Banner Image

Module Functional.Detection

Functional - Models the detection of enemy units by FACs or RECCEs and group them according various methods.


Features:

  • Detection of targets by recce units.
  • Group detected targets per unit, type or area (zone).
  • Keep persistency of detected targets, if when detection is lost.
  • Provide an indication of detected targets.
  • Report detected targets.
  • Refresh detection upon specified time intervals.

Missions:

DET - Detection


Facilitate the detection of enemy units within the battle zone executed by FACs (Forward Air Controllers) or RECCEs (Reconnaissance Units). It uses the in-built detection capabilities of DCS World, but adds new functionalities.


Contributions:

  • Mechanist : Early concept of DETECTION_AREAS.

Authors:

  • FlightControl : Analysis, Design, Programming, Testing

Global(s)

Global DETECTION_AREAS

Detect units within the battle zone for a list of Wrapper.Groups detecting targets following (a) detection method(s), and will build a list (table) of Core.Set#SET_UNITs containing the Wrapper.Unit#UNITs detected.

#DETECTION_AREAS DETECTION_AREAS

Detect units within the battle zone for a list of Wrapper.Groups detecting targets following (a) detection method(s), and will build a list (table) of Core.Set#SET_UNITs containing the Wrapper.Unit#UNITs detected.

The class is group the detected units within zones given a DetectedZoneRange parameter. A set with multiple detected zones will be created as there are groups of units detected.

## 4.1) Retrieve the Detected Unit Sets and Detected Zones

The methods to manage the DetectedItems[].Set(s) are implemented in Functional.Detection#DECTECTION_BASE and the methods to manage the DetectedItems[].Zone(s) are implemented in Functional.Detection#DETECTION_AREAS.

Retrieve the DetectedItems[].Set with the method Functional.Detection#DETECTION_BASE.GetDetectedSet(). A Core.Set#SET_UNIT object will be returned.

Retrieve the formed Core.Zones as a result of the grouping the detected units within the DetectionZoneRange, use the method Functional.Detection#DETECTION_AREAS.GetDetectionZones(). To understand the amount of zones created, use the method Functional.Detection#DETECTION_AREAS.GetDetectionZoneCount(). If you want to obtain a specific zone from the DetectedZones, use the method Functional.Detection#DETECTION_AREAS.GetDetectionZoneByID() with a given index.

## 4.4) Flare or Smoke detected units

Use the methods Functional.Detection#DETECTION_AREAS.FlareDetectedUnits() or Functional.Detection#DETECTION_AREAS.SmokeDetectedUnits() to flare or smoke the detected units when a new detection has taken place.

## 4.5) Flare or Smoke or Bound detected zones

Use the methods:

the detected zones when a new detection has taken place.

Global DETECTION_BASE

Defines the core functions to administer detected objects.

#DETECTION_BASE DETECTION_BASE

Defines the core functions to administer detected objects.

The DETECTION_BASE class will detect objects within the battle zone for a list of Wrapper.Groups detecting targets following (a) detection method(s).

DETECTION_BASE constructor

Construct a new DETECTION_BASE instance using the DETECTION_BASE.New() method.

Initialization

By default, detection will return detected objects with all the detection sensors available. However, you can ask how the objects were found with specific detection methods. If you use one of the below methods, the detection will work with the detection method specified. You can specify to apply multiple detection methods.

Use the following functions to report the objects it detected using the methods Visual, Optical, Radar, IRST, RWR, DLINK:

Filter detected units based on category of the unit

Filter the detected units based on Unit.Category using the method DETECTION_BASE.FilterCategories(). The different values of Unit.Category can be:

  • Unit.Category.AIRPLANE
  • Unit.Category.GROUND_UNIT
  • Unit.Category.HELICOPTER
  • Unit.Category.SHIP
  • Unit.Category.STRUCTURE

Multiple Unit.Category entries can be given as a table and then these will be evaluated as an OR expression.

Example to filter a single category (Unit.Category.AIRPLANE).

DetectionObject:FilterCategories( Unit.Category.AIRPLANE )

Example to filter multiple categories (Unit.Category.AIRPLANE, Unit.Category.HELICOPTER). Note the {}.

DetectionObject:FilterCategories( { Unit.Category.AIRPLANE, Unit.Category.HELICOPTER } )

Radar Blur - use to make the radar less exact, e.g. for WWII scenarios

DETECTION_ derived classes group the detected units into a DetectedItems[] list

DETECTION_BASE derived classes build a list called DetectedItems[], which is essentially a first later of grouping of detected units. Each DetectedItem within the DetectedItems[] list contains a SET_UNIT object that contains the detected units that belong to that group.

Derived classes will apply different methods to group the detected units. Examples are per area, per quadrant, per distance, per type. See further the derived DETECTION classes on which grouping methods are currently supported.

Various methods exist how to retrieve the grouped items from a DETECTION_BASE derived class:

Visual filters to fine-tune the probability of the detected objects

By default, DCS World will return any object that is in LOS and within "visual reach", or detectable through one of the electronic detection means. That being said, the DCS World detection algorithm can sometimes be unrealistic. Especially for a visual detection, DCS World is able to report within 1 second a detailed detection of a group of 20 units (including types of the units) that are 10 kilometers away, using only visual capabilities. Additionally, trees and other obstacles are not accounted during the DCS World detection.

Therefore, an additional (optional) filtering has been built into the DETECTION_BASE class, that can be set for visual detected units. For electronic detection, this filtering is not applied, only for visually detected targets.

The following additional filtering can be applied for visual filtering:

  • A probability factor per kilometer distance.
  • A probability factor based on the alpha angle between the detected object and the unit detecting. A detection from a higher altitude allows for better detection than when on the ground.
  • Define a probability factor for "cloudy zones", which are zones where forests or villages are located. In these zones, detection will be much more difficult. The mission designer needs to define these cloudy zones within the mission, and needs to register these zones in the DETECTION_ objects adding a probability factor per zone.

I advise however, that, when you first use the DETECTION derived classes, that you don't use these filters. Only when you experience unrealistic behavior in your missions, these filters could be applied.

Distance visual detection probability

Upon a visual detection, the further away a detected object is, the less likely it is to be detected properly. Also, the speed of accurate detection plays a role.

A distance probability factor between 0 and 1 can be given, that will model a linear extrapolated probability over 10 km distance.

For example, if a probability factor of 0.6 (60%) is given, the extrapolated probabilities over 15 kilometers would like like: 1 km: 96%, 2 km: 92%, 3 km: 88%, 4 km: 84%, 5 km: 80%, 6 km: 76%, 7 km: 72%, 8 km: 68%, 9 km: 64%, 10 km: 60%, 11 km: 56%, 12 km: 52%, 13 km: 48%, 14 km: 44%, 15 km: 40%.

Note that based on this probability factor, not only the detection but also the type of the unit will be applied!

Use the method Functional.Detection#DETECTION_BASE.SetDistanceProbability() to set the probability factor upon a 10 km distance.

Alpha Angle visual detection probability

Upon a visual detection, the higher the unit is during the detecting process, the more likely the detected unit is to be detected properly. A detection at a 90% alpha angle is the most optimal, a detection at 10% is less and a detection at 0% is less likely to be correct.

A probability factor between 0 and 1 can be given, that will model a progressive extrapolated probability if the target would be detected at a 0° angle.

For example, if a alpha angle probability factor of 0.7 is given, the extrapolated probabilities of the different angles would look like: 0°: 70%, 10°: 75,21%, 20°: 80,26%, 30°: 85%, 40°: 89,28%, 50°: 92,98%, 60°: 95,98%, 70°: 98,19%, 80°: 99,54%, 90°: 100%

Use the method Functional.Detection#DETECTION_BASE.SetAlphaAngleProbability() to set the probability factor if 0°.

Cloudy Zones detection probability

Upon a visual detection, the more a detected unit is within a cloudy zone, the less likely the detected unit is to be detected successfully. The Cloudy Zones work with the ZONE_BASE derived classes. The mission designer can define within the mission zones that reflect cloudy areas where detected units may not be so easily visually detected.

Use the method Functional.Detection#DETECTION_BASE.SetZoneProbability() to set for a defined number of zones, the probability factors.

Note however, that the more zones are defined to be "cloudy" within a detection, the more performance it will take from the DETECTION_BASE to calculate the presence of the detected unit within each zone. Especially for ZONE_POLYGON, try to limit the amount of nodes of the polygon!

Typically, this kind of filter would be applied for very specific areas where a detection needs to be very realistic for AI not to detect so easily targets within a forrest or village rich area.

Accept / Reject detected units

DETECTION_BASE can accept or reject successful detections based on the location of the detected object, if it is located in range or located inside or outside of specific zones.

Detection acceptance of within range limit

A range can be set that will limit a successful detection for a unit. Use the method Functional.Detection#DETECTION_BASE.SetAcceptRange() to apply a range in meters till where detected units will be accepted.

 local SetGroup = SET_GROUP:New():FilterPrefixes( "FAC" ):FilterStart() -- Build a SetGroup of Forward Air Controllers.

 -- Build a detect object.
 local Detection = DETECTION_UNITS:New( SetGroup )

 -- This will accept detected units if the range is below 5000 meters.
 Detection:SetAcceptRange( 5000 )

 -- Start the Detection.
 Detection:Start()

Detection acceptance if within zone(s).

Specific ZONE_BASE object(s) can be given as a parameter, which will only accept a detection if the unit is within the specified ZONE_BASE object(s). Use the method Functional.Detection#DETECTION_BASE.SetAcceptZones() will accept detected units if they are within the specified zones.

 local SetGroup = SET_GROUP:New():FilterPrefixes( "FAC" ):FilterStart() -- Build a SetGroup of Forward Air Controllers.

 -- Search fo the zones where units are to be accepted.
 local ZoneAccept1 = ZONE:New( "AcceptZone1" )
 local ZoneAccept2 = ZONE:New( "AcceptZone2" )

 -- Build a detect object.
 local Detection = DETECTION_UNITS:New( SetGroup )

 -- This will accept detected units by Detection when the unit is within ZoneAccept1 OR ZoneAccept2.
 Detection:SetAcceptZones( { ZoneAccept1, ZoneAccept2 } ) 

 -- Start the Detection.
 Detection:Start()

Detection rejection if within zone(s).

Specific ZONE_BASE object(s) can be given as a parameter, which will reject detection if the unit is within the specified ZONE_BASE object(s). Use the method Functional.Detection#DETECTION_BASE.SetRejectZones() will reject detected units if they are within the specified zones. An example of how to use the method is shown below.

 local SetGroup = SET_GROUP:New():FilterPrefixes( "FAC" ):FilterStart() -- Build a SetGroup of Forward Air Controllers.

 -- Search fo the zones where units are to be rejected.
 local ZoneReject1 = ZONE:New( "RejectZone1" )
 local ZoneReject2 = ZONE:New( "RejectZone2" )

 -- Build a detect object.
 local Detection = DETECTION_UNITS:New( SetGroup )

 -- This will reject detected units by Detection when the unit is within ZoneReject1 OR ZoneReject2.
 Detection:SetRejectZones( { ZoneReject1, ZoneReject2 } )

 -- Start the Detection.
 Detection:Start()

Detection of Friendlies Nearby

Use the method Functional.Detection#DETECTION_BASE.SetFriendliesRange() to set the range what will indicate when friendlies are nearby a DetectedItem. The default range is 6000 meters. For air detections, it is advisory to use about 30.000 meters.

DETECTION_BASE is a Finite State Machine

Various Events and State Transitions can be tailored using DETECTION_BASE.

DETECTION_BASE States

  • Detecting: The detection is running.
  • Stopped: The detection is stopped.

DETECTION_BASE Events

  • Start: Start the detection process.
  • Detect: Detect new units.
  • Detected: New units have been detected.
  • Stop: Stop the detection process.

Global DETECTION_TYPES

Will detect units within the battle zone.

#DETECTION_TYPES DETECTION_TYPES

Will detect units within the battle zone.

It will build a DetectedItems[] list filled with DetectedItems, grouped by the type of units detected. Each DetectedItem will contain a field Set, which contains a Core.Set#SET_UNIT containing ONE Wrapper.Unit#UNIT object reference. Beware that when the amount of different types detected is large, the DetectedItems[] list will be large also.

Global DETECTION_UNITS

Will detect units within the battle zone.

#DETECTION_UNITS DETECTION_UNITS

Will detect units within the battle zone.

It will build a DetectedItems list filled with DetectedItems. Each DetectedItem will contain a field Set, which contains a Core.Set#SET_UNIT containing ONE Wrapper.Unit#UNIT object reference. Beware that when the amount of units detected is large, the DetectedItems list will be large also.

Type(s)

Fields and Methods inherited from DETECTION_AREAS Description

DETECTION_AREAS:BoundDetectedZones()

Bound the detected zones

DETECTION_AREAS:CalculateIntercept(DetectedItem)

Calculate the optimal intercept point of the DetectedItem.

DETECTION_AREAS.CountryID

DETECTION_AREAS:CreateDetectionItems()

Make a DetectionSet table.

DETECTION_AREAS:DetectedItemReportMenu(DetectedItem, AttackGroup, Settings)

Report summary of a detected item using a given numeric index.

DETECTION_AREAS:DetectedItemReportSummary(DetectedItem, AttackGroup, Settings)

Report summary of a detected item using a given numeric index.

DETECTION_AREAS.DetectedItems

A list of areas containing the set of Wrapper.Units, Core.Zones, the center Wrapper.Unit within the zone, and ID of each area that was detected within a DetectionZoneRange.

DETECTION_AREAS:DetectedReportDetailed(AttackGroup)

Report detailed of a detection result.

DETECTION_AREAS.DetectionZoneRange

The range till which targets are grouped upon the first detected target.

DETECTION_AREAS:FlareDetectedUnits()

Flare the detected units

DETECTION_AREAS:FlareDetectedZones()

Flare the detected zones

DETECTION_AREAS:GetChangeText(DetectedItem)

Make text documenting the changes of the detected zone.

DETECTION_AREAS:GetDetectionZoneByID(ID)

Retrieve a specific zone by its ID (number)

DETECTION_AREAS:GetDetectionZoneCount()

Retrieve number of detected zones.

DETECTION_AREAS:GetDetectionZones()

Retrieve set of detected zones.

DETECTION_AREAS:New(DetectionSetGroup, DetectionZoneRange)

DETECTION_AREAS constructor.

DETECTION_AREAS:SmokeDetectedUnits()

Smoke the detected units

DETECTION_AREAS:SmokeDetectedZones()

Smoke the detected zones

DETECTION_AREAS._BoundDetectedZones

DETECTION_AREAS._FlareDetectedUnits

DETECTION_AREAS._FlareDetectedZones

DETECTION_AREAS._SmokeDetectedUnits

DETECTION_AREAS._SmokeDetectedZones

Fields and Methods inherited from DETECTION_BASE Description

DETECTION_AREAS:AcceptChanges(DetectedItem)

Accepts changes from the detected item.

DETECTION_AREAS.AcceptRange

DETECTION_AREAS.AcceptZones

DETECTION_AREAS:AddChangeItem(DetectedItem, ChangeCode, ItemUnitType)

Add a change to the detected zone.

DETECTION_AREAS:AddChangeUnit(DetectedItem, ChangeCode, ChangeUnitType)

Add a change to the detected zone.

DETECTION_AREAS:AddDetectedItem(ItemPrefix, DetectedItemKey, Set)

Adds a new DetectedItem to the DetectedItems list.

DETECTION_AREAS:AddDetectedItemZone(DetectedItemKey, Set, Zone, ItemPrefix)

Adds a new DetectedItem to the DetectedItems list.

DETECTION_AREAS.AlphaAngleProbability

DETECTION_AREAS:CleanDetectionItem(DetectedItem, DetectedItemID)

Clean the DetectedItem table.

DETECTION_AREAS:CountAliveRecce()

DETECTION_AREAS:CreateDetectionItems()

Make a DetectionSet table.

DETECTION_AREAS:Detect()

Synchronous Event Trigger for Event Detect.

DETECTION_AREAS.DetectDLINK

DETECTION_AREAS.DetectIRST

DETECTION_AREAS.DetectOptical

DETECTION_AREAS.DetectRWR

DETECTION_AREAS.DetectRadar

DETECTION_AREAS.DetectVisual

DETECTION_AREAS:Detected(Units)

Synchronous Event Trigger for Event Detected.

DETECTION_AREAS.DetectedItemCount

DETECTION_AREAS.DetectedItemMax

DETECTION_AREAS:DetectedItemReportSummary(DetectedItem, AttackGroup, Settings)

Report summary of a detected item using a given numeric index.

DETECTION_AREAS.DetectedItems

DETECTION_AREAS.DetectedObjects

The list of detected objects.

DETECTION_AREAS.DetectedObjectsIdentified

Map of the DetectedObjects identified.

DETECTION_AREAS:DetectedReportDetailed(AttackGroup)

Report detailed of a detection result.

DETECTION_AREAS.DetectionRange

The range till which targets are accepted to be detected.

DETECTION_AREAS.DetectionRun

DETECTION_AREAS.DetectionScheduler

DETECTION_AREAS.DetectionSet

DETECTION_AREAS.DetectionSetGroup

The Core.Set of GROUPs in the Forward Air Controller role.

DETECTION_AREAS.DistanceProbability

DETECTION_AREAS:FilterCategories(FilterCategories)

Filter the detected units based on Unit.Category
The different values of Unit.Category can be:

  • Unit.Category.AIRPLANE
  • Unit.Category.GROUND_UNIT
  • Unit.Category.HELICOPTER
  • Unit.Category.SHIP
  • Unit.Category.STRUCTURE

Multiple Unit.Category entries can be given as a table and then these will be evaluated as an OR expression.

DETECTION_AREAS:ForEachAliveRecce(IteratorFunction, ...)

DETECTION_AREAS:ForgetDetectedUnit(UnitName)

Forget a Unit from a DetectionItem

DETECTION_AREAS.FriendliesRange

DETECTION_AREAS.FriendlyPrefixes

DETECTION_AREAS:GetDetectedID(Index)

Get a detected ID using a given numeric index.

DETECTION_AREAS:GetDetectedItemByIndex(Index)

Get a detected item using a given numeric index.

DETECTION_AREAS:GetDetectedItemByKey(Key)

Get a detected item using a given Key.

DETECTION_AREAS:GetDetectedItemCoordinate(DetectedItem)

Get the detected item coordinate.

DETECTION_AREAS:GetDetectedItemCoordinates()

Get a list of the detected item coordinates.

DETECTION_AREAS:GetDetectedItemID(DetectedItem)

Get a detected ItemID using a given numeric index.

DETECTION_AREAS:GetDetectedItemSet(DetectedItem)

Get the Core.Set#SET_UNIT of a detection area using a given numeric index.

DETECTION_AREAS:GetDetectedItemThreatLevel(DetectedItem)

Get the detected item coordinate.

DETECTION_AREAS:GetDetectedItemZone(DetectedItem)

Get the Core.Zone#ZONE_UNIT of a detection area using a given numeric index.

DETECTION_AREAS:GetDetectedItems()

Get the DetectedItems by Key.

DETECTION_AREAS:GetDetectedItemsByIndex()

Get the DetectedItems by Index.

DETECTION_AREAS:GetDetectedItemsCount()

Get the amount of SETs with detected objects.

DETECTION_AREAS:GetDetectedObject(ObjectName)

Gets a detected object with a given name.

DETECTION_AREAS:GetDetectedUnitTypeName(DetectedUnit)

Gets a detected unit type name, taking into account the detection results.

DETECTION_AREAS:GetDetectionSet()

Get the Detection Set.

DETECTION_AREAS:GetFriendliesDistance(DetectedItem)

Returns the distance used to identify friendlies near the detected item ...

DETECTION_AREAS:GetFriendliesNearBy(DetectedItem, Category)

Returns friendly units nearby the FAC units ...

DETECTION_AREAS:GetFriendliesNearIntercept(DetectedItem)

Returns friendly units nearby the intercept point ...

DETECTION_AREAS:GetPlayersNearBy(DetectedItem)

Returns friendly units nearby the FAC units ...

DETECTION_AREAS:IdentifyDetectedObject(DetectedObject)

Identifies a detected object during detection processing.

DETECTION_AREAS:InitDetectDLINK(DetectDLINK)

Detect DLINK.

DETECTION_AREAS:InitDetectIRST(DetectIRST)

Detect IRST.

DETECTION_AREAS:InitDetectOptical(DetectOptical)

Detect Optical.

DETECTION_AREAS:InitDetectRWR(DetectRWR)

Detect RWR.

DETECTION_AREAS:InitDetectRadar(DetectRadar)

Detect Radar.

DETECTION_AREAS:InitDetectVisual(DetectVisual)

Detect Visual.

DETECTION_AREAS.Intercept

DETECTION_AREAS.InterceptDelay

DETECTION_AREAS:IsDetectedItemDetected(DetectedItem)

Checks if there is at least one UNIT detected in the Set of the the DetectedItem.

DETECTION_AREAS:IsDetectedItemLocked(DetectedItem)

Validate if the detected item is locked.

DETECTION_AREAS:IsDetectedObjectIdentified(DetectedObject)

Determines if a detected object has already been identified during detection processing.

DETECTION_AREAS:IsFriendliesNearBy(DetectedItem, Category)

Returns if there are friendlies nearby the FAC units ...

DETECTION_AREAS:IsFriendliesNearIntercept(DetectedItem)

Returns if there are friendlies nearby the intercept ...

DETECTION_AREAS:IsPlayersNearBy(DetectedItem)

Returns if there are friendlies nearby the FAC units ...

DETECTION_AREAS:LockDetectedItem(DetectedItem)

Lock a detected item.

DETECTION_AREAS:LockDetectedItems()

Lock the detected items when created and lock all existing detected items.

DETECTION_AREAS.Locking

DETECTION_AREAS:NearestRecce(DetectedItem)

Find the nearest Recce of the DetectedItem.

DETECTION_AREAS:New(DetectionSet)

DETECTION constructor.

DETECTION_AREAS:OnAfterDetect(From, Event, To)

OnAfter Transition Handler for Event Detect.

DETECTION_AREAS:OnAfterDetected(From, Event, To, Units)

OnAfter Transition Handler for Event Detected.

DETECTION_AREAS:OnAfterDetectedItem(From, Event, To, DetectedItem)

OnAfter Transition Handler for Event DetectedItem.

DETECTION_AREAS:OnAfterStart(From, Event, To)

OnAfter Transition Handler for Event Start.

DETECTION_AREAS:OnAfterStop(From, Event, To)

OnAfter Transition Handler for Event Stop.

DETECTION_AREAS:OnBeforeDetect(From, Event, To)

OnBefore Transition Handler for Event Detect.

DETECTION_AREAS:OnBeforeDetected(From, Event, To)

OnBefore Transition Handler for Event Detected.

DETECTION_AREAS:OnBeforeStart(From, Event, To)

OnBefore Transition Handler for Event Start.

DETECTION_AREAS:OnBeforeStop(From, Event, To)

OnBefore Transition Handler for Event Stop.

DETECTION_AREAS:OnEnterDetecting(From, Event, To)

OnEnter Transition Handler for State Detecting.

DETECTION_AREAS:OnEnterStopped(From, Event, To)

OnEnter Transition Handler for State Stopped.

DETECTION_AREAS:OnLeaveDetecting(From, Event, To)

OnLeave Transition Handler for State Detecting.

DETECTION_AREAS:OnLeaveStopped(From, Event, To)

OnLeave Transition Handler for State Stopped.

DETECTION_AREAS.RadarBlur

DETECTION_AREAS.RadarBlurClosing

DETECTION_AREAS.RadarBlurClosingSquare

DETECTION_AREAS.RadarBlurMinHeight

DETECTION_AREAS.RadarBlurThresBlur

DETECTION_AREAS.RadarBlurThresHeight

DETECTION_AREAS.RefreshTimeInterval

DETECTION_AREAS.RejectZones

DETECTION_AREAS:RemoveDetectedItem(DetectedItemKey)

Removes an existing DetectedItem from the DetectedItems list.

DETECTION_AREAS:ReportFriendliesNearBy(TargetData)

Background worker function to determine if there are friendlies nearby ...

DETECTION_AREAS:Schedule(DelayTime, RepeatInterval)

Schedule the DETECTION construction.

DETECTION_AREAS.ScheduleDelayTime

DETECTION_AREAS.ScheduleRepeatInterval

DETECTION_AREAS:SetAcceptRange(AcceptRange)

Accept detections if within a range in meters.

DETECTION_AREAS:SetAcceptZones(AcceptZones)

Accept detections if within the specified zone(s).

DETECTION_AREAS:SetAlphaAngleProbability(AlphaAngleProbability)

Upon a visual detection, the higher the unit is during the detecting process, the more likely the detected unit is to be detected properly.

DETECTION_AREAS:SetDetectedItemCoordinate(DetectedItem, Coordinate, DetectedItemUnit)

Set the detected item coordinate.

DETECTION_AREAS:SetDetectedItemThreatLevel(The, DetectedItem)

Set the detected item threat level.

DETECTION_AREAS:SetDistanceProbability(DistanceProbability)

Upon a visual detection, the further away a detected object is, the less likely it is to be detected properly.

DETECTION_AREAS:SetFriendliesRange(FriendliesRange)

Set the radius in meters to validate if friendlies are nearby.

DETECTION_AREAS:SetFriendlyPrefixes(FriendlyPrefixes)

This will allow during friendly search any recce or detection unit to be also considered as a friendly.

DETECTION_AREAS:SetIntercept(Intercept, InterceptDelay)

Set the parameters to calculate to optimal intercept point.

DETECTION_AREAS:SetRadarBlur(minheight, thresheight, thresblur, closing)

Method to make the radar detection less accurate, e.g.

DETECTION_AREAS:SetRefreshTimeInterval(RefreshTimeInterval)

Set the detection interval time in seconds.

DETECTION_AREAS:SetRejectZones(RejectZones)

Reject detections if within the specified zone(s).

DETECTION_AREAS:SetZoneProbability(ZoneArray)

Upon a visual detection, the more a detected unit is within a cloudy zone, the less likely the detected unit is to be detected successfully.

DETECTION_AREAS:Start()

Synchronous Event Trigger for Event Start.

DETECTION_AREAS:Stop()

Synchronous Event Trigger for Event Stop.

DETECTION_AREAS:UnIdentifyAllDetectedObjects()

UnIdentify all detected objects during detection processing.

DETECTION_AREAS:UnIdentifyDetectedObject(DetectedObject)

UnIdentify a detected object during detection processing.

DETECTION_AREAS:UnlockDetectedItem(DetectedItem)

Unlock a detected item.

DETECTION_AREAS:UnlockDetectedItems()

Unlock the detected items when created and unlock all existing detected items.

DETECTION_AREAS:UpdateDetectedItemDetection(DetectedItem)

Set IsDetected flag for the DetectedItem, which can have more units.

DETECTION_AREAS.ZoneProbability

DETECTION_AREAS:__Detect(Delay)

Asynchronous Event Trigger for Event Detect.

DETECTION_AREAS:__Detected(Delay, Units)

Asynchronous Event Trigger for Event Detected.

DETECTION_AREAS:__Start(Delay)

Asynchronous Event Trigger for Event Start.

DETECTION_AREAS:__Stop(Delay)

Asynchronous Event Trigger for Event Stop.

DETECTION_AREAS:onafterDetect(From, Event, To)

DETECTION_AREAS:onafterDetection(From, Event, To, Detection, DetectionTimeStamp)

DETECTION_AREAS:onafterStart(From, Event, To)

Fields and Methods inherited from FSM Description

DETECTION_AREAS:AddEndState(State)

Adds an End state.

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

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

DETECTION_AREAS:AddScore(State, ScoreText, Score)

Adds a score for the FSM to be achieved.

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

Adds a score for the FSM_PROCESS to be achieved.

DETECTION_AREAS:AddTransition(From, Event, To)

Add a new transition rule to the FSM.

DETECTION_AREAS.CallScheduler

Call scheduler.

DETECTION_AREAS.ClassName

Name of the class.

DETECTION_AREAS.Events

DETECTION_AREAS:GetCurrentState()

Get current state.

DETECTION_AREAS:GetEndStates()

Returns the End states.

DETECTION_AREAS:GetProcess(From, Event)

DETECTION_AREAS:GetProcesses()

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

DETECTION_AREAS:GetScores()

Returns a table with the scores defined.

DETECTION_AREAS:GetStartState()

Returns the start state of the FSM.

DETECTION_AREAS:GetState()

Get current state.

DETECTION_AREAS:GetSubs()

Returns a table with the Subs defined.

DETECTION_AREAS:GetTransitions()

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

DETECTION_AREAS:Is(State)

Check if FSM is in state.

DETECTION_AREAS:LoadCallBacks(CallBackTable)

Load call backs.

DETECTION_AREAS:New()

Creates a new FSM object.

DETECTION_AREAS.Scores

Scores.

DETECTION_AREAS:SetProcess(From, Event, Fsm)

DETECTION_AREAS:SetStartState(State)

Sets the start state of the FSM.

DETECTION_AREAS._EndStates

DETECTION_AREAS._EventSchedules

DETECTION_AREAS._Processes

DETECTION_AREAS._Scores

DETECTION_AREAS._StartState

DETECTION_AREAS._Transitions

DETECTION_AREAS:_add_to_map(Map, Event)

Add to map.

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

Call handler.

DETECTION_AREAS:_create_transition(EventName)

Create transition.

DETECTION_AREAS:_delayed_transition(EventName)

Delayed transition.

DETECTION_AREAS:_eventmap(Events, EventStructure)

Event map.

DETECTION_AREAS:_gosub(ParentFrom, ParentEvent)

Go sub.

DETECTION_AREAS:_handler(EventName, ...)

Handler.

DETECTION_AREAS:_isendstate(Current)

Is end state.

DETECTION_AREAS:_submap(subs, sub, name)

Sub maps.

DETECTION_AREAS:can(e)

Check if can do an event.

DETECTION_AREAS:cannot(e)

Check if cannot do an event.

DETECTION_AREAS.current

Current state name.

DETECTION_AREAS.endstates

DETECTION_AREAS:is(State, state)

Check if FSM is in state.

DETECTION_AREAS.options

Options.

DETECTION_AREAS.subs

Subs.

Fields and Methods inherited from BASE Description

DETECTION_AREAS.ClassID

The ID number of the class.

DETECTION_AREAS.ClassName

The name of the class.

DETECTION_AREAS.ClassNameAndID

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

DETECTION_AREAS:ClearState(Object, StateName)

Clear the state of an object.

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

Creation of a Birth Event.

DETECTION_AREAS:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

Creation of a Crash Event.

DETECTION_AREAS:CreateEventDead(EventTime, Initiator, IniObjectCategory)

Creation of a Dead Event.

DETECTION_AREAS:CreateEventPlayerEnterAircraft(PlayerUnit)

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

DETECTION_AREAS:CreateEventRemoveUnit(EventTime, Initiator)

Creation of a Remove Unit Event.

DETECTION_AREAS:CreateEventTakeoff(EventTime, Initiator)

Creation of a Takeoff Event.

DETECTION_AREAS:CreateEventUnitLost(EventTime, Initiator)

Creation of a Crash Event.

DETECTION_AREAS:E(Arguments)

Log an exception which will be traced always.

DETECTION_AREAS:EventDispatcher()

Returns the event dispatcher

DETECTION_AREAS:EventRemoveAll()

Remove all subscribed events

DETECTION_AREAS:F(Arguments)

Trace a function call.

DETECTION_AREAS:F2(Arguments)

Trace a function call level 2.

DETECTION_AREAS:F3(Arguments)

Trace a function call level 3.

DETECTION_AREAS:GetClassID()

Get the ClassID of the class instance.

DETECTION_AREAS:GetClassName()

Get the ClassName of the class instance.

DETECTION_AREAS:GetClassNameAndID()

Get the ClassName + ClassID of the class instance.

DETECTION_AREAS:GetEventPriority()

Get the Class Core.Event processing Priority.

DETECTION_AREAS:GetParent(Child, FromClass)

This is the worker method to retrieve the Parent class.

DETECTION_AREAS:GetState(Object, Key)

Get a Value given a Key from the Object.

DETECTION_AREAS:HandleEvent(EventID, EventFunction)

Subscribe to a DCS Event.

DETECTION_AREAS:I(Arguments)

Log an information which will be traced always.

DETECTION_AREAS:Inherit(Child, Parent)

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

DETECTION_AREAS:IsInstanceOf(ClassName)

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

DETECTION_AREAS:IsTrace()

Enquires if tracing is on (for the class).

DETECTION_AREAS:New()

BASE constructor.

DETECTION_AREAS:OnEvent(EventData)

Occurs when an Event for an object is triggered.

DETECTION_AREAS:OnEventBDA(EventData)

BDA.

DETECTION_AREAS:OnEventBaseCaptured(EventData)

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

DETECTION_AREAS:OnEventBirth(EventData)

Occurs when any object is spawned into the mission.

DETECTION_AREAS:OnEventCrash(EventData)

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

DETECTION_AREAS:OnEventDead(EventData)

Occurs when an object is dead.

DETECTION_AREAS:OnEventDetailedFailure(EventData)

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

DETECTION_AREAS:OnEventDiscardChairAfterEjection(EventData)

Discard chair after ejection.

DETECTION_AREAS:OnEventEjection(EventData)

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

DETECTION_AREAS:OnEventEngineShutdown(EventData)

Occurs when any aircraft shuts down its engines.

DETECTION_AREAS:OnEventEngineStartup(EventData)

Occurs when any aircraft starts its engines.

DETECTION_AREAS:OnEventHit(EventData)

Occurs whenever an object is hit by a weapon.

DETECTION_AREAS:OnEventHumanFailure(EventData)

Occurs when any system fails on a human controlled aircraft.

DETECTION_AREAS:OnEventKill(EventData)

Occurs on the death of a unit.

DETECTION_AREAS:OnEventLand(EventData)

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

DETECTION_AREAS:OnEventLandingAfterEjection(EventData)

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

DETECTION_AREAS:OnEventLandingQualityMark(EventData)

Landing quality mark.

DETECTION_AREAS:OnEventMarkAdded(EventData)

Occurs when a new mark was added.

DETECTION_AREAS:OnEventMarkChange(EventData)

Occurs when a mark text was changed.

DETECTION_AREAS:OnEventMarkRemoved(EventData)

Occurs when a mark was removed.

DETECTION_AREAS:OnEventMissionEnd(EventData)

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

DETECTION_AREAS:OnEventMissionStart(EventData)

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

DETECTION_AREAS:OnEventParatrooperLanding(EventData)

Weapon add.

DETECTION_AREAS:OnEventPilotDead(EventData)

Occurs when the pilot of an aircraft is killed.

DETECTION_AREAS:OnEventPlayerEnterAircraft(EventData)

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

DETECTION_AREAS:OnEventPlayerEnterUnit(EventData)

Occurs when any player assumes direct control of a unit.

DETECTION_AREAS:OnEventPlayerLeaveUnit(EventData)

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

DETECTION_AREAS:OnEventRefueling(EventData)

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

DETECTION_AREAS:OnEventRefuelingStop(EventData)

Occurs when an aircraft is finished taking fuel.

DETECTION_AREAS:OnEventScore(EventData)

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

DETECTION_AREAS:OnEventShootingEnd(EventData)

Occurs when any unit stops firing its weapon.

DETECTION_AREAS:OnEventShootingStart(EventData)

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

DETECTION_AREAS:OnEventShot(EventData)

Occurs whenever any unit in a mission fires a weapon.

DETECTION_AREAS:OnEventTakeoff(EventData)

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

DETECTION_AREAS:OnEventTriggerZone(EventData)

Trigger zone.

DETECTION_AREAS:OnEventUnitLost(EventData)

Occurs when the game thinks an object is destroyed.

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

Schedule a new time event.

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

Schedule a new time event.

DETECTION_AREAS:ScheduleStop(SchedulerID)

Stops the Schedule.

DETECTION_AREAS.Scheduler

DETECTION_AREAS:SetEventPriority(EventPriority)

Set the Class Core.Event processing Priority.

DETECTION_AREAS:SetState(Object, Key, Value)

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

DETECTION_AREAS:T(Arguments)

Trace a function logic level 1.

DETECTION_AREAS:T2(Arguments)

Trace a function logic level 2.

DETECTION_AREAS:T3(Arguments)

Trace a function logic level 3.

DETECTION_AREAS:TraceAll(TraceAll)

Trace all methods in MOOSE

DETECTION_AREAS:TraceClass(Class)

Set tracing for a class

DETECTION_AREAS:TraceClassMethod(Class, Method)

Set tracing for a specific method of class

DETECTION_AREAS:TraceLevel(Level)

Set trace level

DETECTION_AREAS:TraceOff()

Set trace off.

DETECTION_AREAS:TraceOn()

Set trace on.

DETECTION_AREAS: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.

DETECTION_AREAS:UnHandleEvent(EventID)

UnSubscribe to a DCS event.

DETECTION_AREAS._

DETECTION_AREAS:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function call.

DETECTION_AREAS:_Serialize(Arguments)

(Internal) Serialize arguments

DETECTION_AREAS:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function logic.

DETECTION_AREAS.__

DETECTION_AREAS:onEvent(event)

The main event handling function...

Fields and Methods inherited from DETECTION_BASE Description

DETECTION_BASE:AcceptChanges(DetectedItem)

Accepts changes from the detected item.

DETECTION_BASE.AcceptRange

DETECTION_BASE.AcceptZones

DETECTION_BASE:AddChangeItem(DetectedItem, ChangeCode, ItemUnitType)

Add a change to the detected zone.

DETECTION_BASE:AddChangeUnit(DetectedItem, ChangeCode, ChangeUnitType)

Add a change to the detected zone.

DETECTION_BASE:AddDetectedItem(ItemPrefix, DetectedItemKey, Set)

Adds a new DetectedItem to the DetectedItems list.

DETECTION_BASE:AddDetectedItemZone(DetectedItemKey, Set, Zone, ItemPrefix)

Adds a new DetectedItem to the DetectedItems list.

DETECTION_BASE.AlphaAngleProbability

DETECTION_BASE:CleanDetectionItem(DetectedItem, DetectedItemID)

Clean the DetectedItem table.

DETECTION_BASE:CountAliveRecce()

DETECTION_BASE:CreateDetectionItems()

Make a DetectionSet table.

DETECTION_BASE:Detect()

Synchronous Event Trigger for Event Detect.

DETECTION_BASE.DetectDLINK

DETECTION_BASE.DetectIRST

DETECTION_BASE.DetectOptical

DETECTION_BASE.DetectRWR

DETECTION_BASE.DetectRadar

DETECTION_BASE.DetectVisual

DETECTION_BASE:Detected(Units)

Synchronous Event Trigger for Event Detected.

DETECTION_BASE.DetectedItemCount

DETECTION_BASE.DetectedItemMax

DETECTION_BASE:DetectedItemReportSummary(DetectedItem, AttackGroup, Settings)

Report summary of a detected item using a given numeric index.

DETECTION_BASE.DetectedItems

DETECTION_BASE.DetectedObjects

The list of detected objects.

DETECTION_BASE.DetectedObjectsIdentified

Map of the DetectedObjects identified.

DETECTION_BASE:DetectedReportDetailed(AttackGroup)

Report detailed of a detection result.

DETECTION_BASE.DetectionRange

The range till which targets are accepted to be detected.

DETECTION_BASE.DetectionRun

DETECTION_BASE.DetectionScheduler

DETECTION_BASE.DetectionSet

DETECTION_BASE.DetectionSetGroup

The Core.Set of GROUPs in the Forward Air Controller role.

DETECTION_BASE.DistanceProbability

DETECTION_BASE:FilterCategories(FilterCategories)

Filter the detected units based on Unit.Category
The different values of Unit.Category can be:

  • Unit.Category.AIRPLANE
  • Unit.Category.GROUND_UNIT
  • Unit.Category.HELICOPTER
  • Unit.Category.SHIP
  • Unit.Category.STRUCTURE

Multiple Unit.Category entries can be given as a table and then these will be evaluated as an OR expression.

DETECTION_BASE:ForEachAliveRecce(IteratorFunction, ...)

DETECTION_BASE:ForgetDetectedUnit(UnitName)

Forget a Unit from a DetectionItem

DETECTION_BASE.FriendliesRange

DETECTION_BASE.FriendlyPrefixes

DETECTION_BASE:GetDetectedID(Index)

Get a detected ID using a given numeric index.

DETECTION_BASE:GetDetectedItemByIndex(Index)

Get a detected item using a given numeric index.

DETECTION_BASE:GetDetectedItemByKey(Key)

Get a detected item using a given Key.

DETECTION_BASE:GetDetectedItemCoordinate(DetectedItem)

Get the detected item coordinate.

DETECTION_BASE:GetDetectedItemCoordinates()

Get a list of the detected item coordinates.

DETECTION_BASE:GetDetectedItemID(DetectedItem)

Get a detected ItemID using a given numeric index.

DETECTION_BASE:GetDetectedItemSet(DetectedItem)

Get the Core.Set#SET_UNIT of a detection area using a given numeric index.

DETECTION_BASE:GetDetectedItemThreatLevel(DetectedItem)

Get the detected item coordinate.

DETECTION_BASE:GetDetectedItemZone(DetectedItem)

Get the Core.Zone#ZONE_UNIT of a detection area using a given numeric index.

DETECTION_BASE:GetDetectedItems()

Get the DetectedItems by Key.

DETECTION_BASE:GetDetectedItemsByIndex()

Get the DetectedItems by Index.

DETECTION_BASE:GetDetectedItemsCount()

Get the amount of SETs with detected objects.

DETECTION_BASE:GetDetectedObject(ObjectName)

Gets a detected object with a given name.

DETECTION_BASE:GetDetectedUnitTypeName(DetectedUnit)

Gets a detected unit type name, taking into account the detection results.

DETECTION_BASE:GetDetectionSet()

Get the Detection Set.

DETECTION_BASE:GetFriendliesDistance(DetectedItem)

Returns the distance used to identify friendlies near the detected item ...

DETECTION_BASE:GetFriendliesNearBy(DetectedItem, Category)

Returns friendly units nearby the FAC units ...

DETECTION_BASE:GetFriendliesNearIntercept(DetectedItem)

Returns friendly units nearby the intercept point ...

DETECTION_BASE:GetPlayersNearBy(DetectedItem)

Returns friendly units nearby the FAC units ...

DETECTION_BASE:IdentifyDetectedObject(DetectedObject)

Identifies a detected object during detection processing.

DETECTION_BASE:InitDetectDLINK(DetectDLINK)

Detect DLINK.

DETECTION_BASE:InitDetectIRST(DetectIRST)

Detect IRST.

DETECTION_BASE:InitDetectOptical(DetectOptical)

Detect Optical.

DETECTION_BASE:InitDetectRWR(DetectRWR)

Detect RWR.

DETECTION_BASE:InitDetectRadar(DetectRadar)

Detect Radar.

DETECTION_BASE:InitDetectVisual(DetectVisual)

Detect Visual.

DETECTION_BASE.Intercept

DETECTION_BASE.InterceptDelay

DETECTION_BASE:IsDetectedItemDetected(DetectedItem)

Checks if there is at least one UNIT detected in the Set of the the DetectedItem.

DETECTION_BASE:IsDetectedItemLocked(DetectedItem)

Validate if the detected item is locked.

DETECTION_BASE:IsDetectedObjectIdentified(DetectedObject)

Determines if a detected object has already been identified during detection processing.

DETECTION_BASE:IsFriendliesNearBy(DetectedItem, Category)

Returns if there are friendlies nearby the FAC units ...

DETECTION_BASE:IsFriendliesNearIntercept(DetectedItem)

Returns if there are friendlies nearby the intercept ...

DETECTION_BASE:IsPlayersNearBy(DetectedItem)

Returns if there are friendlies nearby the FAC units ...

DETECTION_BASE:LockDetectedItem(DetectedItem)

Lock a detected item.

DETECTION_BASE:LockDetectedItems()

Lock the detected items when created and lock all existing detected items.

DETECTION_BASE.Locking

DETECTION_BASE:NearestRecce(DetectedItem)

Find the nearest Recce of the DetectedItem.

DETECTION_BASE:New(DetectionSet)

DETECTION constructor.

DETECTION_BASE:OnAfterDetect(From, Event, To)

OnAfter Transition Handler for Event Detect.

DETECTION_BASE:OnAfterDetected(From, Event, To, Units)

OnAfter Transition Handler for Event Detected.

DETECTION_BASE:OnAfterDetectedItem(From, Event, To, DetectedItem)

OnAfter Transition Handler for Event DetectedItem.

DETECTION_BASE:OnAfterStart(From, Event, To)

OnAfter Transition Handler for Event Start.

DETECTION_BASE:OnAfterStop(From, Event, To)

OnAfter Transition Handler for Event Stop.

DETECTION_BASE:OnBeforeDetect(From, Event, To)

OnBefore Transition Handler for Event Detect.

DETECTION_BASE:OnBeforeDetected(From, Event, To)

OnBefore Transition Handler for Event Detected.

DETECTION_BASE:OnBeforeStart(From, Event, To)

OnBefore Transition Handler for Event Start.

DETECTION_BASE:OnBeforeStop(From, Event, To)

OnBefore Transition Handler for Event Stop.

DETECTION_BASE:OnEnterDetecting(From, Event, To)

OnEnter Transition Handler for State Detecting.

DETECTION_BASE:OnEnterStopped(From, Event, To)

OnEnter Transition Handler for State Stopped.

DETECTION_BASE:OnLeaveDetecting(From, Event, To)

OnLeave Transition Handler for State Detecting.

DETECTION_BASE:OnLeaveStopped(From, Event, To)

OnLeave Transition Handler for State Stopped.

DETECTION_BASE.RadarBlur

DETECTION_BASE.RadarBlurClosing

DETECTION_BASE.RadarBlurClosingSquare

DETECTION_BASE.RadarBlurMinHeight

DETECTION_BASE.RadarBlurThresBlur

DETECTION_BASE.RadarBlurThresHeight

DETECTION_BASE.RefreshTimeInterval

DETECTION_BASE.RejectZones

DETECTION_BASE:RemoveDetectedItem(DetectedItemKey)

Removes an existing DetectedItem from the DetectedItems list.

DETECTION_BASE:ReportFriendliesNearBy(TargetData)

Background worker function to determine if there are friendlies nearby ...

DETECTION_BASE:Schedule(DelayTime, RepeatInterval)

Schedule the DETECTION construction.

DETECTION_BASE.ScheduleDelayTime

DETECTION_BASE.ScheduleRepeatInterval

DETECTION_BASE:SetAcceptRange(AcceptRange)

Accept detections if within a range in meters.

DETECTION_BASE:SetAcceptZones(AcceptZones)

Accept detections if within the specified zone(s).

DETECTION_BASE:SetAlphaAngleProbability(AlphaAngleProbability)

Upon a visual detection, the higher the unit is during the detecting process, the more likely the detected unit is to be detected properly.

DETECTION_BASE:SetDetectedItemCoordinate(DetectedItem, Coordinate, DetectedItemUnit)

Set the detected item coordinate.

DETECTION_BASE:SetDetectedItemThreatLevel(The, DetectedItem)

Set the detected item threat level.

DETECTION_BASE:SetDistanceProbability(DistanceProbability)

Upon a visual detection, the further away a detected object is, the less likely it is to be detected properly.

DETECTION_BASE:SetFriendliesRange(FriendliesRange)

Set the radius in meters to validate if friendlies are nearby.

DETECTION_BASE:SetFriendlyPrefixes(FriendlyPrefixes)

This will allow during friendly search any recce or detection unit to be also considered as a friendly.

DETECTION_BASE:SetIntercept(Intercept, InterceptDelay)

Set the parameters to calculate to optimal intercept point.

DETECTION_BASE:SetRadarBlur(minheight, thresheight, thresblur, closing)

Method to make the radar detection less accurate, e.g.

DETECTION_BASE:SetRefreshTimeInterval(RefreshTimeInterval)

Set the detection interval time in seconds.

DETECTION_BASE:SetRejectZones(RejectZones)

Reject detections if within the specified zone(s).

DETECTION_BASE:SetZoneProbability(ZoneArray)

Upon a visual detection, the more a detected unit is within a cloudy zone, the less likely the detected unit is to be detected successfully.

DETECTION_BASE:Start()

Synchronous Event Trigger for Event Start.

DETECTION_BASE:Stop()

Synchronous Event Trigger for Event Stop.

DETECTION_BASE:UnIdentifyAllDetectedObjects()

UnIdentify all detected objects during detection processing.

DETECTION_BASE:UnIdentifyDetectedObject(DetectedObject)

UnIdentify a detected object during detection processing.

DETECTION_BASE:UnlockDetectedItem(DetectedItem)

Unlock a detected item.

DETECTION_BASE:UnlockDetectedItems()

Unlock the detected items when created and unlock all existing detected items.

DETECTION_BASE:UpdateDetectedItemDetection(DetectedItem)

Set IsDetected flag for the DetectedItem, which can have more units.

DETECTION_BASE.ZoneProbability

DETECTION_BASE:__Detect(Delay)

Asynchronous Event Trigger for Event Detect.

DETECTION_BASE:__Detected(Delay, Units)

Asynchronous Event Trigger for Event Detected.

DETECTION_BASE:__Start(Delay)

Asynchronous Event Trigger for Event Start.

DETECTION_BASE:__Stop(Delay)

Asynchronous Event Trigger for Event Stop.

DETECTION_BASE:onafterDetect(From, Event, To)

DETECTION_BASE:onafterDetection(From, Event, To, Detection, DetectionTimeStamp)

DETECTION_BASE:onafterStart(From, Event, To)

Fields and Methods inherited from FSM Description

DETECTION_BASE:AddEndState(State)

Adds an End state.

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

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

DETECTION_BASE:AddScore(State, ScoreText, Score)

Adds a score for the FSM to be achieved.

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

Adds a score for the FSM_PROCESS to be achieved.

DETECTION_BASE:AddTransition(From, Event, To)

Add a new transition rule to the FSM.

DETECTION_BASE.CallScheduler

Call scheduler.

DETECTION_BASE.ClassName

Name of the class.

DETECTION_BASE.Events

DETECTION_BASE:GetCurrentState()

Get current state.

DETECTION_BASE:GetEndStates()

Returns the End states.

DETECTION_BASE:GetProcess(From, Event)

DETECTION_BASE:GetProcesses()

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

DETECTION_BASE:GetScores()

Returns a table with the scores defined.

DETECTION_BASE:GetStartState()

Returns the start state of the FSM.

DETECTION_BASE:GetState()

Get current state.

DETECTION_BASE:GetSubs()

Returns a table with the Subs defined.

DETECTION_BASE:GetTransitions()

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

DETECTION_BASE:Is(State)

Check if FSM is in state.

DETECTION_BASE:LoadCallBacks(CallBackTable)

Load call backs.

DETECTION_BASE:New()

Creates a new FSM object.

DETECTION_BASE.Scores

Scores.

DETECTION_BASE:SetProcess(From, Event, Fsm)

DETECTION_BASE:SetStartState(State)

Sets the start state of the FSM.

DETECTION_BASE._EndStates

DETECTION_BASE._EventSchedules

DETECTION_BASE._Processes

DETECTION_BASE._Scores

DETECTION_BASE._StartState

DETECTION_BASE._Transitions

DETECTION_BASE:_add_to_map(Map, Event)

Add to map.

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

Call handler.

DETECTION_BASE:_create_transition(EventName)

Create transition.

DETECTION_BASE:_delayed_transition(EventName)

Delayed transition.

DETECTION_BASE:_eventmap(Events, EventStructure)

Event map.

DETECTION_BASE:_gosub(ParentFrom, ParentEvent)

Go sub.

DETECTION_BASE:_handler(EventName, ...)

Handler.

DETECTION_BASE:_isendstate(Current)

Is end state.

DETECTION_BASE:_submap(subs, sub, name)

Sub maps.

DETECTION_BASE:can(e)

Check if can do an event.

DETECTION_BASE:cannot(e)

Check if cannot do an event.

DETECTION_BASE.current

Current state name.

DETECTION_BASE.endstates

DETECTION_BASE:is(State, state)

Check if FSM is in state.

DETECTION_BASE.options

Options.

DETECTION_BASE.subs

Subs.

Fields and Methods inherited from BASE Description

DETECTION_BASE.ClassID

The ID number of the class.

DETECTION_BASE.ClassName

The name of the class.

DETECTION_BASE.ClassNameAndID

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

DETECTION_BASE:ClearState(Object, StateName)

Clear the state of an object.

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

Creation of a Birth Event.

DETECTION_BASE:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

Creation of a Crash Event.

DETECTION_BASE:CreateEventDead(EventTime, Initiator, IniObjectCategory)

Creation of a Dead Event.

DETECTION_BASE:CreateEventPlayerEnterAircraft(PlayerUnit)

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

DETECTION_BASE:CreateEventRemoveUnit(EventTime, Initiator)

Creation of a Remove Unit Event.

DETECTION_BASE:CreateEventTakeoff(EventTime, Initiator)

Creation of a Takeoff Event.

DETECTION_BASE:CreateEventUnitLost(EventTime, Initiator)

Creation of a Crash Event.

DETECTION_BASE:E(Arguments)

Log an exception which will be traced always.

DETECTION_BASE:EventDispatcher()

Returns the event dispatcher

DETECTION_BASE:EventRemoveAll()

Remove all subscribed events

DETECTION_BASE:F(Arguments)

Trace a function call.

DETECTION_BASE:F2(Arguments)

Trace a function call level 2.

DETECTION_BASE:F3(Arguments)

Trace a function call level 3.

DETECTION_BASE:GetClassID()

Get the ClassID of the class instance.

DETECTION_BASE:GetClassName()

Get the ClassName of the class instance.

DETECTION_BASE:GetClassNameAndID()

Get the ClassName + ClassID of the class instance.

DETECTION_BASE:GetEventPriority()

Get the Class Core.Event processing Priority.

DETECTION_BASE:GetParent(Child, FromClass)

This is the worker method to retrieve the Parent class.

DETECTION_BASE:GetState(Object, Key)

Get a Value given a Key from the Object.

DETECTION_BASE:HandleEvent(EventID, EventFunction)

Subscribe to a DCS Event.

DETECTION_BASE:I(Arguments)

Log an information which will be traced always.

DETECTION_BASE:Inherit(Child, Parent)

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

DETECTION_BASE:IsInstanceOf(ClassName)

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

DETECTION_BASE:IsTrace()

Enquires if tracing is on (for the class).

DETECTION_BASE:New()

BASE constructor.

DETECTION_BASE:OnEvent(EventData)

Occurs when an Event for an object is triggered.

DETECTION_BASE:OnEventBDA(EventData)

BDA.

DETECTION_BASE:OnEventBaseCaptured(EventData)

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

DETECTION_BASE:OnEventBirth(EventData)

Occurs when any object is spawned into the mission.

DETECTION_BASE:OnEventCrash(EventData)

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

DETECTION_BASE:OnEventDead(EventData)

Occurs when an object is dead.

DETECTION_BASE:OnEventDetailedFailure(EventData)

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

DETECTION_BASE:OnEventDiscardChairAfterEjection(EventData)

Discard chair after ejection.

DETECTION_BASE:OnEventEjection(EventData)

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

DETECTION_BASE:OnEventEngineShutdown(EventData)

Occurs when any aircraft shuts down its engines.

DETECTION_BASE:OnEventEngineStartup(EventData)

Occurs when any aircraft starts its engines.

DETECTION_BASE:OnEventHit(EventData)

Occurs whenever an object is hit by a weapon.

DETECTION_BASE:OnEventHumanFailure(EventData)

Occurs when any system fails on a human controlled aircraft.

DETECTION_BASE:OnEventKill(EventData)

Occurs on the death of a unit.

DETECTION_BASE:OnEventLand(EventData)

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

DETECTION_BASE:OnEventLandingAfterEjection(EventData)

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

DETECTION_BASE:OnEventLandingQualityMark(EventData)

Landing quality mark.

DETECTION_BASE:OnEventMarkAdded(EventData)

Occurs when a new mark was added.

DETECTION_BASE:OnEventMarkChange(EventData)

Occurs when a mark text was changed.

DETECTION_BASE:OnEventMarkRemoved(EventData)

Occurs when a mark was removed.

DETECTION_BASE:OnEventMissionEnd(EventData)

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

DETECTION_BASE:OnEventMissionStart(EventData)

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

DETECTION_BASE:OnEventParatrooperLanding(EventData)

Weapon add.

DETECTION_BASE:OnEventPilotDead(EventData)

Occurs when the pilot of an aircraft is killed.

DETECTION_BASE:OnEventPlayerEnterAircraft(EventData)

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

DETECTION_BASE:OnEventPlayerEnterUnit(EventData)

Occurs when any player assumes direct control of a unit.

DETECTION_BASE:OnEventPlayerLeaveUnit(EventData)

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

DETECTION_BASE:OnEventRefueling(EventData)

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

DETECTION_BASE:OnEventRefuelingStop(EventData)

Occurs when an aircraft is finished taking fuel.

DETECTION_BASE:OnEventScore(EventData)

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

DETECTION_BASE:OnEventShootingEnd(EventData)

Occurs when any unit stops firing its weapon.

DETECTION_BASE:OnEventShootingStart(EventData)

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

DETECTION_BASE:OnEventShot(EventData)

Occurs whenever any unit in a mission fires a weapon.

DETECTION_BASE:OnEventTakeoff(EventData)

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

DETECTION_BASE:OnEventTriggerZone(EventData)

Trigger zone.

DETECTION_BASE:OnEventUnitLost(EventData)

Occurs when the game thinks an object is destroyed.

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

Schedule a new time event.

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

Schedule a new time event.

DETECTION_BASE:ScheduleStop(SchedulerID)

Stops the Schedule.

DETECTION_BASE.Scheduler

DETECTION_BASE:SetEventPriority(EventPriority)

Set the Class Core.Event processing Priority.

DETECTION_BASE:SetState(Object, Key, Value)

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

DETECTION_BASE:T(Arguments)

Trace a function logic level 1.

DETECTION_BASE:T2(Arguments)

Trace a function logic level 2.

DETECTION_BASE:T3(Arguments)

Trace a function logic level 3.

DETECTION_BASE:TraceAll(TraceAll)

Trace all methods in MOOSE

DETECTION_BASE:TraceClass(Class)

Set tracing for a class

DETECTION_BASE:TraceClassMethod(Class, Method)

Set tracing for a specific method of class

DETECTION_BASE:TraceLevel(Level)

Set trace level

DETECTION_BASE:TraceOff()

Set trace off.

DETECTION_BASE:TraceOn()

Set trace on.

DETECTION_BASE: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.

DETECTION_BASE:UnHandleEvent(EventID)

UnSubscribe to a DCS event.

DETECTION_BASE._

DETECTION_BASE:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function call.

DETECTION_BASE:_Serialize(Arguments)

(Internal) Serialize arguments

DETECTION_BASE:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function logic.

DETECTION_BASE.__

DETECTION_BASE:onEvent(event)

The main event handling function...

Fields and Methods inherited from DETECTION_BASE.DetectedItem Description

DETECTION_BASE.DetectedItem.CategoryName

Category name of the detected unit.

DETECTION_BASE.DetectedItem.Changed

Documents if the detected area has changed.

DETECTION_BASE.DetectedItem.Changes

A list of the changes reported on the detected area. (It is up to the user of the detected area to consume those changes).

DETECTION_BASE.DetectedItem.Coordinate

The last known coordinate of the DetectedItem.

DETECTION_BASE.DetectedItem.Distance

Distance to the detected item.

DETECTION_BASE.DetectedItem.DistanceRecce

Distance in meters of the Recce.

DETECTION_BASE.DetectedItem.FriendliesDistance

Table of distances to friendly units.

DETECTION_BASE.DetectedItem.FriendliesNearBy

Indicates if there are friendlies within the detected area.

DETECTION_BASE.DetectedItem.ID

The identifier of the detected area.

DETECTION_BASE.DetectedItem.Index

Detected item key. Could also be a string.

DETECTION_BASE.DetectedItem.InterceptCoord

Intercept coordinate.

DETECTION_BASE.DetectedItem.IsDetected

Indicates if the DetectedItem has been detected or not.

DETECTION_BASE.DetectedItem.IsVisible

If true, detected object is visible.

DETECTION_BASE.DetectedItem.ItemID

ItemPrefix .. "." .. self.DetectedItemMax.

DETECTION_BASE.DetectedItem.KnowDistance

Distance to the detected item is known.

DETECTION_BASE.DetectedItem.KnowType

Type of detected item is known.

DETECTION_BASE.DetectedItem.LastPos

Last known position of the detected item.

DETECTION_BASE.DetectedItem.LastTime

Last time the detected item was seen.

DETECTION_BASE.DetectedItem.LastVelocity

Last recorded 3D velocity vector of the detected item.

DETECTION_BASE.DetectedItem.Locked

Lock detected item.

DETECTION_BASE.DetectedItem.Name

Name of the detected object.

DETECTION_BASE.DetectedItem.NearestFAC

The nearest FAC near the Area.

DETECTION_BASE.DetectedItem.PlayersNearBy

Table of nearby players.

DETECTION_BASE.DetectedItem.Removed

DETECTION_BASE.DetectedItem.Set

The Set of Units in the detected area.

DETECTION_BASE.DetectedItem.TypeName

Type name of the detected unit.

DETECTION_BASE.DetectedItem.Zone

The Zone of the detected area.

Fields and Methods inherited from DETECTION_TYPES Description

DETECTION_TYPES:CreateDetectionItems()

Create the DetectedItems list from the DetectedObjects table.

DETECTION_TYPES:DetectedItemReportSummary(DetectedItem, AttackGroup, Settings)

Report summary of a DetectedItem using a given numeric index.

DETECTION_TYPES:DetectedReportDetailed(AttackGroup)

Report detailed of a detection result.

DETECTION_TYPES:GetChangeText(DetectedItem)

Make text documenting the changes of the detected zone.

DETECTION_TYPES:New(DetectionSetGroup)

DETECTION_TYPES constructor.

DETECTION_TYPES._BoundDetectedZones

DETECTION_TYPES._FlareDetectedUnits

DETECTION_TYPES._FlareDetectedZones

DETECTION_TYPES._SmokeDetectedUnits

DETECTION_TYPES._SmokeDetectedZones

Fields and Methods inherited from DETECTION_BASE Description

DETECTION_TYPES:AcceptChanges(DetectedItem)

Accepts changes from the detected item.

DETECTION_TYPES.AcceptRange

DETECTION_TYPES.AcceptZones

DETECTION_TYPES:AddChangeItem(DetectedItem, ChangeCode, ItemUnitType)

Add a change to the detected zone.

DETECTION_TYPES:AddChangeUnit(DetectedItem, ChangeCode, ChangeUnitType)

Add a change to the detected zone.

DETECTION_TYPES:AddDetectedItem(ItemPrefix, DetectedItemKey, Set)

Adds a new DetectedItem to the DetectedItems list.

DETECTION_TYPES:AddDetectedItemZone(DetectedItemKey, Set, Zone, ItemPrefix)

Adds a new DetectedItem to the DetectedItems list.

DETECTION_TYPES.AlphaAngleProbability

DETECTION_TYPES:CleanDetectionItem(DetectedItem, DetectedItemID)

Clean the DetectedItem table.

DETECTION_TYPES:CountAliveRecce()

DETECTION_TYPES:CreateDetectionItems()

Make a DetectionSet table.

DETECTION_TYPES:Detect()

Synchronous Event Trigger for Event Detect.

DETECTION_TYPES.DetectDLINK

DETECTION_TYPES.DetectIRST

DETECTION_TYPES.DetectOptical

DETECTION_TYPES.DetectRWR

DETECTION_TYPES.DetectRadar

DETECTION_TYPES.DetectVisual

DETECTION_TYPES:Detected(Units)

Synchronous Event Trigger for Event Detected.

DETECTION_TYPES.DetectedItemCount

DETECTION_TYPES.DetectedItemMax

DETECTION_TYPES:DetectedItemReportSummary(DetectedItem, AttackGroup, Settings)

Report summary of a detected item using a given numeric index.

DETECTION_TYPES.DetectedItems

DETECTION_TYPES.DetectedObjects

The list of detected objects.

DETECTION_TYPES.DetectedObjectsIdentified

Map of the DetectedObjects identified.

DETECTION_TYPES:DetectedReportDetailed(AttackGroup)

Report detailed of a detection result.

DETECTION_TYPES.DetectionRange

The range till which targets are accepted to be detected.

DETECTION_TYPES.DetectionRun

DETECTION_TYPES.DetectionScheduler

DETECTION_TYPES.DetectionSet

DETECTION_TYPES.DetectionSetGroup

The Core.Set of GROUPs in the Forward Air Controller role.

DETECTION_TYPES.DistanceProbability

DETECTION_TYPES:FilterCategories(FilterCategories)

Filter the detected units based on Unit.Category
The different values of Unit.Category can be:

  • Unit.Category.AIRPLANE
  • Unit.Category.GROUND_UNIT
  • Unit.Category.HELICOPTER
  • Unit.Category.SHIP
  • Unit.Category.STRUCTURE

Multiple Unit.Category entries can be given as a table and then these will be evaluated as an OR expression.

DETECTION_TYPES:ForEachAliveRecce(IteratorFunction, ...)

DETECTION_TYPES:ForgetDetectedUnit(UnitName)

Forget a Unit from a DetectionItem

DETECTION_TYPES.FriendliesRange

DETECTION_TYPES.FriendlyPrefixes

DETECTION_TYPES:GetDetectedID(Index)

Get a detected ID using a given numeric index.

DETECTION_TYPES:GetDetectedItemByIndex(Index)

Get a detected item using a given numeric index.

DETECTION_TYPES:GetDetectedItemByKey(Key)

Get a detected item using a given Key.

DETECTION_TYPES:GetDetectedItemCoordinate(DetectedItem)

Get the detected item coordinate.

DETECTION_TYPES:GetDetectedItemCoordinates()

Get a list of the detected item coordinates.

DETECTION_TYPES:GetDetectedItemID(DetectedItem)

Get a detected ItemID using a given numeric index.

DETECTION_TYPES:GetDetectedItemSet(DetectedItem)

Get the Core.Set#SET_UNIT of a detection area using a given numeric index.

DETECTION_TYPES:GetDetectedItemThreatLevel(DetectedItem)

Get the detected item coordinate.

DETECTION_TYPES:GetDetectedItemZone(DetectedItem)

Get the Core.Zone#ZONE_UNIT of a detection area using a given numeric index.

DETECTION_TYPES:GetDetectedItems()

Get the DetectedItems by Key.

DETECTION_TYPES:GetDetectedItemsByIndex()

Get the DetectedItems by Index.

DETECTION_TYPES:GetDetectedItemsCount()

Get the amount of SETs with detected objects.

DETECTION_TYPES:GetDetectedObject(ObjectName)

Gets a detected object with a given name.

DETECTION_TYPES:GetDetectedUnitTypeName(DetectedUnit)

Gets a detected unit type name, taking into account the detection results.

DETECTION_TYPES:GetDetectionSet()

Get the Detection Set.

DETECTION_TYPES:GetFriendliesDistance(DetectedItem)

Returns the distance used to identify friendlies near the detected item ...

DETECTION_TYPES:GetFriendliesNearBy(DetectedItem, Category)

Returns friendly units nearby the FAC units ...

DETECTION_TYPES:GetFriendliesNearIntercept(DetectedItem)

Returns friendly units nearby the intercept point ...

DETECTION_TYPES:GetPlayersNearBy(DetectedItem)

Returns friendly units nearby the FAC units ...

DETECTION_TYPES:IdentifyDetectedObject(DetectedObject)

Identifies a detected object during detection processing.

DETECTION_TYPES:InitDetectDLINK(DetectDLINK)

Detect DLINK.

DETECTION_TYPES:InitDetectIRST(DetectIRST)

Detect IRST.

DETECTION_TYPES:InitDetectOptical(DetectOptical)

Detect Optical.

DETECTION_TYPES:InitDetectRWR(DetectRWR)

Detect RWR.

DETECTION_TYPES:InitDetectRadar(DetectRadar)

Detect Radar.

DETECTION_TYPES:InitDetectVisual(DetectVisual)

Detect Visual.

DETECTION_TYPES.Intercept

DETECTION_TYPES.InterceptDelay

DETECTION_TYPES:IsDetectedItemDetected(DetectedItem)

Checks if there is at least one UNIT detected in the Set of the the DetectedItem.

DETECTION_TYPES:IsDetectedItemLocked(DetectedItem)

Validate if the detected item is locked.

DETECTION_TYPES:IsDetectedObjectIdentified(DetectedObject)

Determines if a detected object has already been identified during detection processing.

DETECTION_TYPES:IsFriendliesNearBy(DetectedItem, Category)

Returns if there are friendlies nearby the FAC units ...

DETECTION_TYPES:IsFriendliesNearIntercept(DetectedItem)

Returns if there are friendlies nearby the intercept ...

DETECTION_TYPES:IsPlayersNearBy(DetectedItem)

Returns if there are friendlies nearby the FAC units ...

DETECTION_TYPES:LockDetectedItem(DetectedItem)

Lock a detected item.

DETECTION_TYPES:LockDetectedItems()

Lock the detected items when created and lock all existing detected items.

DETECTION_TYPES.Locking

DETECTION_TYPES:NearestRecce(DetectedItem)

Find the nearest Recce of the DetectedItem.

DETECTION_TYPES:New(DetectionSet)

DETECTION constructor.

DETECTION_TYPES:OnAfterDetect(From, Event, To)

OnAfter Transition Handler for Event Detect.

DETECTION_TYPES:OnAfterDetected(From, Event, To, Units)

OnAfter Transition Handler for Event Detected.

DETECTION_TYPES:OnAfterDetectedItem(From, Event, To, DetectedItem)

OnAfter Transition Handler for Event DetectedItem.

DETECTION_TYPES:OnAfterStart(From, Event, To)

OnAfter Transition Handler for Event Start.

DETECTION_TYPES:OnAfterStop(From, Event, To)

OnAfter Transition Handler for Event Stop.

DETECTION_TYPES:OnBeforeDetect(From, Event, To)

OnBefore Transition Handler for Event Detect.

DETECTION_TYPES:OnBeforeDetected(From, Event, To)

OnBefore Transition Handler for Event Detected.

DETECTION_TYPES:OnBeforeStart(From, Event, To)

OnBefore Transition Handler for Event Start.

DETECTION_TYPES:OnBeforeStop(From, Event, To)

OnBefore Transition Handler for Event Stop.

DETECTION_TYPES:OnEnterDetecting(From, Event, To)

OnEnter Transition Handler for State Detecting.

DETECTION_TYPES:OnEnterStopped(From, Event, To)

OnEnter Transition Handler for State Stopped.

DETECTION_TYPES:OnLeaveDetecting(From, Event, To)

OnLeave Transition Handler for State Detecting.

DETECTION_TYPES:OnLeaveStopped(From, Event, To)

OnLeave Transition Handler for State Stopped.

DETECTION_TYPES.RadarBlur

DETECTION_TYPES.RadarBlurClosing

DETECTION_TYPES.RadarBlurClosingSquare

DETECTION_TYPES.RadarBlurMinHeight

DETECTION_TYPES.RadarBlurThresBlur

DETECTION_TYPES.RadarBlurThresHeight

DETECTION_TYPES.RefreshTimeInterval

DETECTION_TYPES.RejectZones

DETECTION_TYPES:RemoveDetectedItem(DetectedItemKey)

Removes an existing DetectedItem from the DetectedItems list.

DETECTION_TYPES:ReportFriendliesNearBy(TargetData)

Background worker function to determine if there are friendlies nearby ...

DETECTION_TYPES:Schedule(DelayTime, RepeatInterval)

Schedule the DETECTION construction.

DETECTION_TYPES.ScheduleDelayTime

DETECTION_TYPES.ScheduleRepeatInterval

DETECTION_TYPES:SetAcceptRange(AcceptRange)

Accept detections if within a range in meters.

DETECTION_TYPES:SetAcceptZones(AcceptZones)

Accept detections if within the specified zone(s).

DETECTION_TYPES:SetAlphaAngleProbability(AlphaAngleProbability)

Upon a visual detection, the higher the unit is during the detecting process, the more likely the detected unit is to be detected properly.

DETECTION_TYPES:SetDetectedItemCoordinate(DetectedItem, Coordinate, DetectedItemUnit)

Set the detected item coordinate.

DETECTION_TYPES:SetDetectedItemThreatLevel(The, DetectedItem)

Set the detected item threat level.

DETECTION_TYPES:SetDistanceProbability(DistanceProbability)

Upon a visual detection, the further away a detected object is, the less likely it is to be detected properly.

DETECTION_TYPES:SetFriendliesRange(FriendliesRange)

Set the radius in meters to validate if friendlies are nearby.

DETECTION_TYPES:SetFriendlyPrefixes(FriendlyPrefixes)

This will allow during friendly search any recce or detection unit to be also considered as a friendly.

DETECTION_TYPES:SetIntercept(Intercept, InterceptDelay)

Set the parameters to calculate to optimal intercept point.

DETECTION_TYPES:SetRadarBlur(minheight, thresheight, thresblur, closing)

Method to make the radar detection less accurate, e.g.

DETECTION_TYPES:SetRefreshTimeInterval(RefreshTimeInterval)

Set the detection interval time in seconds.

DETECTION_TYPES:SetRejectZones(RejectZones)

Reject detections if within the specified zone(s).

DETECTION_TYPES:SetZoneProbability(ZoneArray)

Upon a visual detection, the more a detected unit is within a cloudy zone, the less likely the detected unit is to be detected successfully.

DETECTION_TYPES:Start()

Synchronous Event Trigger for Event Start.

DETECTION_TYPES:Stop()

Synchronous Event Trigger for Event Stop.

DETECTION_TYPES:UnIdentifyAllDetectedObjects()

UnIdentify all detected objects during detection processing.

DETECTION_TYPES:UnIdentifyDetectedObject(DetectedObject)

UnIdentify a detected object during detection processing.

DETECTION_TYPES:UnlockDetectedItem(DetectedItem)

Unlock a detected item.

DETECTION_TYPES:UnlockDetectedItems()

Unlock the detected items when created and unlock all existing detected items.

DETECTION_TYPES:UpdateDetectedItemDetection(DetectedItem)

Set IsDetected flag for the DetectedItem, which can have more units.

DETECTION_TYPES.ZoneProbability

DETECTION_TYPES:__Detect(Delay)

Asynchronous Event Trigger for Event Detect.

DETECTION_TYPES:__Detected(Delay, Units)

Asynchronous Event Trigger for Event Detected.

DETECTION_TYPES:__Start(Delay)

Asynchronous Event Trigger for Event Start.

DETECTION_TYPES:__Stop(Delay)

Asynchronous Event Trigger for Event Stop.

DETECTION_TYPES:onafterDetect(From, Event, To)

DETECTION_TYPES:onafterDetection(From, Event, To, Detection, DetectionTimeStamp)

DETECTION_TYPES:onafterStart(From, Event, To)

Fields and Methods inherited from FSM Description

DETECTION_TYPES:AddEndState(State)

Adds an End state.

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

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

DETECTION_TYPES:AddScore(State, ScoreText, Score)

Adds a score for the FSM to be achieved.

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

Adds a score for the FSM_PROCESS to be achieved.

DETECTION_TYPES:AddTransition(From, Event, To)

Add a new transition rule to the FSM.

DETECTION_TYPES.CallScheduler

Call scheduler.

DETECTION_TYPES.ClassName

Name of the class.

DETECTION_TYPES.Events

DETECTION_TYPES:GetCurrentState()

Get current state.

DETECTION_TYPES:GetEndStates()

Returns the End states.

DETECTION_TYPES:GetProcess(From, Event)

DETECTION_TYPES:GetProcesses()

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

DETECTION_TYPES:GetScores()

Returns a table with the scores defined.

DETECTION_TYPES:GetStartState()

Returns the start state of the FSM.

DETECTION_TYPES:GetState()

Get current state.

DETECTION_TYPES:GetSubs()

Returns a table with the Subs defined.

DETECTION_TYPES:GetTransitions()

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

DETECTION_TYPES:Is(State)

Check if FSM is in state.

DETECTION_TYPES:LoadCallBacks(CallBackTable)

Load call backs.

DETECTION_TYPES:New()

Creates a new FSM object.

DETECTION_TYPES.Scores

Scores.

DETECTION_TYPES:SetProcess(From, Event, Fsm)

DETECTION_TYPES:SetStartState(State)

Sets the start state of the FSM.

DETECTION_TYPES._EndStates

DETECTION_TYPES._EventSchedules

DETECTION_TYPES._Processes

DETECTION_TYPES._Scores

DETECTION_TYPES._StartState

DETECTION_TYPES._Transitions

DETECTION_TYPES:_add_to_map(Map, Event)

Add to map.

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

Call handler.

DETECTION_TYPES:_create_transition(EventName)

Create transition.

DETECTION_TYPES:_delayed_transition(EventName)

Delayed transition.

DETECTION_TYPES:_eventmap(Events, EventStructure)

Event map.

DETECTION_TYPES:_gosub(ParentFrom, ParentEvent)

Go sub.

DETECTION_TYPES:_handler(EventName, ...)

Handler.

DETECTION_TYPES:_isendstate(Current)

Is end state.

DETECTION_TYPES:_submap(subs, sub, name)

Sub maps.

DETECTION_TYPES:can(e)

Check if can do an event.

DETECTION_TYPES:cannot(e)

Check if cannot do an event.

DETECTION_TYPES.current

Current state name.

DETECTION_TYPES.endstates

DETECTION_TYPES:is(State, state)

Check if FSM is in state.

DETECTION_TYPES.options

Options.

DETECTION_TYPES.subs

Subs.

Fields and Methods inherited from BASE Description

DETECTION_TYPES.ClassID

The ID number of the class.

DETECTION_TYPES.ClassName

The name of the class.

DETECTION_TYPES.ClassNameAndID

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

DETECTION_TYPES:ClearState(Object, StateName)

Clear the state of an object.

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

Creation of a Birth Event.

DETECTION_TYPES:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

Creation of a Crash Event.

DETECTION_TYPES:CreateEventDead(EventTime, Initiator, IniObjectCategory)

Creation of a Dead Event.

DETECTION_TYPES:CreateEventPlayerEnterAircraft(PlayerUnit)

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

DETECTION_TYPES:CreateEventRemoveUnit(EventTime, Initiator)

Creation of a Remove Unit Event.

DETECTION_TYPES:CreateEventTakeoff(EventTime, Initiator)

Creation of a Takeoff Event.

DETECTION_TYPES:CreateEventUnitLost(EventTime, Initiator)

Creation of a Crash Event.

DETECTION_TYPES:E(Arguments)

Log an exception which will be traced always.

DETECTION_TYPES:EventDispatcher()

Returns the event dispatcher

DETECTION_TYPES:EventRemoveAll()

Remove all subscribed events

DETECTION_TYPES:F(Arguments)

Trace a function call.

DETECTION_TYPES:F2(Arguments)

Trace a function call level 2.

DETECTION_TYPES:F3(Arguments)

Trace a function call level 3.

DETECTION_TYPES:GetClassID()

Get the ClassID of the class instance.

DETECTION_TYPES:GetClassName()

Get the ClassName of the class instance.

DETECTION_TYPES:GetClassNameAndID()

Get the ClassName + ClassID of the class instance.

DETECTION_TYPES:GetEventPriority()

Get the Class Core.Event processing Priority.

DETECTION_TYPES:GetParent(Child, FromClass)

This is the worker method to retrieve the Parent class.

DETECTION_TYPES:GetState(Object, Key)

Get a Value given a Key from the Object.

DETECTION_TYPES:HandleEvent(EventID, EventFunction)

Subscribe to a DCS Event.

DETECTION_TYPES:I(Arguments)

Log an information which will be traced always.

DETECTION_TYPES:Inherit(Child, Parent)

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

DETECTION_TYPES:IsInstanceOf(ClassName)

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

DETECTION_TYPES:IsTrace()

Enquires if tracing is on (for the class).

DETECTION_TYPES:New()

BASE constructor.

DETECTION_TYPES:OnEvent(EventData)

Occurs when an Event for an object is triggered.

DETECTION_TYPES:OnEventBDA(EventData)

BDA.

DETECTION_TYPES:OnEventBaseCaptured(EventData)

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

DETECTION_TYPES:OnEventBirth(EventData)

Occurs when any object is spawned into the mission.

DETECTION_TYPES:OnEventCrash(EventData)

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

DETECTION_TYPES:OnEventDead(EventData)

Occurs when an object is dead.

DETECTION_TYPES:OnEventDetailedFailure(EventData)

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

DETECTION_TYPES:OnEventDiscardChairAfterEjection(EventData)

Discard chair after ejection.

DETECTION_TYPES:OnEventEjection(EventData)

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

DETECTION_TYPES:OnEventEngineShutdown(EventData)

Occurs when any aircraft shuts down its engines.

DETECTION_TYPES:OnEventEngineStartup(EventData)

Occurs when any aircraft starts its engines.

DETECTION_TYPES:OnEventHit(EventData)

Occurs whenever an object is hit by a weapon.

DETECTION_TYPES:OnEventHumanFailure(EventData)

Occurs when any system fails on a human controlled aircraft.

DETECTION_TYPES:OnEventKill(EventData)

Occurs on the death of a unit.

DETECTION_TYPES:OnEventLand(EventData)

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

DETECTION_TYPES:OnEventLandingAfterEjection(EventData)

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

DETECTION_TYPES:OnEventLandingQualityMark(EventData)

Landing quality mark.

DETECTION_TYPES:OnEventMarkAdded(EventData)

Occurs when a new mark was added.

DETECTION_TYPES:OnEventMarkChange(EventData)

Occurs when a mark text was changed.

DETECTION_TYPES:OnEventMarkRemoved(EventData)

Occurs when a mark was removed.

DETECTION_TYPES:OnEventMissionEnd(EventData)

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

DETECTION_TYPES:OnEventMissionStart(EventData)

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

DETECTION_TYPES:OnEventParatrooperLanding(EventData)

Weapon add.

DETECTION_TYPES:OnEventPilotDead(EventData)

Occurs when the pilot of an aircraft is killed.

DETECTION_TYPES:OnEventPlayerEnterAircraft(EventData)

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

DETECTION_TYPES:OnEventPlayerEnterUnit(EventData)

Occurs when any player assumes direct control of a unit.

DETECTION_TYPES:OnEventPlayerLeaveUnit(EventData)

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

DETECTION_TYPES:OnEventRefueling(EventData)

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

DETECTION_TYPES:OnEventRefuelingStop(EventData)

Occurs when an aircraft is finished taking fuel.

DETECTION_TYPES:OnEventScore(EventData)

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

DETECTION_TYPES:OnEventShootingEnd(EventData)

Occurs when any unit stops firing its weapon.

DETECTION_TYPES:OnEventShootingStart(EventData)

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

DETECTION_TYPES:OnEventShot(EventData)

Occurs whenever any unit in a mission fires a weapon.

DETECTION_TYPES:OnEventTakeoff(EventData)

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

DETECTION_TYPES:OnEventTriggerZone(EventData)

Trigger zone.

DETECTION_TYPES:OnEventUnitLost(EventData)

Occurs when the game thinks an object is destroyed.

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

Schedule a new time event.

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

Schedule a new time event.

DETECTION_TYPES:ScheduleStop(SchedulerID)

Stops the Schedule.

DETECTION_TYPES.Scheduler

DETECTION_TYPES:SetEventPriority(EventPriority)

Set the Class Core.Event processing Priority.

DETECTION_TYPES:SetState(Object, Key, Value)

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

DETECTION_TYPES:T(Arguments)

Trace a function logic level 1.

DETECTION_TYPES:T2(Arguments)

Trace a function logic level 2.

DETECTION_TYPES:T3(Arguments)

Trace a function logic level 3.

DETECTION_TYPES:TraceAll(TraceAll)

Trace all methods in MOOSE

DETECTION_TYPES:TraceClass(Class)

Set tracing for a class

DETECTION_TYPES:TraceClassMethod(Class, Method)

Set tracing for a specific method of class

DETECTION_TYPES:TraceLevel(Level)

Set trace level

DETECTION_TYPES:TraceOff()

Set trace off.

DETECTION_TYPES:TraceOn()

Set trace on.

DETECTION_TYPES: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.

DETECTION_TYPES:UnHandleEvent(EventID)

UnSubscribe to a DCS event.

DETECTION_TYPES._

DETECTION_TYPES:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function call.

DETECTION_TYPES:_Serialize(Arguments)

(Internal) Serialize arguments

DETECTION_TYPES:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function logic.

DETECTION_TYPES.__

DETECTION_TYPES:onEvent(event)

The main event handling function...

Fields and Methods inherited from DETECTION_UNITS Description

DETECTION_UNITS:CreateDetectionItems()

Create the DetectedItems list from the DetectedObjects table.

DETECTION_UNITS:DetectedItemReportSummary(DetectedItem, AttackGroup, Settings, ForceA2GCoordinate)

Report summary of a DetectedItem using a given numeric index.

DETECTION_UNITS:DetectedReportDetailed(AttackGroup)

Report detailed of a detection result.

DETECTION_UNITS.DetectionRange

The range till which targets are detected.

DETECTION_UNITS:GetChangeText(DetectedItem)

Make text documenting the changes of the detected zone.

DETECTION_UNITS:New(DetectionSetGroup)

DETECTION_UNITS constructor.

DETECTION_UNITS._BoundDetectedZones

DETECTION_UNITS._FlareDetectedUnits

DETECTION_UNITS._FlareDetectedZones

DETECTION_UNITS._SmokeDetectedUnits

DETECTION_UNITS._SmokeDetectedZones

Fields and Methods inherited from DETECTION_BASE Description

DETECTION_UNITS:AcceptChanges(DetectedItem)

Accepts changes from the detected item.

DETECTION_UNITS.AcceptRange

DETECTION_UNITS.AcceptZones

DETECTION_UNITS:AddChangeItem(DetectedItem, ChangeCode, ItemUnitType)

Add a change to the detected zone.

DETECTION_UNITS:AddChangeUnit(DetectedItem, ChangeCode, ChangeUnitType)

Add a change to the detected zone.

DETECTION_UNITS:AddDetectedItem(ItemPrefix, DetectedItemKey, Set)

Adds a new DetectedItem to the DetectedItems list.

DETECTION_UNITS:AddDetectedItemZone(DetectedItemKey, Set, Zone, ItemPrefix)

Adds a new DetectedItem to the DetectedItems list.

DETECTION_UNITS.AlphaAngleProbability

DETECTION_UNITS:CleanDetectionItem(DetectedItem, DetectedItemID)

Clean the DetectedItem table.

DETECTION_UNITS:CountAliveRecce()

DETECTION_UNITS:CreateDetectionItems()

Make a DetectionSet table.

DETECTION_UNITS:Detect()

Synchronous Event Trigger for Event Detect.

DETECTION_UNITS.DetectDLINK

DETECTION_UNITS.DetectIRST

DETECTION_UNITS.DetectOptical

DETECTION_UNITS.DetectRWR

DETECTION_UNITS.DetectRadar

DETECTION_UNITS.DetectVisual

DETECTION_UNITS:Detected(Units)

Synchronous Event Trigger for Event Detected.

DETECTION_UNITS.DetectedItemCount

DETECTION_UNITS.DetectedItemMax

DETECTION_UNITS:DetectedItemReportSummary(DetectedItem, AttackGroup, Settings)

Report summary of a detected item using a given numeric index.

DETECTION_UNITS.DetectedItems

DETECTION_UNITS.DetectedObjects

The list of detected objects.

DETECTION_UNITS.DetectedObjectsIdentified

Map of the DetectedObjects identified.

DETECTION_UNITS:DetectedReportDetailed(AttackGroup)

Report detailed of a detection result.

DETECTION_UNITS.DetectionRange

The range till which targets are accepted to be detected.

DETECTION_UNITS.DetectionRun

DETECTION_UNITS.DetectionScheduler

DETECTION_UNITS.DetectionSet

DETECTION_UNITS.DetectionSetGroup

The Core.Set of GROUPs in the Forward Air Controller role.

DETECTION_UNITS.DistanceProbability

DETECTION_UNITS:FilterCategories(FilterCategories)

Filter the detected units based on Unit.Category
The different values of Unit.Category can be:

  • Unit.Category.AIRPLANE
  • Unit.Category.GROUND_UNIT
  • Unit.Category.HELICOPTER
  • Unit.Category.SHIP
  • Unit.Category.STRUCTURE

Multiple Unit.Category entries can be given as a table and then these will be evaluated as an OR expression.

DETECTION_UNITS:ForEachAliveRecce(IteratorFunction, ...)

DETECTION_UNITS:ForgetDetectedUnit(UnitName)

Forget a Unit from a DetectionItem

DETECTION_UNITS.FriendliesRange

DETECTION_UNITS.FriendlyPrefixes

DETECTION_UNITS:GetDetectedID(Index)

Get a detected ID using a given numeric index.

DETECTION_UNITS:GetDetectedItemByIndex(Index)

Get a detected item using a given numeric index.

DETECTION_UNITS:GetDetectedItemByKey(Key)

Get a detected item using a given Key.

DETECTION_UNITS:GetDetectedItemCoordinate(DetectedItem)

Get the detected item coordinate.

DETECTION_UNITS:GetDetectedItemCoordinates()

Get a list of the detected item coordinates.

DETECTION_UNITS:GetDetectedItemID(DetectedItem)

Get a detected ItemID using a given numeric index.

DETECTION_UNITS:GetDetectedItemSet(DetectedItem)

Get the Core.Set#SET_UNIT of a detection area using a given numeric index.

DETECTION_UNITS:GetDetectedItemThreatLevel(DetectedItem)

Get the detected item coordinate.

DETECTION_UNITS:GetDetectedItemZone(DetectedItem)

Get the Core.Zone#ZONE_UNIT of a detection area using a given numeric index.

DETECTION_UNITS:GetDetectedItems()

Get the DetectedItems by Key.

DETECTION_UNITS:GetDetectedItemsByIndex()

Get the DetectedItems by Index.

DETECTION_UNITS:GetDetectedItemsCount()

Get the amount of SETs with detected objects.

DETECTION_UNITS:GetDetectedObject(ObjectName)

Gets a detected object with a given name.

DETECTION_UNITS:GetDetectedUnitTypeName(DetectedUnit)

Gets a detected unit type name, taking into account the detection results.

DETECTION_UNITS:GetDetectionSet()

Get the Detection Set.

DETECTION_UNITS:GetFriendliesDistance(DetectedItem)

Returns the distance used to identify friendlies near the detected item ...

DETECTION_UNITS:GetFriendliesNearBy(DetectedItem, Category)

Returns friendly units nearby the FAC units ...

DETECTION_UNITS:GetFriendliesNearIntercept(DetectedItem)

Returns friendly units nearby the intercept point ...

DETECTION_UNITS:GetPlayersNearBy(DetectedItem)

Returns friendly units nearby the FAC units ...

DETECTION_UNITS:IdentifyDetectedObject(DetectedObject)

Identifies a detected object during detection processing.

DETECTION_UNITS:InitDetectDLINK(DetectDLINK)

Detect DLINK.

DETECTION_UNITS:InitDetectIRST(DetectIRST)

Detect IRST.

DETECTION_UNITS:InitDetectOptical(DetectOptical)

Detect Optical.

DETECTION_UNITS:InitDetectRWR(DetectRWR)

Detect RWR.

DETECTION_UNITS:InitDetectRadar(DetectRadar)

Detect Radar.

DETECTION_UNITS:InitDetectVisual(DetectVisual)

Detect Visual.

DETECTION_UNITS.Intercept

DETECTION_UNITS.InterceptDelay

DETECTION_UNITS:IsDetectedItemDetected(DetectedItem)

Checks if there is at least one UNIT detected in the Set of the the DetectedItem.

DETECTION_UNITS:IsDetectedItemLocked(DetectedItem)

Validate if the detected item is locked.

DETECTION_UNITS:IsDetectedObjectIdentified(DetectedObject)

Determines if a detected object has already been identified during detection processing.

DETECTION_UNITS:IsFriendliesNearBy(DetectedItem, Category)

Returns if there are friendlies nearby the FAC units ...

DETECTION_UNITS:IsFriendliesNearIntercept(DetectedItem)

Returns if there are friendlies nearby the intercept ...

DETECTION_UNITS:IsPlayersNearBy(DetectedItem)

Returns if there are friendlies nearby the FAC units ...

DETECTION_UNITS:LockDetectedItem(DetectedItem)

Lock a detected item.

DETECTION_UNITS:LockDetectedItems()

Lock the detected items when created and lock all existing detected items.

DETECTION_UNITS.Locking

DETECTION_UNITS:NearestRecce(DetectedItem)

Find the nearest Recce of the DetectedItem.

DETECTION_UNITS:New(DetectionSet)

DETECTION constructor.

DETECTION_UNITS:OnAfterDetect(From, Event, To)

OnAfter Transition Handler for Event Detect.

DETECTION_UNITS:OnAfterDetected(From, Event, To, Units)

OnAfter Transition Handler for Event Detected.

DETECTION_UNITS:OnAfterDetectedItem(From, Event, To, DetectedItem)

OnAfter Transition Handler for Event DetectedItem.

DETECTION_UNITS:OnAfterStart(From, Event, To)

OnAfter Transition Handler for Event Start.

DETECTION_UNITS:OnAfterStop(From, Event, To)

OnAfter Transition Handler for Event Stop.

DETECTION_UNITS:OnBeforeDetect(From, Event, To)

OnBefore Transition Handler for Event Detect.

DETECTION_UNITS:OnBeforeDetected(From, Event, To)

OnBefore Transition Handler for Event Detected.

DETECTION_UNITS:OnBeforeStart(From, Event, To)

OnBefore Transition Handler for Event Start.

DETECTION_UNITS:OnBeforeStop(From, Event, To)

OnBefore Transition Handler for Event Stop.

DETECTION_UNITS:OnEnterDetecting(From, Event, To)

OnEnter Transition Handler for State Detecting.

DETECTION_UNITS:OnEnterStopped(From, Event, To)

OnEnter Transition Handler for State Stopped.

DETECTION_UNITS:OnLeaveDetecting(From, Event, To)

OnLeave Transition Handler for State Detecting.

DETECTION_UNITS:OnLeaveStopped(From, Event, To)

OnLeave Transition Handler for State Stopped.

DETECTION_UNITS.RadarBlur

DETECTION_UNITS.RadarBlurClosing

DETECTION_UNITS.RadarBlurClosingSquare

DETECTION_UNITS.RadarBlurMinHeight

DETECTION_UNITS.RadarBlurThresBlur

DETECTION_UNITS.RadarBlurThresHeight

DETECTION_UNITS.RefreshTimeInterval

DETECTION_UNITS.RejectZones

DETECTION_UNITS:RemoveDetectedItem(DetectedItemKey)

Removes an existing DetectedItem from the DetectedItems list.

DETECTION_UNITS:ReportFriendliesNearBy(TargetData)

Background worker function to determine if there are friendlies nearby ...

DETECTION_UNITS:Schedule(DelayTime, RepeatInterval)

Schedule the DETECTION construction.

DETECTION_UNITS.ScheduleDelayTime

DETECTION_UNITS.ScheduleRepeatInterval

DETECTION_UNITS:SetAcceptRange(AcceptRange)

Accept detections if within a range in meters.

DETECTION_UNITS:SetAcceptZones(AcceptZones)

Accept detections if within the specified zone(s).

DETECTION_UNITS:SetAlphaAngleProbability(AlphaAngleProbability)

Upon a visual detection, the higher the unit is during the detecting process, the more likely the detected unit is to be detected properly.

DETECTION_UNITS:SetDetectedItemCoordinate(DetectedItem, Coordinate, DetectedItemUnit)

Set the detected item coordinate.

DETECTION_UNITS:SetDetectedItemThreatLevel(The, DetectedItem)

Set the detected item threat level.

DETECTION_UNITS:SetDistanceProbability(DistanceProbability)

Upon a visual detection, the further away a detected object is, the less likely it is to be detected properly.

DETECTION_UNITS:SetFriendliesRange(FriendliesRange)

Set the radius in meters to validate if friendlies are nearby.

DETECTION_UNITS:SetFriendlyPrefixes(FriendlyPrefixes)

This will allow during friendly search any recce or detection unit to be also considered as a friendly.

DETECTION_UNITS:SetIntercept(Intercept, InterceptDelay)

Set the parameters to calculate to optimal intercept point.

DETECTION_UNITS:SetRadarBlur(minheight, thresheight, thresblur, closing)

Method to make the radar detection less accurate, e.g.

DETECTION_UNITS:SetRefreshTimeInterval(RefreshTimeInterval)

Set the detection interval time in seconds.

DETECTION_UNITS:SetRejectZones(RejectZones)

Reject detections if within the specified zone(s).

DETECTION_UNITS:SetZoneProbability(ZoneArray)

Upon a visual detection, the more a detected unit is within a cloudy zone, the less likely the detected unit is to be detected successfully.

DETECTION_UNITS:Start()

Synchronous Event Trigger for Event Start.

DETECTION_UNITS:Stop()

Synchronous Event Trigger for Event Stop.

DETECTION_UNITS:UnIdentifyAllDetectedObjects()

UnIdentify all detected objects during detection processing.

DETECTION_UNITS:UnIdentifyDetectedObject(DetectedObject)

UnIdentify a detected object during detection processing.

DETECTION_UNITS:UnlockDetectedItem(DetectedItem)

Unlock a detected item.

DETECTION_UNITS:UnlockDetectedItems()

Unlock the detected items when created and unlock all existing detected items.

DETECTION_UNITS:UpdateDetectedItemDetection(DetectedItem)

Set IsDetected flag for the DetectedItem, which can have more units.

DETECTION_UNITS.ZoneProbability

DETECTION_UNITS:__Detect(Delay)

Asynchronous Event Trigger for Event Detect.

DETECTION_UNITS:__Detected(Delay, Units)

Asynchronous Event Trigger for Event Detected.

DETECTION_UNITS:__Start(Delay)

Asynchronous Event Trigger for Event Start.

DETECTION_UNITS:__Stop(Delay)

Asynchronous Event Trigger for Event Stop.

DETECTION_UNITS:onafterDetect(From, Event, To)

DETECTION_UNITS:onafterDetection(From, Event, To, Detection, DetectionTimeStamp)

DETECTION_UNITS:onafterStart(From, Event, To)

Fields and Methods inherited from FSM Description

DETECTION_UNITS:AddEndState(State)

Adds an End state.

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

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

DETECTION_UNITS:AddScore(State, ScoreText, Score)

Adds a score for the FSM to be achieved.

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

Adds a score for the FSM_PROCESS to be achieved.

DETECTION_UNITS:AddTransition(From, Event, To)

Add a new transition rule to the FSM.

DETECTION_UNITS.CallScheduler

Call scheduler.

DETECTION_UNITS.ClassName

Name of the class.

DETECTION_UNITS.Events

DETECTION_UNITS:GetCurrentState()

Get current state.

DETECTION_UNITS:GetEndStates()

Returns the End states.

DETECTION_UNITS:GetProcess(From, Event)

DETECTION_UNITS:GetProcesses()

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

DETECTION_UNITS:GetScores()

Returns a table with the scores defined.

DETECTION_UNITS:GetStartState()

Returns the start state of the FSM.

DETECTION_UNITS:GetState()

Get current state.

DETECTION_UNITS:GetSubs()

Returns a table with the Subs defined.

DETECTION_UNITS:GetTransitions()

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

DETECTION_UNITS:Is(State)

Check if FSM is in state.

DETECTION_UNITS:LoadCallBacks(CallBackTable)

Load call backs.

DETECTION_UNITS:New()

Creates a new FSM object.

DETECTION_UNITS.Scores

Scores.

DETECTION_UNITS:SetProcess(From, Event, Fsm)

DETECTION_UNITS:SetStartState(State)

Sets the start state of the FSM.

DETECTION_UNITS._EndStates

DETECTION_UNITS._EventSchedules

DETECTION_UNITS._Processes

DETECTION_UNITS._Scores

DETECTION_UNITS._StartState

DETECTION_UNITS._Transitions

DETECTION_UNITS:_add_to_map(Map, Event)

Add to map.

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

Call handler.

DETECTION_UNITS:_create_transition(EventName)

Create transition.

DETECTION_UNITS:_delayed_transition(EventName)

Delayed transition.

DETECTION_UNITS:_eventmap(Events, EventStructure)

Event map.

DETECTION_UNITS:_gosub(ParentFrom, ParentEvent)

Go sub.

DETECTION_UNITS:_handler(EventName, ...)

Handler.

DETECTION_UNITS:_isendstate(Current)

Is end state.

DETECTION_UNITS:_submap(subs, sub, name)

Sub maps.

DETECTION_UNITS:can(e)

Check if can do an event.

DETECTION_UNITS:cannot(e)

Check if cannot do an event.

DETECTION_UNITS.current

Current state name.

DETECTION_UNITS.endstates

DETECTION_UNITS:is(State, state)

Check if FSM is in state.

DETECTION_UNITS.options

Options.

DETECTION_UNITS.subs

Subs.

Fields and Methods inherited from BASE Description

DETECTION_UNITS.ClassID

The ID number of the class.

DETECTION_UNITS.ClassName

The name of the class.

DETECTION_UNITS.ClassNameAndID

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

DETECTION_UNITS:ClearState(Object, StateName)

Clear the state of an object.

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

Creation of a Birth Event.

DETECTION_UNITS:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

Creation of a Crash Event.

DETECTION_UNITS:CreateEventDead(EventTime, Initiator, IniObjectCategory)

Creation of a Dead Event.

DETECTION_UNITS:CreateEventPlayerEnterAircraft(PlayerUnit)

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

DETECTION_UNITS:CreateEventRemoveUnit(EventTime, Initiator)

Creation of a Remove Unit Event.

DETECTION_UNITS:CreateEventTakeoff(EventTime, Initiator)

Creation of a Takeoff Event.

DETECTION_UNITS:CreateEventUnitLost(EventTime, Initiator)

Creation of a Crash Event.

DETECTION_UNITS:E(Arguments)

Log an exception which will be traced always.

DETECTION_UNITS:EventDispatcher()

Returns the event dispatcher

DETECTION_UNITS:EventRemoveAll()

Remove all subscribed events

DETECTION_UNITS:F(Arguments)

Trace a function call.

DETECTION_UNITS:F2(Arguments)

Trace a function call level 2.

DETECTION_UNITS:F3(Arguments)

Trace a function call level 3.

DETECTION_UNITS:GetClassID()

Get the ClassID of the class instance.

DETECTION_UNITS:GetClassName()

Get the ClassName of the class instance.

DETECTION_UNITS:GetClassNameAndID()

Get the ClassName + ClassID of the class instance.

DETECTION_UNITS:GetEventPriority()

Get the Class Core.Event processing Priority.

DETECTION_UNITS:GetParent(Child, FromClass)

This is the worker method to retrieve the Parent class.

DETECTION_UNITS:GetState(Object, Key)

Get a Value given a Key from the Object.

DETECTION_UNITS:HandleEvent(EventID, EventFunction)

Subscribe to a DCS Event.

DETECTION_UNITS:I(Arguments)

Log an information which will be traced always.

DETECTION_UNITS:Inherit(Child, Parent)

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

DETECTION_UNITS:IsInstanceOf(ClassName)

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

DETECTION_UNITS:IsTrace()

Enquires if tracing is on (for the class).

DETECTION_UNITS:New()

BASE constructor.

DETECTION_UNITS:OnEvent(EventData)

Occurs when an Event for an object is triggered.

DETECTION_UNITS:OnEventBDA(EventData)

BDA.

DETECTION_UNITS:OnEventBaseCaptured(EventData)

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

DETECTION_UNITS:OnEventBirth(EventData)

Occurs when any object is spawned into the mission.

DETECTION_UNITS:OnEventCrash(EventData)

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

DETECTION_UNITS:OnEventDead(EventData)

Occurs when an object is dead.

DETECTION_UNITS:OnEventDetailedFailure(EventData)

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

DETECTION_UNITS:OnEventDiscardChairAfterEjection(EventData)

Discard chair after ejection.

DETECTION_UNITS:OnEventEjection(EventData)

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

DETECTION_UNITS:OnEventEngineShutdown(EventData)

Occurs when any aircraft shuts down its engines.

DETECTION_UNITS:OnEventEngineStartup(EventData)

Occurs when any aircraft starts its engines.

DETECTION_UNITS:OnEventHit(EventData)

Occurs whenever an object is hit by a weapon.

DETECTION_UNITS:OnEventHumanFailure(EventData)

Occurs when any system fails on a human controlled aircraft.

DETECTION_UNITS:OnEventKill(EventData)

Occurs on the death of a unit.

DETECTION_UNITS:OnEventLand(EventData)

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

DETECTION_UNITS:OnEventLandingAfterEjection(EventData)

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

DETECTION_UNITS:OnEventLandingQualityMark(EventData)

Landing quality mark.

DETECTION_UNITS:OnEventMarkAdded(EventData)

Occurs when a new mark was added.

DETECTION_UNITS:OnEventMarkChange(EventData)

Occurs when a mark text was changed.

DETECTION_UNITS:OnEventMarkRemoved(EventData)

Occurs when a mark was removed.

DETECTION_UNITS:OnEventMissionEnd(EventData)

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

DETECTION_UNITS:OnEventMissionStart(EventData)

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

DETECTION_UNITS:OnEventParatrooperLanding(EventData)

Weapon add.

DETECTION_UNITS:OnEventPilotDead(EventData)

Occurs when the pilot of an aircraft is killed.

DETECTION_UNITS:OnEventPlayerEnterAircraft(EventData)

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

DETECTION_UNITS:OnEventPlayerEnterUnit(EventData)

Occurs when any player assumes direct control of a unit.

DETECTION_UNITS:OnEventPlayerLeaveUnit(EventData)

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

DETECTION_UNITS:OnEventRefueling(EventData)

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

DETECTION_UNITS:OnEventRefuelingStop(EventData)

Occurs when an aircraft is finished taking fuel.

DETECTION_UNITS:OnEventScore(EventData)

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

DETECTION_UNITS:OnEventShootingEnd(EventData)

Occurs when any unit stops firing its weapon.

DETECTION_UNITS:OnEventShootingStart(EventData)

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

DETECTION_UNITS:OnEventShot(EventData)

Occurs whenever any unit in a mission fires a weapon.

DETECTION_UNITS:OnEventTakeoff(EventData)

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

DETECTION_UNITS:OnEventTriggerZone(EventData)

Trigger zone.

DETECTION_UNITS:OnEventUnitLost(EventData)

Occurs when the game thinks an object is destroyed.

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

Schedule a new time event.

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

Schedule a new time event.

DETECTION_UNITS:ScheduleStop(SchedulerID)

Stops the Schedule.

DETECTION_UNITS.Scheduler

DETECTION_UNITS:SetEventPriority(EventPriority)

Set the Class Core.Event processing Priority.

DETECTION_UNITS:SetState(Object, Key, Value)

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

DETECTION_UNITS:T(Arguments)

Trace a function logic level 1.

DETECTION_UNITS:T2(Arguments)

Trace a function logic level 2.

DETECTION_UNITS:T3(Arguments)

Trace a function logic level 3.

DETECTION_UNITS:TraceAll(TraceAll)

Trace all methods in MOOSE

DETECTION_UNITS:TraceClass(Class)

Set tracing for a class

DETECTION_UNITS:TraceClassMethod(Class, Method)

Set tracing for a specific method of class

DETECTION_UNITS:TraceLevel(Level)

Set trace level

DETECTION_UNITS:TraceOff()

Set trace off.

DETECTION_UNITS:TraceOn()

Set trace on.

DETECTION_UNITS: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.

DETECTION_UNITS:UnHandleEvent(EventID)

UnSubscribe to a DCS event.

DETECTION_UNITS._

DETECTION_UNITS:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function call.

DETECTION_UNITS:_Serialize(Arguments)

(Internal) Serialize arguments

DETECTION_UNITS:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function logic.

DETECTION_UNITS.__

DETECTION_UNITS:onEvent(event)

The main event handling function...

Field(s)

#DETECTION_BASE.DetectedItems DETECTION_AREAS.DetectedItems

A list of areas containing the set of Wrapper.Units, Core.Zones, the center Wrapper.Unit within the zone, and ID of each area that was detected within a DetectionZoneRange.

DCS#Distance DETECTION_AREAS.DetectionZoneRange

The range till which targets are grouped upon the first detected target.

Function(s)

Bound the detected zones

Defined in:

DETECTION_AREAS

Return value:

Calculate the optimal intercept point of the DetectedItem.

Defined in:

DETECTION_AREAS

Parameter:

Make a DetectionSet table.

This function will be overridden in the derived classes.

Defined in:

DETECTION_AREAS

Return value:

Report summary of a detected item using a given numeric index.

Defined in:

DETECTION_AREAS

Parameters:

The DetectedItem.

Wrapper.Group#GROUP AttackGroup

The group to get the settings for.

(Optional) Message formatting settings to use.

Return value:

The report of the detection items.

Report summary of a detected item using a given numeric index.

Defined in:

DETECTION_AREAS

Parameters:

The DetectedItem.

Wrapper.Group#GROUP AttackGroup

The group to get the settings for.

(Optional) Message formatting settings to use.

Return value:

The report of the detection items.

Report detailed of a detection result.

Defined in:

DETECTION_AREAS

Parameter:

Wrapper.Group#GROUP AttackGroup

The group to generate the report for.

Return value:

#string:

Flare the detected units

Defined in:

DETECTION_AREAS

Return value:

Flare the detected zones

Defined in:

DETECTION_AREAS

Return value:

Make text documenting the changes of the detected zone.

Defined in:

DETECTION_AREAS

Parameter:

Return value:

#string:

The Changes text

Retrieve a specific zone by its ID (number)

Defined in:

DETECTION_AREAS

Parameter:

#number ID

Return value:

The zone or nil if it does not exist

Retrieve number of detected zones.

Defined in:

DETECTION_AREAS

Return value:

#number:

The number of zones.

Retrieve set of detected zones.

Defined in:

DETECTION_AREAS

Return value:

The Core.Set of ZONE_UNIT objects detected.

DETECTION_AREAS constructor.

Defined in:

DETECTION_AREAS

Parameters:

Core.Set#SET_GROUP DetectionSetGroup

The Core.Set of GROUPs in the Forward Air Controller role.

#number DetectionZoneRange

The range in meters within which targets are grouped upon the first detected target. Default 5000m.

Return value:

Smoke the detected units

Defined in:

DETECTION_AREAS

Return value:

Smoke the detected zones

Defined in:

DETECTION_AREAS

Return value:

Field(s)

#DETECTION_BASE.DetectedItems DETECTION_AREAS.DetectedItems

A list of areas containing the set of Wrapper.Units, Core.Zones, the center Wrapper.Unit within the zone, and ID of each area that was detected within a DetectionZoneRange.

DCS#Distance DETECTION_AREAS.DetectionZoneRange

The range till which targets are grouped upon the first detected target.

Function(s)

Accepts changes from the detected item.

Defined in:

Parameter:

Return value:

Add a change to the detected zone.

Defined in:

Parameters:

#string ChangeCode

ItemUnitType

Return value:

Add a change to the detected zone.

Defined in:

Parameters:

#string ChangeCode

#string ChangeUnitType

Return value:

Adds a new DetectedItem to the DetectedItems list.

The DetectedItem is a table and contains a SET_UNIT in the field Set.

Defined in:

Parameters:

#string ItemPrefix

Prefix of detected item.

#number DetectedItemKey

The key of the DetectedItem. Default self.DetectedItemMax. Could also be a string in principle.

(optional) The Set of Units to be added.

Return value:

Adds a new DetectedItem to the DetectedItems list.

The DetectedItem is a table and contains a SET_UNIT in the field Set.

Defined in:

Parameters:

DetectedItemKey

The key of the DetectedItem.

(optional) The Set of Units to be added.

(optional) The Zone to be added where the Units are located.

ItemPrefix

Return value:

Clean the DetectedItem table.

Defined in:

Parameters:

DetectedItem

DetectedItemID

Return value:

@param #DETECTION_BASE self @param #number The amount of alive recce.

Make a DetectionSet table.

This function will be overridden in the derived clsses.

Synchronous Event Trigger for Event Detect.

Synchronous Event Trigger for Event Detected.

Defined in:

Parameter:

#table Units

Table of detected units.

Report summary of a detected item using a given numeric index.

Defined in:

Parameters:

The DetectedItem.

Wrapper.Group#GROUP AttackGroup

The group to generate the report for.

Message formatting settings to use.

Return value:

Report detailed of a detection result.

Defined in:

Parameter:

Wrapper.Group#GROUP AttackGroup

The group to generate the report for.

Return value:

#string:

Filter the detected units based on Unit.Category
The different values of Unit.Category can be:

  • Unit.Category.AIRPLANE
  • Unit.Category.GROUND_UNIT
  • Unit.Category.HELICOPTER
  • Unit.Category.SHIP
  • Unit.Category.STRUCTURE

Multiple Unit.Category entries can be given as a table and then these will be evaluated as an OR expression.

Example to filter a single category (Unit.Category.AIRPLANE).

DetectionObject:FilterCategories( Unit.Category.AIRPLANE ) 

Example to filter multiple categories (Unit.Category.AIRPLANE, Unit.Category.HELICOPTER). Note the {}.

DetectionObject:FilterCategories( { Unit.Category.AIRPLANE, Unit.Category.HELICOPTER } )

Defined in:

Parameter:

#list<DCS#Unit> FilterCategories

The Categories entries

Return value:

@param #DETECTION_BASE self

Defined in:

Parameters:

IteratorFunction

...

Forget a Unit from a DetectionItem

Defined in:

Parameter:

#string UnitName

The UnitName that needs to be forgotten from the DetectionItem Sets.

Return value:

Get a detected ID using a given numeric index.

Defined in:

Parameter:

#number Index

Return value:

#string:

DetectedItemID

Get a detected item using a given numeric index.

Defined in:

Parameter:

#number Index

Return value:

Get a detected item using a given Key.

Defined in:

Parameter:

Key

Return value:

Get the detected item coordinate.

Defined in:

Parameter:

The DetectedItem to set the coordinate at.

Return value:

Get a list of the detected item coordinates.

Defined in:

Return value:

#table:

A table of Core.Point#COORDINATE

Get a detected ItemID using a given numeric index.

Defined in:

Parameter:

The DetectedItem.

Return value:

#string:

DetectedItemID

Get the Core.Set#SET_UNIT of a detection area using a given numeric index.

Defined in:

Parameter:

Return value:

DetectedSet

Get the detected item coordinate.

Defined in:

Parameter:

The DetectedItem.

Return value:

#number:

ThreatLevel

Get the Core.Zone#ZONE_UNIT of a detection area using a given numeric index.

Defined in:

Parameter:

The DetectedItem.

Return value:

DetectedZone

Get the DetectedItems by Key.

This will return the DetectedItems collection, indexed by the Key, which can be any object that acts as the key of the detection.

Get the DetectedItems by Index.

This will return the DetectedItems collection, indexed by an internal numerical Index.

Get the amount of SETs with detected objects.

Defined in:

Return value:

#number:

The amount of detected items. Note that the amount of detected items can differ with the reality, because detections are not real-time but done in intervals!

Gets a detected object with a given name.

Defined in:

Parameter:

#string ObjectName

Return value:

Gets a detected unit type name, taking into account the detection results.

Defined in:

Parameter:

Wrapper.Unit#UNIT DetectedUnit

Return value:

#string:

The type name

Get the Detection Set.

Defined in:

Return value:

Returns the distance used to identify friendlies near the detected item ...

Defined in:

Parameter:

The detected item.

Return value:

#table:

A table of distances to friendlies.

Returns friendly units nearby the FAC units ...

Defined in:

Parameters:

The category of the unit.

Return value:

#map<#string,Wrapper.Unit#UNIT>:

The map of Friendly UNITs.

Returns friendly units nearby the intercept point ...

Defined in:

Parameter:

The detected item.

Return value:

#map<#string,Wrapper.Unit#UNIT>:

The map of Friendly UNITs.

Returns friendly units nearby the FAC units ...

Defined in:

Parameter:

The detected item.

Return value:

#map<#string,Wrapper.Unit#UNIT>:

The map of Friendly UNITs.

Identifies a detected object during detection processing.

Detect DLINK.

Detect IRST.

Defined in:

Parameter:

#boolean DetectIRST

Return value:

Detect Optical.

Defined in:

Parameter:

#boolean DetectOptical

Return value:

Detect RWR.

Defined in:

Parameter:

#boolean DetectRWR

Return value:

Detect Radar.

Defined in:

Parameter:

#boolean DetectRadar

Return value:

Detect Visual.

Defined in:

Parameter:

#boolean DetectVisual

Return value:

Checks if there is at least one UNIT detected in the Set of the the DetectedItem.

Defined in:

Parameter:

Return value:

#boolean:

true if at least one UNIT is detected from the DetectedSet, false if no UNIT was detected from the DetectedSet.

Validate if the detected item is locked.

Defined in:

Parameter:

The DetectedItem.

Return value:

#boolean:

Determines if a detected object has already been identified during detection processing.

Defined in:

Parameter:

Return value:

#boolean:

true if already identified.

Returns if there are friendlies nearby the FAC units ...

Defined in:

Parameters:

The category of the unit.

Return value:

#boolean:

true if there are friendlies nearby

Returns if there are friendlies nearby the intercept ...

Defined in:

Parameter:

Return value:

#boolean:

trhe if there are friendlies near the intercept.

Returns if there are friendlies nearby the FAC units ...

Defined in:

Parameter:

Return value:

#boolean:

true if there are friendlies nearby

Lock a detected item.

Defined in:

Parameter:

The DetectedItem.

Return value:

Lock the detected items when created and lock all existing detected items.

Find the nearest Recce of the DetectedItem.

Defined in:

Parameter:

Return value:

The nearest FAC unit

DETECTION constructor.

Defined in:

Parameter:

Core.Set#SET_GROUP DetectionSet

The Core.Set of Wrapper.Groups that is used to detect the units.

Return value:

OnAfter Transition Handler for Event Detect.

Defined in:

Parameters:

#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:

Parameters:

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

#table Units

Table of detected units.

OnAfter Transition Handler for Event DetectedItem.

Defined in:

Parameters:

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

#DetectedItem DetectedItem

The DetectedItem data structure.

OnAfter Transition Handler for Event Start.

Defined in:

Parameters:

#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:

Parameters:

#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:

Parameters:

#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:

Parameters:

#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:

Parameters:

#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:

Parameters:

#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 Detecting.

Defined in:

Parameters:

#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:

Parameters:

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

OnLeave Transition Handler for State Detecting.

Defined in:

Parameters:

#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:

Parameters:

#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.

Removes an existing DetectedItem from the DetectedItems list.

The DetectedItem is a table and contains a SET_UNIT in the field Set.

Defined in:

Parameter:

DetectedItemKey

The key in the DetectedItems list where the item needs to be removed.

Background worker function to determine if there are friendlies nearby ...

Defined in:

Parameter:

#table TargetData

Schedule the DETECTION construction.

Defined in:

Parameters:

#number DelayTime

The delay in seconds to wait the reporting.

#number RepeatInterval

The repeat interval in seconds for the reporting to happen repeatedly.

Return value:

Accept detections if within a range in meters.

Defined in:

Parameter:

#number AcceptRange

Accept a detection if the unit is within the AcceptRange in meters.

Return value:

Accept detections if within the specified zone(s).

Defined in:

Parameter:

Core.Zone#ZONE_BASE AcceptZones

Can be a list or ZONE_BASE objects, or a single ZONE_BASE object.

Return value:

Upon a visual detection, the higher the unit is during the detecting process, the more likely the detected unit is to be detected properly.

A detection at a 90% alpha angle is the most optimal, a detection at 10% is less and a detection at 0% is less likely to be correct.

A probability factor between 0 and 1 can be given, that will model a progressive extrapolated probability if the target would be detected at a 0° angle.

For example, if a alpha angle probability factor of 0.7 is given, the extrapolated probabilities of the different angles would look like: 0°: 70%, 10°: 75,21%, 20°: 80,26%, 30°: 85%, 40°: 89,28%, 50°: 92,98%, 60°: 95,98%, 70°: 98,19%, 80°: 99,54%, 90°: 100%

Defined in:

Parameter:

AlphaAngleProbability

The probability factor.

Return value:

Set the detected item coordinate.

Defined in:

Parameters:

The DetectedItem to set the coordinate at.

The coordinate to set the last know detected position at.

Wrapper.Unit#UNIT DetectedItemUnit

The unit to set the heading and altitude from.

Return value:

Set the detected item threat level.

Defined in:

Parameters:

DetectedItem to calculate the threat level for.

DetectedItem

Return value:

Upon a visual detection, the further away a detected object is, the less likely it is to be detected properly.

Also, the speed of accurate detection plays a role. A distance probability factor between 0 and 1 can be given, that will model a linear extrapolated probability over 10 km distance. For example, if a probability factor of 0.6 (60%) is given, the extrapolated probabilities over 15 kilometers would like like: 1 km: 96%, 2 km: 92%, 3 km: 88%, 4 km: 84%, 5 km: 80%, 6 km: 76%, 7 km: 72%, 8 km: 68%, 9 km: 64%, 10 km: 60%, 11 km: 56%, 12 km: 52%, 13 km: 48%, 14 km: 44%, 15 km: 40%.

Defined in:

Parameter:

DistanceProbability

The probability factor.

Return value:

Set the radius in meters to validate if friendlies are nearby.

Defined in:

Parameter:

#number FriendliesRange

Radius to use when checking if Friendlies are nearby.

Return value:

This will allow during friendly search any recce or detection unit to be also considered as a friendly.

By default, recce aren't considered friendly, because that would mean that a recce would be also an attacking friendly, and this is wrong. However, in a CAP situation, when the CAP is part of an EWR network, the CAP is also an attacker. This, this method allows to register for a detection the CAP unit name prefixes to be considered CAP.

Defined in:

Parameter:

#string FriendlyPrefixes

A string or a list of prefixes.

Return value:

Set the parameters to calculate to optimal intercept point.

Defined in:

Parameters:

#boolean Intercept

Intercept is true if an intercept point is calculated. Intercept is false if it is disabled. The default Intercept is false.

#number InterceptDelay

If Intercept is true, then InterceptDelay is the average time it takes to get airplanes airborne.

Return value:

Method to make the radar detection less accurate, e.g.

for WWII scenarios.

Defined in:

Parameters:

#number minheight

Minimum flight height to be detected, in meters AGL (above ground)

#number thresheight

Threshold to escape the radar if flying below minheight, defaults to 90 (90% escape chance)

#number thresblur

Threshold to be detected by the radar overall, defaults to 85 (85% chance to be found)

#number closing

Closing-in in km - the limit of km from which on it becomes increasingly difficult to escape radar detection if flying towards the radar position. Should be about 1/3 of the radar detection radius in kilometers, defaults to 20.

Return value:

Set the detection interval time in seconds.

Defined in:

Parameter:

#number RefreshTimeInterval

Interval in seconds.

Return value:

Reject detections if within the specified zone(s).

Defined in:

Parameter:

Core.Zone#ZONE_BASE RejectZones

Can be a list or ZONE_BASE objects, or a single ZONE_BASE object.

Return value:

Upon a visual detection, the more a detected unit is within a cloudy zone, the less likely the detected unit is to be detected successfully.

The Cloudy Zones work with the ZONE_BASE derived classes. The mission designer can define within the mission zones that reflect cloudy areas where detected units may not be so easily visually detected.

Defined in:

Parameter:

ZoneArray

Aray of a The ZONE_BASE object and a ZoneProbability pair..

Return value:

Synchronous Event Trigger for Event Start.

Synchronous Event Trigger for Event Stop.

UnIdentify all detected objects during detection processing.

UnIdentify a detected object during detection processing.

Unlock a detected item.

Defined in:

Parameter:

The DetectedItem.

Return value:

Unlock the detected items when created and unlock all existing detected items.

Set IsDetected flag for the DetectedItem, which can have more units.

Defined in:

Parameter:

DetectedItem

Return values:

DetectedItem

#boolean:

true if at least one UNIT is detected from the DetectedSet, false if no UNIT was detected from the DetectedSet.

Asynchronous Event Trigger for Event Detect.

Defined in:

Parameter:

#number Delay

The delay in seconds.

Asynchronous Event Trigger for Event Detected.

Defined in:

Parameters:

#number Delay

The delay in seconds.

#table Units

Table of detected units.

Asynchronous Event Trigger for Event Start.

Defined in:

Parameter:

#number Delay

The delay in seconds.

Asynchronous Event Trigger for Event Stop.

Defined in:

Parameter:

#number Delay

The delay in seconds.

@param #DETECTION_BASE self @param #string From The From State string. @param #string Event The Event string. @param #string To The To State string.

Defined in:

Parameters:

From

Event

To

@param #DETECTION_BASE self @param #string From The From State string. @param #string Event The Event string. @param #string To The To State string. @param Wrapper.Group#GROUP Detection The Group detecting. @param #number DetectionTimeStamp Time stamp of detection event.

Defined in:

Parameters:

From

Event

To

Detection

DetectionTimeStamp

@param #DETECTION_BASE self @param #string From The From State string. @param #string Event The Event string. @param #string To The To State string.

Defined in:

Parameters:

From

Event

To

Field(s)

#DETECTION_BASE.DetectedItems DETECTION_AREAS.DetectedItems

A list of areas containing the set of Wrapper.Units, Core.Zones, the center Wrapper.Unit within the zone, and ID of each area that was detected within a DetectionZoneRange.

DCS#Distance DETECTION_AREAS.DetectionZoneRange

The range till which targets are grouped upon the first detected target.

Function(s)

Adds an End state.

Defined in:

Parameter:

#string State

The FSM state.

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

Defined in:

Parameters:

#table From

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

#string Event

The Event name.

An sub-process FSM.

#table ReturnEvents

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

Return value:

The SubFSM.

Adds a score for the FSM to be achieved.

Defined in:

Parameters:

#string State

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

#string ScoreText

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

#number Score

is a number providing the score of the status.

Return value:

#FSM:

self

Adds a score for the FSM_PROCESS to be achieved.

Defined in:

Parameters:

#string From

is the From State of the main process.

#string Event

is the Event of the main process.

#string State

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

#string ScoreText

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

#number Score

is a number providing the score of the status.

Return value:

#FSM:

self

Add a new transition rule to the FSM.

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

Defined in:

Parameters:

#table From

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

#string Event

The Event name.

#string To

The To state.

Get current state.

Defined in:

Return value:

#string:

Current FSM state.

Returns the End states.

Defined in:

Return value:

#table:

End states.

Defined in:

Parameters:

From

Event

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

Defined in:

Return value:

#table:

Sub processes.

Returns a table with the scores defined.

Defined in:

Return value:

#table:

Scores.

Returns the start state of the FSM.

Defined in:

Return value:

#string:

A string containing the start state.

Get current state.

Defined in:

Return value:

#string:

Current FSM state.

Returns a table with the Subs defined.

Defined in:

Return value:

#table:

Sub processes.

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

Defined in:

Return value:

#table:

Transitions.

Check if FSM is in state.

Defined in:

Parameter:

#string State

State name.

Return value:

#boolean:

If true, FSM is in this state.

Load call backs.

Defined in:

Parameter:

#table CallBackTable

Table of call backs.

Creates a new FSM object.

Defined in:

Return value:

#FSM:

Defined in:

Parameters:

From

Event

Fsm

Sets the start state of the FSM.

Defined in:

Parameter:

#string State

A string defining the start state.

Add to map.

Defined in:

Parameters:

#table Map

Map.

#table Event

Event table.

Call handler.

Defined in:

Parameters:

#string step

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

#string trigger

Trigger.

#table params

Parameters.

#string EventName

Event name.

Return value:

Value.

Create transition.

Defined in:

Parameter:

#string EventName

Event name.

Return value:

#function:

Function.

Delayed transition.

Defined in:

Parameter:

#string EventName

Event name.

Return value:

#function:

Function.

Event map.

Defined in:

Parameters:

#table Events

Events.

#table EventStructure

Event structure.

Go sub.

Defined in:

Parameters:

#string ParentFrom

Parent from state.

#string ParentEvent

Parent event name.

Return value:

#table:

Subs.

Handler.

Defined in:

Parameters:

#string EventName

Event name.

...

Arguments.

Is end state.

Defined in:

Parameter:

#string Current

Current state name.

Return values:

#table:

FSM parent.

#string:

Event name.

Sub maps.

Defined in:

Parameters:

#table subs

Subs.

#table sub

Sub.

#string name

Name.

Check if can do an event.

Defined in:

Parameter:

#string e

Event name.

Return values:

#boolean:

If true, FSM can do the event.

#string:

To state.

Check if cannot do an event.

Defined in:

Parameter:

#string e

Event name.

Return value:

#boolean:

If true, FSM cannot do the event.

Check if FSM is in state.

Defined in:

Parameters:

#string State

State name.

state

Return value:

#boolean:

If true, FSM is in this state.

Field(s)

#DETECTION_BASE.DetectedItems DETECTION_AREAS.DetectedItems

A list of areas containing the set of Wrapper.Units, Core.Zones, the center Wrapper.Unit within the zone, and ID of each area that was detected within a DetectionZoneRange.

DCS#Distance DETECTION_AREAS.DetectionZoneRange

The range till which targets are grouped upon the first detected target.

Function(s)

Clear the state of an object.

Defined in:

Parameters:

Object

The object that holds the Value set by the Key.

StateName

The key that is should be cleared.

Creation of a Birth Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

#string IniUnitName

The initiating unit name.

place

subplace

Creation of a Crash Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

IniObjectCategory

Creation of a Dead Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

IniObjectCategory

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

Defined in:

Parameter:

Wrapper.Unit#UNIT PlayerUnit

The aircraft unit the player entered.

Creation of a Remove Unit Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a Takeoff Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a Crash Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Log an exception which will be traced always.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Returns the event dispatcher

Defined in:

Return value:

Remove all subscribed events

Defined in:

Return value:

Trace a function call.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function call level 2.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function call level 3.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Get the ClassID of the class instance.

Defined in:

Return value:

#string:

The ClassID of the class instance.

Get the ClassName of the class instance.

Defined in:

Return value:

#string:

The ClassName of the class instance.

Get the ClassName + ClassID of the class instance.

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

Defined in:

Return value:

#string:

The ClassName + ClassID of the class instance.

Get the Class Core.Event processing Priority.

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

Defined in:

Return value:

#number:

The Core.Event processing Priority.

This is the worker method to retrieve the Parent class.

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

self:GetParent(self):ParentMethod()

Defined in:

Parameters:

#BASE Child

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

#BASE FromClass

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

Return value:

Get a Value given a Key from the Object.

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

Defined in:

Parameters:

Object

The object that holds the Value set by the Key.

Key

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

Return value:

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

Subscribe to a DCS Event.

Defined in:

Parameters:

Event ID.

#function EventFunction

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

Return value:

Log an information which will be traced always.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

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

Defined in:

Parameters:

Child

is the Child class that inherits.

#BASE Parent

is the Parent class that the Child inherits from.

Return value:

Child

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

Examples:

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

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

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

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

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

Defined in:

Parameter:

ClassName

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

Return value:

#boolean:

Enquires if tracing is on (for the class).

Defined in:

Return value:

#boolean:

BASE constructor.

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

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

Defined in:

Return value:

Occurs when an Event for an object is triggered.

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

Defined in:

Parameter:

The EventData structure.

BDA.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs when any object is spawned into the mission.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs when an object is dead.

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

Defined in:

Parameter:

The EventData structure.

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

Will update this page when new information become available.

  • initiator: The unit that had the failure.

Defined in:

Parameter:

The EventData structure.

Discard chair after ejection.

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

Defined in:

Parameter:

The EventData structure.

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

initiator : The unit that has ejected

Defined in:

Parameter:

The EventData structure.

Occurs when any aircraft shuts down its engines.

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

Defined in:

Parameter:

The EventData structure.

Occurs when any aircraft starts its engines.

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

Defined in:

Parameter:

The EventData structure.

Occurs whenever an object is hit by a weapon.

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

Defined in:

Parameter:

The EventData structure.

Occurs when any system fails on a human controlled aircraft.

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

Defined in:

Parameter:

The EventData structure.

Occurs on the death of a unit.

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

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

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

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

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

Defined in:

Parameter:

The EventData structure.

Landing quality mark.

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

Defined in:

Parameter:

The EventData structure.

Occurs when a new mark was added.

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

Defined in:

Parameter:

The EventData structure.

Occurs when a mark text was changed.

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

Defined in:

Parameter:

The EventData structure.

Occurs when a mark was removed.

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

Defined in:

Parameter:

The EventData structure.

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

Defined in:

Parameter:

The EventData structure.

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

Defined in:

Parameter:

The EventData structure.

Weapon add.

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

Defined in:

Parameter:

The EventData structure.

Occurs when the pilot of an aircraft is killed.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs when any player assumes direct control of a unit.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs when an aircraft is finished taking fuel.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs when any unit stops firing its weapon.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs whenever any unit in a mission fires a weapon.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Trigger zone.

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

Defined in:

Parameter:

The EventData structure.

Occurs when the game thinks an object is destroyed.

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

  • initiator: The unit that is was destroyed.

Defined in:

Parameter:

The EventData structure.

Schedule a new time event.

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

Defined in:

Parameters:

#number Start

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

#function SchedulerFunction

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

#table ...

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

Return value:

#string:

The Schedule ID of the planned schedule.

Schedule a new time event.

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

Defined in:

Parameters:

#number Start

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

#number Repeat

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

#number RandomizeFactor

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

#number Stop

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

#function SchedulerFunction

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

#table ...

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

Return value:

#string:

The Schedule ID of the planned schedule.

Stops the Schedule.

Defined in:

Parameter:

#string SchedulerID

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

Set the Class Core.Event processing Priority.

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

Defined in:

Parameter:

#number EventPriority

The Core.Event processing Priority.

Return value:

self

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

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

Defined in:

Parameters:

Object

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

Key

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

Value

The value to is stored in the object.

Return value:

The Value set.

Trace a function logic level 1.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function logic level 2.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function logic level 3.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace all methods in MOOSE

Defined in:

Parameter:

#boolean TraceAll

true = trace all methods in MOOSE.

Set tracing for a class

Defined in:

Parameter:

#string Class

Class name.

Set tracing for a specific method of class

Defined in:

Parameters:

#string Class

Class name.

#string Method

Method.

Set trace level

Defined in:

Parameter:

#number Level

Set trace off.

Defined in:

Usage:

-- Switch the tracing Off
BASE:TraceOff()

Set trace on.

Defined in:

Usage:

-- Switch the tracing On
BASE:TraceOn()

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

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

Defined in:

Parameter:

#boolean TraceOnOff

Switch the tracing on or off.

Usage:


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

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

UnSubscribe to a DCS event.

Defined in:

Parameter:

Event ID.

Return value:

Trace a function call.

This function is private.

Defined in:

Parameters:

Arguments

A #table or any field.

DebugInfoCurrentParam

DebugInfoFromParam

(Internal) Serialize arguments

Defined in:

Parameter:

#table Arguments

Return value:

#string:

Text

Trace a function logic.

Defined in:

Parameters:

Arguments

A #table or any field.

DebugInfoCurrentParam

DebugInfoFromParam

The main event handling function...

This function captures all events generated for the class.

Defined in:

Parameter:

DCS#Event event

Field(s)

#table DETECTION_BASE.DetectedObjectsIdentified

Map of the DetectedObjects identified.

DCS#Distance DETECTION_BASE.DetectionRange

The range till which targets are accepted to be detected.

Core.Set#SET_GROUP DETECTION_BASE.DetectionSetGroup

The Core.Set of GROUPs in the Forward Air Controller role.

Function(s)

Accepts changes from the detected item.

Defined in:

DETECTION_BASE

Parameter:

Return value:

Add a change to the detected zone.

Defined in:

DETECTION_BASE

Parameters:

#string ChangeCode

ItemUnitType

Return value:

Add a change to the detected zone.

Defined in:

DETECTION_BASE

Parameters:

#string ChangeCode

#string ChangeUnitType

Return value:

Adds a new DetectedItem to the DetectedItems list.

The DetectedItem is a table and contains a SET_UNIT in the field Set.

Defined in:

DETECTION_BASE

Parameters:

#string ItemPrefix

Prefix of detected item.

#number DetectedItemKey

The key of the DetectedItem. Default self.DetectedItemMax. Could also be a string in principle.

(optional) The Set of Units to be added.

Return value:

Adds a new DetectedItem to the DetectedItems list.

The DetectedItem is a table and contains a SET_UNIT in the field Set.

Defined in:

DETECTION_BASE

Parameters:

DetectedItemKey

The key of the DetectedItem.

(optional) The Set of Units to be added.

(optional) The Zone to be added where the Units are located.

ItemPrefix

Return value:

Clean the DetectedItem table.

Defined in:

DETECTION_BASE

Parameters:

DetectedItem

DetectedItemID

Return value:

@param #DETECTION_BASE self @param #number The amount of alive recce.

Defined in:

DETECTION_BASE

Make a DetectionSet table.

This function will be overridden in the derived clsses.

Defined in:

DETECTION_BASE

Return value:

Synchronous Event Trigger for Event Detect.

Defined in:

DETECTION_BASE

Synchronous Event Trigger for Event Detected.

Defined in:

DETECTION_BASE

Parameter:

#table Units

Table of detected units.

Report summary of a detected item using a given numeric index.

Defined in:

DETECTION_BASE

Parameters:

The DetectedItem.

Wrapper.Group#GROUP AttackGroup

The group to generate the report for.

Message formatting settings to use.

Return value:

Report detailed of a detection result.

Defined in:

DETECTION_BASE

Parameter:

Wrapper.Group#GROUP AttackGroup

The group to generate the report for.

Return value:

#string:

Filter the detected units based on Unit.Category
The different values of Unit.Category can be:

  • Unit.Category.AIRPLANE
  • Unit.Category.GROUND_UNIT
  • Unit.Category.HELICOPTER
  • Unit.Category.SHIP
  • Unit.Category.STRUCTURE

Multiple Unit.Category entries can be given as a table and then these will be evaluated as an OR expression.

Example to filter a single category (Unit.Category.AIRPLANE).

DetectionObject:FilterCategories( Unit.Category.AIRPLANE ) 

Example to filter multiple categories (Unit.Category.AIRPLANE, Unit.Category.HELICOPTER). Note the {}.

DetectionObject:FilterCategories( { Unit.Category.AIRPLANE, Unit.Category.HELICOPTER } )

Defined in:

DETECTION_BASE

Parameter:

#list<DCS#Unit> FilterCategories

The Categories entries

Return value:

@param #DETECTION_BASE self

Defined in:

DETECTION_BASE

Parameters:

IteratorFunction

...

Forget a Unit from a DetectionItem

Defined in:

DETECTION_BASE

Parameter:

#string UnitName

The UnitName that needs to be forgotten from the DetectionItem Sets.

Return value:

Get a detected ID using a given numeric index.

Defined in:

DETECTION_BASE

Parameter:

#number Index

Return value:

#string:

DetectedItemID

Get a detected item using a given numeric index.

Defined in:

DETECTION_BASE

Parameter:

#number Index

Return value:

Get a detected item using a given Key.

Defined in:

DETECTION_BASE

Parameter:

Key

Return value:

Get the detected item coordinate.

Defined in:

DETECTION_BASE

Parameter:

The DetectedItem to set the coordinate at.

Return value:

Get a list of the detected item coordinates.

Defined in:

DETECTION_BASE

Return value:

#table:

A table of Core.Point#COORDINATE

Get a detected ItemID using a given numeric index.

Defined in:

DETECTION_BASE

Parameter:

The DetectedItem.

Return value:

#string:

DetectedItemID

Get the Core.Set#SET_UNIT of a detection area using a given numeric index.

Defined in:

DETECTION_BASE

Parameter:

Return value:

DetectedSet

Get the detected item coordinate.

Defined in:

DETECTION_BASE

Parameter:

The DetectedItem.

Return value:

#number:

ThreatLevel

Get the Core.Zone#ZONE_UNIT of a detection area using a given numeric index.

Defined in:

DETECTION_BASE

Parameter:

The DetectedItem.

Return value:

DetectedZone

Get the DetectedItems by Key.

This will return the DetectedItems collection, indexed by the Key, which can be any object that acts as the key of the detection.

Defined in:

DETECTION_BASE

Return value:

Get the DetectedItems by Index.

This will return the DetectedItems collection, indexed by an internal numerical Index.

Defined in:

DETECTION_BASE

Return value:

Get the amount of SETs with detected objects.

Defined in:

DETECTION_BASE

Return value:

#number:

The amount of detected items. Note that the amount of detected items can differ with the reality, because detections are not real-time but done in intervals!

Gets a detected object with a given name.

Defined in:

DETECTION_BASE

Parameter:

#string ObjectName

Return value:

Gets a detected unit type name, taking into account the detection results.

Defined in:

DETECTION_BASE

Parameter:

Wrapper.Unit#UNIT DetectedUnit

Return value:

#string:

The type name

Get the Detection Set.

Defined in:

DETECTION_BASE

Return value:

Returns the distance used to identify friendlies near the detected item ...

Defined in:

DETECTION_BASE

Parameter:

The detected item.

Return value:

#table:

A table of distances to friendlies.

Returns friendly units nearby the FAC units ...

Defined in:

DETECTION_BASE

Parameters:

The category of the unit.

Return value:

#map<#string,Wrapper.Unit#UNIT>:

The map of Friendly UNITs.

Returns friendly units nearby the intercept point ...

Defined in:

DETECTION_BASE

Parameter:

The detected item.

Return value:

#map<#string,Wrapper.Unit#UNIT>:

The map of Friendly UNITs.

Returns friendly units nearby the FAC units ...

Defined in:

DETECTION_BASE

Parameter:

The detected item.

Return value:

#map<#string,Wrapper.Unit#UNIT>:

The map of Friendly UNITs.

Identifies a detected object during detection processing.

Defined in:

DETECTION_BASE

Parameter:

Detect DLINK.

Detect IRST.

Defined in:

DETECTION_BASE

Parameter:

#boolean DetectIRST

Return value:

Detect Optical.

Defined in:

DETECTION_BASE

Parameter:

#boolean DetectOptical

Return value:

Detect RWR.

Defined in:

DETECTION_BASE

Parameter:

#boolean DetectRWR

Return value:

Detect Radar.

Defined in:

DETECTION_BASE

Parameter:

#boolean DetectRadar

Return value:

Detect Visual.

Defined in:

DETECTION_BASE

Parameter:

#boolean DetectVisual

Return value:

Checks if there is at least one UNIT detected in the Set of the the DetectedItem.

Defined in:

DETECTION_BASE

Parameter:

Return value:

#boolean:

true if at least one UNIT is detected from the DetectedSet, false if no UNIT was detected from the DetectedSet.

Validate if the detected item is locked.

Defined in:

DETECTION_BASE

Parameter:

The DetectedItem.

Return value:

#boolean:

Determines if a detected object has already been identified during detection processing.

Defined in:

DETECTION_BASE

Parameter:

Return value:

#boolean:

true if already identified.

Returns if there are friendlies nearby the FAC units ...

Defined in:

DETECTION_BASE

Parameters:

The category of the unit.

Return value:

#boolean:

true if there are friendlies nearby

Returns if there are friendlies nearby the intercept ...

Defined in:

DETECTION_BASE

Parameter:

Return value:

#boolean:

trhe if there are friendlies near the intercept.

Returns if there are friendlies nearby the FAC units ...

Defined in:

DETECTION_BASE

Parameter:

Return value:

#boolean:

true if there are friendlies nearby

Lock a detected item.

Defined in:

DETECTION_BASE

Parameter:

The DetectedItem.

Return value:

Lock the detected items when created and lock all existing detected items.

Defined in:

DETECTION_BASE

Return value:

Find the nearest Recce of the DetectedItem.

Defined in:

DETECTION_BASE

Parameter:

Return value:

The nearest FAC unit

DETECTION constructor.

Defined in:

DETECTION_BASE

Parameter:

Core.Set#SET_GROUP DetectionSet

The Core.Set of Wrapper.Groups that is used to detect the units.

Return value:

OnAfter Transition Handler for Event Detect.

Defined in:

DETECTION_BASE

Parameters:

#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:

DETECTION_BASE

Parameters:

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

#table Units

Table of detected units.

OnAfter Transition Handler for Event DetectedItem.

Defined in:

DETECTION_BASE

Parameters:

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

#DetectedItem DetectedItem

The DetectedItem data structure.

OnAfter Transition Handler for Event Start.

Defined in:

DETECTION_BASE

Parameters:

#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:

DETECTION_BASE

Parameters:

#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:

DETECTION_BASE

Parameters:

#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:

DETECTION_BASE

Parameters:

#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:

DETECTION_BASE

Parameters:

#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:

DETECTION_BASE

Parameters:

#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 Detecting.

Defined in:

DETECTION_BASE

Parameters:

#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:

DETECTION_BASE

Parameters:

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

OnLeave Transition Handler for State Detecting.

Defined in:

DETECTION_BASE

Parameters:

#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:

DETECTION_BASE

Parameters:

#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.

Removes an existing DetectedItem from the DetectedItems list.

The DetectedItem is a table and contains a SET_UNIT in the field Set.

Defined in:

DETECTION_BASE

Parameter:

DetectedItemKey

The key in the DetectedItems list where the item needs to be removed.

Background worker function to determine if there are friendlies nearby ...

Defined in:

DETECTION_BASE

Parameter:

#table TargetData

Schedule the DETECTION construction.

Defined in:

DETECTION_BASE

Parameters:

#number DelayTime

The delay in seconds to wait the reporting.

#number RepeatInterval

The repeat interval in seconds for the reporting to happen repeatedly.

Return value:

Accept detections if within a range in meters.

Defined in:

DETECTION_BASE

Parameter:

#number AcceptRange

Accept a detection if the unit is within the AcceptRange in meters.

Return value:

Accept detections if within the specified zone(s).

Defined in:

DETECTION_BASE

Parameter:

Core.Zone#ZONE_BASE AcceptZones

Can be a list or ZONE_BASE objects, or a single ZONE_BASE object.

Return value:

Upon a visual detection, the higher the unit is during the detecting process, the more likely the detected unit is to be detected properly.

A detection at a 90% alpha angle is the most optimal, a detection at 10% is less and a detection at 0% is less likely to be correct.

A probability factor between 0 and 1 can be given, that will model a progressive extrapolated probability if the target would be detected at a 0° angle.

For example, if a alpha angle probability factor of 0.7 is given, the extrapolated probabilities of the different angles would look like: 0°: 70%, 10°: 75,21%, 20°: 80,26%, 30°: 85%, 40°: 89,28%, 50°: 92,98%, 60°: 95,98%, 70°: 98,19%, 80°: 99,54%, 90°: 100%

Defined in:

DETECTION_BASE

Parameter:

AlphaAngleProbability

The probability factor.

Return value:

Set the detected item coordinate.

Defined in:

DETECTION_BASE

Parameters:

The DetectedItem to set the coordinate at.

The coordinate to set the last know detected position at.

Wrapper.Unit#UNIT DetectedItemUnit

The unit to set the heading and altitude from.

Return value:

Set the detected item threat level.

Defined in:

DETECTION_BASE

Parameters:

DetectedItem to calculate the threat level for.

DetectedItem

Return value:

Upon a visual detection, the further away a detected object is, the less likely it is to be detected properly.

Also, the speed of accurate detection plays a role. A distance probability factor between 0 and 1 can be given, that will model a linear extrapolated probability over 10 km distance. For example, if a probability factor of 0.6 (60%) is given, the extrapolated probabilities over 15 kilometers would like like: 1 km: 96%, 2 km: 92%, 3 km: 88%, 4 km: 84%, 5 km: 80%, 6 km: 76%, 7 km: 72%, 8 km: 68%, 9 km: 64%, 10 km: 60%, 11 km: 56%, 12 km: 52%, 13 km: 48%, 14 km: 44%, 15 km: 40%.

Defined in:

DETECTION_BASE

Parameter:

DistanceProbability

The probability factor.

Return value:

Set the radius in meters to validate if friendlies are nearby.

Defined in:

DETECTION_BASE

Parameter:

#number FriendliesRange

Radius to use when checking if Friendlies are nearby.

Return value:

This will allow during friendly search any recce or detection unit to be also considered as a friendly.

By default, recce aren't considered friendly, because that would mean that a recce would be also an attacking friendly, and this is wrong. However, in a CAP situation, when the CAP is part of an EWR network, the CAP is also an attacker. This, this method allows to register for a detection the CAP unit name prefixes to be considered CAP.

Defined in:

DETECTION_BASE

Parameter:

#string FriendlyPrefixes

A string or a list of prefixes.

Return value:

Set the parameters to calculate to optimal intercept point.

Defined in:

DETECTION_BASE

Parameters:

#boolean Intercept

Intercept is true if an intercept point is calculated. Intercept is false if it is disabled. The default Intercept is false.

#number InterceptDelay

If Intercept is true, then InterceptDelay is the average time it takes to get airplanes airborne.

Return value:

Method to make the radar detection less accurate, e.g.

for WWII scenarios.

Defined in:

DETECTION_BASE

Parameters:

#number minheight

Minimum flight height to be detected, in meters AGL (above ground)

#number thresheight

Threshold to escape the radar if flying below minheight, defaults to 90 (90% escape chance)

#number thresblur

Threshold to be detected by the radar overall, defaults to 85 (85% chance to be found)

#number closing

Closing-in in km - the limit of km from which on it becomes increasingly difficult to escape radar detection if flying towards the radar position. Should be about 1/3 of the radar detection radius in kilometers, defaults to 20.

Return value:

Set the detection interval time in seconds.

Defined in:

DETECTION_BASE

Parameter:

#number RefreshTimeInterval

Interval in seconds.

Return value:

Reject detections if within the specified zone(s).

Defined in:

DETECTION_BASE

Parameter:

Core.Zone#ZONE_BASE RejectZones

Can be a list or ZONE_BASE objects, or a single ZONE_BASE object.

Return value:

Upon a visual detection, the more a detected unit is within a cloudy zone, the less likely the detected unit is to be detected successfully.

The Cloudy Zones work with the ZONE_BASE derived classes. The mission designer can define within the mission zones that reflect cloudy areas where detected units may not be so easily visually detected.

Defined in:

DETECTION_BASE

Parameter:

ZoneArray

Aray of a The ZONE_BASE object and a ZoneProbability pair..

Return value:

Synchronous Event Trigger for Event Start.

Defined in:

DETECTION_BASE

Synchronous Event Trigger for Event Stop.

Defined in:

DETECTION_BASE

UnIdentify all detected objects during detection processing.

Defined in:

DETECTION_BASE

UnIdentify a detected object during detection processing.

Defined in:

DETECTION_BASE

Parameter:

Unlock a detected item.

Defined in:

DETECTION_BASE

Parameter:

The DetectedItem.

Return value:

Unlock the detected items when created and unlock all existing detected items.

Defined in:

DETECTION_BASE

Return value:

Set IsDetected flag for the DetectedItem, which can have more units.

Defined in:

DETECTION_BASE

Parameter:

DetectedItem

Return values:

DetectedItem

#boolean:

true if at least one UNIT is detected from the DetectedSet, false if no UNIT was detected from the DetectedSet.

Asynchronous Event Trigger for Event Detect.

Defined in:

DETECTION_BASE

Parameter:

#number Delay

The delay in seconds.

Asynchronous Event Trigger for Event Detected.

Defined in:

DETECTION_BASE

Parameters:

#number Delay

The delay in seconds.

#table Units

Table of detected units.

Asynchronous Event Trigger for Event Start.

Defined in:

DETECTION_BASE

Parameter:

#number Delay

The delay in seconds.

Asynchronous Event Trigger for Event Stop.

Defined in:

DETECTION_BASE

Parameter:

#number Delay

The delay in seconds.

@param #DETECTION_BASE self @param #string From The From State string. @param #string Event The Event string. @param #string To The To State string.

Defined in:

DETECTION_BASE

Parameters:

From

Event

To

@param #DETECTION_BASE self @param #string From The From State string. @param #string Event The Event string. @param #string To The To State string. @param Wrapper.Group#GROUP Detection The Group detecting. @param #number DetectionTimeStamp Time stamp of detection event.

Defined in:

DETECTION_BASE

Parameters:

From

Event

To

Detection

DetectionTimeStamp

@param #DETECTION_BASE self @param #string From The From State string. @param #string Event The Event string. @param #string To The To State string.

Defined in:

DETECTION_BASE

Parameters:

From

Event

To

Field(s)

#table DETECTION_BASE.DetectedObjectsIdentified

Map of the DetectedObjects identified.

DCS#Distance DETECTION_BASE.DetectionRange

The range till which targets are accepted to be detected.

Core.Set#SET_GROUP DETECTION_BASE.DetectionSetGroup

The Core.Set of GROUPs in the Forward Air Controller role.

Function(s)

Adds an End state.

Defined in:

Parameter:

#string State

The FSM state.

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

Defined in:

Parameters:

#table From

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

#string Event

The Event name.

An sub-process FSM.

#table ReturnEvents

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

Return value:

The SubFSM.

Adds a score for the FSM to be achieved.

Defined in:

Parameters:

#string State

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

#string ScoreText

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

#number Score

is a number providing the score of the status.

Return value:

#FSM:

self

Adds a score for the FSM_PROCESS to be achieved.

Defined in:

Parameters:

#string From

is the From State of the main process.

#string Event

is the Event of the main process.

#string State

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

#string ScoreText

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

#number Score

is a number providing the score of the status.

Return value:

#FSM:

self

Add a new transition rule to the FSM.

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

Defined in:

Parameters:

#table From

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

#string Event

The Event name.

#string To

The To state.

Get current state.

Defined in:

Return value:

#string:

Current FSM state.

Returns the End states.

Defined in:

Return value:

#table:

End states.

Defined in:

Parameters:

From

Event

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

Defined in:

Return value:

#table:

Sub processes.

Returns a table with the scores defined.

Defined in:

Return value:

#table:

Scores.

Returns the start state of the FSM.

Defined in:

Return value:

#string:

A string containing the start state.

Get current state.

Defined in:

Return value:

#string:

Current FSM state.

Returns a table with the Subs defined.

Defined in:

Return value:

#table:

Sub processes.

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

Defined in:

Return value:

#table:

Transitions.

Check if FSM is in state.

Defined in:

Parameter:

#string State

State name.

Return value:

#boolean:

If true, FSM is in this state.

Load call backs.

Defined in:

Parameter:

#table CallBackTable

Table of call backs.

Creates a new FSM object.

Defined in:

Return value:

#FSM:

Defined in:

Parameters:

From

Event

Fsm

Sets the start state of the FSM.

Defined in:

Parameter:

#string State

A string defining the start state.

Add to map.

Defined in:

Parameters:

#table Map

Map.

#table Event

Event table.

Call handler.

Defined in:

Parameters:

#string step

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

#string trigger

Trigger.

#table params

Parameters.

#string EventName

Event name.

Return value:

Value.

Create transition.

Defined in:

Parameter:

#string EventName

Event name.

Return value:

#function:

Function.

Delayed transition.

Defined in:

Parameter:

#string EventName

Event name.

Return value:

#function:

Function.

Event map.

Defined in:

Parameters:

#table Events

Events.

#table EventStructure

Event structure.

Go sub.

Defined in:

Parameters:

#string ParentFrom

Parent from state.

#string ParentEvent

Parent event name.

Return value:

#table:

Subs.

Handler.

Defined in:

Parameters:

#string EventName

Event name.

...

Arguments.

Is end state.

Defined in:

Parameter:

#string Current

Current state name.

Return values:

#table:

FSM parent.

#string:

Event name.

Sub maps.

Defined in:

Parameters:

#table subs

Subs.

#table sub

Sub.

#string name

Name.

Check if can do an event.

Defined in:

Parameter:

#string e

Event name.

Return values:

#boolean:

If true, FSM can do the event.

#string:

To state.

Check if cannot do an event.

Defined in:

Parameter:

#string e

Event name.

Return value:

#boolean:

If true, FSM cannot do the event.

Check if FSM is in state.

Defined in:

Parameters:

#string State

State name.

state

Return value:

#boolean:

If true, FSM is in this state.

Field(s)

#table DETECTION_BASE.DetectedObjectsIdentified

Map of the DetectedObjects identified.

DCS#Distance DETECTION_BASE.DetectionRange

The range till which targets are accepted to be detected.

Core.Set#SET_GROUP DETECTION_BASE.DetectionSetGroup

The Core.Set of GROUPs in the Forward Air Controller role.

Function(s)

Clear the state of an object.

Defined in:

Parameters:

Object

The object that holds the Value set by the Key.

StateName

The key that is should be cleared.

Creation of a Birth Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

#string IniUnitName

The initiating unit name.

place

subplace

Creation of a Crash Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

IniObjectCategory

Creation of a Dead Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

IniObjectCategory

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

Defined in:

Parameter:

Wrapper.Unit#UNIT PlayerUnit

The aircraft unit the player entered.

Creation of a Remove Unit Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a Takeoff Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a Crash Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Log an exception which will be traced always.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Returns the event dispatcher

Defined in:

Return value:

Remove all subscribed events

Defined in:

Return value:

Trace a function call.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function call level 2.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function call level 3.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Get the ClassID of the class instance.

Defined in:

Return value:

#string:

The ClassID of the class instance.

Get the ClassName of the class instance.

Defined in:

Return value:

#string:

The ClassName of the class instance.

Get the ClassName + ClassID of the class instance.

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

Defined in:

Return value:

#string:

The ClassName + ClassID of the class instance.

Get the Class Core.Event processing Priority.

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

Defined in:

Return value:

#number:

The Core.Event processing Priority.

This is the worker method to retrieve the Parent class.

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

self:GetParent(self):ParentMethod()

Defined in:

Parameters:

#BASE Child

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

#BASE FromClass

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

Return value:

Get a Value given a Key from the Object.

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

Defined in:

Parameters:

Object

The object that holds the Value set by the Key.

Key

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

Return value:

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

Subscribe to a DCS Event.

Defined in:

Parameters:

Event ID.

#function EventFunction

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

Return value:

Log an information which will be traced always.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

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

Defined in:

Parameters:

Child

is the Child class that inherits.

#BASE Parent

is the Parent class that the Child inherits from.

Return value:

Child

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

Examples:

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

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

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

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

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

Defined in:

Parameter:

ClassName

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

Return value:

#boolean:

Enquires if tracing is on (for the class).

Defined in:

Return value:

#boolean:

BASE constructor.

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

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

Defined in:

Return value:

Occurs when an Event for an object is triggered.

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

Defined in:

Parameter:

The EventData structure.

BDA.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs when any object is spawned into the mission.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs when an object is dead.

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

Defined in:

Parameter:

The EventData structure.

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

Will update this page when new information become available.

  • initiator: The unit that had the failure.

Defined in:

Parameter:

The EventData structure.

Discard chair after ejection.

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

Defined in:

Parameter:

The EventData structure.

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

initiator : The unit that has ejected

Defined in:

Parameter:

The EventData structure.

Occurs when any aircraft shuts down its engines.

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

Defined in:

Parameter:

The EventData structure.

Occurs when any aircraft starts its engines.

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

Defined in:

Parameter:

The EventData structure.

Occurs whenever an object is hit by a weapon.

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

Defined in:

Parameter:

The EventData structure.

Occurs when any system fails on a human controlled aircraft.

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

Defined in:

Parameter:

The EventData structure.

Occurs on the death of a unit.

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

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

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

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

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

Defined in:

Parameter:

The EventData structure.

Landing quality mark.

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

Defined in:

Parameter:

The EventData structure.

Occurs when a new mark was added.

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

Defined in:

Parameter:

The EventData structure.

Occurs when a mark text was changed.

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

Defined in:

Parameter:

The EventData structure.

Occurs when a mark was removed.

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

Defined in:

Parameter:

The EventData structure.

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

Defined in:

Parameter:

The EventData structure.

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

Defined in:

Parameter:

The EventData structure.

Weapon add.

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

Defined in:

Parameter:

The EventData structure.

Occurs when the pilot of an aircraft is killed.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs when any player assumes direct control of a unit.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs when an aircraft is finished taking fuel.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs when any unit stops firing its weapon.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs whenever any unit in a mission fires a weapon.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Trigger zone.

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

Defined in:

Parameter:

The EventData structure.

Occurs when the game thinks an object is destroyed.

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

  • initiator: The unit that is was destroyed.

Defined in:

Parameter:

The EventData structure.

Schedule a new time event.

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

Defined in:

Parameters:

#number Start

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

#function SchedulerFunction

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

#table ...

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

Return value:

#string:

The Schedule ID of the planned schedule.

Schedule a new time event.

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

Defined in:

Parameters:

#number Start

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

#number Repeat

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

#number RandomizeFactor

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

#number Stop

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

#function SchedulerFunction

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

#table ...

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

Return value:

#string:

The Schedule ID of the planned schedule.

Stops the Schedule.

Defined in:

Parameter:

#string SchedulerID

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

Set the Class Core.Event processing Priority.

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

Defined in:

Parameter:

#number EventPriority

The Core.Event processing Priority.

Return value:

self

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

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

Defined in:

Parameters:

Object

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

Key

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

Value

The value to is stored in the object.

Return value:

The Value set.

Trace a function logic level 1.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function logic level 2.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function logic level 3.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace all methods in MOOSE

Defined in:

Parameter:

#boolean TraceAll

true = trace all methods in MOOSE.

Set tracing for a class

Defined in:

Parameter:

#string Class

Class name.

Set tracing for a specific method of class

Defined in:

Parameters:

#string Class

Class name.

#string Method

Method.

Set trace level

Defined in:

Parameter:

#number Level

Set trace off.

Defined in:

Usage:

-- Switch the tracing Off
BASE:TraceOff()

Set trace on.

Defined in:

Usage:

-- Switch the tracing On
BASE:TraceOn()

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

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

Defined in:

Parameter:

#boolean TraceOnOff

Switch the tracing on or off.

Usage:


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

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

UnSubscribe to a DCS event.

Defined in:

Parameter:

Event ID.

Return value:

Trace a function call.

This function is private.

Defined in:

Parameters:

Arguments

A #table or any field.

DebugInfoCurrentParam

DebugInfoFromParam

(Internal) Serialize arguments

Defined in:

Parameter:

#table Arguments

Return value:

#string:

Text

Trace a function logic.

Defined in:

Parameters:

Arguments

A #table or any field.

DebugInfoCurrentParam

DebugInfoFromParam

The main event handling function...

This function captures all events generated for the class.

Defined in:

Parameter:

DCS#Event event

Detected item data structure.

Field(s)

#string DETECTION_BASE.DetectedItem.CategoryName

Category name of the detected unit.

#boolean DETECTION_BASE.DetectedItem.Changed

Documents if the detected area has changed.

#table DETECTION_BASE.DetectedItem.Changes

A list of the changes reported on the detected area. (It is up to the user of the detected area to consume those changes).

Core.Point#COORDINATE DETECTION_BASE.DetectedItem.Coordinate

The last known coordinate of the DetectedItem.

#number DETECTION_BASE.DetectedItem.Distance

Distance to the detected item.

#number DETECTION_BASE.DetectedItem.DistanceRecce

Distance in meters of the Recce.

#table DETECTION_BASE.DetectedItem.FriendliesDistance

Table of distances to friendly units.

#boolean DETECTION_BASE.DetectedItem.FriendliesNearBy

Indicates if there are friendlies within the detected area.

#number DETECTION_BASE.DetectedItem.ID

The identifier of the detected area.

#number DETECTION_BASE.DetectedItem.Index

Detected item key. Could also be a string.

#boolean DETECTION_BASE.DetectedItem.IsDetected

Indicates if the DetectedItem has been detected or not.

#boolean DETECTION_BASE.DetectedItem.IsVisible

If true, detected object is visible.

#string DETECTION_BASE.DetectedItem.ItemID

ItemPrefix .. "." .. self.DetectedItemMax.

#boolean DETECTION_BASE.DetectedItem.KnowDistance

Distance to the detected item is known.

#boolean DETECTION_BASE.DetectedItem.KnowType

Type of detected item is known.

DCS#Vec3 DETECTION_BASE.DetectedItem.LastPos

Last known position of the detected item.

#number DETECTION_BASE.DetectedItem.LastTime

Last time the detected item was seen.

DCS#Vec3 DETECTION_BASE.DetectedItem.LastVelocity

Last recorded 3D velocity vector of the detected item.

#boolean DETECTION_BASE.DetectedItem.Locked

Lock detected item.

#string DETECTION_BASE.DetectedItem.Name

Name of the detected object.

#table DETECTION_BASE.DetectedItem.PlayersNearBy

Table of nearby players.

Core.Set#SET_UNIT DETECTION_BASE.DetectedItem.Set

The Set of Units in the detected area.

#string DETECTION_BASE.DetectedItem.TypeName

Type name of the detected unit.

Core.Zone#ZONE_UNIT DETECTION_BASE.DetectedItem.Zone

The Zone of the detected area.

Function(s)

Field(s)

Function(s)

Create the DetectedItems list from the DetectedObjects table.

For each DetectedItem, a one field array is created containing the Unit detected.

Defined in:

DETECTION_TYPES

Return value:

Report summary of a DetectedItem using a given numeric index.

Defined in:

DETECTION_TYPES

Parameters:

The DetectedItem.

Wrapper.Group#GROUP AttackGroup

The group to generate the report for.

Message formatting settings to use.

Return value:

The report of the detection items.

Report detailed of a detection result.

Defined in:

DETECTION_TYPES

Parameter:

Wrapper.Group#GROUP AttackGroup

The group to generate the report for.

Return value:

#string:

Make text documenting the changes of the detected zone.

Defined in:

DETECTION_TYPES

Parameter:

Return value:

#string:

The Changes text

DETECTION_TYPES constructor.

Defined in:

DETECTION_TYPES

Parameter:

Core.Set#SET_GROUP DetectionSetGroup

The Core.Set of GROUPs in the Recce role.

Return value:

Field(s)

Function(s)

Accepts changes from the detected item.

Defined in:

Parameter:

Return value:

Add a change to the detected zone.

Defined in:

Parameters:

#string ChangeCode

ItemUnitType

Return value:

Add a change to the detected zone.

Defined in:

Parameters:

#string ChangeCode

#string ChangeUnitType

Return value:

Adds a new DetectedItem to the DetectedItems list.

The DetectedItem is a table and contains a SET_UNIT in the field Set.

Defined in:

Parameters:

#string ItemPrefix

Prefix of detected item.

#number DetectedItemKey

The key of the DetectedItem. Default self.DetectedItemMax. Could also be a string in principle.

(optional) The Set of Units to be added.

Return value:

Adds a new DetectedItem to the DetectedItems list.

The DetectedItem is a table and contains a SET_UNIT in the field Set.

Defined in:

Parameters:

DetectedItemKey

The key of the DetectedItem.

(optional) The Set of Units to be added.

(optional) The Zone to be added where the Units are located.

ItemPrefix

Return value:

Clean the DetectedItem table.

Defined in:

Parameters:

DetectedItem

DetectedItemID

Return value:

@param #DETECTION_BASE self @param #number The amount of alive recce.

Make a DetectionSet table.

This function will be overridden in the derived clsses.

Synchronous Event Trigger for Event Detect.

Synchronous Event Trigger for Event Detected.

Defined in:

Parameter:

#table Units

Table of detected units.

Report summary of a detected item using a given numeric index.

Defined in:

Parameters:

The DetectedItem.

Wrapper.Group#GROUP AttackGroup

The group to generate the report for.

Message formatting settings to use.

Return value:

Report detailed of a detection result.

Defined in:

Parameter:

Wrapper.Group#GROUP AttackGroup

The group to generate the report for.

Return value:

#string:

Filter the detected units based on Unit.Category
The different values of Unit.Category can be:

  • Unit.Category.AIRPLANE
  • Unit.Category.GROUND_UNIT
  • Unit.Category.HELICOPTER
  • Unit.Category.SHIP
  • Unit.Category.STRUCTURE

Multiple Unit.Category entries can be given as a table and then these will be evaluated as an OR expression.

Example to filter a single category (Unit.Category.AIRPLANE).

DetectionObject:FilterCategories( Unit.Category.AIRPLANE ) 

Example to filter multiple categories (Unit.Category.AIRPLANE, Unit.Category.HELICOPTER). Note the {}.

DetectionObject:FilterCategories( { Unit.Category.AIRPLANE, Unit.Category.HELICOPTER } )

Defined in:

Parameter:

#list<DCS#Unit> FilterCategories

The Categories entries

Return value:

@param #DETECTION_BASE self

Defined in:

Parameters:

IteratorFunction

...

Forget a Unit from a DetectionItem

Defined in:

Parameter:

#string UnitName

The UnitName that needs to be forgotten from the DetectionItem Sets.

Return value:

Get a detected ID using a given numeric index.

Defined in:

Parameter:

#number Index

Return value:

#string:

DetectedItemID

Get a detected item using a given numeric index.

Defined in:

Parameter:

#number Index

Return value:

Get a detected item using a given Key.

Defined in:

Parameter:

Key

Return value:

Get the detected item coordinate.

Defined in:

Parameter:

The DetectedItem to set the coordinate at.

Return value:

Get a list of the detected item coordinates.

Defined in:

Return value:

#table:

A table of Core.Point#COORDINATE

Get a detected ItemID using a given numeric index.

Defined in:

Parameter:

The DetectedItem.

Return value:

#string:

DetectedItemID

Get the Core.Set#SET_UNIT of a detection area using a given numeric index.

Defined in:

Parameter:

Return value:

DetectedSet

Get the detected item coordinate.

Defined in:

Parameter:

The DetectedItem.

Return value:

#number:

ThreatLevel

Get the Core.Zone#ZONE_UNIT of a detection area using a given numeric index.

Defined in:

Parameter:

The DetectedItem.

Return value:

DetectedZone

Get the DetectedItems by Key.

This will return the DetectedItems collection, indexed by the Key, which can be any object that acts as the key of the detection.

Get the DetectedItems by Index.

This will return the DetectedItems collection, indexed by an internal numerical Index.

Get the amount of SETs with detected objects.

Defined in:

Return value:

#number:

The amount of detected items. Note that the amount of detected items can differ with the reality, because detections are not real-time but done in intervals!

Gets a detected object with a given name.

Defined in:

Parameter:

#string ObjectName

Return value:

Gets a detected unit type name, taking into account the detection results.

Defined in:

Parameter:

Wrapper.Unit#UNIT DetectedUnit

Return value:

#string:

The type name

Get the Detection Set.

Defined in:

Return value:

Returns the distance used to identify friendlies near the detected item ...

Defined in:

Parameter:

The detected item.

Return value:

#table:

A table of distances to friendlies.

Returns friendly units nearby the FAC units ...

Defined in:

Parameters:

The category of the unit.

Return value:

#map<#string,Wrapper.Unit#UNIT>:

The map of Friendly UNITs.

Returns friendly units nearby the intercept point ...

Defined in:

Parameter:

The detected item.

Return value:

#map<#string,Wrapper.Unit#UNIT>:

The map of Friendly UNITs.

Returns friendly units nearby the FAC units ...

Defined in:

Parameter:

The detected item.

Return value:

#map<#string,Wrapper.Unit#UNIT>:

The map of Friendly UNITs.

Identifies a detected object during detection processing.

Detect DLINK.

Detect IRST.

Defined in:

Parameter:

#boolean DetectIRST

Return value:

Detect Optical.

Defined in:

Parameter:

#boolean DetectOptical

Return value:

Detect RWR.

Defined in:

Parameter:

#boolean DetectRWR

Return value:

Detect Radar.

Defined in:

Parameter:

#boolean DetectRadar

Return value:

Detect Visual.

Defined in:

Parameter:

#boolean DetectVisual

Return value:

Checks if there is at least one UNIT detected in the Set of the the DetectedItem.

Defined in:

Parameter:

Return value:

#boolean:

true if at least one UNIT is detected from the DetectedSet, false if no UNIT was detected from the DetectedSet.

Validate if the detected item is locked.

Defined in:

Parameter:

The DetectedItem.

Return value:

#boolean:

Determines if a detected object has already been identified during detection processing.

Defined in:

Parameter:

Return value:

#boolean:

true if already identified.

Returns if there are friendlies nearby the FAC units ...

Defined in:

Parameters:

The category of the unit.

Return value:

#boolean:

true if there are friendlies nearby

Returns if there are friendlies nearby the intercept ...

Defined in:

Parameter:

Return value:

#boolean:

trhe if there are friendlies near the intercept.

Returns if there are friendlies nearby the FAC units ...

Defined in:

Parameter:

Return value:

#boolean:

true if there are friendlies nearby

Lock a detected item.

Defined in:

Parameter:

The DetectedItem.

Return value:

Lock the detected items when created and lock all existing detected items.

Find the nearest Recce of the DetectedItem.

Defined in:

Parameter:

Return value:

The nearest FAC unit

DETECTION constructor.

Defined in:

Parameter:

Core.Set#SET_GROUP DetectionSet

The Core.Set of Wrapper.Groups that is used to detect the units.

Return value:

OnAfter Transition Handler for Event Detect.

Defined in:

Parameters:

#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:

Parameters:

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

#table Units

Table of detected units.

OnAfter Transition Handler for Event DetectedItem.

Defined in:

Parameters:

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

#DetectedItem DetectedItem

The DetectedItem data structure.

OnAfter Transition Handler for Event Start.

Defined in:

Parameters:

#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:

Parameters:

#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:

Parameters:

#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:

Parameters:

#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:

Parameters:

#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:

Parameters:

#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 Detecting.

Defined in:

Parameters:

#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:

Parameters:

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

OnLeave Transition Handler for State Detecting.

Defined in:

Parameters:

#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:

Parameters:

#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.

Removes an existing DetectedItem from the DetectedItems list.

The DetectedItem is a table and contains a SET_UNIT in the field Set.

Defined in:

Parameter:

DetectedItemKey

The key in the DetectedItems list where the item needs to be removed.

Background worker function to determine if there are friendlies nearby ...

Defined in:

Parameter:

#table TargetData

Schedule the DETECTION construction.

Defined in:

Parameters:

#number DelayTime

The delay in seconds to wait the reporting.

#number RepeatInterval

The repeat interval in seconds for the reporting to happen repeatedly.

Return value:

Accept detections if within a range in meters.

Defined in:

Parameter:

#number AcceptRange

Accept a detection if the unit is within the AcceptRange in meters.

Return value:

Accept detections if within the specified zone(s).

Defined in:

Parameter:

Core.Zone#ZONE_BASE AcceptZones

Can be a list or ZONE_BASE objects, or a single ZONE_BASE object.

Return value:

Upon a visual detection, the higher the unit is during the detecting process, the more likely the detected unit is to be detected properly.

A detection at a 90% alpha angle is the most optimal, a detection at 10% is less and a detection at 0% is less likely to be correct.

A probability factor between 0 and 1 can be given, that will model a progressive extrapolated probability if the target would be detected at a 0° angle.

For example, if a alpha angle probability factor of 0.7 is given, the extrapolated probabilities of the different angles would look like: 0°: 70%, 10°: 75,21%, 20°: 80,26%, 30°: 85%, 40°: 89,28%, 50°: 92,98%, 60°: 95,98%, 70°: 98,19%, 80°: 99,54%, 90°: 100%

Defined in:

Parameter:

AlphaAngleProbability

The probability factor.

Return value:

Set the detected item coordinate.

Defined in:

Parameters:

The DetectedItem to set the coordinate at.

The coordinate to set the last know detected position at.

Wrapper.Unit#UNIT DetectedItemUnit

The unit to set the heading and altitude from.

Return value:

Set the detected item threat level.

Defined in:

Parameters:

DetectedItem to calculate the threat level for.

DetectedItem

Return value:

Upon a visual detection, the further away a detected object is, the less likely it is to be detected properly.

Also, the speed of accurate detection plays a role. A distance probability factor between 0 and 1 can be given, that will model a linear extrapolated probability over 10 km distance. For example, if a probability factor of 0.6 (60%) is given, the extrapolated probabilities over 15 kilometers would like like: 1 km: 96%, 2 km: 92%, 3 km: 88%, 4 km: 84%, 5 km: 80%, 6 km: 76%, 7 km: 72%, 8 km: 68%, 9 km: 64%, 10 km: 60%, 11 km: 56%, 12 km: 52%, 13 km: 48%, 14 km: 44%, 15 km: 40%.

Defined in:

Parameter:

DistanceProbability

The probability factor.

Return value:

Set the radius in meters to validate if friendlies are nearby.

Defined in:

Parameter:

#number FriendliesRange

Radius to use when checking if Friendlies are nearby.

Return value:

This will allow during friendly search any recce or detection unit to be also considered as a friendly.

By default, recce aren't considered friendly, because that would mean that a recce would be also an attacking friendly, and this is wrong. However, in a CAP situation, when the CAP is part of an EWR network, the CAP is also an attacker. This, this method allows to register for a detection the CAP unit name prefixes to be considered CAP.

Defined in:

Parameter:

#string FriendlyPrefixes

A string or a list of prefixes.

Return value:

Set the parameters to calculate to optimal intercept point.

Defined in:

Parameters:

#boolean Intercept

Intercept is true if an intercept point is calculated. Intercept is false if it is disabled. The default Intercept is false.

#number InterceptDelay

If Intercept is true, then InterceptDelay is the average time it takes to get airplanes airborne.

Return value:

Method to make the radar detection less accurate, e.g.

for WWII scenarios.

Defined in:

Parameters:

#number minheight

Minimum flight height to be detected, in meters AGL (above ground)

#number thresheight

Threshold to escape the radar if flying below minheight, defaults to 90 (90% escape chance)

#number thresblur

Threshold to be detected by the radar overall, defaults to 85 (85% chance to be found)

#number closing

Closing-in in km - the limit of km from which on it becomes increasingly difficult to escape radar detection if flying towards the radar position. Should be about 1/3 of the radar detection radius in kilometers, defaults to 20.

Return value:

Set the detection interval time in seconds.

Defined in:

Parameter:

#number RefreshTimeInterval

Interval in seconds.

Return value:

Reject detections if within the specified zone(s).

Defined in:

Parameter:

Core.Zone#ZONE_BASE RejectZones

Can be a list or ZONE_BASE objects, or a single ZONE_BASE object.

Return value:

Upon a visual detection, the more a detected unit is within a cloudy zone, the less likely the detected unit is to be detected successfully.

The Cloudy Zones work with the ZONE_BASE derived classes. The mission designer can define within the mission zones that reflect cloudy areas where detected units may not be so easily visually detected.

Defined in:

Parameter:

ZoneArray

Aray of a The ZONE_BASE object and a ZoneProbability pair..

Return value:

Synchronous Event Trigger for Event Start.

Synchronous Event Trigger for Event Stop.

UnIdentify all detected objects during detection processing.

UnIdentify a detected object during detection processing.

Unlock a detected item.

Defined in:

Parameter:

The DetectedItem.

Return value:

Unlock the detected items when created and unlock all existing detected items.

Set IsDetected flag for the DetectedItem, which can have more units.

Defined in:

Parameter:

DetectedItem

Return values:

DetectedItem

#boolean:

true if at least one UNIT is detected from the DetectedSet, false if no UNIT was detected from the DetectedSet.

Asynchronous Event Trigger for Event Detect.

Defined in:

Parameter:

#number Delay

The delay in seconds.

Asynchronous Event Trigger for Event Detected.

Defined in:

Parameters:

#number Delay

The delay in seconds.

#table Units

Table of detected units.

Asynchronous Event Trigger for Event Start.

Defined in:

Parameter:

#number Delay

The delay in seconds.

Asynchronous Event Trigger for Event Stop.

Defined in:

Parameter:

#number Delay

The delay in seconds.

@param #DETECTION_BASE self @param #string From The From State string. @param #string Event The Event string. @param #string To The To State string.

Defined in:

Parameters:

From

Event

To

@param #DETECTION_BASE self @param #string From The From State string. @param #string Event The Event string. @param #string To The To State string. @param Wrapper.Group#GROUP Detection The Group detecting. @param #number DetectionTimeStamp Time stamp of detection event.

Defined in:

Parameters:

From

Event

To

Detection

DetectionTimeStamp

@param #DETECTION_BASE self @param #string From The From State string. @param #string Event The Event string. @param #string To The To State string.

Defined in:

Parameters:

From

Event

To

Field(s)

Function(s)

Adds an End state.

Defined in:

Parameter:

#string State

The FSM state.

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

Defined in:

Parameters:

#table From

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

#string Event

The Event name.

An sub-process FSM.

#table ReturnEvents

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

Return value:

The SubFSM.

Adds a score for the FSM to be achieved.

Defined in:

Parameters:

#string State

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

#string ScoreText

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

#number Score

is a number providing the score of the status.

Return value:

#FSM:

self

Adds a score for the FSM_PROCESS to be achieved.

Defined in:

Parameters:

#string From

is the From State of the main process.

#string Event

is the Event of the main process.

#string State

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

#string ScoreText

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

#number Score

is a number providing the score of the status.

Return value:

#FSM:

self

Add a new transition rule to the FSM.

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

Defined in:

Parameters:

#table From

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

#string Event

The Event name.

#string To

The To state.

Get current state.

Defined in:

Return value:

#string:

Current FSM state.

Returns the End states.

Defined in:

Return value:

#table:

End states.

Defined in:

Parameters:

From

Event

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

Defined in:

Return value:

#table:

Sub processes.

Returns a table with the scores defined.

Defined in:

Return value:

#table:

Scores.

Returns the start state of the FSM.

Defined in:

Return value:

#string:

A string containing the start state.

Get current state.

Defined in:

Return value:

#string:

Current FSM state.

Returns a table with the Subs defined.

Defined in:

Return value:

#table:

Sub processes.

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

Defined in:

Return value:

#table:

Transitions.

Check if FSM is in state.

Defined in:

Parameter:

#string State

State name.

Return value:

#boolean:

If true, FSM is in this state.

Load call backs.

Defined in:

Parameter:

#table CallBackTable

Table of call backs.

Creates a new FSM object.

Defined in:

Return value:

#FSM:

Defined in:

Parameters:

From

Event

Fsm

Sets the start state of the FSM.

Defined in:

Parameter:

#string State

A string defining the start state.

Add to map.

Defined in:

Parameters:

#table Map

Map.

#table Event

Event table.

Call handler.

Defined in:

Parameters:

#string step

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

#string trigger

Trigger.

#table params

Parameters.

#string EventName

Event name.

Return value:

Value.

Create transition.

Defined in:

Parameter:

#string EventName

Event name.

Return value:

#function:

Function.

Delayed transition.

Defined in:

Parameter:

#string EventName

Event name.

Return value:

#function:

Function.

Event map.

Defined in:

Parameters:

#table Events

Events.

#table EventStructure

Event structure.

Go sub.

Defined in:

Parameters:

#string ParentFrom

Parent from state.

#string ParentEvent

Parent event name.

Return value:

#table:

Subs.

Handler.

Defined in:

Parameters:

#string EventName

Event name.

...

Arguments.

Is end state.

Defined in:

Parameter:

#string Current

Current state name.

Return values:

#table:

FSM parent.

#string:

Event name.

Sub maps.

Defined in:

Parameters:

#table subs

Subs.

#table sub

Sub.

#string name

Name.

Check if can do an event.

Defined in:

Parameter:

#string e

Event name.

Return values:

#boolean:

If true, FSM can do the event.

#string:

To state.

Check if cannot do an event.

Defined in:

Parameter:

#string e

Event name.

Return value:

#boolean:

If true, FSM cannot do the event.

Check if FSM is in state.

Defined in:

Parameters:

#string State

State name.

state

Return value:

#boolean:

If true, FSM is in this state.

Field(s)

Function(s)

Clear the state of an object.

Defined in:

Parameters:

Object

The object that holds the Value set by the Key.

StateName

The key that is should be cleared.

Creation of a Birth Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

#string IniUnitName

The initiating unit name.

place

subplace

Creation of a Crash Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

IniObjectCategory

Creation of a Dead Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

IniObjectCategory

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

Defined in:

Parameter:

Wrapper.Unit#UNIT PlayerUnit

The aircraft unit the player entered.

Creation of a Remove Unit Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a Takeoff Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a Crash Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Log an exception which will be traced always.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Returns the event dispatcher

Defined in:

Return value:

Remove all subscribed events

Defined in:

Return value:

Trace a function call.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function call level 2.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function call level 3.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Get the ClassID of the class instance.

Defined in:

Return value:

#string:

The ClassID of the class instance.

Get the ClassName of the class instance.

Defined in:

Return value:

#string:

The ClassName of the class instance.

Get the ClassName + ClassID of the class instance.

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

Defined in:

Return value:

#string:

The ClassName + ClassID of the class instance.

Get the Class Core.Event processing Priority.

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

Defined in:

Return value:

#number:

The Core.Event processing Priority.

This is the worker method to retrieve the Parent class.

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

self:GetParent(self):ParentMethod()

Defined in:

Parameters:

#BASE Child

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

#BASE FromClass

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

Return value:

Get a Value given a Key from the Object.

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

Defined in:

Parameters:

Object

The object that holds the Value set by the Key.

Key

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

Return value:

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

Subscribe to a DCS Event.

Defined in:

Parameters:

Event ID.

#function EventFunction

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

Return value:

Log an information which will be traced always.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

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

Defined in:

Parameters:

Child

is the Child class that inherits.

#BASE Parent

is the Parent class that the Child inherits from.

Return value:

Child

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

Examples:

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

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

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

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

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

Defined in:

Parameter:

ClassName

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

Return value:

#boolean:

Enquires if tracing is on (for the class).

Defined in:

Return value:

#boolean:

BASE constructor.

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

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

Defined in:

Return value:

Occurs when an Event for an object is triggered.

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

Defined in:

Parameter:

The EventData structure.

BDA.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs when any object is spawned into the mission.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs when an object is dead.

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

Defined in:

Parameter:

The EventData structure.

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

Will update this page when new information become available.

  • initiator: The unit that had the failure.

Defined in:

Parameter:

The EventData structure.

Discard chair after ejection.

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

Defined in:

Parameter:

The EventData structure.

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

initiator : The unit that has ejected

Defined in:

Parameter:

The EventData structure.

Occurs when any aircraft shuts down its engines.

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

Defined in:

Parameter:

The EventData structure.

Occurs when any aircraft starts its engines.

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

Defined in:

Parameter:

The EventData structure.

Occurs whenever an object is hit by a weapon.

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

Defined in:

Parameter:

The EventData structure.

Occurs when any system fails on a human controlled aircraft.

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

Defined in:

Parameter:

The EventData structure.

Occurs on the death of a unit.

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

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

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

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

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

Defined in:

Parameter:

The EventData structure.

Landing quality mark.

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

Defined in:

Parameter:

The EventData structure.

Occurs when a new mark was added.

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

Defined in:

Parameter:

The EventData structure.

Occurs when a mark text was changed.

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

Defined in:

Parameter:

The EventData structure.

Occurs when a mark was removed.

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

Defined in:

Parameter:

The EventData structure.

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

Defined in:

Parameter:

The EventData structure.

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

Defined in:

Parameter:

The EventData structure.

Weapon add.

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

Defined in:

Parameter:

The EventData structure.

Occurs when the pilot of an aircraft is killed.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs when any player assumes direct control of a unit.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs when an aircraft is finished taking fuel.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs when any unit stops firing its weapon.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs whenever any unit in a mission fires a weapon.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Trigger zone.

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

Defined in:

Parameter:

The EventData structure.

Occurs when the game thinks an object is destroyed.

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

  • initiator: The unit that is was destroyed.

Defined in:

Parameter:

The EventData structure.

Schedule a new time event.

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

Defined in:

Parameters:

#number Start

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

#function SchedulerFunction

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

#table ...

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

Return value:

#string:

The Schedule ID of the planned schedule.

Schedule a new time event.

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

Defined in:

Parameters:

#number Start

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

#number Repeat

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

#number RandomizeFactor

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

#number Stop

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

#function SchedulerFunction

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

#table ...

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

Return value:

#string:

The Schedule ID of the planned schedule.

Stops the Schedule.

Defined in:

Parameter:

#string SchedulerID

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

Set the Class Core.Event processing Priority.

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

Defined in:

Parameter:

#number EventPriority

The Core.Event processing Priority.

Return value:

self

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

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

Defined in:

Parameters:

Object

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

Key

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

Value

The value to is stored in the object.

Return value:

The Value set.

Trace a function logic level 1.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function logic level 2.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function logic level 3.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace all methods in MOOSE

Defined in:

Parameter:

#boolean TraceAll

true = trace all methods in MOOSE.

Set tracing for a class

Defined in:

Parameter:

#string Class

Class name.

Set tracing for a specific method of class

Defined in:

Parameters:

#string Class

Class name.

#string Method

Method.

Set trace level

Defined in:

Parameter:

#number Level

Set trace off.

Defined in:

Usage:

-- Switch the tracing Off
BASE:TraceOff()

Set trace on.

Defined in:

Usage:

-- Switch the tracing On
BASE:TraceOn()

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

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

Defined in:

Parameter:

#boolean TraceOnOff

Switch the tracing on or off.

Usage:


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

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

UnSubscribe to a DCS event.

Defined in:

Parameter:

Event ID.

Return value:

Trace a function call.

This function is private.

Defined in:

Parameters:

Arguments

A #table or any field.

DebugInfoCurrentParam

DebugInfoFromParam

(Internal) Serialize arguments

Defined in:

Parameter:

#table Arguments

Return value:

#string:

Text

Trace a function logic.

Defined in:

Parameters:

Arguments

A #table or any field.

DebugInfoCurrentParam

DebugInfoFromParam

The main event handling function...

This function captures all events generated for the class.

Defined in:

Parameter:

DCS#Event event

Field(s)

DCS#Distance DETECTION_UNITS.DetectionRange

The range till which targets are detected.

Function(s)

Create the DetectedItems list from the DetectedObjects table.

For each DetectedItem, a one field array is created containing the Unit detected.

Defined in:

DETECTION_UNITS

Return value:

Report summary of a DetectedItem using a given numeric index.

Defined in:

DETECTION_UNITS

Parameters:

The DetectedItem.

Wrapper.Group#GROUP AttackGroup

The group to generate the report for.

Message formatting settings to use.

#boolean ForceA2GCoordinate

Set creation of A2G coordinate

Return value:

The report of the detection items.

Report detailed of a detection result.

Defined in:

DETECTION_UNITS

Parameter:

Wrapper.Group#GROUP AttackGroup

The group to generate the report for.

Return value:

#string:

Make text documenting the changes of the detected zone.

Defined in:

DETECTION_UNITS

Parameter:

Return value:

#string:

The Changes text

DETECTION_UNITS constructor.

Defined in:

DETECTION_UNITS

Parameter:

Core.Set#SET_GROUP DetectionSetGroup

The Core.Set of GROUPs in the Forward Air Controller role.

Return value:

Field(s)

DCS#Distance DETECTION_UNITS.DetectionRange

The range till which targets are detected.

Function(s)

Accepts changes from the detected item.

Defined in:

Parameter:

Return value:

Add a change to the detected zone.

Defined in:

Parameters:

#string ChangeCode

ItemUnitType

Return value:

Add a change to the detected zone.

Defined in:

Parameters:

#string ChangeCode

#string ChangeUnitType

Return value:

Adds a new DetectedItem to the DetectedItems list.

The DetectedItem is a table and contains a SET_UNIT in the field Set.

Defined in:

Parameters:

#string ItemPrefix

Prefix of detected item.

#number DetectedItemKey

The key of the DetectedItem. Default self.DetectedItemMax. Could also be a string in principle.

(optional) The Set of Units to be added.

Return value:

Adds a new DetectedItem to the DetectedItems list.

The DetectedItem is a table and contains a SET_UNIT in the field Set.

Defined in:

Parameters:

DetectedItemKey

The key of the DetectedItem.

(optional) The Set of Units to be added.

(optional) The Zone to be added where the Units are located.

ItemPrefix

Return value:

Clean the DetectedItem table.

Defined in:

Parameters:

DetectedItem

DetectedItemID

Return value:

@param #DETECTION_BASE self @param #number The amount of alive recce.

Make a DetectionSet table.

This function will be overridden in the derived clsses.

Synchronous Event Trigger for Event Detect.

Synchronous Event Trigger for Event Detected.

Defined in:

Parameter:

#table Units

Table of detected units.

Report summary of a detected item using a given numeric index.

Defined in:

Parameters:

The DetectedItem.

Wrapper.Group#GROUP AttackGroup

The group to generate the report for.

Message formatting settings to use.

Return value:

Report detailed of a detection result.

Defined in:

Parameter:

Wrapper.Group#GROUP AttackGroup

The group to generate the report for.

Return value:

#string:

Filter the detected units based on Unit.Category
The different values of Unit.Category can be:

  • Unit.Category.AIRPLANE
  • Unit.Category.GROUND_UNIT
  • Unit.Category.HELICOPTER
  • Unit.Category.SHIP
  • Unit.Category.STRUCTURE

Multiple Unit.Category entries can be given as a table and then these will be evaluated as an OR expression.

Example to filter a single category (Unit.Category.AIRPLANE).

DetectionObject:FilterCategories( Unit.Category.AIRPLANE ) 

Example to filter multiple categories (Unit.Category.AIRPLANE, Unit.Category.HELICOPTER). Note the {}.

DetectionObject:FilterCategories( { Unit.Category.AIRPLANE, Unit.Category.HELICOPTER } )

Defined in:

Parameter:

#list<DCS#Unit> FilterCategories

The Categories entries

Return value:

@param #DETECTION_BASE self

Defined in:

Parameters:

IteratorFunction

...

Forget a Unit from a DetectionItem

Defined in:

Parameter:

#string UnitName

The UnitName that needs to be forgotten from the DetectionItem Sets.

Return value:

Get a detected ID using a given numeric index.

Defined in:

Parameter:

#number Index

Return value:

#string:

DetectedItemID

Get a detected item using a given numeric index.

Defined in:

Parameter:

#number Index

Return value:

Get a detected item using a given Key.

Defined in:

Parameter:

Key

Return value:

Get the detected item coordinate.

Defined in:

Parameter:

The DetectedItem to set the coordinate at.

Return value:

Get a list of the detected item coordinates.

Defined in:

Return value:

#table:

A table of Core.Point#COORDINATE

Get a detected ItemID using a given numeric index.

Defined in:

Parameter:

The DetectedItem.

Return value:

#string:

DetectedItemID

Get the Core.Set#SET_UNIT of a detection area using a given numeric index.

Defined in:

Parameter:

Return value:

DetectedSet

Get the detected item coordinate.

Defined in:

Parameter:

The DetectedItem.

Return value:

#number:

ThreatLevel

Get the Core.Zone#ZONE_UNIT of a detection area using a given numeric index.

Defined in:

Parameter:

The DetectedItem.

Return value:

DetectedZone

Get the DetectedItems by Key.

This will return the DetectedItems collection, indexed by the Key, which can be any object that acts as the key of the detection.

Get the DetectedItems by Index.

This will return the DetectedItems collection, indexed by an internal numerical Index.

Get the amount of SETs with detected objects.

Defined in:

Return value:

#number:

The amount of detected items. Note that the amount of detected items can differ with the reality, because detections are not real-time but done in intervals!

Gets a detected object with a given name.

Defined in:

Parameter:

#string ObjectName

Return value:

Gets a detected unit type name, taking into account the detection results.

Defined in:

Parameter:

Wrapper.Unit#UNIT DetectedUnit

Return value:

#string:

The type name

Get the Detection Set.

Defined in:

Return value:

Returns the distance used to identify friendlies near the detected item ...

Defined in:

Parameter:

The detected item.

Return value:

#table:

A table of distances to friendlies.

Returns friendly units nearby the FAC units ...

Defined in:

Parameters:

The category of the unit.

Return value:

#map<#string,Wrapper.Unit#UNIT>:

The map of Friendly UNITs.

Returns friendly units nearby the intercept point ...

Defined in:

Parameter:

The detected item.

Return value:

#map<#string,Wrapper.Unit#UNIT>:

The map of Friendly UNITs.

Returns friendly units nearby the FAC units ...

Defined in:

Parameter:

The detected item.

Return value:

#map<#string,Wrapper.Unit#UNIT>:

The map of Friendly UNITs.

Identifies a detected object during detection processing.

Detect DLINK.

Detect IRST.

Defined in:

Parameter:

#boolean DetectIRST

Return value:

Detect Optical.

Defined in:

Parameter:

#boolean DetectOptical

Return value:

Detect RWR.

Defined in:

Parameter:

#boolean DetectRWR

Return value:

Detect Radar.

Defined in:

Parameter:

#boolean DetectRadar

Return value:

Detect Visual.

Defined in:

Parameter:

#boolean DetectVisual

Return value:

Checks if there is at least one UNIT detected in the Set of the the DetectedItem.

Defined in:

Parameter:

Return value:

#boolean:

true if at least one UNIT is detected from the DetectedSet, false if no UNIT was detected from the DetectedSet.

Validate if the detected item is locked.

Defined in:

Parameter:

The DetectedItem.

Return value:

#boolean:

Determines if a detected object has already been identified during detection processing.

Defined in:

Parameter:

Return value:

#boolean:

true if already identified.

Returns if there are friendlies nearby the FAC units ...

Defined in:

Parameters:

The category of the unit.

Return value:

#boolean:

true if there are friendlies nearby

Returns if there are friendlies nearby the intercept ...

Defined in:

Parameter:

Return value:

#boolean:

trhe if there are friendlies near the intercept.

Returns if there are friendlies nearby the FAC units ...

Defined in:

Parameter:

Return value:

#boolean:

true if there are friendlies nearby

Lock a detected item.

Defined in:

Parameter:

The DetectedItem.

Return value:

Lock the detected items when created and lock all existing detected items.

Find the nearest Recce of the DetectedItem.

Defined in:

Parameter:

Return value:

The nearest FAC unit

DETECTION constructor.

Defined in:

Parameter:

Core.Set#SET_GROUP DetectionSet

The Core.Set of Wrapper.Groups that is used to detect the units.

Return value:

OnAfter Transition Handler for Event Detect.

Defined in:

Parameters:

#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:

Parameters:

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

#table Units

Table of detected units.

OnAfter Transition Handler for Event DetectedItem.

Defined in:

Parameters:

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

#DetectedItem DetectedItem

The DetectedItem data structure.

OnAfter Transition Handler for Event Start.

Defined in:

Parameters:

#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:

Parameters:

#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:

Parameters:

#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:

Parameters:

#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:

Parameters:

#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:

Parameters:

#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 Detecting.

Defined in:

Parameters:

#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:

Parameters:

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

OnLeave Transition Handler for State Detecting.

Defined in:

Parameters:

#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:

Parameters:

#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.

Removes an existing DetectedItem from the DetectedItems list.

The DetectedItem is a table and contains a SET_UNIT in the field Set.

Defined in:

Parameter:

DetectedItemKey

The key in the DetectedItems list where the item needs to be removed.

Background worker function to determine if there are friendlies nearby ...

Defined in:

Parameter:

#table TargetData

Schedule the DETECTION construction.

Defined in:

Parameters:

#number DelayTime

The delay in seconds to wait the reporting.

#number RepeatInterval

The repeat interval in seconds for the reporting to happen repeatedly.

Return value:

Accept detections if within a range in meters.

Defined in:

Parameter:

#number AcceptRange

Accept a detection if the unit is within the AcceptRange in meters.

Return value:

Accept detections if within the specified zone(s).

Defined in:

Parameter:

Core.Zone#ZONE_BASE AcceptZones

Can be a list or ZONE_BASE objects, or a single ZONE_BASE object.

Return value:

Upon a visual detection, the higher the unit is during the detecting process, the more likely the detected unit is to be detected properly.

A detection at a 90% alpha angle is the most optimal, a detection at 10% is less and a detection at 0% is less likely to be correct.

A probability factor between 0 and 1 can be given, that will model a progressive extrapolated probability if the target would be detected at a 0° angle.

For example, if a alpha angle probability factor of 0.7 is given, the extrapolated probabilities of the different angles would look like: 0°: 70%, 10°: 75,21%, 20°: 80,26%, 30°: 85%, 40°: 89,28%, 50°: 92,98%, 60°: 95,98%, 70°: 98,19%, 80°: 99,54%, 90°: 100%

Defined in:

Parameter:

AlphaAngleProbability

The probability factor.

Return value:

Set the detected item coordinate.

Defined in:

Parameters:

The DetectedItem to set the coordinate at.

The coordinate to set the last know detected position at.

Wrapper.Unit#UNIT DetectedItemUnit

The unit to set the heading and altitude from.

Return value:

Set the detected item threat level.

Defined in:

Parameters:

DetectedItem to calculate the threat level for.

DetectedItem

Return value:

Upon a visual detection, the further away a detected object is, the less likely it is to be detected properly.

Also, the speed of accurate detection plays a role. A distance probability factor between 0 and 1 can be given, that will model a linear extrapolated probability over 10 km distance. For example, if a probability factor of 0.6 (60%) is given, the extrapolated probabilities over 15 kilometers would like like: 1 km: 96%, 2 km: 92%, 3 km: 88%, 4 km: 84%, 5 km: 80%, 6 km: 76%, 7 km: 72%, 8 km: 68%, 9 km: 64%, 10 km: 60%, 11 km: 56%, 12 km: 52%, 13 km: 48%, 14 km: 44%, 15 km: 40%.

Defined in:

Parameter:

DistanceProbability

The probability factor.

Return value:

Set the radius in meters to validate if friendlies are nearby.

Defined in:

Parameter:

#number FriendliesRange

Radius to use when checking if Friendlies are nearby.

Return value:

This will allow during friendly search any recce or detection unit to be also considered as a friendly.

By default, recce aren't considered friendly, because that would mean that a recce would be also an attacking friendly, and this is wrong. However, in a CAP situation, when the CAP is part of an EWR network, the CAP is also an attacker. This, this method allows to register for a detection the CAP unit name prefixes to be considered CAP.

Defined in:

Parameter:

#string FriendlyPrefixes

A string or a list of prefixes.

Return value:

Set the parameters to calculate to optimal intercept point.

Defined in:

Parameters:

#boolean Intercept

Intercept is true if an intercept point is calculated. Intercept is false if it is disabled. The default Intercept is false.

#number InterceptDelay

If Intercept is true, then InterceptDelay is the average time it takes to get airplanes airborne.

Return value:

Method to make the radar detection less accurate, e.g.

for WWII scenarios.

Defined in:

Parameters:

#number minheight

Minimum flight height to be detected, in meters AGL (above ground)

#number thresheight

Threshold to escape the radar if flying below minheight, defaults to 90 (90% escape chance)

#number thresblur

Threshold to be detected by the radar overall, defaults to 85 (85% chance to be found)

#number closing

Closing-in in km - the limit of km from which on it becomes increasingly difficult to escape radar detection if flying towards the radar position. Should be about 1/3 of the radar detection radius in kilometers, defaults to 20.

Return value:

Set the detection interval time in seconds.

Defined in:

Parameter:

#number RefreshTimeInterval

Interval in seconds.

Return value:

Reject detections if within the specified zone(s).

Defined in:

Parameter:

Core.Zone#ZONE_BASE RejectZones

Can be a list or ZONE_BASE objects, or a single ZONE_BASE object.

Return value:

Upon a visual detection, the more a detected unit is within a cloudy zone, the less likely the detected unit is to be detected successfully.

The Cloudy Zones work with the ZONE_BASE derived classes. The mission designer can define within the mission zones that reflect cloudy areas where detected units may not be so easily visually detected.

Defined in:

Parameter:

ZoneArray

Aray of a The ZONE_BASE object and a ZoneProbability pair..

Return value:

Synchronous Event Trigger for Event Start.

Synchronous Event Trigger for Event Stop.

UnIdentify all detected objects during detection processing.

UnIdentify a detected object during detection processing.

Unlock a detected item.

Defined in:

Parameter:

The DetectedItem.

Return value:

Unlock the detected items when created and unlock all existing detected items.

Set IsDetected flag for the DetectedItem, which can have more units.

Defined in:

Parameter:

DetectedItem

Return values:

DetectedItem

#boolean:

true if at least one UNIT is detected from the DetectedSet, false if no UNIT was detected from the DetectedSet.

Asynchronous Event Trigger for Event Detect.

Defined in:

Parameter:

#number Delay

The delay in seconds.

Asynchronous Event Trigger for Event Detected.

Defined in:

Parameters:

#number Delay

The delay in seconds.

#table Units

Table of detected units.

Asynchronous Event Trigger for Event Start.

Defined in:

Parameter:

#number Delay

The delay in seconds.

Asynchronous Event Trigger for Event Stop.

Defined in:

Parameter:

#number Delay

The delay in seconds.

@param #DETECTION_BASE self @param #string From The From State string. @param #string Event The Event string. @param #string To The To State string.

Defined in:

Parameters:

From

Event

To

@param #DETECTION_BASE self @param #string From The From State string. @param #string Event The Event string. @param #string To The To State string. @param Wrapper.Group#GROUP Detection The Group detecting. @param #number DetectionTimeStamp Time stamp of detection event.

Defined in:

Parameters:

From

Event

To

Detection

DetectionTimeStamp

@param #DETECTION_BASE self @param #string From The From State string. @param #string Event The Event string. @param #string To The To State string.

Defined in:

Parameters:

From

Event

To

Field(s)

DCS#Distance DETECTION_UNITS.DetectionRange

The range till which targets are detected.

Function(s)

Adds an End state.

Defined in:

Parameter:

#string State

The FSM state.

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

Defined in:

Parameters:

#table From

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

#string Event

The Event name.

An sub-process FSM.

#table ReturnEvents

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

Return value:

The SubFSM.

Adds a score for the FSM to be achieved.

Defined in:

Parameters:

#string State

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

#string ScoreText

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

#number Score

is a number providing the score of the status.

Return value:

#FSM:

self

Adds a score for the FSM_PROCESS to be achieved.

Defined in:

Parameters:

#string From

is the From State of the main process.

#string Event

is the Event of the main process.

#string State

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

#string ScoreText

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

#number Score

is a number providing the score of the status.

Return value:

#FSM:

self

Add a new transition rule to the FSM.

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

Defined in:

Parameters:

#table From

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

#string Event

The Event name.

#string To

The To state.

Get current state.

Defined in:

Return value:

#string:

Current FSM state.

Returns the End states.

Defined in:

Return value:

#table:

End states.

Defined in:

Parameters:

From

Event

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

Defined in:

Return value:

#table:

Sub processes.

Returns a table with the scores defined.

Defined in:

Return value:

#table:

Scores.

Returns the start state of the FSM.

Defined in:

Return value:

#string:

A string containing the start state.

Get current state.

Defined in:

Return value:

#string:

Current FSM state.

Returns a table with the Subs defined.

Defined in:

Return value:

#table:

Sub processes.

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

Defined in:

Return value:

#table:

Transitions.

Check if FSM is in state.

Defined in:

Parameter:

#string State

State name.

Return value:

#boolean:

If true, FSM is in this state.

Load call backs.

Defined in:

Parameter:

#table CallBackTable

Table of call backs.

Creates a new FSM object.

Defined in:

Return value:

#FSM:

Defined in:

Parameters:

From

Event

Fsm

Sets the start state of the FSM.

Defined in:

Parameter:

#string State

A string defining the start state.

Add to map.

Defined in:

Parameters:

#table Map

Map.

#table Event

Event table.

Call handler.

Defined in:

Parameters:

#string step

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

#string trigger

Trigger.

#table params

Parameters.

#string EventName

Event name.

Return value:

Value.

Create transition.

Defined in:

Parameter:

#string EventName

Event name.

Return value:

#function:

Function.

Delayed transition.

Defined in:

Parameter:

#string EventName

Event name.

Return value:

#function:

Function.

Event map.

Defined in:

Parameters:

#table Events

Events.

#table EventStructure

Event structure.

Go sub.

Defined in:

Parameters:

#string ParentFrom

Parent from state.

#string ParentEvent

Parent event name.

Return value:

#table:

Subs.

Handler.

Defined in:

Parameters:

#string EventName

Event name.

...

Arguments.

Is end state.

Defined in:

Parameter:

#string Current

Current state name.

Return values:

#table:

FSM parent.

#string:

Event name.

Sub maps.

Defined in:

Parameters:

#table subs

Subs.

#table sub

Sub.

#string name

Name.

Check if can do an event.

Defined in:

Parameter:

#string e

Event name.

Return values:

#boolean:

If true, FSM can do the event.

#string:

To state.

Check if cannot do an event.

Defined in:

Parameter:

#string e

Event name.

Return value:

#boolean:

If true, FSM cannot do the event.

Check if FSM is in state.

Defined in:

Parameters:

#string State

State name.

state

Return value:

#boolean:

If true, FSM is in this state.

Field(s)

DCS#Distance DETECTION_UNITS.DetectionRange

The range till which targets are detected.

Function(s)

Clear the state of an object.

Defined in:

Parameters:

Object

The object that holds the Value set by the Key.

StateName

The key that is should be cleared.

Creation of a Birth Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

#string IniUnitName

The initiating unit name.

place

subplace

Creation of a Crash Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

IniObjectCategory

Creation of a Dead Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

IniObjectCategory

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

Defined in:

Parameter:

Wrapper.Unit#UNIT PlayerUnit

The aircraft unit the player entered.

Creation of a Remove Unit Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a Takeoff Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a Crash Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Log an exception which will be traced always.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Returns the event dispatcher

Defined in:

Return value:

Remove all subscribed events

Defined in:

Return value:

Trace a function call.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function call level 2.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function call level 3.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Get the ClassID of the class instance.

Defined in:

Return value:

#string:

The ClassID of the class instance.

Get the ClassName of the class instance.

Defined in:

Return value:

#string:

The ClassName of the class instance.

Get the ClassName + ClassID of the class instance.

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

Defined in:

Return value:

#string:

The ClassName + ClassID of the class instance.

Get the Class Core.Event processing Priority.

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

Defined in:

Return value:

#number:

The Core.Event processing Priority.

This is the worker method to retrieve the Parent class.

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

self:GetParent(self):ParentMethod()

Defined in:

Parameters:

#BASE Child

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

#BASE FromClass

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

Return value:

Get a Value given a Key from the Object.

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

Defined in:

Parameters:

Object

The object that holds the Value set by the Key.

Key

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

Return value:

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

Subscribe to a DCS Event.

Defined in:

Parameters:

Event ID.

#function EventFunction

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

Return value:

Log an information which will be traced always.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

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

Defined in:

Parameters:

Child

is the Child class that inherits.

#BASE Parent

is the Parent class that the Child inherits from.

Return value:

Child

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

Examples:

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

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

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

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

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

Defined in:

Parameter:

ClassName

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

Return value:

#boolean:

Enquires if tracing is on (for the class).

Defined in:

Return value:

#boolean:

BASE constructor.

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

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

Defined in:

Return value:

Occurs when an Event for an object is triggered.

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

Defined in:

Parameter:

The EventData structure.

BDA.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs when any object is spawned into the mission.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs when an object is dead.

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

Defined in:

Parameter:

The EventData structure.

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

Will update this page when new information become available.

  • initiator: The unit that had the failure.

Defined in:

Parameter:

The EventData structure.

Discard chair after ejection.

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

Defined in:

Parameter:

The EventData structure.

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

initiator : The unit that has ejected

Defined in:

Parameter:

The EventData structure.

Occurs when any aircraft shuts down its engines.

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

Defined in:

Parameter:

The EventData structure.

Occurs when any aircraft starts its engines.

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

Defined in:

Parameter:

The EventData structure.

Occurs whenever an object is hit by a weapon.

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

Defined in:

Parameter:

The EventData structure.

Occurs when any system fails on a human controlled aircraft.

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

Defined in:

Parameter:

The EventData structure.

Occurs on the death of a unit.

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

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

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

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

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

Defined in:

Parameter:

The EventData structure.

Landing quality mark.

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

Defined in:

Parameter:

The EventData structure.

Occurs when a new mark was added.

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

Defined in:

Parameter:

The EventData structure.

Occurs when a mark text was changed.

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

Defined in:

Parameter:

The EventData structure.

Occurs when a mark was removed.

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

Defined in:

Parameter:

The EventData structure.

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

Defined in:

Parameter:

The EventData structure.

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

Defined in:

Parameter:

The EventData structure.

Weapon add.

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

Defined in:

Parameter:

The EventData structure.

Occurs when the pilot of an aircraft is killed.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs when any player assumes direct control of a unit.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs when an aircraft is finished taking fuel.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs when any unit stops firing its weapon.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs whenever any unit in a mission fires a weapon.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Trigger zone.

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

Defined in:

Parameter:

The EventData structure.

Occurs when the game thinks an object is destroyed.

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

  • initiator: The unit that is was destroyed.

Defined in:

Parameter:

The EventData structure.

Schedule a new time event.

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

Defined in:

Parameters:

#number Start

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

#function SchedulerFunction

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

#table ...

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

Return value:

#string:

The Schedule ID of the planned schedule.

Schedule a new time event.

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

Defined in:

Parameters:

#number Start

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

#number Repeat

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

#number RandomizeFactor

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

#number Stop

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

#function SchedulerFunction

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

#table ...

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

Return value:

#string:

The Schedule ID of the planned schedule.

Stops the Schedule.

Defined in:

Parameter:

#string SchedulerID

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

Set the Class Core.Event processing Priority.

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

Defined in:

Parameter:

#number EventPriority

The Core.Event processing Priority.

Return value:

self

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

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

Defined in:

Parameters:

Object

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

Key

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

Value

The value to is stored in the object.

Return value:

The Value set.

Trace a function logic level 1.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function logic level 2.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function logic level 3.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace all methods in MOOSE

Defined in:

Parameter:

#boolean TraceAll

true = trace all methods in MOOSE.

Set tracing for a class

Defined in:

Parameter:

#string Class

Class name.

Set tracing for a specific method of class

Defined in:

Parameters:

#string Class

Class name.

#string Method

Method.

Set trace level

Defined in:

Parameter:

#number Level

Set trace off.

Defined in:

Usage:

-- Switch the tracing Off
BASE:TraceOff()

Set trace on.

Defined in:

Usage:

-- Switch the tracing On
BASE:TraceOn()

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

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

Defined in:

Parameter:

#boolean TraceOnOff

Switch the tracing on or off.

Usage:


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

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

UnSubscribe to a DCS event.

Defined in:

Parameter:

Event ID.

Return value:

Trace a function call.

This function is private.

Defined in:

Parameters:

Arguments

A #table or any field.

DebugInfoCurrentParam

DebugInfoFromParam

(Internal) Serialize arguments

Defined in:

Parameter:

#table Arguments

Return value:

#string:

Text

Trace a function logic.

Defined in:

Parameters:

Arguments

A #table or any field.

DebugInfoCurrentParam

DebugInfoFromParam

The main event handling function...

This function captures all events generated for the class.

Defined in:

Parameter:

DCS#Event event