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Module AI.AI_Escort_Dispatcher

AI - Models the automatic assignment of AI escorts to player flights.

Features:

--
* Provides the facilities to trigger escorts when players join flight slots. *


Author: FlightControl


Global(s)

Global AI_ESCORT_DISPATCHER

Models the automatic assignment of AI escorts to player flights.

#AI_ESCORT_DISPATCHER AI_ESCORT_DISPATCHER

Models the automatic assignment of AI escorts to player flights.


Type(s)

Fields and Methods inherited from FSM Description

AI_ESCORT_DISPATCHER:AddEndState(State)

Adds an End state.

AI_ESCORT_DISPATCHER: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_ESCORT_DISPATCHER:AddScore(State, ScoreText, Score)

Adds a score for the FSM to be achieved.

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

Adds a score for the FSM_PROCESS to be achieved.

AI_ESCORT_DISPATCHER:AddTransition(From, Event, To)

Add a new transition rule to the FSM.

AI_ESCORT_DISPATCHER.CallScheduler

AI_ESCORT_DISPATCHER.Events

AI_ESCORT_DISPATCHER:GetCurrentState()

AI_ESCORT_DISPATCHER:GetEndStates()

Returns the End states.

AI_ESCORT_DISPATCHER:GetProcess(From, Event)

AI_ESCORT_DISPATCHER:GetProcesses()

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

AI_ESCORT_DISPATCHER:GetScores()

Returns a table with the scores defined.

AI_ESCORT_DISPATCHER:GetStartState()

Returns the start state of the FSM.

AI_ESCORT_DISPATCHER:GetState()

AI_ESCORT_DISPATCHER:GetSubs()

Returns a table with the Subs defined.

AI_ESCORT_DISPATCHER:GetTransitions()

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

AI_ESCORT_DISPATCHER:Is(State)

AI_ESCORT_DISPATCHER:LoadCallBacks(CallBackTable)

AI_ESCORT_DISPATCHER:New()

Creates a new FSM object.

AI_ESCORT_DISPATCHER.Scores

AI_ESCORT_DISPATCHER:SetProcess(From, Event, Fsm)

AI_ESCORT_DISPATCHER:SetStartState(State)

Sets the start state of the FSM.

AI_ESCORT_DISPATCHER._EndStates

AI_ESCORT_DISPATCHER._EventSchedules

AI_ESCORT_DISPATCHER._Processes

AI_ESCORT_DISPATCHER._Scores

AI_ESCORT_DISPATCHER._StartState

AI_ESCORT_DISPATCHER._Transitions

AI_ESCORT_DISPATCHER:_add_to_map(Map, Event)

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

AI_ESCORT_DISPATCHER:_create_transition(EventName)

AI_ESCORT_DISPATCHER:_delayed_transition(EventName)

AI_ESCORT_DISPATCHER:_eventmap(Events, EventStructure)

AI_ESCORT_DISPATCHER:_gosub(ParentFrom, ParentEvent)

AI_ESCORT_DISPATCHER:_handler(EventName, ...)

AI_ESCORT_DISPATCHER:_isendstate(Current)

AI_ESCORT_DISPATCHER:_submap(subs, sub, name)

AI_ESCORT_DISPATCHER:can(e)

AI_ESCORT_DISPATCHER:cannot(e)

AI_ESCORT_DISPATCHER.current

AI_ESCORT_DISPATCHER.endstates

AI_ESCORT_DISPATCHER:is(state)

AI_ESCORT_DISPATCHER.options

AI_ESCORT_DISPATCHER.subs

Fields and Methods inherited from BASE Description

AI_ESCORT_DISPATCHER.ClassID

The ID number of the class.

AI_ESCORT_DISPATCHER.ClassName

The name of the class.

AI_ESCORT_DISPATCHER.ClassNameAndID

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

AI_ESCORT_DISPATCHER:ClearState(Object, StateName)

Clear the state of an object.

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

Creation of a Birth Event.

AI_ESCORT_DISPATCHER:CreateEventCrash(EventTime, Initiator)

Creation of a Crash Event.

AI_ESCORT_DISPATCHER:CreateEventDead(EventTime, Initiator)

Creation of a Dead Event.

AI_ESCORT_DISPATCHER:CreateEventRemoveUnit(EventTime, Initiator)

Creation of a Remove Unit Event.

AI_ESCORT_DISPATCHER:CreateEventTakeoff(EventTime, Initiator)

Creation of a Takeoff Event.

AI_ESCORT_DISPATCHER:E(Arguments)

Log an exception which will be traced always.

AI_ESCORT_DISPATCHER:EventDispatcher()

Returns the event dispatcher

AI_ESCORT_DISPATCHER:EventRemoveAll()

Remove all subscribed events

AI_ESCORT_DISPATCHER:F(Arguments)

Trace a function call.

AI_ESCORT_DISPATCHER:F2(Arguments)

Trace a function call level 2.

AI_ESCORT_DISPATCHER:F3(Arguments)

Trace a function call level 3.

AI_ESCORT_DISPATCHER:GetClassID()

Get the ClassID of the class instance.

AI_ESCORT_DISPATCHER:GetClassName()

Get the ClassName of the class instance.

AI_ESCORT_DISPATCHER:GetClassNameAndID()

Get the ClassName + ClassID of the class instance.

AI_ESCORT_DISPATCHER:GetEventPriority()

Get the Class Event processing Priority.

AI_ESCORT_DISPATCHER:GetParent(Child, FromClass)

This is the worker method to retrieve the Parent class.

AI_ESCORT_DISPATCHER:GetState(Object, Key)

Get a Value given a Key from the Object.

AI_ESCORT_DISPATCHER:HandleEvent(Event, EventFunction)

Subscribe to a DCS Event.

AI_ESCORT_DISPATCHER:I(Arguments)

Log an information which will be traced always.

AI_ESCORT_DISPATCHER:Inherit(Child, Parent)

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

AI_ESCORT_DISPATCHER:IsInstanceOf(ClassName)

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

AI_ESCORT_DISPATCHER:IsTrace()

Enquires if tracing is on (for the class).

AI_ESCORT_DISPATCHER:New()

BASE constructor.

AI_ESCORT_DISPATCHER:OnEvent(EventData)

Occurs when an object is completely destroyed.

AI_ESCORT_DISPATCHER:OnEventBaseCaptured(EventData)

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

AI_ESCORT_DISPATCHER:OnEventBirth(EventData)

Occurs when any object is spawned into the mission.

AI_ESCORT_DISPATCHER:OnEventCrash(EventData)

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

AI_ESCORT_DISPATCHER:OnEventDead(EventData)

Occurs when an object is dead.

AI_ESCORT_DISPATCHER:OnEventDetailedFailure(EventData)

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

AI_ESCORT_DISPATCHER:OnEventEjection(EventData)

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

AI_ESCORT_DISPATCHER:OnEventEngineShutdown(EventData)

Occurs when any aircraft shuts down its engines.

AI_ESCORT_DISPATCHER:OnEventEngineStartup(EventData)

Occurs when any aircraft starts its engines.

AI_ESCORT_DISPATCHER:OnEventHit(EventData)

Occurs whenever an object is hit by a weapon.

AI_ESCORT_DISPATCHER:OnEventHumanFailure(EventData)

Occurs when any system fails on a human controlled aircraft.

AI_ESCORT_DISPATCHER:OnEventKill(EventData)

Occurs on the death of a unit.

AI_ESCORT_DISPATCHER: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_ESCORT_DISPATCHER:OnEventLandingAfterEjection(EventData)

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

AI_ESCORT_DISPATCHER:OnEventMarkAdded(EventData)

Occurs when a new mark was added.

AI_ESCORT_DISPATCHER:OnEventMarkChange(EventData)

Occurs when a mark text was changed.

AI_ESCORT_DISPATCHER:OnEventMarkRemoved(EventData)

Occurs when a mark was removed.

AI_ESCORT_DISPATCHER:OnEventMissionEnd(EventData)

Occurs when a mission ends

AI_ESCORT_DISPATCHER:OnEventMissionStart(EventData)

Occurs when a mission starts

AI_ESCORT_DISPATCHER:OnEventPilotDead(EventData)

Occurs when the pilot of an aircraft is killed.

AI_ESCORT_DISPATCHER:OnEventPlayerEnterUnit(EventData)

Occurs when any player assumes direct control of a unit.

AI_ESCORT_DISPATCHER:OnEventPlayerLeaveUnit(EventData)

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

AI_ESCORT_DISPATCHER:OnEventRefueling(EventData)

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

AI_ESCORT_DISPATCHER:OnEventRefuelingStop(EventData)

Occurs when an aircraft is finished taking fuel.

AI_ESCORT_DISPATCHER:OnEventScore(EventData)

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

AI_ESCORT_DISPATCHER:OnEventShootingEnd(EventData)

Occurs when any unit stops firing its weapon.

AI_ESCORT_DISPATCHER:OnEventShootingStart(EventData)

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

AI_ESCORT_DISPATCHER:OnEventShot(EventData)

Occurs whenever any unit in a mission fires a weapon.

AI_ESCORT_DISPATCHER:OnEventTakeoff(EventData)

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

AI_ESCORT_DISPATCHER:OnEventUnitLost(EventData)

Occurs when the game thinks an object is destroyed.

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

Schedule a new time event.

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

Schedule a new time event.

AI_ESCORT_DISPATCHER:ScheduleStop(SchedulerFunction)

Stops the Schedule.

AI_ESCORT_DISPATCHER.Scheduler

AI_ESCORT_DISPATCHER:SetEventPriority(EventPriority)

Set the Class Event processing Priority.

AI_ESCORT_DISPATCHER:SetState(Object, Key, Value)

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

AI_ESCORT_DISPATCHER:T(Arguments)

Trace a function logic level 1.

AI_ESCORT_DISPATCHER:T2(Arguments)

Trace a function logic level 2.

AI_ESCORT_DISPATCHER:T3(Arguments)

Trace a function logic level 3.

AI_ESCORT_DISPATCHER:TraceAll(TraceAll)

Trace all methods in MOOSE

AI_ESCORT_DISPATCHER:TraceClass(Class)

Set tracing for a class

AI_ESCORT_DISPATCHER:TraceClassMethod(Class, Method)

Set tracing for a specific method of class

AI_ESCORT_DISPATCHER:TraceLevel(Level)

Set trace level

AI_ESCORT_DISPATCHER:TraceOff()

Set trace off.

AI_ESCORT_DISPATCHER:TraceOn()

Set trace on.

AI_ESCORT_DISPATCHER:TraceOnOff(TraceOnOff)

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

AI_ESCORT_DISPATCHER:UnHandleEvent(Event)

UnSubscribe to a DCS event.

AI_ESCORT_DISPATCHER._

AI_ESCORT_DISPATCHER:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function call.

AI_ESCORT_DISPATCHER:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function logic.

AI_ESCORT_DISPATCHER.__

AI_ESCORT_DISPATCHER:onEvent(event)

Field(s)

Function(s)

Creates a new AI_ESCORT_DISPATCHER object.

Defined in:

AI_ESCORT_DISPATCHER

Parameters:

Core.Set#SET_GROUP CarrierSet

The set of Wrapper.Group#GROUP objects of carriers for which escorts are spawned in.

Core.Spawn#SPAWN EscortSpawn

The spawn object that will spawn in the Escorts.

Wrapper.Airbase#AIRBASE EscortAirbase

The airbase where the escorts are spawned.

#string EscortName

Name of the escort, which will also be the name of the escort menu.

#string EscortBriefing

A text showing the briefing to the player. Note that if no EscortBriefing is provided, the default briefing will be shown.

Return value:

Usage:


-- Create a new escort when a player joins an SU-25T plane.
Create a carrier set, which contains the player slots that can be joined by the players, for which escorts will be defined.
local Red_SU25T_CarrierSet = SET_GROUP:New():FilterPrefixes( "Red A2G Player Su-25T" ):FilterStart()

-- Create a spawn object that will spawn in the escorts, once the player has joined the player slot.
local Red_SU25T_EscortSpawn = SPAWN:NewWithAlias( "Red A2G Su-25 Escort", "Red AI A2G SU-25 Escort" ):InitLimit( 10, 10 )

-- Create an airbase object, where the escorts will be spawned.
local Red_SU25T_Airbase = AIRBASE:FindByName( AIRBASE.Caucasus.Maykop_Khanskaya )

-- Park the airplanes at the airbase, visible before start.
Red_SU25T_EscortSpawn:ParkAtAirbase( Red_SU25T_Airbase, AIRBASE.TerminalType.OpenMedOrBig )

-- New create the escort dispatcher, using the carrier set, the escort spawn object at the escort airbase.
-- Provide a name of the escort, which will be also the name appearing on the radio menu for the group.
-- And a briefing to appear when the player joins the player slot.
Red_SU25T_EscortDispatcher = AI_ESCORT_DISPATCHER:New( Red_SU25T_CarrierSet, Red_SU25T_EscortSpawn, Red_SU25T_Airbase, "Escort Su-25", "You Su-25T is escorted by one Su-25. Use the radio menu to control the escorts." )

-- The dispatcher needs to be started using the :Start() method.
Red_SU25T_EscortDispatcher:Start()

Defined in:

AI_ESCORT_DISPATCHER

Parameter:

Defined in:

AI_ESCORT_DISPATCHER

Parameter:

Start Trigger for AI_ESCORT_DISPATCHER

Defined in:

AI_ESCORT_DISPATCHER

Stop Trigger for AI_ESCORT_DISPATCHER

Defined in:

AI_ESCORT_DISPATCHER

Start Asynchronous Trigger for AI_ESCORT_DISPATCHER

Defined in:

AI_ESCORT_DISPATCHER

Parameter:

#number Delay

Stop Asynchronous Trigger for AI_ESCORT_DISPATCHER

Defined in:

AI_ESCORT_DISPATCHER

Parameter:

#number Delay

Defined in:

AI_ESCORT_DISPATCHER

Parameters:

From

Event

To

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.

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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:

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Parameter:

State

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.

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Parameters:

step

trigger

params

EventName

Defined in:

Parameters:

Events

EventStructure

Defined in:

Parameters:

ParentFrom

ParentEvent

Defined in:

Parameters:

EventName

...

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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.

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.

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 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.

  • 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 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.

  • 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.

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 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.

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.

Occurs when the game thinks an object is destroyed.

  • 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:

#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

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Parameters:

#string Class

#string Method

Set trace level

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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