Module AI.AI_Patrol
AI - Perform Air Patrolling for airplanes.
Features:
- Patrol AI airplanes within a given zone.
- Trigger detected events when enemy airplanes are detected.
- Manage a fuel threshold to RTB on time.
AI PATROL classes makes AI Controllables execute an Patrol.
There are the following types of PATROL classes defined:
- #AI_PATROL_ZONE: Perform a PATROL in a zone.
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 :-)
- Pikey: Testing and API concept review.
Global(s)
Global AI_PATROL_ZONE |
Implements the core functions to patrol a Core.Zone by an AI Wrapper.Controllable or Wrapper.Group. |
Implements the core functions to patrol a Core.Zone by an AI Wrapper.Controllable or Wrapper.Group.
The AI_PATROL_ZONE is assigned a Wrapper.Group and this must be done before the AI_PATROL_ZONE process can be started using the Start event.
The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits. Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
This cycle will continue.
During the patrol, the AI will detect enemy targets, which are reported through the Detected event.
-- Note that the enemy is not engaged! To model enemy engagement, either tailor the Detected event, or use derived AI_ classes to model AI offensive or defensive behaviour.
Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB. When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
1. AI_PATROL_ZONE constructor
- AI_PATROL_ZONE.New(): Creates a new AI_PATROL_ZONE object.
2. AI_PATROL_ZONE is a FSM
2.1. AI_PATROL_ZONE States
- None ( Group ): The process is not started yet.
- Patrolling ( Group ): The AI is patrolling the Patrol Zone.
- Returning ( Group ): The AI is returning to Base.
- Stopped ( Group ): The process is stopped.
- Crashed ( Group ): The AI has crashed or is dead.
2.2. AI_PATROL_ZONE Events
- Start ( Group ): Start the process.
- Stop ( Group ): Stop the process.
- Route ( Group ): Route the AI to a new random 3D point within the Patrol Zone.
- RTB ( Group ): Route the AI to the home base.
- Detect ( Group ): The AI is detecting targets.
- Detected ( Group ): The AI has detected new targets.
- Status ( Group ): The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.
3. Set or Get the AI controllable
- AI_PATROL_ZONE.SetControllable(): Set the AIControllable.
- AI_PATROL_ZONE.GetControllable(): Get the AIControllable.
4. Set the Speed and Altitude boundaries of the AI controllable
- AI_PATROL_ZONE.SetSpeed(): Set the patrol speed boundaries of the AI, for the next patrol.
- AI_PATROL_ZONE.SetAltitude(): Set altitude boundaries of the AI, for the next patrol.
5. Manage the detection process of the AI controllable
The detection process of the AI controllable can be manipulated. Detection requires an amount of CPU power, which has an impact on your mission performance. Only put detection on when absolutely necessary, and the frequency of the detection can also be set.
- AI_PATROL_ZONE.SetDetectionOn(): Set the detection on. The AI will detect for targets.
- AI_PATROL_ZONE.SetDetectionOff(): Set the detection off, the AI will not detect for targets. The existing target list will NOT be erased.
The detection frequency can be set with AI_PATROL_ZONE.SetRefreshTimeInterval( seconds ), where the amount of seconds specify how much seconds will be waited before the next detection. Use the method AI_PATROL_ZONE.GetDetectedUnits() to obtain a list of the Wrapper.Units detected by the AI.
The detection can be filtered to potential targets in a specific zone. Use the method AI_PATROL_ZONE.SetDetectionZone() to set the zone where targets need to be detected. Note that when the zone is too far away, or the AI is not heading towards the zone, or the AI is too high, no targets may be detected according the weather conditions.
6. Manage the "out of fuel" in the AI_PATROL_ZONE
When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base. Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated. When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AI is targeted to the AI_PATROL_ZONE. Once the time is finished, the old AI will return to the base. Use the method AI_PATROL_ZONE.ManageFuel() to have this process in place.
7. Manage "damage" behaviour of the AI in the AI_PATROL_ZONE
When the AI is damaged, it is required that a new AIControllable is started. However, damage cannon be foreseen early on. Therefore, when the damage threshold is reached, the AI will return immediately to the home base (RTB). Use the method AI_PATROL_ZONE.ManageDamage() to have this process in place.
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_PATROL_ZONE | Description |
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The Wrapper.Controllable patrolling. |
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Clears the list of Wrapper.Unit#UNITs that were detected by the AI. |
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Synchronous Event Trigger for Event Detect. |
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Synchronous Event Trigger for Event Detected. |
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Gets a list of Wrapper.Unit#UNITs that were detected by the AI. |
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When the AI is damaged beyond a certain threshold, it is required that the AI returns to the home base. |
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AI_PATROL_ZONE:ManageFuel(PatrolFuelThresholdPercentage, PatrolOutOfFuelOrbitTime) |
When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base. |
Creates a new AI_PATROL_ZONE object |
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OnAfter Transition Handler for Event Detect. |
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AI_PATROL_ZONE:OnAfterDetected(Controllable, From, Event, To) |
OnAfter Transition Handler for Event Detected. |
OnAfter Transition Handler for Event RTB. |
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OnAfter Transition Handler for Event Route. |
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OnAfter Transition Handler for Event Start. |
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OnAfter Transition Handler for Event Status. |
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OnAfter Transition Handler for Event Stop. |
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AI_PATROL_ZONE:OnBeforeDetect(Controllable, From, Event, To) |
OnBefore Transition Handler for Event Detect. |
AI_PATROL_ZONE:OnBeforeDetected(Controllable, From, Event, To) |
OnBefore Transition Handler for Event Detected. |
OnBefore Transition Handler for Event RTB. |
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OnBefore Transition Handler for Event Route. |
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OnBefore Transition Handler for Event Start. |
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AI_PATROL_ZONE:OnBeforeStatus(Controllable, From, Event, To) |
OnBefore Transition Handler for Event Status. |
OnBefore Transition Handler for Event Stop. |
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AI_PATROL_ZONE:OnEnterPatrolling(Controllable, From, Event, To) |
OnEnter Transition Handler for State Patrolling. |
AI_PATROL_ZONE:OnEnterReturning(Controllable, From, Event, To) |
OnEnter Transition Handler for State Returning. |
AI_PATROL_ZONE:OnEnterStopped(Controllable, From, Event, To) |
OnEnter Transition Handler for State Stopped. |
AI_PATROL_ZONE:OnLeavePatrolling(Controllable, From, Event, To) |
OnLeave Transition Handler for State Patrolling. |
AI_PATROL_ZONE:OnLeaveReturning(Controllable, From, Event, To) |
OnLeave Transition Handler for State Returning. |
AI_PATROL_ZONE:OnLeaveStopped(Controllable, From, Event, To) |
OnLeave Transition Handler for State Stopped. |
The highest altitude in meters where to execute the patrol. |
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The lowest altitude in meters where to execute the patrol. |
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The maximum speed of the Wrapper.Controllable in km/h. |
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The minimum speed of the Wrapper.Controllable in km/h. |
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The Core.Zone where the patrol needs to be executed. |
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Synchronous Event Trigger for Event RTB. |
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Synchronous Event Trigger for Event Route. |
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AI_PATROL_ZONE:SetAltitude(PatrolFloorAltitude, PatrolCeilingAltitude) |
Sets the floor and ceiling altitude of the patrol. |
Activate the detection. |
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Deactivate the detection. |
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Set the detection off. |
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Set the detection on. |
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Set the detection zone where the AI is detecting targets. |
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Set the interval in seconds between each detection executed by the AI. |
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Sets (modifies) the minimum and maximum speed of the patrol. |
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Set the status checking off. |
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Synchronous Event Trigger for Event Start. |
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Synchronous Event Trigger for Event Status. |
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Synchronous Event Trigger for Event Stop. |
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Asynchronous Event Trigger for Event Detect. |
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Asynchronous Event Trigger for Event Detected. |
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Asynchronous Event Trigger for Event RTB. |
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Asynchronous Event Trigger for Event Route. |
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Asynchronous Event Trigger for Event Start. |
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Asynchronous Event Trigger for Event Status. |
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Asynchronous Event Trigger for Event Stop. |
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Defines a new patrol route using the #AI_PATROL_ZONE parameters and settings. |
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Defines a new patrol route using the #AI_PATROL_ZONE parameters and settings. |
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AI_PATROL_ZONE:onbeforeDetect(Controllable, From, Event, To) |
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Fields and Methods inherited from FSM_CONTROLLABLE | Description |
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Gets the CONTROLLABLE object that the FSM_CONTROLLABLE governs. |
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Creates a new FSM_CONTROLLABLE object. |
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OnAfter Transition Handler for Event Stop. |
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OnBefore Transition Handler for Event Stop. |
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AI_PATROL_ZONE:OnEnterStopped(Controllable, From, Event, To) |
OnEnter Transition Handler for State Stopped. |
AI_PATROL_ZONE:OnLeaveStopped(Controllable, From, Event, To) |
OnLeave Transition Handler for State Stopped. |
Sets the CONTROLLABLE object that the FSM_CONTROLLABLE governs. |
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Synchronous Event Trigger for Event Stop. |
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Asynchronous Event Trigger for Event Stop. |
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AI_PATROL_ZONE:_call_handler(step, trigger, params, EventName) |
AI_PATROL_ZONE class
Field(s)
This table contains the targets detected during patrol.
The highest altitude in meters where to execute the patrol.
The lowest altitude in meters where to execute the patrol.
Function(s)
Clears the list of Wrapper.Unit#UNITs that were detected by the AI.
Defined in:
AI_PATROL_ZONE
Gets a list of Wrapper.Unit#UNITs that were detected by the AI.
No filtering is applied, so, ANY detected UNIT can be in this list. It is up to the mission designer to use the Wrapper.Unit class and methods to filter the targets.
When the AI is damaged beyond a certain threshold, it is required that the AI returns to the home base.
However, damage cannot be foreseen early on. Therefore, when the damage threshold is reached, the AI will return immediately to the home base (RTB). Note that for groups, the average damage of the complete group will be calculated. So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage threshold will be 0.25.
Defined in:
AI_PATROL_ZONE
Parameter:
#number PatrolDamageThreshold
The threshold in percentage (between 0 and 1) when the AI is considered to be damaged.
Return value:
self
When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.
Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated. When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targeted to the AI_PATROL_ZONE. Once the time is finished, the old AI will return to the base.
Defined in:
AI_PATROL_ZONE
Parameters:
#number PatrolFuelThresholdPercentage
The threshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.
#number PatrolOutOfFuelOrbitTime
The amount of seconds the out of fuel AIControllable will orbit before returning to the base.
Return value:
self
Creates a new AI_PATROL_ZONE object
Defined in:
AI_PATROL_ZONE
Parameters:
Core.Zone#ZONE_BASE PatrolZone
The Core.Zone where the patrol needs to be executed.
DCS#Altitude PatrolFloorAltitude
The lowest altitude in meters where to execute the patrol.
DCS#Altitude PatrolCeilingAltitude
The highest altitude in meters where to execute the patrol.
DCS#Speed PatrolMinSpeed
The minimum speed of the Wrapper.Controllable in km/h.
DCS#Speed PatrolMaxSpeed
The maximum speed of the Wrapper.Controllable in km/h.
DCS#AltitudeType PatrolAltType
The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
Return value:
self
Usage:
-- Define a new AI_PATROL_ZONE Object. This PatrolArea will patrol an AIControllable within PatrolZone between 3000 and 6000 meters, with a variying speed between 600 and 900 km/h.
PatrolZone = ZONE:New( 'PatrolZone' )
PatrolSpawn = SPAWN:New( 'Patrol Group' )
PatrolArea = AI_PATROL_ZONE:New( PatrolZone, 3000, 6000, 600, 900 )
OnAfter Transition Handler for Event Detect.
Defined in:
AI_PATROL_ZONE
Parameters:
Wrapper.Controllable#CONTROLLABLE Controllable
The Controllable Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
OnAfter Transition Handler for Event Detected.
Defined in:
AI_PATROL_ZONE
Parameters:
Wrapper.Controllable#CONTROLLABLE Controllable
The Controllable Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
OnAfter Transition Handler for Event RTB.
Defined in:
AI_PATROL_ZONE
Parameters:
Wrapper.Controllable#CONTROLLABLE Controllable
The Controllable Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
OnAfter Transition Handler for Event Route.
Defined in:
AI_PATROL_ZONE
Parameters:
Wrapper.Controllable#CONTROLLABLE Controllable
The Controllable Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
OnAfter Transition Handler for Event Start.
Defined in:
AI_PATROL_ZONE
Parameters:
Wrapper.Controllable#CONTROLLABLE Controllable
The Controllable Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
OnAfter Transition Handler for Event Status.
Defined in:
AI_PATROL_ZONE
Parameters:
Wrapper.Controllable#CONTROLLABLE Controllable
The Controllable Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
OnAfter Transition Handler for Event Stop.
Defined in:
AI_PATROL_ZONE
Parameters:
Wrapper.Controllable#CONTROLLABLE Controllable
The Controllable Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
OnBefore Transition Handler for Event Detect.
Defined in:
AI_PATROL_ZONE
Parameters:
Wrapper.Controllable#CONTROLLABLE Controllable
The Controllable Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
Return value:
#boolean:
Return false to cancel Transition.
OnBefore Transition Handler for Event Detected.
Defined in:
AI_PATROL_ZONE
Parameters:
Wrapper.Controllable#CONTROLLABLE Controllable
The Controllable Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
Return value:
#boolean:
Return false to cancel Transition.
OnBefore Transition Handler for Event RTB.
Defined in:
AI_PATROL_ZONE
Parameters:
Wrapper.Controllable#CONTROLLABLE Controllable
The Controllable Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
Return value:
#boolean:
Return false to cancel Transition.
OnBefore Transition Handler for Event Route.
Defined in:
AI_PATROL_ZONE
Parameters:
Wrapper.Controllable#CONTROLLABLE Controllable
The Controllable Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
Return value:
#boolean:
Return false to cancel Transition.
OnBefore Transition Handler for Event Start.
Defined in:
AI_PATROL_ZONE
Parameters:
Wrapper.Controllable#CONTROLLABLE Controllable
The Controllable Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
Return value:
#boolean:
Return false to cancel Transition.
OnBefore Transition Handler for Event Status.
Defined in:
AI_PATROL_ZONE
Parameters:
Wrapper.Controllable#CONTROLLABLE Controllable
The Controllable Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
Return value:
#boolean:
Return false to cancel Transition.
OnBefore Transition Handler for Event Stop.
Defined in:
AI_PATROL_ZONE
Parameters:
Wrapper.Controllable#CONTROLLABLE Controllable
The Controllable Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
Return value:
#boolean:
Return false to cancel Transition.
@param #AI_PATROL_ZONE self @param Core.Event#EVENTDATA EventData
Defined in:
AI_PATROL_ZONE
Parameter:
EventData
@param #AI_PATROL_ZONE self @param Core.Event#EVENTDATA EventData
Defined in:
AI_PATROL_ZONE
Parameter:
EventData
OnEnter Transition Handler for State Patrolling.
Defined in:
AI_PATROL_ZONE
Parameters:
Wrapper.Controllable#CONTROLLABLE Controllable
The Controllable Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
OnEnter Transition Handler for State Returning.
Defined in:
AI_PATROL_ZONE
Parameters:
Wrapper.Controllable#CONTROLLABLE Controllable
The Controllable Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
OnEnter Transition Handler for State Stopped.
Defined in:
AI_PATROL_ZONE
Parameters:
Wrapper.Controllable#CONTROLLABLE Controllable
The Controllable Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
OnLeave Transition Handler for State Patrolling.
Defined in:
AI_PATROL_ZONE
Parameters:
Wrapper.Controllable#CONTROLLABLE Controllable
The Controllable Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
Return value:
#boolean:
Return false to cancel Transition.
OnLeave Transition Handler for State Returning.
Defined in:
AI_PATROL_ZONE
Parameters:
Wrapper.Controllable#CONTROLLABLE Controllable
The Controllable Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
Return value:
#boolean:
Return false to cancel Transition.
OnLeave Transition Handler for State Stopped.
Defined in:
AI_PATROL_ZONE
Parameters:
Wrapper.Controllable#CONTROLLABLE Controllable
The Controllable Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
Return value:
#boolean:
Return false to cancel Transition.
@param #AI_PATROL_ZONE self @param Core.Event#EVENTDATA EventData
Defined in:
AI_PATROL_ZONE
Parameter:
EventData
Sets the floor and ceiling altitude of the patrol.
Defined in:
AI_PATROL_ZONE
Parameters:
DCS#Altitude PatrolFloorAltitude
The lowest altitude in meters where to execute the patrol.
DCS#Altitude PatrolCeilingAltitude
The highest altitude in meters where to execute the patrol.
Return value:
self
Activate the detection.
The AI will detect for targets if the Detection is switched On.
Deactivate the detection.
The AI will NOT detect for targets.
Set the detection off.
The AI will NOT detect for targets. However, the list of already detected targets will be kept and can be enquired!
Set the detection on.
The AI will detect for targets.
Set the detection zone where the AI is detecting targets.
Defined in:
AI_PATROL_ZONE
Parameter:
Core.Zone#ZONE DetectionZone
The zone where to detect targets.
Return value:
self
Set the interval in seconds between each detection executed by the AI.
The list of already detected targets will be kept and updated. Newly detected targets will be added, but already detected targets that were not detected in this cycle, will NOT be removed! The default interval is 30 seconds.
Defined in:
AI_PATROL_ZONE
Parameter:
#number Seconds
The interval in seconds.
Return value:
self
Sets (modifies) the minimum and maximum speed of the patrol.
Defined in:
AI_PATROL_ZONE
Parameters:
DCS#Speed PatrolMinSpeed
The minimum speed of the Wrapper.Controllable in km/h.
DCS#Speed PatrolMaxSpeed
The maximum speed of the Wrapper.Controllable in km/h.
Return value:
self
Set the status checking off.
@param Wrapper.Controllable#CONTROLLABLE AIControllable This static method is called from the route path within the last task at the last waypoint of the Controllable. Note that this method is required, as triggers the next route when patrolling for the Controllable.
Defined in:
AI_PATROL_ZONE
Parameter:
AIControllable
Asynchronous Event Trigger for Event Detect.
Defined in:
AI_PATROL_ZONE
Parameter:
#number Delay
The delay in seconds.
Asynchronous Event Trigger for Event Detected.
Defined in:
AI_PATROL_ZONE
Parameter:
#number Delay
The delay in seconds.
Asynchronous Event Trigger for Event RTB.
Defined in:
AI_PATROL_ZONE
Parameter:
#number Delay
The delay in seconds.
Asynchronous Event Trigger for Event Route.
Defined in:
AI_PATROL_ZONE
Parameter:
#number Delay
The delay in seconds.
Asynchronous Event Trigger for Event Start.
Defined in:
AI_PATROL_ZONE
Parameter:
#number Delay
The delay in seconds.
Asynchronous Event Trigger for Event Status.
Defined in:
AI_PATROL_ZONE
Parameter:
#number Delay
The delay in seconds.
Asynchronous Event Trigger for Event Stop.
Defined in:
AI_PATROL_ZONE
Parameter:
#number Delay
The delay in seconds.
@param #AI_PATROL_ZONE self @param Wrapper.Controllable#CONTROLLABLE Controllable
Defined in:
AI_PATROL_ZONE
Parameters:
Controllable
From
Event
To
Defines a new patrol route using the #AI_PATROL_ZONE parameters and settings.
Defined in:
AI_PATROL_ZONE
Parameters:
Wrapper.Controllable#CONTROLLABLE Controllable
The Controllable Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
Defines a new patrol route using the #AI_PATROL_ZONE parameters and settings.
Defined in:
AI_PATROL_ZONE
Parameters:
Wrapper.Controllable#CONTROLLABLE Controllable
The Controllable Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
Return value:
self
@param #AI_PATROL_ZONE self @param Wrapper.Controllable#CONTROLLABLE Controllable+
Defined in:
AI_PATROL_ZONE
Parameters:
Controllable
From
Event
To
Field(s)
This table contains the targets detected during patrol.
The highest altitude in meters where to execute the patrol.
The lowest altitude in meters where to execute the patrol.
Function(s)
Gets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.
Creates a new FSM_CONTROLLABLE object.
Defined in:
Parameters:
#table FSMT
Finite State Machine Table
Wrapper.Controllable#CONTROLLABLE Controllable
(optional) The CONTROLLABLE object that the FSM_CONTROLLABLE governs.
Return value:
OnAfter Transition Handler for Event Stop.
Defined in:
Parameters:
Wrapper.Controllable#CONTROLLABLE Controllable
The Controllable Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
OnBefore Transition Handler for Event Stop.
Defined in:
Parameters:
Wrapper.Controllable#CONTROLLABLE Controllable
The Controllable Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
Return value:
#boolean:
Return false to cancel Transition.
OnEnter Transition Handler for State Stopped.
Defined in:
Parameters:
Wrapper.Controllable#CONTROLLABLE Controllable
The Controllable Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
OnLeave Transition Handler for State Stopped.
Defined in:
Parameters:
Wrapper.Controllable#CONTROLLABLE Controllable
The Controllable Object managed by the FSM.
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
Return value:
#boolean:
Return false to cancel Transition.
Sets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.
Synchronous Event Trigger for Event Stop.
Defined in:
Asynchronous Event Trigger for Event Stop.