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Module Functional.Stratego

Functional - Stratego.

Main Features:

  • Helper class for mission designers to support classic capture-the-base scenarios.
  • Creates a network of possible connections between bases (airbases, FARPs, Ships), Ports (defined as zones) and POIs (defined as zones).
  • Assigns a strategic value to each of the resulting nodes.
  • Can create a list of targets for your next mission move, both strategic and consolidation targets.
  • Can be used with budgets to limit the target selection.
  • Highly configureable.

Author: applevangelist

Global(s)

Global STRATEGO

If you see what is right and fail to act on it, you lack courage --- Confucius


The STRATEGO Concept

STRATEGO is a helper class for mission designers.

#STRATEGO STRATEGO

If you see what is right and fail to act on it, you lack courage --- Confucius


The STRATEGO Concept

STRATEGO is a helper class for mission designers.

The basic idea is to create a network of nodes (bases) on the map, which each have a number of connections to other nodes. The base value of each node is the number of runways of the base (the bigger the more important), or in the case of Ports and POIs, the assigned value points. The strategic value of each base is determined by the number of routes going in and out of the node, where connections between more strategic nodes add a higher value to the strategic value than connections to less valueable nodes.

Setup

Setup is map indepent and works automatically. All airbases, FARPS, and ships on the map are considered. Note: Later spawned objects are not considered at the moment.

     -- Setup and start STRATGEO for the blue side, maximal node distance is 100km
     local Bluecher = STRATEGO:New("Bluecher",coalition.side.BLUE,100)
     -- use budgets
     Bluecher:SetUsingBudget(true,500)
     -- draw on the map
     Bluecher:SetDebug(true,true,true)
     -- Start
     Bluecher:Start()

Helper

STRATEGO.SetWeights(): Set weights for nodes and routes to determine their importance.

Hint

Each node is its own Ops.OpsZone#OPSZONE object to manage the coalition alignment of that node and how it can be conquered.

Distance

The node distance factor determines how many connections are there on the map. The smaller the lighter is the resulting net. The higher the thicker it gets, with more strategic options. Play around with the distance to get an optimal map for your scenario.

One some maps, e.g. Syria, lower distance factors can create "islands" of unconnected network parts on the map. FARPs and POIs can bridge those gaps, or you can add routes manually.

STRATEGO.AddRoutesManually(): Add a route manually.

Ports and POIs

Ports and POIs are Core.Zone#ZONE objects on the map with specfic values. Zones with the keywords "Port" or "POI" in the name are automatically considered at setup time.

Get next possible targets

There are two types of possible target lists, strategic and consolidation. Targets closer to the start node are chosen as possible targets.

 * Strategic targets are of higher or equal base weight from a given start point. Can also be obtained for the whole net.
 * Consoliation targets are of smaller or equal base weight from a given start point. Can also be obtained for the whole net.  

STRATEGO.UpdateNodeCoalitions(): Update alls node's coalition data before takign a decision.
STRATEGO.FindStrategicTargets(): Find a list of possible strategic targets in the network of the enemy or neutral coalition.
STRATEGO.FindConsolidationTargets(): Find a list of possible strategic targets in the network of the enemy or neutral coalition.
STRATEGO.FindAffordableStrategicTarget(): When using budgets, find one strategic target you can afford.
STRATEGO.FindAffordableConsolidationTarget(): When using budgets, find one consolidation target you can afford.
STRATEGO.FindClosestStrategicTarget(): Find closest strategic target from a given start point.
STRATEGO.FindClosestConsolidationTarget(): Find closest consolidation target from a given start point.
STRATEGO.GetHighestWeightNodes(): Get a list of the nodes with the highest weight. Coalition independent.
STRATEGO.GetNextHighestWeightNodes(): Get a list of the nodes a weight less than the give parameter. Coalition independent.

How you act on these suggestions is again totally up to your mission design.

Using budgets

Set up STRATEGO to use budgets to limit the target selection. How your side actually earns budgets is up to your mission design. However, when using budgets, a target will only be selected, when you have more budget points available than the value points of the targeted base.

     -- use budgets
     Bluecher:SetUsingBudget(true,500)

Helpers:

STRATEGO.GetBudget(): Get the current budget points.
STRATEGO.AddBudget(): Add a number of budget points.
STRATEGO.SubtractBudget(): Subtract a number of budget points.
STRATEGO.SetNeutralBenefit(): Set neutral benefit, i.e. how many points it is cheaper to decide for a neutral vs an enemy node when taking decisions.

Functions to query a node's data

STRATEGO.GetNodeBaseWeight(): Get the base weight of a node by its name.
STRATEGO.GetNodeCoalition(): Get the COALITION of a node by its name.
STRATEGO.GetNodeType(): Get the TYPE of a node by its name.
STRATEGO.GetNodeZone(): Get the ZONE of a node by its name.
STRATEGO.GetNodeOpsZone(): Get the OPSZONE of a node by its name.
STRATEGO.GetNodeCoordinate(): Get the COORDINATE of a node by its name.
STRATEGO.IsAirbase(): Check if the TYPE of a node is AIRBASE.
STRATEGO.IsPort(): Check if the TYPE of a node is PORT.
STRATEGO.IsPOI(): Check if the TYPE of a node is POI.
STRATEGO.IsFARP(): Check if the TYPE of a node is FARP.
STRATEGO.IsShip(): Check if the TYPE of a node is SHIP.

Various

STRATEGO.FindNeighborNodes(): Get neighbor nodes of a named node.
STRATEGO.FindRoute(): Find a route between two nodes.
STRATEGO.SetCaptureOptions(): Set how many units of which minimum threat level are needed to capture one node (i.e. the underlying OpsZone).
STRATEGO.SetDebug(): Set debug and draw options.
STRATEGO.SetStrategoZone(): Set a zone to restrict STRATEGO analytics to, can be any kind of ZONE Object.

Visualisation example code for the Syria map:

       local Bluecher = STRATEGO:New("Bluecher",coalition.side.BLUE,100)
       Bluecher:SetDebug(true,true,true)
       Bluecher:Start()

       Bluecher:AddRoutesManually(AIRBASE.Syria.Beirut_Rafic_Hariri,AIRBASE.Syria.Larnaca)
       Bluecher:AddRoutesManually(AIRBASE.Syria.Incirlik,AIRBASE.Syria.Hatay)
       Bluecher:AddRoutesManually(AIRBASE.Syria.Incirlik,AIRBASE.Syria.Minakh)
       Bluecher:AddRoutesManually(AIRBASE.Syria.King_Hussein_Air_College,AIRBASE.Syria.H4)
       Bluecher:AddRoutesManually(AIRBASE.Syria.Sayqal,AIRBASE.Syria.At_Tanf)

       local route = Bluecher:FindRoute(AIRBASE.Syria.Rosh_Pina,AIRBASE.Syria.Incirlik,5,true)
       UTILS.PrintTableToLog(route,1)  
     

Type(s)

Fields and Methods inherited from STRATEGO Description

STRATEGO:AddBudget(Number)

[USER] Add budget points.

STRATEGO:AddRoutesManually(Startpoint, Endpoint, Color, Linetype, Draw)

[USER] Manually add a route, for e.g.

STRATEGO:AnalyseBases()

[INTERNAL] Analyse airbase setups

STRATEGO:AnalysePOIs(Set, Weight, Key)

[INTERNAL] Analyse POI setups

STRATEGO:AnalyseRoutes(tgtrwys, factor, color, linetype)

[INTERNAL] Analyse routes

STRATEGO:AnalyseUnconnected(Color)

[INTERNAL] Analyse non-connected points.

STRATEGO.Budget

STRATEGO.CaptureObjectCategories

STRATEGO.CaptureThreatlevel

STRATEGO.CaptureUnits

STRATEGO.ClassName

STRATEGO.ExcludeShips

STRATEGO:FindAffordableConsolidationTarget()

[USER] Find one affordable consolidation target.

STRATEGO:FindAffordableStrategicTarget()

[USER] Find one affordable strategic target.

STRATEGO:FindClosestConsolidationTarget(Startpoint, BaseWeight)

[USER] Get the next best consolidation target node with a lower BaseWeight.

STRATEGO:FindClosestStrategicTarget(Startpoint, Weight)

[USER] Get the next best strategic target node with same or higher Consolidated Weight.

STRATEGO:FindConsolidationTargets()

[USER] Get the next best consolidation target nodes in the network.

STRATEGO:FindNeighborNodes(Name, Enemies, Friends)

[USER] Get neighbor nodes of a named node.

STRATEGO:FindRoute(Start, End, Hops, Draw, Color, LineType, NoOptimize)

[USER] Find a route between two nodes.

STRATEGO:FindStrategicTargets()

[USER] Get the next best strategic target nodes in the network.

STRATEGO:GetBudget()

[USER] Get budget points.

STRATEGO:GetHighestWeightNodes(Coalition)

[USER] Get a list of the nodes with the highest weight.

STRATEGO:GetNewOpsZone(Zone, Coalition)

[INTERNAL] Get an OpsZone from a Zone object.

STRATEGO:GetNextHighestWeightNodes(Weight, Coalition)

[USER] Get a list of the nodes a weight less than the given parameter.

STRATEGO:GetNodeBaseWeight(Name)

[USER] Get the base weight of a node by its name.

STRATEGO:GetNodeCoalition(The, Name)

[USER] Get the COALITION of a node by its name.

STRATEGO:GetNodeCoordinate(The, Name)

[USER] Get the COORDINATE of a node by its name.

STRATEGO:GetNodeOpsZone(The, Name)

[USER] Get the OPSZONE of a node by its name.

STRATEGO:GetNodeType(The, Name)

[USER] Get the TYPE of a node by its name.

STRATEGO:GetNodeWeight(Name)

[USER] Get the aggregated weight of a node by its name.

STRATEGO:GetNodeZone(The, Name)

[USER] Get the ZONE of a node by its name.

STRATEGO:GetRoutesFromNode(StartPoint)

[USER] Get available connecting nodes from one start node

STRATEGO:GetToFrom(StartPoint, EndPoint)

[INTERNAL] Get nice route text

STRATEGO:IsAirbase(The, Name)

[USER] Check if the TYPE of a node is AIRBASE.

STRATEGO:IsFARP(The, Name)

[USER] Check if the TYPE of a node is FARP.

STRATEGO:IsPOI(The, Name)

[USER] Check if the TYPE of a node is POI.

STRATEGO:IsPort(The, Name)

[USER] Check if the TYPE of a node is PORT.

STRATEGO:IsShip(The, Name)

[USER] Check if the TYPE of a node is SHIP.

STRATEGO.NeutralBenefit

STRATEGO:New(Name, Coalition, MaxDist)

[USER] Create a new STRATEGO object and start it up.

STRATEGO:OnAfterNodeEvent(From, Event, To, OpsZone, Coalition)

FSM Function OnAfterNodeEvent.

STRATEGO.OpsZones

STRATEGO.POIs

STRATEGO.POIweight

STRATEGO:SetCaptureOptions(CaptureUnits, CaptureThreatlevel, CaptureCategories)

[USER] Set how many units of which minimum threat level are needed to capture one node (i.e.

STRATEGO:SetDebug(Debug, DrawZones, MarkZones)

[USER] Set debugging.

STRATEGO:SetNeutralBenefit(NeutralBenefit)

[USER] Set neutral benefit, i.e.

STRATEGO:SetNodeBaseWeight(Name, Weight)

[USER] Set the base weight of a single node found by its name manually.

STRATEGO:SetNodeWeight(Name, Weight)

[USER] Set the aggregated weight of a single node found by its name manually.

STRATEGO:SetStrategoZone(Zone)

[USER] Restrict Stratego to analyse this zone only.

STRATEGO:SetUsingBudget(Usebudget, StartBudget)

[USER] Set up usage of budget and set an initial budget in points.

STRATEGO:SetWeights(MaxRunways, PortWeight, POIWeight, RouteFactor)

[USER] Set weights for nodes and routes to determine their importance.

STRATEGO:Start()

Triggers the FSM event "Start".

STRATEGO:Stop()

Triggers the FSM event "Stop".

STRATEGO.StrategoZone

STRATEGO:SubtractBudget(Number)

[USER] Subtract budget points.

STRATEGO.Type

STRATEGO:UpdateNodeCoalitions()

[INTERNAL] Update node coalitions

STRATEGO:_FloodFill(Start, ABTable)

[INTERNAL] Internal helper function to check for islands, aka Floodtest

STRATEGO:_FloodNext(next, filled, unfilled)

[INTERNAL] Internal helper function to check for islands, aka Floodtest

STRATEGO:_FloodTest(connect, draw)

[INTERNAL] Internal helper function to check for islands, aka Floodtest

STRATEGO:_GetNextClosest(Start, End, InRoute)

[INTERNAL] Route Finding - Find the next hop towards an end node from a start node

STRATEGO:__Start(delay)

Triggers the FSM event "Start" after a delay.

STRATEGO:__Stop(delay)

Triggers the FSM event "Stop" after a delay.

STRATEGO.airbasetable

STRATEGO.bases

STRATEGO.coalition

STRATEGO.coalitiontext

STRATEGO.colors

STRATEGO.debug

STRATEGO.disttable

STRATEGO.drawzone

STRATEGO.easynames

STRATEGO.lid

STRATEGO.markzone

STRATEGO.maxdist

STRATEGO.maxrunways

STRATEGO.name

STRATEGO.nonconnectedab

STRATEGO:onafterStart(From, Event, To)

[INTERNAL] FSM function for initial setup and getting ready.

STRATEGO:onafterUpdate(From, Event, To)

[INTERNAL] Update knot association

STRATEGO.ports

STRATEGO.portweight

STRATEGO.routefactor

STRATEGO.routexists

STRATEGO.usebudget

STRATEGO.version

Fields and Methods inherited from BASE Description

STRATEGO.ClassID

The ID number of the class.

STRATEGO.ClassName

The name of the class.

STRATEGO.ClassNameAndID

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

STRATEGO:ClearState(Object, StateName)

Clear the state of an object.

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

Creation of a Birth Event.

STRATEGO:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

Creation of a Crash Event.

STRATEGO:CreateEventDead(EventTime, Initiator, IniObjectCategory)

Creation of a Dead Event.

STRATEGO:CreateEventDynamicCargoLoaded(DynamicCargo)

Creation of a S_EVENT_DYNAMIC_CARGO_LOADED event.

STRATEGO:CreateEventDynamicCargoRemoved(DynamicCargo)

Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event.

STRATEGO:CreateEventDynamicCargoUnloaded(DynamicCargo)

Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event.

STRATEGO:CreateEventNewDynamicCargo(DynamicCargo)

Creation of a S_EVENT_NEW_DYNAMIC_CARGO event.

STRATEGO:CreateEventPlayerEnterAircraft(PlayerUnit)

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

STRATEGO:CreateEventRemoveUnit(EventTime, Initiator)

Creation of a Remove Unit Event.

STRATEGO:CreateEventTakeoff(EventTime, Initiator)

Creation of a Takeoff Event.

STRATEGO:CreateEventUnitLost(EventTime, Initiator)

Creation of a Crash Event.

STRATEGO:E(Arguments)

Log an exception which will be traced always.

STRATEGO:EventDispatcher()

Returns the event dispatcher

STRATEGO:EventRemoveAll()

Remove all subscribed events

STRATEGO:F(Arguments)

Trace a function call.

STRATEGO:F2(Arguments)

Trace a function call level 2.

STRATEGO:F3(Arguments)

Trace a function call level 3.

STRATEGO:GetClassID()

Get the ClassID of the class instance.

STRATEGO:GetClassName()

Get the ClassName of the class instance.

STRATEGO:GetClassNameAndID()

Get the ClassName + ClassID of the class instance.

STRATEGO:GetEventPriority()

Get the Class Core.Event processing Priority.

STRATEGO:GetParent(Child, FromClass)

This is the worker method to retrieve the Parent class.

STRATEGO:GetState(Object, Key)

Get a Value given a Key from the Object.

STRATEGO:HandleEvent(EventID, EventFunction)

Subscribe to a DCS Event.

STRATEGO:I(Arguments)

Log an information which will be traced always.

STRATEGO:Inherit(Child, Parent)

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

STRATEGO:IsInstanceOf(ClassName)

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

STRATEGO:IsTrace()

Enquires if tracing is on (for the class).

STRATEGO:New()

BASE constructor.

STRATEGO:OnEvent(EventData)

Occurs when an Event for an object is triggered.

STRATEGO:OnEventBDA(EventData)

BDA.

STRATEGO:OnEventBaseCaptured(EventData)

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

STRATEGO:OnEventBirth(EventData)

Occurs when any object is spawned into the mission.

STRATEGO:OnEventCrash(EventData)

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

STRATEGO:OnEventDead(EventData)

Occurs when an object is dead.

STRATEGO:OnEventDetailedFailure(EventData)

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

STRATEGO:OnEventDiscardChairAfterEjection(EventData)

Discard chair after ejection.

STRATEGO:OnEventDynamicCargoLoaded(EventData)

Occurs when a player loads a dynamic cargo object with the F8 ground crew menu into a helo.

STRATEGO:OnEventDynamicCargoRemoved(EventData)

Occurs when a dynamic cargo crate is removed.

STRATEGO:OnEventDynamicCargoUnloaded(EventData)

Occurs when a player unloads a dynamic cargo object with the F8 ground crew menu from a helo.

STRATEGO: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.

STRATEGO:OnEventEngineShutdown(EventData)

Occurs when any aircraft shuts down its engines.

STRATEGO:OnEventEngineStartup(EventData)

Occurs when any aircraft starts its engines.

STRATEGO:OnEventHit(EventData)

Occurs whenever an object is hit by a weapon.

STRATEGO:OnEventHumanFailure(EventData)

Occurs when any system fails on a human controlled aircraft.

STRATEGO:OnEventKill(EventData)

Occurs on the death of a unit.

STRATEGO: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.

STRATEGO:OnEventLandingAfterEjection(EventData)

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

STRATEGO:OnEventLandingQualityMark(EventData)

Landing quality mark.

STRATEGO:OnEventMarkAdded(EventData)

Occurs when a new mark was added.

STRATEGO:OnEventMarkChange(EventData)

Occurs when a mark text was changed.

STRATEGO:OnEventMarkRemoved(EventData)

Occurs when a mark was removed.

STRATEGO:OnEventMissionEnd(EventData)

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

STRATEGO:OnEventMissionStart(EventData)

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

STRATEGO:OnEventNewDynamicCargo(EventData)

Occurs when a player creates a dynamic cargo object from the F8 ground crew menu.

STRATEGO:OnEventParatrooperLanding(EventData)

Weapon add.

STRATEGO:OnEventPilotDead(EventData)

Occurs when the pilot of an aircraft is killed.

STRATEGO:OnEventPlayerEnterAircraft(EventData)

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

STRATEGO:OnEventPlayerEnterUnit(EventData)

Occurs when any player assumes direct control of a unit.

STRATEGO:OnEventPlayerLeaveUnit(EventData)

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

STRATEGO:OnEventRefueling(EventData)

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

STRATEGO:OnEventRefuelingStop(EventData)

Occurs when an aircraft is finished taking fuel.

STRATEGO:OnEventScore(EventData)

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

STRATEGO:OnEventShootingEnd(EventData)

Occurs when any unit stops firing its weapon.

STRATEGO:OnEventShootingStart(EventData)

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

STRATEGO:OnEventShot(EventData)

Occurs whenever any unit in a mission fires a weapon.

STRATEGO:OnEventTakeoff(EventData)

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

STRATEGO:OnEventTriggerZone(EventData)

Trigger zone.

STRATEGO:OnEventUnitLost(EventData)

Occurs when the game thinks an object is destroyed.

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

Schedule a new time event.

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

Schedule a new time event.

STRATEGO:ScheduleStop(SchedulerID)

Stops the Schedule.

STRATEGO.Scheduler

STRATEGO:SetEventPriority(EventPriority)

Set the Class Core.Event processing Priority.

STRATEGO:SetState(Object, Key, Value)

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

STRATEGO:T(Arguments)

Trace a function logic level 1.

STRATEGO:T2(Arguments)

Trace a function logic level 2.

STRATEGO:T3(Arguments)

Trace a function logic level 3.

STRATEGO:TraceAll(TraceAll)

Trace all methods in MOOSE

STRATEGO:TraceClass(Class)

Set tracing for a class

STRATEGO:TraceClassMethod(Class, Method)

Set tracing for a specific method of class

STRATEGO:TraceLevel(Level)

Set trace level

STRATEGO:TraceOff()

Set trace off.

STRATEGO:TraceOn()

Set trace on.

STRATEGO: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.

STRATEGO:UnHandleEvent(EventID)

UnSubscribe to a DCS event.

STRATEGO._

STRATEGO:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function call.

STRATEGO:_Serialize(Arguments)

(Internal) Serialize arguments

STRATEGO:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function logic.

STRATEGO.__

STRATEGO:onEvent(event)

The main event handling function...

Fields and Methods inherited from STRATEGO.DistData Description

STRATEGO.DistData.dist

STRATEGO.DistData.start

STRATEGO.DistData.target

Fields and Methods inherited from STRATEGO.Type Description

STRATEGO.Type.AIRBASE

STRATEGO.Type.FARP

STRATEGO.Type.POI

STRATEGO.Type.PORT

STRATEGO.Type.SHIP

  • STRATEGO class, extends Core.Base#BASE

Field(s)

#number STRATEGO.Budget
#boolean STRATEGO.debug

Function(s)

[USER] Add budget points.

Defined in:

STRATEGO

Parameter:

#number Number

of points to add.

Return value:

self

[USER] Manually add a route, for e.g.

Island hopping or to connect isolated networks. Use after STRATEGO has been started!

Defined in:

STRATEGO

Parameters:

#string Startpoint

Starting Point, e.g. AIRBASE.Syria.Hatay

#string Endpoint

End Point, e.g. AIRBASE.Syria.H4

#table Color

(Optional) RGB color table {r, g, b}, e.g. {1,0,0} for red. Defaults to violet.

#number Linetype

(Optional) Line type: 0=No line, 1=Solid, 2=Dashed, 3=Dotted, 4=Dot dash, 5=Long dash, 6=Two dash. Default 5.

#boolean Draw

(Optional) If true, draw route on the F10 map. Defaukt false.

Return value:

self

[INTERNAL] Analyse airbase setups

Defined in:

STRATEGO

Return value:

self

[INTERNAL] Analyse POI setups

Defined in:

STRATEGO

Parameters:

Set

Weight

Key

Return value:

self

[INTERNAL] Analyse routes

Defined in:

STRATEGO

Parameters:

tgtrwys

factor

color

linetype

Return value:

self

[INTERNAL] Analyse non-connected points.

Defined in:

STRATEGO

Parameter:

#table Color

RGB color to be used.

Return value:

self

[USER] Find one affordable consolidation target.

Defined in:

STRATEGO

Return value:

#table:

Target Table with #STRATEGO.Target data or nil if none found.

[USER] Find one affordable strategic target.

Defined in:

STRATEGO

Return value:

#table:

Target Table with #STRATEGO.Target data or nil if none found.

[USER] Get the next best consolidation target node with a lower BaseWeight.

Defined in:

STRATEGO

Parameters:

#string Startpoint

Name of start point.

#number BaseWeight

Base weight of the node, i.e. the number of runways of an airbase or the weight of ports or POIs.

Return values:

#number:

ShortestDist Shortest distance found.

#string:

Name Name of the target node.

#number:

Weight Consolidated weight of the target node, zero if none found.

#number:

Coalition Coaltion of the target.

[USER] Get the next best strategic target node with same or higher Consolidated Weight.

Defined in:

STRATEGO

Parameters:

#string Startpoint

Name of start point.

#number Weight

Consolidated Weight of the node, i.e. the calculated weight of the node based on number of runways, connections and a weight factor.

Return values:

#number:

ShortestDist Shortest distance found.

#string:

Name Name of the target node.

#number:

Weight Consolidated weight of the target node, zero if none found.

#number:

Coalition Coaltion of the target.

[USER] Get the next best consolidation target nodes in the network.

Defined in:

STRATEGO

Return value:

#table:

of #STRATEGO.Target data points

[USER] Get neighbor nodes of a named node.

Defined in:

STRATEGO

Parameters:

#string Name

The name to search the neighbors for.

#boolean Enemies

(optional) If true, find only enemy neighbors.

#boolean Friends

(optional) If true, find only friendly or neutral neighbors.

Return values:

#table:

Neighbors Table of #STRATEGO.DistData entries indexed by neighbor node names.

#string:

Nearest Name of the nearest node.

#number:

Distance Distance of the nearest node.

[USER] Find a route between two nodes.

Defined in:

STRATEGO

Parameters:

#string Start

The name of the start node.

#string End

The name of the end node.

#number Hops

Max iterations to find a route.

#boolean Draw

If true, draw the route on the map.

#table Color

(Optional) RGB color table {r, g, b}, e.g. {1,0,0} for red. Defaults to black.

#number LineType

(Optional) Line type: 0=No line, 1=Solid, 2=Dashed, 3=Dotted, 4=Dot dash, 5=Long dash, 6=Two dash. Default 6.

#boolean NoOptimize

If set to true, do not optimize (shorten) the resulting route if possible.

Return values:

#table:

Route Table of #string name entries of the route

#boolean:

Complete If true, the route was found end-to-end.

#boolean:

Reverse If true, the route was found with a reverse search, the route table will be from sorted from end point to start point.

[USER] Get the next best strategic target nodes in the network.

Defined in:

STRATEGO

Return value:

#table:

of #STRATEGO.Target data points

[USER] Get budget points.

Defined in:

STRATEGO

Return value:

#number:

budget

[USER] Get a list of the nodes with the highest weight.

Defined in:

STRATEGO

Parameter:

#number Coalition

(Optional) Find for this coalition only. E.g. coalition.side.BLUE.

Return values:

#table:

Table of nodes.

#number:

Weight The consolidated weight associated with the nodes.

#number:

Highest Highest weight found.

#string:

Name of the node with the highest weight.

[INTERNAL] Get an OpsZone from a Zone object.

Defined in:

STRATEGO

Parameters:

#number Coalition

Return value:

[USER] Get a list of the nodes a weight less than the given parameter.

Defined in:

STRATEGO

Parameters:

#number Weight

Weight - nodes need to have less than this weight.

#number Coalition

(Optional) Find for this coalition only. E.g. coalition.side.BLUE.

Return values:

#table:

Table of nodes.

#number:

Weight The consolidated weight associated with the nodes.

[USER] Get the base weight of a node by its name.

Defined in:

STRATEGO

Parameter:

#string Name

The name to look for.

Return value:

#number:

Weight The base weight or 0 if not found.

[USER] Get the COALITION of a node by its name.

Defined in:

STRATEGO

Parameters:

#string The

name to look for.

Name

Return value:

#number:

Coalition The coalition.

[USER] Get the COORDINATE of a node by its name.

Defined in:

STRATEGO

Parameters:

#string The

name to look for.

Name

Return value:

Coordinate The Coordinate of the node or nil if not found.

[USER] Get the OPSZONE of a node by its name.

Defined in:

STRATEGO

Parameters:

#string The

name to look for.

Name

Return value:

OpsZone The OpsZone of the node or nil if not found.

[USER] Get the TYPE of a node by its name.

Defined in:

STRATEGO

Parameters:

#string The

name to look for.

Name

Return value:

#string:

Type Type of the node, e.g. STRATEGO.Type.AIRBASE or nil if not found.

[USER] Get the aggregated weight of a node by its name.

Defined in:

STRATEGO

Parameter:

#string Name

The name to look for.

Return value:

#number:

Weight The weight or 0 if not found.

[USER] Get the ZONE of a node by its name.

Defined in:

STRATEGO

Parameters:

#string The

name to look for.

Name

Return value:

Zone The Zone of the node or nil if not found.

[USER] Get available connecting nodes from one start node

Defined in:

STRATEGO

Parameter:

#string StartPoint

The starting name

Return values:

#boolean:

found

#table:

Nodes

[INTERNAL] Get nice route text

Defined in:

STRATEGO

Parameters:

StartPoint

EndPoint

Return value:

self

[USER] Check if the TYPE of a node is AIRBASE.

Defined in:

STRATEGO

Parameters:

#string The

name to look for.

Name

Return value:

#boolean:

Outcome

[USER] Check if the TYPE of a node is FARP.

Defined in:

STRATEGO

Parameters:

#string The

name to look for.

Name

Return value:

#boolean:

Outcome

[USER] Check if the TYPE of a node is POI.

Defined in:

STRATEGO

Parameters:

#string The

name to look for.

Name

Return value:

#boolean:

Outcome

[USER] Check if the TYPE of a node is PORT.

Defined in:

STRATEGO

Parameters:

#string The

name to look for.

Name

Return value:

#boolean:

Outcome

[USER] Check if the TYPE of a node is SHIP.

Defined in:

STRATEGO

Parameters:

#string The

name to look for.

Name

Return value:

#boolean:

Outcome

[USER] Create a new STRATEGO object and start it up.

Defined in:

STRATEGO

Parameters:

#string Name

Name of the Adviser.

#number Coalition

Coalition, e.g. coalition.side.BLUE.

#number MaxDist

Maximum distance of a single route in kilometers, defaults to 150.

Return value:

self

FSM Function OnAfterNodeEvent.

A node changed coalition.

Defined in:

STRATEGO

Parameters:

#string From

State.

#string Event

Trigger.

#string To

State.

The OpsZone triggering the event.

#number Coalition

The coalition of the new owner.

Return value:

self

[USER] Set how many units of which minimum threat level are needed to capture one node (i.e.

the underlying OpsZone).

Defined in:

STRATEGO

Parameters:

#number CaptureUnits

Number of units needed, defaults to three.

#number CaptureThreatlevel

Threat level needed, can be 0..10, defaults to one.

#table CaptureCategories

Table of object categories which can capture a node, defaults to {Object.Category.UNIT}.

Return value:

self

[USER] Set debugging.

Defined in:

STRATEGO

Parameters:

#boolean Debug

If true, switch on debugging.

#boolean DrawZones

If true, draw the OpsZones on the F10 map.

#boolean MarkZones

if true, mark the OpsZones on the F10 map (with further information).

[USER] Set neutral benefit, i.e.

how many points it is cheaper to decide for a neutral vs an enemy node when taking decisions.

Defined in:

STRATEGO

Parameter:

#number NeutralBenefit

Pointsm defaults to 100.

Return value:

self

[USER] Set the base weight of a single node found by its name manually.

Defined in:

STRATEGO

Parameters:

#string Name

The name to look for.

#number Weight

The weight to be set.

Return value:

#boolean:

success

[USER] Set the aggregated weight of a single node found by its name manually.

Defined in:

STRATEGO

Parameters:

#string Name

The name to look for.

#number Weight

The weight to be set.

Return value:

#boolean:

success

[USER] Restrict Stratego to analyse this zone only.

Defined in:

STRATEGO

Parameter:

The Zone to restrict Stratego to, can be any kind of ZONE Object.

Return value:

self

[USER] Set up usage of budget and set an initial budget in points.

Defined in:

STRATEGO

Parameters:

#boolean Usebudget

If true, use budget for advisory calculations.

#number StartBudget

Initial budget to be used, defaults to 500.

[USER] Set weights for nodes and routes to determine their importance.

Defined in:

STRATEGO

Parameters:

#number MaxRunways

Set the maximum number of runways the big (equals strategic) airbases on the map have. Defaults to 3. The weight of an airbase node hence equals the number of runways.

#number PortWeight

Set what weight a port node has. Defaults to 3.

#number POIWeight

Set what weight a POI node has. Defaults to 1.

#number RouteFactor

Defines which weight each route between two defined nodes gets: Weight * RouteFactor.

Return value:

self

Triggers the FSM event "Start".

Starts the STRATEGO. Initializes parameters and starts event handlers.

Defined in:

STRATEGO

Triggers the FSM event "Stop".

Stops the STRATEGO and all its event handlers.

Defined in:

STRATEGO

[USER] Subtract budget points.

Defined in:

STRATEGO

Parameter:

#number Number

of points to subtract.

Return value:

self

[INTERNAL] Update node coalitions

Defined in:

STRATEGO

Return value:

self

[INTERNAL] Internal helper function to check for islands, aka Floodtest

Defined in:

STRATEGO

Parameters:

#string Start

Name of the start node

#table ABTable

(Optional) #table of node names to check.

Return value:

self

[INTERNAL] Internal helper function to check for islands, aka Floodtest

Defined in:

STRATEGO

Parameters:

#string next

Name of the start node

#table filled

table of visited nodes

#table unfilled

table if unvisited nodes

Return value:

self

[INTERNAL] Internal helper function to check for islands, aka Floodtest

Defined in:

STRATEGO

Parameters:

#boolen connect

If true, connect the two resulting islands at the shortest distance if necessary

#boolen draw

If true, draw outer vertices of found node networks

Return values:

#boolean:

Connected If true, all nodes are in one network

#table:

Network #table of node names in the network

#table:

Unconnected #table of node names not in the network

[INTERNAL] Route Finding - Find the next hop towards an end node from a start node

Defined in:

STRATEGO

Parameters:

#string Start

The name of the start node.

#string End

The name of the end node.

#table InRoute

Table of node names making up the route so far.

Return value:

#string:

Name of the next closest node

Triggers the FSM event "Start" after a delay.

Starts the STRATEGO. Initializes parameters and starts event handlers.

Defined in:

STRATEGO

Parameter:

#number delay

Delay in seconds.

Triggers the FSM event "Stop" after a delay.

Stops the STRATEGO and all its event handlers.

Defined in:

STRATEGO

Parameter:

#number delay

Delay in seconds.

[INTERNAL] FSM function for initial setup and getting ready.

Defined in:

STRATEGO

Parameters:

From

Event

To

Return value:

self

[INTERNAL] Update knot association

Defined in:

STRATEGO

Parameters:

From

Event

To

Return value:

self

Field(s)

#number STRATEGO.Budget
#boolean STRATEGO.debug

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_DYNAMIC_CARGO_LOADED event.

Defined in:

Parameter:

the dynamic cargo object

Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event.

Defined in:

Parameter:

the dynamic cargo object

Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event.

Defined in:

Parameter:

the dynamic cargo object

Creation of a S_EVENT_NEW_DYNAMIC_CARGO event.

Defined in:

Parameter:

the dynamic cargo object

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 player loads a dynamic cargo object with the F8 ground crew menu into a helo.

* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.

Defined in:

Parameter:

The EventData structure.

Occurs when a dynamic cargo crate is removed.

* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.

Defined in:

Parameter:

The EventData structure.

Occurs when a player unloads a dynamic cargo object with the F8 ground crew menu from a helo.

* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.

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.

Occurs when a player creates a dynamic cargo object from the F8 ground crew menu.

* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.

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)

Function(s)

Field(s)

Function(s)