will not return to the nearest Wrapper.Airbase#AIRBASE.

Core.Set#SET_AIRBASE ReturnAirbaseSet

The SET of Core.Set#SET_AIRBASEs to evaluate where to return to.

Defined in:

AI_BALANCER

Parameters:

From

Event

To

ClientName

Defined in:

AI_BALANCER

Parameter:

SetGroup

RTB

Defined in:

AI_BALANCER

Parameters:

#string From

#string Event

#string To

Defined in:

AI_BALANCER

Parameters:

#string ClientName

From

Event

To

Field(s)

Function(s)

Gets the SET_BASE object that the FSM_SET governs.

Defined in:

Return value:

Creates a new FSM_SET object.

Defined in:

Parameters:

#table FSMT

Finite State Machine Table

Set_SET_BASE

FSMSet (optional) The Set object that the FSM_SET governs.

FSMSet

Return value:

Defined in:

Parameters:

step

trigger

params

EventName

Field(s)

Function(s)

Adds an End state.

Defined in:

Parameter:

State

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

Defined in:

Parameters:

#table From

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

#string Event

The Event name.

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.

Returns the End states.

Defined in:

Defined in:

Parameters:

From

Event

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

Defined in:

Return value:

#table:

Returns a table with the scores defined.

Defined in:

Returns the start state of the FSM.

Defined in:

Return value:

#string:

A string containing the start state.

Returns a table with the Subs defined.

Defined in:

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

Defined in:

Return value:

#table:

Defined in:

Parameter:

State

Defined in:

Parameter:

CallBackTable

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.

Defined in:

Parameters:

Map

Event

Defined in:

Parameters:

step

trigger

params

EventName

Defined in:

Parameter:

EventName

Defined in:

Parameter:

EventName

Defined in:

Parameters:

Events

EventStructure

Defined in:

Parameters:

ParentFrom

ParentEvent

Defined in:

Parameters:

EventName

...

Defined in:

Parameter:

Current

Defined in:

Parameters:

subs

sub

name

Defined in:

Parameter:

e

Defined in:

Parameter:

e

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Parameter:

state

Field(s)

Function(s)

Clear the state of an object.

Defined in:

Parameters:

Object

The object that holds the Value set by the Key.

StateName

The key that is should be cleared.

Creation of a Birth Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

#string IniUnitName

The initiating unit name.

place

subplace

Creation of a Crash Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a Dead Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a Remove Unit Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a Takeoff Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Log an exception which will be traced always.

Can be anywhere within the function logic.

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 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 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, nillified or garbage collected, then the Values and Keys will also be gone.

Defined in:

Parameters:

Object

The object that holds the Value set by the Key.

Key

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

Return value:

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

Subscribe to a DCS Event.

Defined in:

Parameters:

#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 object is completely destroyed.

initiator : The unit that is was destroyed.

Defined in:

Parameter:

The EventData structure.

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

initiator : The unit that captured the base place: The airbase that was captured, can be a FARP or Airbase. When calling place:getCoalition() the faction will already be the new owning faction.

Defined in:

Parameter:

The EventData structure.

Occurs when any object is spawned into the mission.

initiator : The unit that was spawned

Defined in:

Parameter:

The EventData structure.

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

initiator : The unit that has crashed

Defined in:

Parameter:

The EventData structure.

Occurs when an object is dead.

initiator : The unit that is dead.

Defined in:

Parameter:

The EventData structure.

Occurs when a pilot ejects from an aircraft initiator : The unit that has ejected

Defined in:

Parameter:

The EventData structure.

Occurs when any aircraft shuts down its engines.

initiator : The unit that is stopping its engines.

Defined in:

Parameter:

The EventData structure.

Occurs when any aircraft starts its engines.

initiator : The unit that is starting its engines.

Defined in:

Parameter:

The EventData structure.

Occurs whenever an object is hit by a weapon.

initiator : The unit object the fired the weapon weapon: Weapon object that hit the target target: The Object that was hit.

Defined in:

Parameter:

The EventData structure.

Occurs when any system fails on a human controlled aircraft.

initiator : The unit that had the failure

Defined in:

Parameter:

The EventData structure.

Occurs when an aircraft lands at an airbase, farp or ship initiator : The unit that has landed place: Object that the unit landed on.

Can be an Airbase Object, FARP, or Ships

Defined in:

Parameter:

The EventData structure.

Occurs when a new mark was added.

MarkID: ID of the mark.

Defined in:

Parameter:

The EventData structure.

Occurs when a mark text was changed.

MarkID: ID of the mark.

Defined in:

Parameter:

The EventData structure.

Occurs when a mark was removed.

MarkID: ID of the mark.

Defined in:

Parameter:

The EventData structure.

Occurs when a mission ends

Defined in:

Parameter:

The EventData structure.

Occurs when a mission starts

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. initiator : The unit that the pilot has died in.

Defined in:

Parameter:

The EventData structure.

Occurs when any player assumes direct control of a unit.

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.

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.

initiator : The unit that is receiving fuel.

Defined in:

Parameter:

The EventData structure.

Occurs when an aircraft is finished taking fuel.

initiator : The unit that was receiving fuel.

Defined in:

Parameter:

The EventData structure.

Occurs when any unit stops firing its weapon.

Event will always correspond with a shooting start event. initiator : The unit that was doing the shooting.

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. 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.

Defined in:

Parameter:

The EventData structure.

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

initiator : The unit that tookoff place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships

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:

#number:

The ScheduleID of the planned schedule.

Schedule a new time event.

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

Defined in:

Parameters:

#number Start

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

#number Repeat

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

#number RandomizeFactor

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

#number Stop

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

#function SchedulerFunction

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

#table ...

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

Return value:

#number:

The ScheduleID of the planned schedule.

Stops the Schedule.

Defined in:

Parameter:

#function SchedulerFunction

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

Set the Class Event processing Priority.

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

Defined in:

Parameter:

#number EventPriority

The 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, nillified or garbage collected, then the Values and Keys will also be gone.

Defined in:

Parameters:

Object

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

Key

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

Value

The value to is stored in the object.

Return value:

The Value set.

Trace a function logic level 1.

Can be anywhere within the function logic.

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

Set tracing for a specific method of class

Defined in:

Parameters:

#string Class

#string 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:

Return value:

Trace a function call.

This function is private.

Defined in:

Parameters:

Arguments

A #table or any field.

DebugInfoCurrentParam

DebugInfoFromParam

Trace a function logic.

Defined in:

Parameters:

Arguments

A #table or any field.

DebugInfoCurrentParam

DebugInfoFromParam

TODO: Complete DCS#Event structure.
- The main event handling function... This function captures all events generated for the class. @param #BASE self @param DCS#Event event

Defined in:

Parameter:

event