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Module Actions.Assign

(SP) (MP) (FSM) Accept or reject process for player (task) assignments.


#ACT_ASSIGN FSM template class, extends Core.Fsm#FSM_PROCESS

ACT_ASSIGN state machine:

This class is a state machine: it manages a process that is triggered by events causing state transitions to occur. All derived classes from this class will start with the class name, followed by a _. See the relevant derived class descriptions below. Each derived class follows exactly the same process, using the same events and following the same state transitions, but will have different implementation behaviour upon each event or state transition.

ACT_ASSIGN Events:

These are the events defined in this class:

  • Start: Start the tasking acceptance process.
  • Assign: Assign the task.
  • Reject: Reject the task..

ACT_ASSIGN Event methods:

Event methods are available (dynamically allocated by the state machine), that accomodate for state transitions occurring in the process. There are two types of event methods, which you can use to influence the normal mechanisms in the state machine:

  • Immediate: The event method has exactly the name of the event.
  • Delayed: The event method starts with a __ + the name of the event. The first parameter of the event method is a number value, expressing the delay in seconds when the event will be executed.

ACT_ASSIGN States:

  • UnAssigned: The player has not accepted the task.
  • Assigned (*): The player has accepted the task.
  • Rejected (*): The player has not accepted the task.
  • Waiting: The process is awaiting player feedback.
  • Failed (*): The process has failed.

(*) End states of the process.

ACT_ASSIGN state transition methods:

State transition functions can be set by the mission designer customizing or improving the behaviour of the state. There are 2 moments when state transition methods will be called by the state machine:

  • Before the state transition. The state transition method needs to start with the name OnBefore + the name of the state. If the state transition method returns false, then the processing of the state transition will not be done! If you want to change the behaviour of the AIControllable at this event, return false, but then you'll need to specify your own logic using the AIControllable!

  • After the state transition. The state transition method needs to start with the name OnAfter + the name of the state. These state transition methods need to provide a return value, which is specified at the function description.


1) #ACT_ASSIGN_ACCEPT class, extends Core.Fsm.Assign#ACT_ASSIGN

The ACT_ASSIGN_ACCEPT class accepts by default a task for a player. No player intervention is allowed to reject the task.

1.1) ACT_ASSIGN_ACCEPT constructor:


2) #ACT_ASSIGN_MENU_ACCEPT class, extends Core.Fsm.Assign#ACT_ASSIGN

The ACT_ASSIGN_MENU_ACCEPT class accepts a task when the player accepts the task through an added menu option. This assignment type is useful to conditionally allow the player to choose whether or not he would accept the task. The assignment type also allows to reject the task.

2.1) ACT_ASSIGN_MENU_ACCEPT constructor:



Global(s)

Global ACT_ASSIGN

Global ACT_ASSIGN_ACCEPT

Global ACT_ASSIGN_MENU_ACCEPT

Type(s)

Fields and Methods inherited from ACT_ASSIGN Description

ACT_ASSIGN.ClassName

ACT_ASSIGN:New()

Creates a new task assignment state machine.

ACT_ASSIGN.ProcessUnit

ACT_ASSIGN.TargetZone

ACT_ASSIGN.Task

Fields and Methods inherited from FSM_PROCESS Description

ACT_ASSIGN:Assign(Task, ProcessUnit)

Assign the process to a Wrapper.Unit and activate the process.

ACT_ASSIGN:Copy(Controllable, Task)

Creates a new FSM_PROCESS object based on this FSM_PROCESS.

ACT_ASSIGN:GetCommandCenter()

Gets the mission of the process.

ACT_ASSIGN:GetMission()

Gets the mission of the process.

ACT_ASSIGN:GetTask()

Gets the task of the process.

ACT_ASSIGN:Init(FsmProcess)

ACT_ASSIGN:Message(Message)

Send a message of the Task to the Group of the Unit.

ACT_ASSIGN:New(Controllable, Task)

Creates a new FSM_PROCESS object.

ACT_ASSIGN:Remove()

Removes an FSM_PROCESS object.

ACT_ASSIGN:SetTask(Task)

Sets the task of the process.

ACT_ASSIGN.Task

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

ACT_ASSIGN:onenterFailed(ProcessUnit, Task, From, Event, To)

ACT_ASSIGN:onstatechange(ProcessUnit, Event, From, To, Task)

StateMachine callback function for a FSM_PROCESS

Fields and Methods inherited from FSM_CONTROLLABLE Description

ACT_ASSIGN.Controllable

ACT_ASSIGN:GetControllable()

Gets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

ACT_ASSIGN:New(FSMT, Controllable)

Creates a new FSM_CONTROLLABLE object.

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

OnAfter Transition Handler for Event Stop.

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

OnBefore Transition Handler for Event Stop.

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

OnEnter Transition Handler for State Stopped.

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

OnLeave Transition Handler for State Stopped.

ACT_ASSIGN:SetControllable(FSMControllable)

Sets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

ACT_ASSIGN:Stop()

Synchronous Event Trigger for Event Stop.

ACT_ASSIGN:__Stop(Delay)

Asynchronous Event Trigger for Event Stop.

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

Fields and Methods inherited from FSM Description

ACT_ASSIGN:AddEndState(State)

Adds an End state.

ACT_ASSIGN: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.

ACT_ASSIGN:AddScore(State, ScoreText, Score)

Adds a score for the FSM to be achieved.

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

Adds a score for the FSM_PROCESS to be achieved.

ACT_ASSIGN:AddTransition(From, Event, To)

Add a new transition rule to the FSM.

ACT_ASSIGN.CallScheduler

ACT_ASSIGN.Events

ACT_ASSIGN:GetCurrentState()

ACT_ASSIGN:GetEndStates()

Returns the End states.

ACT_ASSIGN:GetProcess(From, Event)

ACT_ASSIGN:GetProcesses()

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

ACT_ASSIGN:GetScores()

Returns a table with the scores defined.

ACT_ASSIGN:GetStartState()

Returns the start state of the FSM.

ACT_ASSIGN:GetState()

ACT_ASSIGN:GetSubs()

Returns a table with the Subs defined.

ACT_ASSIGN:GetTransitions()

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

ACT_ASSIGN:Is(State)

ACT_ASSIGN:LoadCallBacks(CallBackTable)

ACT_ASSIGN:New()

Creates a new FSM object.

ACT_ASSIGN.Scores

ACT_ASSIGN:SetProcess(From, Event, Fsm)

ACT_ASSIGN:SetStartState(State)

Sets the start state of the FSM.

ACT_ASSIGN._EndStates

ACT_ASSIGN._EventSchedules

ACT_ASSIGN._Processes

ACT_ASSIGN._Scores

ACT_ASSIGN._StartState

ACT_ASSIGN._Transitions

ACT_ASSIGN:_add_to_map(Map, Event)

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

ACT_ASSIGN:_create_transition(EventName)

ACT_ASSIGN:_delayed_transition(EventName)

ACT_ASSIGN:_eventmap(Events, EventStructure)

ACT_ASSIGN:_gosub(ParentFrom, ParentEvent)

ACT_ASSIGN:_handler(EventName, ...)

ACT_ASSIGN:_isendstate(Current)

ACT_ASSIGN:_submap(subs, sub, name)

ACT_ASSIGN:can(e)

ACT_ASSIGN:cannot(e)

ACT_ASSIGN.current

ACT_ASSIGN.endstates

ACT_ASSIGN:is(state)

ACT_ASSIGN.options

ACT_ASSIGN.subs

Fields and Methods inherited from BASE Description

ACT_ASSIGN.ClassID

The ID number of the class.

ACT_ASSIGN.ClassName

The name of the class.

ACT_ASSIGN.ClassNameAndID

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

ACT_ASSIGN:ClearState(Object, StateName)

Clear the state of an object.

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

Creation of a Birth Event.

ACT_ASSIGN:CreateEventCrash(EventTime, Initiator)

Creation of a Crash Event.

ACT_ASSIGN:CreateEventDead(EventTime, Initiator)

Creation of a Dead Event.

ACT_ASSIGN:CreateEventRemoveUnit(EventTime, Initiator)

Creation of a Remove Unit Event.

ACT_ASSIGN:CreateEventTakeoff(EventTime, Initiator)

Creation of a Takeoff Event.

ACT_ASSIGN:E(Arguments)

Log an exception which will be traced always.

ACT_ASSIGN:EventDispatcher()

Returns the event dispatcher

ACT_ASSIGN:EventRemoveAll()

Remove all subscribed events

ACT_ASSIGN:F(Arguments)

Trace a function call.

ACT_ASSIGN:F2(Arguments)

Trace a function call level 2.

ACT_ASSIGN:F3(Arguments)

Trace a function call level 3.

ACT_ASSIGN:GetClassID()

Get the ClassID of the class instance.

ACT_ASSIGN:GetClassName()

Get the ClassName of the class instance.

ACT_ASSIGN:GetClassNameAndID()

Get the ClassName + ClassID of the class instance.

ACT_ASSIGN:GetEventPriority()

Get the Class Event processing Priority.

ACT_ASSIGN:GetParent(Child, FromClass)

This is the worker method to retrieve the Parent class.

ACT_ASSIGN:GetState(Object, Key)

Get a Value given a Key from the Object.

ACT_ASSIGN:HandleEvent(Event, EventFunction)

Subscribe to a DCS Event.

ACT_ASSIGN:I(Arguments)

Log an information which will be traced always.

ACT_ASSIGN:Inherit(Child, Parent)

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

ACT_ASSIGN:IsInstanceOf(ClassName)

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

ACT_ASSIGN:IsTrace()

Enquires if tracing is on (for the class).

ACT_ASSIGN:New()

BASE constructor.

ACT_ASSIGN:OnEvent(EventData)

Occurs when an object is completely destroyed.

ACT_ASSIGN:OnEventBaseCaptured(EventData)

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

ACT_ASSIGN:OnEventBirth(EventData)

Occurs when any object is spawned into the mission.

ACT_ASSIGN:OnEventCrash(EventData)

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

ACT_ASSIGN:OnEventDead(EventData)

Occurs when an object is dead.

ACT_ASSIGN:OnEventEjection(EventData)

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

ACT_ASSIGN:OnEventEngineShutdown(EventData)

Occurs when any aircraft shuts down its engines.

ACT_ASSIGN:OnEventEngineStartup(EventData)

Occurs when any aircraft starts its engines.

ACT_ASSIGN:OnEventHit(EventData)

Occurs whenever an object is hit by a weapon.

ACT_ASSIGN:OnEventHumanFailure(EventData)

Occurs when any system fails on a human controlled aircraft.

ACT_ASSIGN: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.

ACT_ASSIGN:OnEventMarkAdded(EventData)

Occurs when a new mark was added.

ACT_ASSIGN:OnEventMarkChange(EventData)

Occurs when a mark text was changed.

ACT_ASSIGN:OnEventMarkRemoved(EventData)

Occurs when a mark was removed.

ACT_ASSIGN:OnEventMissionEnd(EventData)

Occurs when a mission ends

ACT_ASSIGN:OnEventMissionStart(EventData)

Occurs when a mission starts

ACT_ASSIGN:OnEventPilotDead(EventData)

Occurs when the pilot of an aircraft is killed.

ACT_ASSIGN:OnEventPlayerEnterUnit(EventData)

Occurs when any player assumes direct control of a unit.

ACT_ASSIGN:OnEventPlayerLeaveUnit(EventData)

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

ACT_ASSIGN:OnEventRefueling(EventData)

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

ACT_ASSIGN:OnEventRefuelingStop(EventData)

Occurs when an aircraft is finished taking fuel.

ACT_ASSIGN:OnEventShootingEnd(EventData)

Occurs when any unit stops firing its weapon.

ACT_ASSIGN:OnEventShootingStart(EventData)

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

ACT_ASSIGN:OnEventShot(EventData)

Occurs whenever any unit in a mission fires a weapon.

ACT_ASSIGN:OnEventTakeoff(EventData)

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

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

Schedule a new time event.

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

Schedule a new time event.

ACT_ASSIGN:ScheduleStop(SchedulerFunction)

Stops the Schedule.

ACT_ASSIGN.Scheduler

ACT_ASSIGN:SetEventPriority(EventPriority)

Set the Class Event processing Priority.

ACT_ASSIGN:SetState(Object, Key, Value)

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

ACT_ASSIGN:T(Arguments)

Trace a function logic level 1.

ACT_ASSIGN:T2(Arguments)

Trace a function logic level 2.

ACT_ASSIGN:T3(Arguments)

Trace a function logic level 3.

ACT_ASSIGN:TraceAll(TraceAll)

Trace all methods in MOOSE

ACT_ASSIGN:TraceClass(Class)

Set tracing for a class

ACT_ASSIGN:TraceClassMethod(Class, Method)

Set tracing for a specific method of class

ACT_ASSIGN:TraceLevel(Level)

Set trace level

ACT_ASSIGN:TraceOff()

Set trace off.

ACT_ASSIGN:TraceOn()

Set trace on.

ACT_ASSIGN: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.

ACT_ASSIGN:UnHandleEvent(Event)

UnSubscribe to a DCS event.

ACT_ASSIGN._

ACT_ASSIGN:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function call.

ACT_ASSIGN:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function logic.

ACT_ASSIGN.__

ACT_ASSIGN:onEvent(event)

ACT_ASSIGN class

Field(s)

Function(s)

Creates a new task assignment state machine.

The process will accept the task by default, no player intervention accepted.

Defined in:

ACT_ASSIGN

Return value:

The task acceptance process.

Field(s)

Function(s)

Assign the process to a Wrapper.Unit and activate the process.

Defined in:

Parameters:

Wrapper.Unit#UNIT ProcessUnit

Return value:

self

Creates a new FSM_PROCESS object based on this FSM_PROCESS.

Defined in:

Parameters:

Controllable

Task

Return value:

Gets the mission of the process.

Gets the mission of the process.

Defined in:

Return value:

Gets the task of the process.

Defined in:

Return value:

Defined in:

Parameter:

FsmProcess

Send a message of the Task to the Group of the Unit.

Defined in:

Parameter:

Message

Creates a new FSM_PROCESS object.

Defined in:

Parameters:

Controllable

Task

Return value:

Removes an FSM_PROCESS object.

Defined in:

Return value:

Sets the task of the process.

Defined in:

Parameter:

Return value:

Defined in:

Parameters:

step

trigger

params

EventName

Defined in:

Parameters:

ProcessUnit

Task

From

Event

To

StateMachine callback function for a FSM_PROCESS

Defined in:

Parameters:

#string Event

#string From

#string To

Task

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:

State

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

Defined in:

Parameters:

#table From

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

#string Event

The Event name.

An sub-process FSM.

#table ReturnEvents

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

Return value:

The SubFSM.

Adds a score for the FSM to be achieved.

Defined in:

Parameters:

#string State

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

#string ScoreText

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

#number Score

is a number providing the score of the status.

Return value:

#FSM:

self

Adds a score for the FSM_PROCESS to be achieved.

Defined in:

Parameters:

#string From

is the From State of the main process.

#string Event

is the Event of the main process.

#string State

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

#string ScoreText

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

#number Score

is a number providing the score of the status.

Return value:

#FSM:

self

Add a new transition rule to the FSM.

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

Defined in:

Parameters:

#table From

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

#string Event

The Event name.

#string To

The To state.

Returns the End states.

Defined in:

Defined in:

Parameters:

From

Event

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

Defined in:

Return value:

#table:

Returns a table with the scores defined.

Defined in:

Returns the start state of the FSM.

Defined in:

Return value:

#string:

A string containing the start state.

Returns a table with the Subs defined.

Defined in:

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

Defined in:

Return value:

#table:

Defined in:

Parameter:

State

Defined in:

Parameter:

CallBackTable

Creates a new FSM object.

Defined in:

Return value:

#FSM:

Defined in:

Parameters:

From

Event

Fsm

Sets the start state of the FSM.

Defined in:

Parameter:

#string State

A string defining the start state.

Defined in:

Parameters:

Map

Event

Defined in:

Parameters:

step

trigger

params

EventName

Defined in:

Parameter:

EventName

Defined in:

Parameter:

EventName

Defined in:

Parameters:

Events

EventStructure

Defined in:

Parameters:

ParentFrom

ParentEvent

Defined in:

Parameters:

EventName

...

Defined in:

Parameter:

Current

Defined in:

Parameters:

subs

sub

name

Defined in:

Parameter:

e

Defined in:

Parameter:

e

Defined in:

Parameter:

state

Field(s)

Function(s)

Clear the state of an object.

Defined in:

Parameters:

Object

The object that holds the Value set by the Key.

StateName

The key that is should be cleared.

Creation of a Birth Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

#string IniUnitName

The initiating unit name.

place

subplace

Creation of a Crash Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a Dead Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a Remove Unit Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a Takeoff Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Log an exception which will be traced always.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Returns the event dispatcher

Defined in:

Return value:

Remove all subscribed events

Defined in:

Return value:

Trace a function call.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function call level 2.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function call level 3.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Get the ClassID of the class instance.

Defined in:

Return value:

#string:

The ClassID of the class instance.

Get the ClassName of the class instance.

Defined in:

Return value:

#string:

The ClassName of the class instance.

Get the ClassName + ClassID of the class instance.

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

Defined in:

Return value:

#string:

The ClassName + ClassID of the class instance.

Get the Class Event processing Priority.

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

Defined in:

Return value:

#number:

The Event processing Priority.

This is the worker method to retrieve the Parent class.

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

self:GetParent(self):ParentMethod()


Defined in:

Parameters:

#BASE Child

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

#BASE FromClass

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

Return value:

Get a Value given a Key from the Object.

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

Defined in:

Parameters:

Object

The object that holds the Value set by the Key.

Key

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

Return value:

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

Subscribe to a DCS Event.

Defined in:

Parameters:

#function EventFunction

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

Return value:

Log an information which will be traced always.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

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

Defined in:

Parameters:

Child

is the Child class that inherits.

#BASE Parent

is the Parent class that the Child inherits from.

Return value:

Child

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

Examples:

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

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

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

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

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

Defined in:

Parameter:

ClassName

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

Return value:

#boolean:

Enquires if tracing is on (for the class).

Defined in:

Return value:

#boolean:

BASE constructor.

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

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

Defined in:

Return value:

Occurs when an object is completely destroyed.

initiator : The unit that is was destroyed.

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs when any object is spawned into the mission.

initiator : The unit that was spawned

Defined in:

Parameter:

The EventData structure.

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

initiator : The unit that has crashed

Defined in:

Parameter:

The EventData structure.

Occurs when an object is dead.

initiator : The unit that is dead.

Defined in:

Parameter:

The EventData structure.

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

Defined in:

Parameter:

The EventData structure.

Occurs when any aircraft shuts down its engines.

initiator : The unit that is stopping its engines.

Defined in:

Parameter:

The EventData structure.

Occurs when any aircraft starts its engines.

initiator : The unit that is starting its engines.

Defined in:

Parameter:

The EventData structure.

Occurs whenever an object is hit by a weapon.

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

Defined in:

Parameter:

The EventData structure.

Occurs when any system fails on a human controlled aircraft.

initiator : The unit that had the failure

Defined in:

Parameter:

The EventData structure.

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

Can be an Airbase Object, FARP, or Ships

Defined in:

Parameter:

The EventData structure.

Occurs when a new mark was added.

MarkID: ID of the mark.

Defined in:

Parameter:

The EventData structure.

Occurs when a mark text was changed.

MarkID: ID of the mark.

Defined in:

Parameter:

The EventData structure.

Occurs when a mark was removed.

MarkID: ID of the mark.

Defined in:

Parameter:

The EventData structure.

Occurs when a mission ends

Defined in:

Parameter:

The EventData structure.

Occurs when a mission starts

Defined in:

Parameter:

The EventData structure.

Occurs when the pilot of an aircraft is killed.

Can occur either if the player is alive and crashes or if a weapon kills the pilot without completely destroying the plane. initiator : The unit that the pilot has died in.

Defined in:

Parameter:

The EventData structure.

Occurs when any player assumes direct control of a unit.

initiator : The unit that is being taken control of.

Defined in:

Parameter:

The EventData structure.

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

initiator : The unit that the player left.

Defined in:

Parameter:

The EventData structure.

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

initiator : The unit that is receiving fuel.

Defined in:

Parameter:

The EventData structure.

Occurs when an aircraft is finished taking fuel.

initiator : The unit that was receiving fuel.

Defined in:

Parameter:

The EventData structure.

Occurs when any unit stops firing its weapon.

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

Defined in:

Parameter:

The EventData structure.

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

Most common with aircraft cannons (GAU-8), autocannons, and machine guns. initiator : The unit that is doing the shooting. target: The unit that is being targeted.

Defined in:

Parameter:

The EventData structure.

Occurs whenever any unit in a mission fires a weapon.

But not any machine gun or autocannon based weapon, those are handled by EVENT.ShootingStart.

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Schedule a new time event.

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

Defined in:

Parameters:

#number Start

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

#function SchedulerFunction

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

#table ...

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

Return value:

#number:

The ScheduleID of the planned schedule.

Schedule a new time event.

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

Defined in:

Parameters:

#number Start

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

#number Repeat

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

#number RandomizeFactor

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

#number Stop

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

#function SchedulerFunction

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

#table ...

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

Return value:

#number:

The ScheduleID of the planned schedule.

Stops the Schedule.

Defined in:

Parameter:

#function SchedulerFunction

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

Set the Class Event processing Priority.

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

Defined in:

Parameter:

#number EventPriority

The Event processing Priority.

Return value:

self

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

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

Defined in:

Parameters:

Object

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

Key

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

Value

The value to is stored in the object.

Return value:

The Value set.

Trace a function logic level 1.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function logic level 2.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function logic level 3.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace all methods in MOOSE

Defined in:

Parameter:

#boolean TraceAll

true = trace all methods in MOOSE.

Set tracing for a class

Defined in:

Parameter:

#string Class

Set tracing for a specific method of class

Defined in:

Parameters:

#string Class

#string Method

Set trace level

Defined in:

Parameter:

#number Level

Set trace off.

Defined in:

Usage:

-- Switch the tracing Off
BASE:TraceOff()

Set trace on.

Defined in:

Usage:

-- Switch the tracing On
BASE:TraceOn()

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

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

Defined in:

Parameter:

#boolean TraceOnOff

Switch the tracing on or off.

Usage:

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

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

UnSubscribe to a DCS event.

Defined in:

Parameter:

Return value:

Trace a function call.

This function is private.

Defined in:

Parameters:

Arguments

A #table or any field.

DebugInfoCurrentParam

DebugInfoFromParam

Trace a function logic.

Defined in:

Parameters:

Arguments

A #table or any field.

DebugInfoCurrentParam

DebugInfoFromParam

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

Defined in:

Parameter:

event

ACT_ASSIGN_ACCEPT class

Field(s)

Function(s)

Defined in:

ACT_ASSIGN_ACCEPT

Parameter:

FsmAssign

Creates a new task assignment state machine.

The process will accept the task by default, no player intervention accepted.

Defined in:

ACT_ASSIGN_ACCEPT

Parameter:

#string TaskBriefing

StateMachine callback function

Defined in:

ACT_ASSIGN_ACCEPT

Parameters:

Wrapper.Unit#UNIT ProcessUnit

#string Event

#string From

#string To

Task

StateMachine callback function

Defined in:

ACT_ASSIGN_ACCEPT

Parameters:

Wrapper.Unit#UNIT ProcessUnit

#string Event

#string From

#string To

Task

TaskGroup

ACT_ASSIGN_MENU_ACCEPT class

Field(s)

Function(s)

Creates a new task assignment state machine.

The process will request from the menu if it accepts the task, if not, the unit is removed from the simulator.

Defined in:

ACT_ASSIGN_MENU_ACCEPT

Parameter:

#string TaskBriefing

Return value:

Menu function.

Defined in:

ACT_ASSIGN_MENU_ACCEPT

Parameter:

TaskGroup

Menu function.

Defined in:

ACT_ASSIGN_MENU_ACCEPT

Parameter:

TaskGroup

Init.

Defined in:

ACT_ASSIGN_MENU_ACCEPT

Parameter:

#string TaskBriefing

Return value:

StateMachine callback function

Defined in:

ACT_ASSIGN_MENU_ACCEPT

Parameters:

Wrapper.Unit#UNIT ProcessUnit

#string Event

#string From

#string To

Task

TaskGroup

StateMachine callback function

Defined in:

ACT_ASSIGN_MENU_ACCEPT

Parameters:

Wrapper.Unit#UNIT ProcessUnit

#string Event

#string From

#string To

Task

TaskGroup

StateMachine callback function

Defined in:

ACT_ASSIGN_MENU_ACCEPT

Parameters:

Wrapper.Unit#UNIT ProcessUnit

#string Event

#string From

#string To

Task

StateMachine callback function

Defined in:

ACT_ASSIGN_MENU_ACCEPT

Parameters:

Wrapper.Unit#UNIT ProcessUnit

#string Event

#string From

#string To

Task

TaskGroup