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Module AI.AI_Cargo_APC

AI - Models the intelligent transportation of cargo using ground vehicles.


Author: FlightControl


Global(s)

Global AI_CARGO_APC

Brings a dynamic cargo handling capability for an AI vehicle group.

#AI_CARGO_APC AI_CARGO_APC

Brings a dynamic cargo handling capability for an AI vehicle group.

Armoured Personnel Carriers (APC), Trucks, Jeeps and other ground based carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation.

The AI_CARGO_APC class uses the Cargo.Cargo capabilities within the MOOSE framework. Cargo.Cargo must be declared within the mission to make the AI_CARGO_APC object recognize the cargo. Please consult the Cargo.Cargo module for more information.

Cargo loading.

The module will load automatically cargo when the APCs are within boarding or loading radius. The boarding or loading radius is specified when the cargo is created in the simulation, and therefore, this radius depends on the type of cargo and the specified boarding radius.

Defending the APCs when enemies nearby.

Cargo will defend the carrier with its available arms, and to avoid cargo being lost within the battlefield.

When the APCs are approaching enemy units, something special is happening. The APCs will stop moving, and the loaded infantry will unboard and follow the APCs and will help to defend the group. The carrier will hold the route once the unboarded infantry is further than 50 meters from the APCs, to ensure that the APCs are not too far away from the following running infantry. Once all enemies are cleared, the infantry will board again automatically into the APCs. Once boarded, the APCs will follow its pre-defined route.

A combat radius needs to be specified in meters at the AI_CARGO_APC.New() method. This combat radius will trigger the unboarding of troops when enemies are within the combat radius around the APCs. During my tests, I've noticed that there is a balance between ensuring that the infantry is within sufficient hit radius (effectiveness) versus vulnerability of the infantry. It all depends on the kind of enemies that are expected to be encountered. A combat radius of 350 meters to 500 meters has been proven to be the most effective and efficient.

However, when the defense of the carrier, is not required, it must be switched off. This is done by disabling the defense of the carrier using the method AI_CARGO_APC.SetCombatRadius(), and providing a combat radius of 0 meters. It can be switched on later when required by reenabling the defense using the method and providing a combat radius larger than 0.

Infantry or cargo health.

When infantry is unboarded from the APCs, the infantry is actually respawned into the battlefield. As a result, the unboarding infantry is very healthy every time it unboards. This is due to the limitation of the DCS simulator, which is not able to specify the health of new spawned units as a parameter. However, infantry that was destroyed when unboarded and following the APCs, won't be respawned again. Destroyed is destroyed. As a result, there is some additional strength that is gained when an unboarding action happens, but in terms of simulation balance this has marginal impact on the overall battlefield simulation. Fortunately, the firing strength of infantry is limited, and thus, respacing healthy infantry every time is not so much of an issue ...

Control the APCs on the map.

It is possible also as a human ground commander to influence the path of the APCs, by pointing a new path using the DCS user interface on the map. In this case, the APCs will change the direction towards its new indicated route. However, there is a catch! Once the APCs are near the enemy, and infantry is unboarded, the APCs won't be able to hold the route until the infantry could catch up. The APCs will simply drive on and won't stop! This is a limitation in ED that prevents user actions being controlled by the scripting engine. No workaround is possible on this.

Cargo deployment.

Using the AI_CARGO_APC.Deploy() method, you are able to direct the APCs towards a point on the battlefield to unboard/unload the cargo at the specific coordinate. The APCs will follow nearby roads as much as possible, to ensure fast and clean cargo transportation between the objects and villages in the simulation environment.

Cargo pickup.

Using the AI_CARGO_APC.Pickup() method, you are able to direct the APCs towards a point on the battlefield to board/load the cargo at the specific coordinate. The APCs will follow nearby roads as much as possible, to ensure fast and clean cargo transportation between the objects and villages in the simulation environment.

Developer Note

Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE Therefore, this class is considered to be deprecated

Type(s)

Fields and Methods inherited from AI_CARGO_APC Description

AI_CARGO_APC.CargoCarrier

AI_CARGO_APC.CarrierCoordinate

AI_CARGO_APC.CarrierStopped

AI_CARGO_APC.Coalition

AI_CARGO_APC.CombatRadius

AI_CARGO_APC:FindCarrier(Coordinate, Radius)

Find a free Carrier within a radius.

AI_CARGO_APC:FollowToCarrier(Me, APCUnit, Cargo, CargoGroup)

Follow Infantry to the Carrier.

AI_CARGO_APC:New(APC, CargoSet, CombatRadius)

Creates a new AI_CARGO_APC object.

AI_CARGO_APC.RouteDeploy

AI_CARGO_APC.RouteHome

AI_CARGO_APC.RoutePickup

AI_CARGO_APC:SetCarrier(CargoCarrier)

Set the Carrier.

AI_CARGO_APC:SetCombatRadius(CombatRadius)

Enable/Disable unboarding of cargo (infantry) when enemies are nearby (to help defend the carrier).

AI_CARGO_APC:SetDeployOffRoad(Offroad, Formation)

Set whether the carrier will not use roads to deploy the cargo.

AI_CARGO_APC:SetOffRoad(Offroad, Formation)

Set whether or not the carrier will use roads to pickup and deploy the cargo.

AI_CARGO_APC:SetPickupOffRoad(Offroad, Formation)

Set whether the carrier will not use roads to pickup the cargo.

AI_CARGO_APC.Zone

AI_CARGO_APC._Deploy(APC, self, Coordinate, DeployZone)

Deploy task function.

AI_CARGO_APC._Pickup(APC, sel, Coordinate, Speed, PickupZone, self)

Pickup task function.

AI_CARGO_APC.deployFormation

AI_CARGO_APC.deployOffroad

AI_CARGO_APC:onafterDeploy(APC, From, Event, To, Coordinate, Speed, Height, DeployZone)

On after Deploy event.

AI_CARGO_APC:onafterDeployed(Carrier, From, Event, To, DeployZone, APC, Defend)

On after Deployed event.

AI_CARGO_APC:onafterFollow(APC, From, Event, To)

On after Follow event.

AI_CARGO_APC:onafterHome(APC, From, Event, To, Coordinate, Speed, Height, HomeZone)

On after Home event.

AI_CARGO_APC:onafterMonitor(APC, From, Event, To)

On after Monitor event.

AI_CARGO_APC:onafterPickup(APC, From, Event, To, Coordinate, Speed, Height, PickupZone)

On after Pickup event.

AI_CARGO_APC:onafterUnloaded(Carrier, From, Event, To, Cargo, Deployed, DeployZone, CarrierUnit, Defend)

On after Unloaded event.

AI_CARGO_APC.pickupFormation

AI_CARGO_APC.pickupOffroad

Fields and Methods inherited from AI_CARGO Description

AI_CARGO_APC.CargoCarrier

AI_CARGO_APC.CargoSet

AI_CARGO_APC.Carrier_Cargo

AI_CARGO_APC:Deploy(Coordinate, Speed)

Deploy Trigger for AI_CARGO

AI_CARGO_APC:IsRelocating()

AI_CARGO_APC:IsTransporting()

AI_CARGO_APC:New(Carrier, CargoSet)

Creates a new AI_CARGO object.

AI_CARGO_APC:OnAfterDeploy(From, Event, To, Coordinate, Speed)

Deploy Handler OnAfter for AI_CARGO

AI_CARGO_APC:OnAfterDeployed(Carrier, From, Event, To, DeployZone, Defend)

On after Deployed event.

AI_CARGO_APC:OnAfterLoaded(Carrier, From, Event, To)

Loaded Handler OnAfter for AI_CARGO

AI_CARGO_APC:OnAfterPickup(From, Event, To, Coordinate, Speed)

Pickup Handler OnAfter for AI_CARGO

AI_CARGO_APC:OnAfterUnloaded(Carrier, From, Event, To)

Unloaded Handler OnAfter for AI_CARGO

AI_CARGO_APC:OnBeforeDeploy(From, Event, To, Coordinate, Speed)

Deploy Handler OnBefore for AI_CARGO

AI_CARGO_APC:OnBeforePickup(From, Event, To, Coordinate, Speed)

Pickup Handler OnBefore for AI_CARGO

AI_CARGO_APC:Pickup(Coordinate, Speed)

Pickup Trigger for AI_CARGO

AI_CARGO_APC.Relocating

AI_CARGO_APC.Transporting

AI_CARGO_APC:__Deploy(Delay, Coordinate, Speed)

Deploy Asynchronous Trigger for AI_CARGO

AI_CARGO_APC:__Pickup(Delay, Coordinate, Speed)

Pickup Asynchronous Trigger for AI_CARGO

AI_CARGO_APC:onafterBoard(Carrier, From, Event, To, Cargo, CarrierUnit, PickupZone)

On after Board event.

AI_CARGO_APC:onafterDeploy(APC, From, Event, To, Coordinate, Speed, Height, DeployZone)

On after Deploy event.

AI_CARGO_APC:onafterDeployed(Carrier, From, Event, To, DeployZone, Defend)

On after Deployed event.

AI_CARGO_APC:onafterLoaded(Carrier, From, Event, To, PickupZone, Cargo)

On after Loaded event.

AI_CARGO_APC:onafterPickedUp(Carrier, From, Event, To, PickupZone)

On after PickedUp event.

AI_CARGO_APC:onafterPickup(APC, From, Event, To, Coordinate, Speed, Height, PickupZone)

On after Pickup event.

AI_CARGO_APC:onafterUnboard(Carrier, From, Event, To, Cargo, DeployZone, CarrierUnit, Defend)

On after Unboard event.

AI_CARGO_APC:onafterUnload(Carrier, From, Event, To, DeployZone, Defend)

On after Unload event.

AI_CARGO_APC:onafterUnloaded(Carrier, From, Event, To, Cargo, Deployed, DeployZone, CarrierUnit, Defend)

On after Unloaded event.

AI_CARGO_APC:onbeforeLoad(Carrier, From, Event, To, PickupZone)

On before Load event.

AI_CARGO_APC:onbeforeReload(Carrier, From, Event, To, PickupZone)

On before Reload event.

Fields and Methods inherited from FSM_CONTROLLABLE Description

AI_CARGO_APC.Controllable

AI_CARGO_APC:GetControllable()

Gets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

AI_CARGO_APC:New(FSMT, Controllable)

Creates a new FSM_CONTROLLABLE object.

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

OnAfter Transition Handler for Event Stop.

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

OnBefore Transition Handler for Event Stop.

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

OnEnter Transition Handler for State Stopped.

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

OnLeave Transition Handler for State Stopped.

AI_CARGO_APC:SetControllable(FSMControllable)

Sets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

AI_CARGO_APC:Stop()

Synchronous Event Trigger for Event Stop.

AI_CARGO_APC:__Stop(Delay)

Asynchronous Event Trigger for Event Stop.

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

Fields and Methods inherited from FSM Description

AI_CARGO_APC:AddEndState(State)

Adds an End state.

AI_CARGO_APC: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_CARGO_APC:AddScore(State, ScoreText, Score)

Adds a score for the FSM to be achieved.

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

Adds a score for the FSM_PROCESS to be achieved.

AI_CARGO_APC:AddTransition(From, Event, To)

Add a new transition rule to the FSM.

AI_CARGO_APC.CallScheduler

Call scheduler.

AI_CARGO_APC.ClassName

Name of the class.

AI_CARGO_APC.Events

AI_CARGO_APC:GetCurrentState()

Get current state.

AI_CARGO_APC:GetEndStates()

Returns the End states.

AI_CARGO_APC:GetProcess(From, Event)

AI_CARGO_APC:GetProcesses()

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

AI_CARGO_APC:GetScores()

Returns a table with the scores defined.

AI_CARGO_APC:GetStartState()

Returns the start state of the FSM.

AI_CARGO_APC:GetState()

Get current state.

AI_CARGO_APC:GetSubs()

Returns a table with the Subs defined.

AI_CARGO_APC:GetTransitions()

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

AI_CARGO_APC:Is(State)

Check if FSM is in state.

AI_CARGO_APC:LoadCallBacks(CallBackTable)

Load call backs.

AI_CARGO_APC:New()

Creates a new FSM object.

AI_CARGO_APC.Scores

Scores.

AI_CARGO_APC:SetProcess(From, Event, Fsm)

AI_CARGO_APC:SetStartState(State)

Sets the start state of the FSM.

AI_CARGO_APC._EndStates

AI_CARGO_APC._EventSchedules

AI_CARGO_APC._Processes

AI_CARGO_APC._Scores

AI_CARGO_APC._StartState

AI_CARGO_APC._Transitions

AI_CARGO_APC:_add_to_map(Map, Event)

Add to map.

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

Call handler.

AI_CARGO_APC:_create_transition(EventName)

Create transition.

AI_CARGO_APC:_delayed_transition(EventName)

Delayed transition.

AI_CARGO_APC:_eventmap(Events, EventStructure)

Event map.

AI_CARGO_APC:_gosub(ParentFrom, ParentEvent)

Go sub.

AI_CARGO_APC:_handler(EventName, ...)

Handler.

AI_CARGO_APC:_isendstate(Current)

Is end state.

AI_CARGO_APC:_submap(subs, sub, name)

Sub maps.

AI_CARGO_APC:can(e)

Check if can do an event.

AI_CARGO_APC:cannot(e)

Check if cannot do an event.

AI_CARGO_APC.current

Current state name.

AI_CARGO_APC.endstates

AI_CARGO_APC:is(State, state)

Check if FSM is in state.

AI_CARGO_APC.options

Options.

AI_CARGO_APC.subs

Subs.

Fields and Methods inherited from BASE Description

AI_CARGO_APC.ClassID

The ID number of the class.

AI_CARGO_APC.ClassName

The name of the class.

AI_CARGO_APC.ClassNameAndID

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

AI_CARGO_APC:ClearState(Object, StateName)

Clear the state of an object.

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

Creation of a Birth Event.

AI_CARGO_APC:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

Creation of a Crash Event.

AI_CARGO_APC:CreateEventDead(EventTime, Initiator, IniObjectCategory)

Creation of a Dead Event.

AI_CARGO_APC:CreateEventPlayerEnterAircraft(PlayerUnit)

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

AI_CARGO_APC:CreateEventRemoveUnit(EventTime, Initiator)

Creation of a Remove Unit Event.

AI_CARGO_APC:CreateEventTakeoff(EventTime, Initiator)

Creation of a Takeoff Event.

AI_CARGO_APC:CreateEventUnitLost(EventTime, Initiator)

Creation of a Crash Event.

AI_CARGO_APC:E(Arguments)

Log an exception which will be traced always.

AI_CARGO_APC:EventDispatcher()

Returns the event dispatcher

AI_CARGO_APC:EventRemoveAll()

Remove all subscribed events

AI_CARGO_APC:F(Arguments)

Trace a function call.

AI_CARGO_APC:F2(Arguments)

Trace a function call level 2.

AI_CARGO_APC:F3(Arguments)

Trace a function call level 3.

AI_CARGO_APC:GetClassID()

Get the ClassID of the class instance.

AI_CARGO_APC:GetClassName()

Get the ClassName of the class instance.

AI_CARGO_APC:GetClassNameAndID()

Get the ClassName + ClassID of the class instance.

AI_CARGO_APC:GetEventPriority()

Get the Class Core.Event processing Priority.

AI_CARGO_APC:GetParent(Child, FromClass)

This is the worker method to retrieve the Parent class.

AI_CARGO_APC:GetState(Object, Key)

Get a Value given a Key from the Object.

AI_CARGO_APC:HandleEvent(EventID, EventFunction)

Subscribe to a DCS Event.

AI_CARGO_APC:I(Arguments)

Log an information which will be traced always.

AI_CARGO_APC:Inherit(Child, Parent)

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

AI_CARGO_APC:IsInstanceOf(ClassName)

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

AI_CARGO_APC:IsTrace()

Enquires if tracing is on (for the class).

AI_CARGO_APC:New()

BASE constructor.

AI_CARGO_APC:OnEvent(EventData)

Occurs when an Event for an object is triggered.

AI_CARGO_APC:OnEventBDA(EventData)

BDA.

AI_CARGO_APC:OnEventBaseCaptured(EventData)

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

AI_CARGO_APC:OnEventBirth(EventData)

Occurs when any object is spawned into the mission.

AI_CARGO_APC:OnEventCrash(EventData)

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

AI_CARGO_APC:OnEventDead(EventData)

Occurs when an object is dead.

AI_CARGO_APC:OnEventDetailedFailure(EventData)

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

AI_CARGO_APC:OnEventDiscardChairAfterEjection(EventData)

Discard chair after ejection.

AI_CARGO_APC: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_CARGO_APC:OnEventEngineShutdown(EventData)

Occurs when any aircraft shuts down its engines.

AI_CARGO_APC:OnEventEngineStartup(EventData)

Occurs when any aircraft starts its engines.

AI_CARGO_APC:OnEventHit(EventData)

Occurs whenever an object is hit by a weapon.

AI_CARGO_APC:OnEventHumanFailure(EventData)

Occurs when any system fails on a human controlled aircraft.

AI_CARGO_APC:OnEventKill(EventData)

Occurs on the death of a unit.

AI_CARGO_APC: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_CARGO_APC:OnEventLandingAfterEjection(EventData)

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

AI_CARGO_APC:OnEventLandingQualityMark(EventData)

Landing quality mark.

AI_CARGO_APC:OnEventMarkAdded(EventData)

Occurs when a new mark was added.

AI_CARGO_APC:OnEventMarkChange(EventData)

Occurs when a mark text was changed.

AI_CARGO_APC:OnEventMarkRemoved(EventData)

Occurs when a mark was removed.

AI_CARGO_APC:OnEventMissionEnd(EventData)

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

AI_CARGO_APC:OnEventMissionStart(EventData)

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

AI_CARGO_APC:OnEventParatrooperLanding(EventData)

Weapon add.

AI_CARGO_APC:OnEventPilotDead(EventData)

Occurs when the pilot of an aircraft is killed.

AI_CARGO_APC:OnEventPlayerEnterAircraft(EventData)

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

AI_CARGO_APC:OnEventPlayerEnterUnit(EventData)

Occurs when any player assumes direct control of a unit.

AI_CARGO_APC:OnEventPlayerLeaveUnit(EventData)

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

AI_CARGO_APC:OnEventRefueling(EventData)

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

AI_CARGO_APC:OnEventRefuelingStop(EventData)

Occurs when an aircraft is finished taking fuel.

AI_CARGO_APC:OnEventScore(EventData)

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

AI_CARGO_APC:OnEventShootingEnd(EventData)

Occurs when any unit stops firing its weapon.

AI_CARGO_APC:OnEventShootingStart(EventData)

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

AI_CARGO_APC:OnEventShot(EventData)

Occurs whenever any unit in a mission fires a weapon.

AI_CARGO_APC:OnEventTakeoff(EventData)

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

AI_CARGO_APC:OnEventTriggerZone(EventData)

Trigger zone.

AI_CARGO_APC:OnEventUnitLost(EventData)

Occurs when the game thinks an object is destroyed.

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

Schedule a new time event.

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

Schedule a new time event.

AI_CARGO_APC:ScheduleStop(SchedulerID)

Stops the Schedule.

AI_CARGO_APC.Scheduler

AI_CARGO_APC:SetEventPriority(EventPriority)

Set the Class Core.Event processing Priority.

AI_CARGO_APC:SetState(Object, Key, Value)

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

AI_CARGO_APC:T(Arguments)

Trace a function logic level 1.

AI_CARGO_APC:T2(Arguments)

Trace a function logic level 2.

AI_CARGO_APC:T3(Arguments)

Trace a function logic level 3.

AI_CARGO_APC:TraceAll(TraceAll)

Trace all methods in MOOSE

AI_CARGO_APC:TraceClass(Class)

Set tracing for a class

AI_CARGO_APC:TraceClassMethod(Class, Method)

Set tracing for a specific method of class

AI_CARGO_APC:TraceLevel(Level)

Set trace level

AI_CARGO_APC:TraceOff()

Set trace off.

AI_CARGO_APC:TraceOn()

Set trace on.

AI_CARGO_APC: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_CARGO_APC:UnHandleEvent(EventID)

UnSubscribe to a DCS event.

AI_CARGO_APC._

AI_CARGO_APC:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function call.

AI_CARGO_APC:_Serialize(Arguments)

(Internal) Serialize arguments

AI_CARGO_APC:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function logic.

AI_CARGO_APC.__

AI_CARGO_APC:onEvent(event)

The main event handling function...

Field(s)

Function(s)

Find a free Carrier within a radius.

Defined in:

AI_CARGO_APC

Parameters:

#number Radius

Return value:

NewCarrier

Follow Infantry to the Carrier.

Defined in:

AI_CARGO_APC

Parameters:

CargoGroup

Return value:

Creates a new AI_CARGO_APC object.

Defined in:

AI_CARGO_APC

Parameters:

The carrier APC group.

The set of cargo to be transported.

#number CombatRadius

Provide the combat radius to defend the carrier by unboarding the cargo when enemies are nearby. When the combat radius is 0, no defense will happen of the carrier.

Return value:

Set the Carrier.

Defined in:

AI_CARGO_APC

Parameter:

Wrapper.Group#GROUP CargoCarrier

Return value:

Enable/Disable unboarding of cargo (infantry) when enemies are nearby (to help defend the carrier).

This is only valid for APCs and trucks etc, thus ground vehicles.

Defined in:

AI_CARGO_APC

Parameter:

#number CombatRadius

Provide the combat radius to defend the carrier by unboarding the cargo when enemies are nearby. When the combat radius is 0, no defense will happen of the carrier. When the combat radius is not provided, no defense will happen!

Return value:

Usage:


-- Disembark the infantry when the carrier is under attack.
AICargoAPC:SetCombatRadius( true )

-- Keep the cargo in the carrier when the carrier is under attack.
AICargoAPC:SetCombatRadius( false )

Set whether the carrier will not use roads to deploy the cargo.

Defined in:

AI_CARGO_APC

Parameters:

#boolean Offroad

If true, carrier will not use roads.

#number Formation

Offroad formation used. Default is ENUMS.Formation.Vehicle.Offroad.

Return value:

Set whether or not the carrier will use roads to pickup and deploy the cargo.

Defined in:

AI_CARGO_APC

Parameters:

#boolean Offroad

If true, carrier will not use roads. If nil or false the carrier will use roads when available.

#number Formation

Offroad formation used. Default is ENUMS.Formation.Vehicle.Offroad.

Return value:

Set whether the carrier will not use roads to pickup the cargo.

Defined in:

AI_CARGO_APC

Parameters:

#boolean Offroad

If true, carrier will not use roads.

#number Formation

Offroad formation used. Default is ENUMS.Formation.Vehicle.Offroad.

Return value:

Deploy task function.

Triggers Unload event.

Defined in:

AI_CARGO_APC

Parameters:

The cargo carrier group.

AI_CARGO_APC class.

The coordinate (not used).

Core.Zone#ZONE DeployZone

Deploy zone.

Pickup task function.

Triggers Load event.

Defined in:

AI_CARGO_APC

Parameters:

The cargo carrier group.

AI_CARGO_APC class.

The coordinate (not used).

#number Speed

Speed (not used).

Core.Zone#ZONE PickupZone

Pickup zone.

self

On after Deploy event.

Defined in:

AI_CARGO_APC

Parameters:

From

Event

To

Deploy place.

#number Speed

Speed in km/h to drive to the depoly coordinate. Default is 50% of max possible speed the unit can go.

#number Height

Height in meters to move to the deploy coordinate. This parameter is ignored for APCs.

Core.Zone#ZONE DeployZone

The zone where the cargo will be deployed.

On after Deployed event.

Defined in:

AI_CARGO_APC

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

Core.Zone#ZONE DeployZone

The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.

APC

Defend

On after Follow event.

Defined in:

AI_CARGO_APC

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after Home event.

Defined in:

AI_CARGO_APC

Parameters:

From

Event

To

Home place.

#number Speed

Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.

#number Height

Height in meters to move to the home coordinate. This parameter is ignored for APCs.

HomeZone

On after Monitor event.

Defined in:

AI_CARGO_APC

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after Pickup event.

Defined in:

AI_CARGO_APC

Parameters:

From

Event

To

of the pickup point.

#number Speed

Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.

#number Height

Height in meters to move to the pickup coordinate. This parameter is ignored for APCs.

Core.Zone#ZONE PickupZone

(optional) The zone where the cargo will be picked up. The PickupZone can be nil, if there wasn't any PickupZoneSet provided.

On after Unloaded event.

Defined in:

AI_CARGO_APC

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

#string Cargo

Cargo#CARGO Cargo Cargo object.

#boolean Deployed

Cargo is deployed.

Core.Zone#ZONE DeployZone

The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.

CarrierUnit

Defend

Field(s)

Function(s)

Deploy Trigger for AI_CARGO

Defined in:

Parameters:

#number Speed

Speed in km/h. Default is 50% of max possible speed the group can do.

Creates a new AI_CARGO object.

Defined in:

Parameters:

Cargo carrier group.

Set of cargo(s) to transport.

Return value:

self

Deploy Handler OnAfter for AI_CARGO

Defined in:

Parameters:

#string From

#string Event

#string To

#number Speed

Speed in km/h. Default is 50% of max possible speed the group can do.

On after Deployed event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

Core.Zone#ZONE DeployZone

The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.

#boolean Defend

Defend for APCs.

Loaded Handler OnAfter for AI_CARGO

Defined in:

Parameters:

#string From

#string Event

#string To

Pickup Handler OnAfter for AI_CARGO

Defined in:

Parameters:

#string From

#string Event

#string To

#number Speed

Speed in km/h. Default is 50% of max possible speed the group can do.

Unloaded Handler OnAfter for AI_CARGO

Defined in:

Parameters:

#string From

#string Event

#string To

Deploy Handler OnBefore for AI_CARGO

Defined in:

Parameters:

#string From

#string Event

#string To

#number Speed

Speed in km/h. Default is 50% of max possible speed the group can do.

Return value:

#boolean:

Pickup Handler OnBefore for AI_CARGO

Defined in:

Parameters:

#string From

#string Event

#string To

#number Speed

Speed in km/h. Default is 50% of max possible speed the group can do.

Return value:

#boolean:

Pickup Trigger for AI_CARGO

Defined in:

Parameters:

#number Speed

Speed in km/h. Default is 50% of max possible speed the group can do.

Deploy Asynchronous Trigger for AI_CARGO

Defined in:

Parameters:

#number Delay

#number Speed

Speed in km/h. Default is 50% of max possible speed the group can do.

Pickup Asynchronous Trigger for AI_CARGO

Defined in:

Parameters:

#number Delay

Pickup place. If not given, loading starts at the current location.

#number Speed

Speed in km/h. Default is 50% of max possible speed the group can do.

On after Board event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

Cargo object.

Wrapper.Unit#UNIT CarrierUnit

Core.Zone#ZONE PickupZone

(optional) The zone where the cargo will be picked up. The PickupZone can be nil, if there wasn't any PickupZoneSet provided.

On after Deploy event.

Defined in:

Parameters:

From

Event

To

Deploy place.

#number Speed

Speed in km/h to drive to the depoly coordinate. Default is 50% of max possible speed the unit can go.

#number Height

Height in meters to move to the deploy coordinate.

Core.Zone#ZONE DeployZone

The zone where the cargo will be deployed.

On after Deployed event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

Core.Zone#ZONE DeployZone

The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.

#boolean Defend

Defend for APCs.

On after Loaded event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

Core.Zone#ZONE PickupZone

(optional) The zone where the cargo will be picked up. The PickupZone can be nil, if there wasn't any PickupZoneSet provided.

Cargo

Return value:

#boolean:

Cargo loaded.

On after PickedUp event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

Core.Zone#ZONE PickupZone

(optional) The zone where the cargo will be picked up. The PickupZone can be nil, if there wasn't any PickupZoneSet provided.

On after Pickup event.

Defined in:

Parameters:

From

Event

To

of the pickup point.

#number Speed

Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.

#number Height

Height in meters to move to the home coordinate.

Core.Zone#ZONE PickupZone

(optional) The zone where the cargo will be picked up. The PickupZone can be nil, if there wasn't any PickupZoneSet provided.

On after Unboard event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

#string Cargo

Cargo#CARGO Cargo Cargo object.

Core.Zone#ZONE DeployZone

The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.

CarrierUnit

Defend

On after Unload event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

Core.Zone#ZONE DeployZone

The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.

Defend

On after Unloaded event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

#string Cargo

Cargo#CARGO Cargo Cargo object.

#boolean Deployed

Cargo is deployed.

Core.Zone#ZONE DeployZone

The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.

CarrierUnit

Defend

On before Load event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

Core.Zone#ZONE PickupZone

(optional) The zone where the cargo will be picked up. The PickupZone can be nil, if there wasn't any PickupZoneSet provided.

On before Reload event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

Core.Zone#ZONE PickupZone

(optional) The zone where the cargo will be picked up. The PickupZone can be nil, if there wasn't any PickupZoneSet provided.

Field(s)

Function(s)

Gets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

Creates a new FSM_CONTROLLABLE object.

Defined in:

Parameters:

#table FSMT

Finite State Machine Table

(optional) The CONTROLLABLE object that the FSM_CONTROLLABLE governs.

Return value:

OnAfter Transition Handler for Event Stop.

Defined in:

Parameters:

The Controllable Object managed by the FSM.

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

OnBefore Transition Handler for Event Stop.

Defined in:

Parameters:

The Controllable Object managed by the FSM.

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

Return value:

#boolean:

Return false to cancel Transition.

OnEnter Transition Handler for State Stopped.

Defined in:

Parameters:

The Controllable Object managed by the FSM.

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

OnLeave Transition Handler for State Stopped.

Defined in:

Parameters:

The Controllable Object managed by the FSM.

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

Return value:

#boolean:

Return false to cancel Transition.

Sets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

Defined in:

Parameter:

Return value:

Synchronous Event Trigger for Event Stop.

Asynchronous Event Trigger for Event Stop.

Defined in:

Parameter:

#number Delay

The delay in seconds.

Defined in:

Parameters:

step

trigger

params

EventName

Field(s)

Function(s)

Adds an End state.

Defined in:

Parameter:

#string State

The FSM state.

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

Defined in:

Parameters:

#table From

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

#string Event

The Event name.

An sub-process FSM.

#table ReturnEvents

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

Return value:

The SubFSM.

Adds a score for the FSM to be achieved.

Defined in:

Parameters:

#string State

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

#string ScoreText

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

#number Score

is a number providing the score of the status.

Return value:

#FSM:

self

Adds a score for the FSM_PROCESS to be achieved.

Defined in:

Parameters:

#string From

is the From State of the main process.

#string Event

is the Event of the main process.

#string State

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

#string ScoreText

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

#number Score

is a number providing the score of the status.

Return value:

#FSM:

self

Add a new transition rule to the FSM.

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

Defined in:

Parameters:

#table From

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

#string Event

The Event name.

#string To

The To state.

Get current state.

Defined in:

Return value:

#string:

Current FSM state.

Returns the End states.

Defined in:

Return value:

#table:

End states.

Defined in:

Parameters:

From

Event

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

Defined in:

Return value:

#table:

Sub processes.

Returns a table with the scores defined.

Defined in:

Return value:

#table:

Scores.

Returns the start state of the FSM.

Defined in:

Return value:

#string:

A string containing the start state.

Get current state.

Defined in:

Return value:

#string:

Current FSM state.

Returns a table with the Subs defined.

Defined in:

Return value:

#table:

Sub processes.

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

Defined in:

Return value:

#table:

Transitions.

Check if FSM is in state.

Defined in:

Parameter:

#string State

State name.

Return value:

#boolean:

If true, FSM is in this state.

Load call backs.

Defined in:

Parameter:

#table CallBackTable

Table of call backs.

Creates a new FSM object.

Defined in:

Return value:

#FSM:

Defined in:

Parameters:

From

Event

Fsm

Sets the start state of the FSM.

Defined in:

Parameter:

#string State

A string defining the start state.

Add to map.

Defined in:

Parameters:

#table Map

Map.

#table Event

Event table.

Call handler.

Defined in:

Parameters:

#string step

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

#string trigger

Trigger.

#table params

Parameters.

#string EventName

Event name.

Return value:

Value.

Create transition.

Defined in:

Parameter:

#string EventName

Event name.

Return value:

#function:

Function.

Delayed transition.

Defined in:

Parameter:

#string EventName

Event name.

Return value:

#function:

Function.

Event map.

Defined in:

Parameters:

#table Events

Events.

#table EventStructure

Event structure.

Go sub.

Defined in:

Parameters:

#string ParentFrom

Parent from state.

#string ParentEvent

Parent event name.

Return value:

#table:

Subs.

Handler.

Defined in:

Parameters:

#string EventName

Event name.

...

Arguments.

Is end state.

Defined in:

Parameter:

#string Current

Current state name.

Return values:

#table:

FSM parent.

#string:

Event name.

Sub maps.

Defined in:

Parameters:

#table subs

Subs.

#table sub

Sub.

#string name

Name.

Check if can do an event.

Defined in:

Parameter:

#string e

Event name.

Return values:

#boolean:

If true, FSM can do the event.

#string:

To state.

Check if cannot do an event.

Defined in:

Parameter:

#string e

Event name.

Return value:

#boolean:

If true, FSM cannot do the event.

Check if FSM is in state.

Defined in:

Parameters:

#string State

State name.

state

Return value:

#boolean:

If true, FSM is in this state.

Field(s)

Function(s)

Clear the state of an object.

Defined in:

Parameters:

Object

The object that holds the Value set by the Key.

StateName

The key that is should be cleared.

Creation of a Birth Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

#string IniUnitName

The initiating unit name.

place

subplace

Creation of a Crash Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

IniObjectCategory

Creation of a Dead Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

IniObjectCategory

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

Defined in:

Parameter:

Wrapper.Unit#UNIT PlayerUnit

The aircraft unit the player entered.

Creation of a Remove Unit Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a Takeoff Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a Crash Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Log an exception which will be traced always.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Returns the event dispatcher

Defined in:

Return value:

Remove all subscribed events

Defined in:

Return value:

Trace a function call.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function call level 2.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function call level 3.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Get the ClassID of the class instance.

Defined in:

Return value:

#string:

The ClassID of the class instance.

Get the ClassName of the class instance.

Defined in:

Return value:

#string:

The ClassName of the class instance.

Get the ClassName + ClassID of the class instance.

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

Defined in:

Return value:

#string:

The ClassName + ClassID of the class instance.

Get the Class Core.Event processing Priority.

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

Defined in:

Return value:

#number:

The Core.Event processing Priority.

This is the worker method to retrieve the Parent class.

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

self:GetParent(self):ParentMethod()

Defined in:

Parameters:

#BASE Child

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

#BASE FromClass

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

Return value:

Get a Value given a Key from the Object.

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

Defined in:

Parameters:

Object

The object that holds the Value set by the Key.

Key

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

Return value:

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

Subscribe to a DCS Event.

Defined in:

Parameters:

Event ID.

#function EventFunction

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

Return value:

Log an information which will be traced always.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

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

Defined in:

Parameters:

Child

is the Child class that inherits.

#BASE Parent

is the Parent class that the Child inherits from.

Return value:

Child

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

Examples:

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

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

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

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

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

Defined in:

Parameter:

ClassName

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

Return value:

#boolean:

Enquires if tracing is on (for the class).

Defined in:

Return value:

#boolean:

BASE constructor.

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

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

Defined in:

Return value:

Occurs when an Event for an object is triggered.

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

Defined in:

Parameter:

The EventData structure.

BDA.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs when any object is spawned into the mission.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs when an object is dead.

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

Defined in:

Parameter:

The EventData structure.

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

Will update this page when new information become available.

  • initiator: The unit that had the failure.

Defined in:

Parameter:

The EventData structure.

Discard chair after ejection.

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

Defined in:

Parameter:

The EventData structure.

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

initiator : The unit that has ejected

Defined in:

Parameter:

The EventData structure.

Occurs when any aircraft shuts down its engines.

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

Defined in:

Parameter:

The EventData structure.

Occurs when any aircraft starts its engines.

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

Defined in:

Parameter:

The EventData structure.

Occurs whenever an object is hit by a weapon.

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

Defined in:

Parameter:

The EventData structure.

Occurs when any system fails on a human controlled aircraft.

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

Defined in:

Parameter:

The EventData structure.

Occurs on the death of a unit.

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

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

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

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

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

Defined in:

Parameter:

The EventData structure.

Landing quality mark.

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

Defined in:

Parameter:

The EventData structure.

Occurs when a new mark was added.

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

Defined in:

Parameter:

The EventData structure.

Occurs when a mark text was changed.

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

Defined in:

Parameter:

The EventData structure.

Occurs when a mark was removed.

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

Defined in:

Parameter:

The EventData structure.

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

Defined in:

Parameter:

The EventData structure.

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

Defined in:

Parameter:

The EventData structure.

Weapon add.

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

Defined in:

Parameter:

The EventData structure.

Occurs when the pilot of an aircraft is killed.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs when any player assumes direct control of a unit.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs when an aircraft is finished taking fuel.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs when any unit stops firing its weapon.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs whenever any unit in a mission fires a weapon.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Trigger zone.

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

Defined in:

Parameter:

The EventData structure.

Occurs when the game thinks an object is destroyed.

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

  • initiator: The unit that is was destroyed.

Defined in:

Parameter:

The EventData structure.

Schedule a new time event.

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

Defined in:

Parameters:

#number Start

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

#function SchedulerFunction

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

#table ...

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

Return value:

#string:

The Schedule ID of the planned schedule.

Schedule a new time event.

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

Defined in:

Parameters:

#number Start

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

#number Repeat

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

#number RandomizeFactor

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

#number Stop

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

#function SchedulerFunction

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

#table ...

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

Return value:

#string:

The Schedule ID of the planned schedule.

Stops the Schedule.

Defined in:

Parameter:

#string SchedulerID

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

Set the Class Core.Event processing Priority.

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

Defined in:

Parameter:

#number EventPriority

The Core.Event processing Priority.

Return value:

self

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

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

Defined in:

Parameters:

Object

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

Key

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

Value

The value to is stored in the object.

Return value:

The Value set.

Trace a function logic level 1.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function logic level 2.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function logic level 3.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace all methods in MOOSE

Defined in:

Parameter:

#boolean TraceAll

true = trace all methods in MOOSE.

Set tracing for a class

Defined in:

Parameter:

#string Class

Class name.

Set tracing for a specific method of class

Defined in:

Parameters:

#string Class

Class name.

#string Method

Method.

Set trace level

Defined in:

Parameter:

#number Level

Set trace off.

Defined in:

Usage:

-- Switch the tracing Off
BASE:TraceOff()

Set trace on.

Defined in:

Usage:

-- Switch the tracing On
BASE:TraceOn()

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

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

Defined in:

Parameter:

#boolean TraceOnOff

Switch the tracing on or off.

Usage:


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

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

UnSubscribe to a DCS event.

Defined in:

Parameter:

Event ID.

Return value:

Trace a function call.

This function is private.

Defined in:

Parameters:

Arguments

A #table or any field.

DebugInfoCurrentParam

DebugInfoFromParam

(Internal) Serialize arguments

Defined in:

Parameter:

#table Arguments

Return value:

#string:

Text

Trace a function logic.

Defined in:

Parameters:

Arguments

A #table or any field.

DebugInfoCurrentParam

DebugInfoFromParam

The main event handling function...

This function captures all events generated for the class.

Defined in:

Parameter:

DCS#Event event